2024 Chicago Open Bonus 20
Town Special
Run That Shit Back (Passive) - You may only choose up to three abilities to be active in a given night. Ability #12 will not count towards this.
Packet 1 (Passive) - It’s a bonus about Parmenides. This is funny to maybe 10 people on this site. You will inherit one ability from the first town player to die, and their flip will be edited to mention that that ability is passed onto 2024 CHICAGO OPEN BONUS 20 upon their death. The host decides which ability you inherit.
Packet 2 (Night, 1-Shot) - As a bonus about the loneliness epidemic and the chain of risk, you feel it fit to see how people really think about each other. Once per game at night, you may pick a player (not yourself) to start the next day with the “safety chain” (they will not be notified of this). It will be announced that the safety chain is in play, and that every player must privately submit an ordered list of the alive players to pass the chain to. At the end of the day, every chain-wielder will (unknowingly) pass the chain to the highest player on their list who has not yet received it (if the current chain-wielder is a member of an informed scum faction, it will pass to the highest player on their list who has not yet received it and who is not a member of their faction). The last player to get the chain will die as a tragic consequence of the loneliness epidemic.
Packet 3 (Passive) - As a bonus about a property called “cache-oblivious,” you care not about the size of your cache. You are immune to having your actions delayed, but only if they obey the principle of locality. Any action that targets a player more than 2 spots away from you on the alive player list violates the principle of locality.
Packet 4 (Night) - As a bonus on something called gravitoelectromagnetism, you can analogize the gravitational attraction between pairs of people to an electrical charge. Each night, you may choose two players (not yourself) to explain this analogy to. If a chosen player attempts to target the other player they were chosen with, both players are instead roleblocked by an electrical discharge, and then both lose their electrical charge. You cannot target the same player more than once per game with this ability.
Packet 5 (Night) - As a bonus on short-sighted vows that ruin families, you’re ready to deal with the average mafia player. Each night, you may choose a message from the previous day that you deem to be a short-sighted vow. The player who sent it will receive a message stating that, if the vow is not satisfied or if it is somehow deemed untrue, they may face consequences. However, you can only harm their family, so the consequence is that a family member of theirs dies (in the game); consequently, if they have no family members playing the game this has no effect.
Packet 6 (Night) - As a bonus on mental paint, you can delineate the representational from the nonrepresentational. Each night, you may choose a player. On the following night, they will be informed that they must draw their targets for their actions that night using Mental repreSentational Paint (MS Paint, or any roughly equivalent art application). They may not use words in their submission.
Packet 7 (Night) - As a bonus on phase transitions, the jokes once again write themselves. Or rather, they would, were it not for the rule against turning off maj. Instead, once per night you may target a player and learn whether they’re thermodynamically stable. What exactly is meant by this is up to host discretion.
Packet 8 (Night) - As a bonus on murders of goths, I honestly have no idea how helpful you’re gonna be here, but you can sure try! Each night, you may target a player to learn:
- Whether they killed a player that night whose role flavor is deemed to be a goth, per host discretion
- Whether their role flavor is deemed to suffer from affluenza, per host discretion.
If either or both of these are true, you will learn YES. Otherwise, you will learn NO.
Packet 9 (Night) - As a bonus on algebraic varieties, you intend to do everything you can to inform people about tropical semirings. Each night, you may choose a player. For that night only:
- Any products in their abilities will instead be treated as sums (for instance, 9 * 8 will become 9 + 8).
- Any sums in their abilities will instead be treated as minimums, excluding outputs from the first clause of this ability (for instance 9 + 8 will become min{9, 8}).
You cannot target the same player more than once per game with this ability.
Packet 10 - redacted to remain compliant with FOL rules and regulations.
Packet 11 (Night, 1-Shot) - It’s a bonus on Paul Allen’s business cards. No, not that Paul Allen. Nevertheless, his business card is likely damn good. Once per game at night, you may choose a player to be told they saw Paul Allen’s business card. They will be so consumed by jealousy that the next kill they make will automatically target you, even if you’re dead.
Packet 12 (Passive) - As a bonus on octahedral complexes, you’re willing to be distorted for greater stability. The host has decided upon a stable ordering of your abilities. Each night, you may submit an ordering of your abilities. At the end of each night, along with any action feedback, you will be informed of which of your abilities you placed in their stable position in this ordering. If you submit a list with all of your abilities in the stable order, you will become unreactive, and you will not trigger any detrimental reflexive abilities from your targets (beneficial reflexive abilities are unaffected).
Packet 13 (Night) - As a bonus on Albanian pyramid schemes, you’ve decided it’s your turn. Each night, you may target a player, who will be told that they’ve invested their money in a company that promises returns of upwards of 30%. Once per game at night, you may instead rugpull your investors, and everyone you’ve previously targeted with this ability will be forced to sacrifice one of their abilities to pay the debt (they choose which, but it cannot be a fully spent ability).
Packet 14 (Night) - As a bonus on fictional empires connected to Ursula K LeGuin, the final bonus part is naturally on the lack of pronouns being used to cause cross-cultural conflict. In order to encourage players to be grateful for what they have (pronouns), you may target a player each night, who will be told that if they refer to any other player using pronouns on the following day, they may face consequences. If they refer to any player other than themselves with pronouns, their actions on the following night will be loud (anyone that player targets will know that player visited them).
Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.