# AB Game

Works functionally the same as VLR in the actual game, with any differences noted below.
Rather than generalized rooms in a central meeting area, there are booths placed in most hallways so pairs and solos can vote without having to backtrack.
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.
## 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 in Zero 13's Knickknack Shop, with a HSB netting substantially more ZP.
# Watches
## Utilities
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.
Functions as an ID for the purpose of opening doors.
Apps include -
GAB game
Chromatic Solver (Initial version will be a PNG of an additive palette)
Map, if possible
IM messaging system
Suit sensors
## 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, 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.
# Cognitovirus
All patients in the killing game are infected with a currently unnamed disease (codename: Apocryphon-ψ) that attacks the part of their brain that controls their perception of reality.
It's qualities can only be described as a cognitohazard. The vector doesn't seem to be viral, but rather information based. Knowing the existence of the disease infects you with it.
Patients in stage zero have little to no awareness of the illness. Stage zero is largely characterized by a disbelief or failure to comprehend the existence of the disease. Rather than being immune, it seems to be inoculating in every person, with knowledge of it encouraging its growth and the resulting consequences. A fully infected patient can be completely cured with a sufficient dose of the amnesiac commonly known as Soporil β, so long as they are not re-exposed to the information. Relapse rate is increasingly high with patients that forget the information in this way, with mortality rates increasing each time the cognitohazard is learned and forgotten. Presently, the only way to indefinitely prolong stage 0 is through extensive mental training, and long term fear and comprehension suppressants. Subjects who cannot understand the threat appear to be the most likely to survive it, with some careers leading to a baseline higher resistance.
Patients in stage one generally report increased fear, anxiety, headaches, and nausea. Though other symptoms, such as paranoia, feelings of familiarness in unfamiliar situations (*déjà vu*), as well as unfamiliarness in situations that should be familiar (*jamais vu*), have been reported in some cases. Many patients will refer to patches of the ground seeming "alive" or shifting. This appears to be a daylight hallucination, but touching these patches has uniformly caused subjects pain. The cause of this pain or how to treat it safely was not known for many years, until the creation of "Antithesis Analyzers".
Patients in stage two most often report an increase in the intensity of symptoms indicated in stage one, with few elements regressing if not treated. Additionally, many report the small patches growing in number and intensity,
>The onset of stage 2 can always be determined by if the patient has vomited blood. Most report seeing small patches of the substance on the ship, or tiny creatures inside it, but no reported evidence of such materials have been found.
> Put something here about how the creatures can attack patients and that damage is Real to them
# Approved Roles
Sec - Detective
Med - MD/Coroner/Paramed
Engi - Station Engineer/Atmos Tech
Sci - Roboticist/Scientist
Cargo - Cargo Tech/Shaft Miner
Serve - Janitor/Psych/Bartender
# Dilemmas
# FAQ:
Q) Do I have to play the Zero Escape series to contribute?
A) No, while experience with it will give you a greater understanding of some fundamental gameplay mechanics and appreciation for the 9station universe, ultimately there are many other references and inspirations that went into the making of this fork. Too many to list in this answer!