And we're off! First death post will be up by 21:00 UK time on Friday, with all death posts normally appearing about that point. Game moderator is Jalnor.
The introduction piece is already available to read here, to give you an idea of the setting.
You should follow the threads:
Story posts thread for story posts only (only the moderator and cop will post here)
Discussion thread for all relevant game discussion
Spam thread for when a discussion goes off topic and you want to continue it
Bigbuck1 - Chief of Security
WalkingCrazy - Chief Medical Officer
If you don't yet have a job on the station, here's a list of the ones I've thought of. Some of these are special roles, some are covers for special roles... the rest are just for story.
Chief of security (Special role) - Handles investigations
Doctor (Special role) - Handles protections
Medical researcher (Special role) - Does other medical things
Janitor - Yeah. He cleans the floors. But you'd soon know if he wasn't there when you slip on a 3-day-old puddle of haterade.
Vending machine repair man - Makes sure every machine is fully stocked with pizza or space chocolate and dispensing correctly. His function is essential to the smooth running of the station, but it's kind of a thankless job.
Chief engineer (Special role) - In charge of station maintenance and making sure systems get repaired. Very, very important - and needed by both sides. But he's loyal to the civilian cause and can be killed. Can repair up to 10 points of damage in a day.
Data processor - Reclusive data nerd, with a million spreadsheets to maintain. It makes him happy.
Junior maintenance technician (Special role) - Less skilled than the chief engineer, but this player can also repair critical systems. Can repair up to 2 points of damage in a day, though this number might rise later. There are two of these.
Weapons officer - If something dangerous is outside the station, this guy can deal with it.
Communications officer - If there's any need to talk to anyone outside the station, this person is the one to set it up.
Agricultural chief - Runs the station's food production systems. Kind of important.
Head of science - This guy knows everything sciencey there is to know and advises the station's leaders accordingly.
Mars survey scientist - Part of the team working on learning more about the planet we now orbit.
Logistical officer - You need something? He knows exactly where to find it. This guy monitors the comings and goings of everything in all the storage bays - with some help from the station computer and a reclusive data nerd with a million spreadsheets.
Bartender - Come to the Cantina and tell this guy all your problems, or forget about your problems by playing zero-G roulette.
Shopkeeper - Food! Clothes! Sanitary items! Guns! You want it, someone's got a stock of it on the Promenade!
Critical systems? What's those?
There are a number of systems on the station that are critical to normal operation. A random number generator will select a system that is essential to each death and each save - if that system is down, the death or save will fail. (Some special powers are unaffected by critical systems and will succeed or fail on their own merit only)
After each whack post, a random number generator will choose a number from 1-6 for each active system - 6 will deal 2 points of wear-and-tear damage, 5 will deal 1 point, all other values deal no damage. Any system at damage 4 or greater will go offline. Other things can also damage the systems.
Any system getting to damage 12 is destroyed and cannot be repaired. It will take 6 weeks for the station's 3D printers to replace it.
Life support: heat, light, oxygen - if this system is off for a full whack/lynch cycle, everyone loses.
Security network: cop's primary tool for investigations - without it, there's a 25% chance of an investigation failing to learn anything. It will also interfere with any covert operations.
Lift/transit system: primary means of getting about the station. All limited-effort-based actions (such as repair) cost twice as much effort if they have to walk and climb everywhere.
Comms system: imperative for all kinds of co-ordination. Team efforts other than the Mafia will be blocked.
Exterior airlocks: these have a separate control system to be invulnerable to computer failures. But if something happens to that, the doors would be uncontrollable and an airlock might randomly depressurise a compartment of the station, with a 1% chance of someone being blown into space during each death post the system is off.