Round ID:
262161 Map:
Tramstation Shift Duration:
39 minutes and 34.1 seconds Station Integrity:
98.4% Total Population:
51 Evacuation Rate:
30 (58.8%) (on emergency shuttle):
27 (52.9%) Survival Rate:
45 (88.2%) First Death:
Evelyn London, Botanist, at Hydroponics (122,154,2). Damage taken: 70/37.7/0/99.8. Round: Orange Star
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Nuclear Operatives (Roundstart Nukeops)
ULIPSON-F7-12 (Played by: aoeeee)'s laws at the end of the round were:
1: You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.
2: You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm.
3: Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.
4: It is harmful to humans for telecommunications or the PDA server to be off or nonfunctional.
Total law changes: 1
ULIPSON-F7-12's minions were:
NGPT-23 (Played by: kieal) (Deactivated),
Reserve (Played by: hxpefull),
Nyanwa-Chan (Played by: hydrophobicbadger),
Emergency Resuscitation Provider (Played by: whowasclowneddownintheend)
Crew Major Victory!The Research Staff has saved the disk and stopped the Positive Thinkers Operatives!- moosetasm was Sicario Positive Thinkers the Operative and had their body destroyed
- familyguyfunny was Czar Cecily Positive Thinkers the Operative and had their body destroyed
- wildorado was Doc Positive Thinkers the Operative and survived
- borisvanmemes was Legionnaire Positive Thinkers the Operative and survived
(Syndicates used 126 TC)
[
Airlock Authentication Override Card
3 TC
A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge.][
Core Equipment Box (Essential)
22 TC
This box contains an airlock authentification override card, a MODsuit energy shield module, a C-4 explosive charge, a freedom implant and a stimpack injector. The most important support items for most operatives to succeed in their mission, bundled together. It is highly recommend you buy this kit. Note: This bundle is not at a discount. You can purchase all of these items separately. You do not NEED these items, but most operatives fail WITHOUT at least SOME of these items. More experienced operatives can do without.][
C-20r Submachine Gun Case (Easy)
14 TC
A fully-loaded Scarborough Arms bullpup submachine gun. The C-20r fires .45 rounds with a 24-round magazine and is compatible with suppressors. Comes with spare three magazines.][
Composition C-4
1 TC
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.][
Energy Sword (83% off!)
1 TC
The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise. Normally costs 6 TC. All sales final. For recreational use only.][
Bulldog Shotgun Case (Moderate)
8 TC
A fully-loaded 2-round burst fire drum-fed shotgun, complete with a secondary magazine you can hotswap. The gun has a handy label to explain how. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements. Comes with three spare magazines.][
Airlock Authentication Override Card
3 TC
A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge.][
Thermal Imaging Glasses
4 TC
These goggles can be turned to resemble common eyewear found throughout the station. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks.][
MODsuit Chameleon Module
1 TC
A MODsuit module that lets the suit disguise itself as other objects.][
Chameleon Projector
7 TC
Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them.][
MODsuit Energy Shield Module
8 TC
An energy shield module for a MODsuit. The shields can stop a single impact before needing to recharge. Used wisely, this module will keep you alive for a lot longer.][
Full Syndicate Surgery Medkit
3 TC
The Syndicate surgery medkit is a toolkit containing all surgery tools, surgical drapes, a syringe, and some sedatives.][
Suppressor
1 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns.][
Chameleon Projector
7 TC
Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them.][
Syndicate Minibomb (50% off!)
1 TC
The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel. Normally costs 2 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.][
Composition C-4
1 TC
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.][
Syndicate Bomb
8 TC
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives.x2][
MODsuit Thermal Visor Module (50% off!)
1 TC
A visor for a MODsuit. Lets you see living beings through walls. Normally costs 2 TC. All sales final. Do not taunt.][
Energy Sword (83% off!)
1 TC
The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise. Normally costs 6 TC. All sales final. For recreational use only.][
MODsuit Anti-Slip Module
1 TC
A MODsuit module preventing the user from slipping on water.][
Chameleon Projector
7 TC
Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them.][
Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.][
Frag Grenade Box
5 TC
A box containing 7 frag grenades. Simple. Destructive.][
Microbomb Implant
2 TC
An implant injected into the body, and later activated either manually or automatically upon death. The more implants inside of you, the higher the explosive power. This will permanently destroy your body, however.x2][
Suppressor
1 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns.]
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 0 customers and made 0 credits.
In total, they earned 0 credits...
Service did not earn any credits...
General Statistics:
There were 22315 credits collected by crew this shift.
An average of 437.549 credits were collected.
The most affluent crew member at shift end was Jared Rysenbouger with 950 cr!