# What is Nonary Station?
Nonary Station (or 9Station) aims to create faster paced, character-driven MRP rounds in an original setting by focusing on lower population numbers, higher stakes, survival horror atmosphere and resource gathering and management. Standard rounds will have 9 players, one of which is Zero, or the antagonist responsible for setting all this up. The players are tasked with uncovering the identity of Zero, getting 9 points, and opening the 9 door to escape the complex. Though rounds will rarely be as simple as this, with the inclusion of additional antags, crew subterfuge, and a constant air of paranoia!
To really get involved with all of that, you'll first need this funny rabbit to explain a few systems for you!
# The Nonary Game
## The Basics
The game begins with 9 players. Each player has a bracelet with a point value (BP) in a specific color, with pair or solo marked underneath. The players must go in groups through the chromatic doors to complete dilemmas, in order to vote against each other in a prisoner's dillema styled system known as the AB game. Whoever gets 9 BP using this system is permitted to open the number 9 door and leave. One player, known as "Zero", is responsible for this.
If none of this flyover explanation made any sense to you, don't worry, the systems will be described in greater detail below, as well as some original additions to them made for this setting.
## Chromatic Doors
The Chromatic Doors are a system in which players must combine their bracelet colors to create a third color, which allows them to go through that round's door.
There are three initial doors that everyone goes through: Cerulean, Yellow, and Magenta.
Inside each of these are 3 clear doors, which are all access.
There is also a Red, Green, and Blue door in each wing.
Finally, there are 3 White doors in the central area with the 9 door.
To illustrate this, if Pair A's bracelet was Blue, and Solo B was Red, they might say, "Come join us to make Magenta, and go through that door!"
However, Pair C, who is Green, might suggest "What if we went through yellow together" instead. Players must resolve how they'll divide the 9 total players into 3 groups that satisfy the round's color requirements.
The Chromatic Doors will open automatically, and stay open for a set amount of time (tentatively 5 minutes). Participants can check the time left until the Chromatic Doors open by interacting with their bracelets.
Only 3 people are allowed to enter a Chromatic door as a group.
The colors of the participants' bracelets must make up the Chromatic Door's color.
Anyone who is outside of a Chromatic Door when they close will be penalized.
Once a group has escaped a room, the Chromatic Doors will allow anyone to enter them at their leisure.
## AB Game

When one player activates the booths located in the main hall of the complex, a round of AB voting will begin. Players must vote ‘Ally’ or ‘Betray’ in order to gain or lose BP.
If both players Ally, they both gain 2 points. If one player Betrays and the other Allies, the latter player loses 3 points. If both players Betray, they both gain zero points.
If no players of a group of 3 enter an AB room to vote before the end of a round, they are penalized.
Pairs or Solos that do not vote will automatically Ally.
Pairs vote as a single entity. They cannot vote in separate rooms. One member of a pair can still vote if the other dies.
Solos vote entirely on their own.
### GAB Game
Once per round, you may use your watch to make either a High Stakes Bet (HSB) or Low Stakes Bet (LSB)
In a HSB, you must guess how all 8 other players will vote in the next AB game.
In a LSB, you must guess how one group consisting of a pair and solo will vote in the next AB game.
You cannot bet on your own group in a LSB.
Doing either of these correctly will net you Zero Points (ZP) which can be spent during the round, with a HSB netting substantially more ZP.
## Watches
Run on ZEROS (modified NTOS from TG)
Tells current time until the next AB game, as well as current point number, color, and group assignment.
Has multiple apps preinstalled, though some functionality is limited or barred by BP, or starting job.
Functions as an ID for the purpose of opening doors.
If your heart stops, your bracelet falls off.
### Apps
GAB game
Chromatic Solver (Initial version will be a PNG of an additive palette)
Map, if possible
IM messaging system
Suit sensors
X-Pass Library?
Lost and Found Storage?
### Point Breakpoints
As you gain or lose points in the AB game, you gain or lose certain functionalities of your watch.
At 9 BP, you may open the number 9 door and leave.
At 7 BP, ~~once you've solved a puzzle room of a particular color, you can freely explore any door of that color.~~
At 5 BP, you gain full access to the IM chat functions of your bracelet.
At 3 BP, benefits and detriments are currently undecided, but this is the point value at which all players start the game.
At 1 BP, your suit sensors will lock from tracking to vitals only.
At 0 and below BP, you will be injected with anesthetic, which will gradually render you unconscious. 90 seconds later (possibly 180, needs playtesting), you will be injected with a second toxin that shuts down your lungs and brain, killing you.
Going through a door with a pair/solo combination "links" the bracelets, allowing them to communicate vocally over micro-radios while in the puzzle room.
Once scanned out, the radio functionality shuts off, however you may still IM your associated pair or solo until the end of the next AB game.
## X-Passes
X-Passes are a system introduced in the third entry of the Zero Escape series, *Zero Time Dilemma*.
They work by having a general pool of passes for players in the nonary game that can be used for various actions within it - like a secure key, or password. Initially, all of a player's X-Passes will work if prompted for one they should have. However, once a player dies, one X-Pass from their list is selected and locked in. The rest will no longer function for the round, and the locked pass will be revealed to other players.
For implmentation, at character creation, there should be a text field to enter a limited amount of X-Passes. This is limited to short strings of letters that form words. If a player chooses not to type anything in, they will be given a set of generic X-Passes that they can view consisting of generic, unoffensive phrases relating to their job, species, traits, etc.
# The Virus
Apocryphon-psi is a cognitohazard that forms the backbone of the setting of Nonary Station. It is a unique concept to this setting, meaning it is not reused from any of the Zero Escape games, though it utilizes some concepts from that game in its execution. All players start with it inoculating inside of them, and though it is invariably fatal, progression can be mitigated with certain drugs on ship.
## Apocryphon-psi
## Curatives
## Tolerance