Your appearance is fearsome, and your temper even more so. Those around you cower and tremble in fear, knowing you could squash them all like nothing more than pesky bugs underfoot.
Intimidate: (Night, 3 uses) choose a player, their vote will count secretly zero as the next day (regardless of any modification), and any vote against them will secretly count as two. (Doesn’t stack with extra votes) The target learns, that they are Intimidated.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+2.
Blackmailer. (Btm edition)
Neutral offensive.
There is no currency more valuable than secrets, in this you are the richest in the land. You use them well to make others dance on your strings.
Blackmail: (Night, infinite uses) choose a player, they have to vote for a living player at the end of day, otherwise you kill them. (They aren’t notified that they are blackmailed.) If you kill a neutral player this way, your extra vote ability is activated. (If you voted out a different neutral, your vote will secrerly count as three the next day.)
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+3.
Blacksmith
Neutral social.
The hissing of steel and the hammering of iron are the finest music to your ears. The manipulation of metal is your expertise, be it used for good fortune or ill.
Secret knowledge: (passive) At each start of the day, you learn if anybody has secretly a different vote weight than 1. (You don’t learn how many vote counts they have).
Share the knowledge. (Day, 3 uses) Choose a player with a secret vote number and a player without one. You secretly switch their vote counts. You can use this ability multiple time in the same day.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+4.
Man-at-arms
Neutral offensive
Two can keep a secret…if you’ve shot one. Your trusty gun and silencer never leave your side, and you know that the simplest way to get rid of your competition is to silence them permanently.
Elimination. (Day, 1 use, chargable)
From D2 onwards, you can shoot a player, who received a vote the previous day, attempting to kill.
Mercenary. (Passive) Anytime a Neutral player dies, gain an extra shoot of “Elimination”.
Fair play. (Passive) Elimination can never have more than 1 charge at a time.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+5
Royal (btm version)
neutral social
As sure as the sun rises in the east, you are the superior of all around you- and these background characters are all subject to your almighty whim. Royalty bows for no man.
secondary vote: (day, infinite uses)
pick a player in your pm, that player will recive a vote, which publicly will shown as the Royal’s vote. This vote will always count as one vote. (regardless of any other modifications) and counts toward majority.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+6.
Student.
Neutral special
Your mind has always been an eager sponge, quickly absorbing all the knowledge you could learn. These deadly contests are simply more things to learn, even if the stakes are much higher than a failing grade.
learning curve (passive) anytime a Neutral player dies, your votecount secretly increases by one.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts one higher than your vote weight.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+7.
Poisoner
neutral offensive
Your art is simple- that of the last meal. You almost pity your victims, dying at the dining room table is such a shameful way to go.
Pick your posion: (night, infinite uses.) pick a player, they get poisoned, and will die at the end of the following day.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+8.
Author
neutral social
Ink at hand with pen and parchment, you strive to make the greatest story. Be it from scandals or centrifuge, your words dart across the world like an inanimate hand. And with those words comes power.
Prediction (day, infinite uses) You can predict the role the player who will be executed today, if you are correct, the execution fails, and the next player who can be eliminated is executed instead. You can guess each GI role only once.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+9.
Nymph
neutral special
You are an ever-changing spirit representative of Nature itself, showcasing the serenity and grace of water to the ferocity and aggression of fire. Stagnation is a foreign word to you, as change and adaptation are woven into your being.
Metamorphosis: (day, infinite uses) you can choose which form you take on this night. You have to choose differently, than the last night.
Fire form: You have (secretly) one extra vote next day (it stacks with extra vote), but you need one less vote to be executed.
water form: choose a player, they recieve a fruit of your choice. (fruit does nothing)
Nature form: You are immune to nightkills today, but you die if you are protected.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+10.
Sorcerer
Neutral offensive
Why must the magical elite linger among the unpowered civilians? No matter. Your victory is near certain, as you are obvious the the most cunning and clever person here. The other contestants must be grateful that your powers are too flashy.
Sorcery: (day, 1 use) Target a player, you kill them regardless of any protection. Afterwards your role will publicly announced. You can’t use this ability at day 1. You can’t use this ability, when you are top wagon.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+11.
Court jester
Neutral special.
Life is nothing but the grandest game of all, and you are it’s shining star. A game’s no use without it’s protagonist, and you’ll stop at nothing to see your show go on.
Let’s just have fun (passive) Every time a neutral player dies, your vote weight is randomized. You will learn your new vote weight.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+12.
Soldier (btm version)
Neutral special.
You have seen terrible things, and been through horrors no soul should witness. You are hardened to all danger, nothing affects you now.
Immunity: You cannot die, except from executions, mafia factional kill’s and your own free guess ability.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+13
Peasant
Neutral special
You’ve spent your life in the shadows of your “betters”, those destined for bigger and better. Fortunately for you, a life behind the scenes has led to a finely-honed sense of knowing whether anything is awry.
Spyglass: (passive) you are notified, when anything changes during the game. You will learn the nature of the change(s), but not the exact result.
[this includes, but not limited to: alligment change, target change, role change, etc…]
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+14
Trickster.
neutral special
Back in your town, you were notorious for changing the intended outcomes of events. You turned weddings into divorces, murders into serial killings, and much more with the single inspiration of thought. You came here to test your skills.
Trickster (day, infinite use): You may tag at most 4 participants with a card, be it an Ace, King, Joker. If a participant already had a card attached to it, the new card will replace the old one. You can’t have more Jokers active as either Kings or Aces.
Heart of the cards (passive): At the start of each day phase you learn, how many of each of your cards are still in effect.
The effects of these cards only happen, when a player with a card visits an other player with a card.
Ace+Ace/King+King/Joker+Joker both player loses their cards.
Ace+King both players counts publicly two the next day and both player loses their card.
Ace+Joker, you will attempt the visitor for kill the player they visited and both player loses their card
King+Joker, both players lose their vote the next day and both player loses their card.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+15
Necromancer.
neutral special
You first learned the art of undeath in a dark, cold dungeon, where dead men were regularly resurrected to extract information from. Now you have come to this meeting to use your powers to gain unimaginable wealth and power. Your opponents will quiver before your mastery of death.
Deaths cannot foul me (passive): You always learn the original role of any dead player.
Necromancy: (night, 3 use): Choose a dead player, and gain one of their active ability as a one use ability.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
543+16 (559)
Gardener
neutral social
You carefully give out the prettiest flowers in your basket, nothing more and nothing less. But who could wish harm upon the giver of such a beautiful gift?
Caretaker: (day, infinite use.) Choose a player, they will recive a flower. They can’t guess anyone as the Gardener anymore, and if they are guessed as the Gardener, they will die.
Passive: You can’t guess anyone as the Gardener.
Extra vote (passive) If the player you voting gets executed, and they flip neutral, the next day, your vote secretly counts as two.
Free guess (passive) If the majority of the players guesses you as your role, you will die instantly.
Guess immunity (passive) Once a player was guessed as your role, you lose your “Free guess” ability.
Win-condition: Live to the end of the game as the sole Neutral. (If there are other living neutrals in game, when the game ends, you lose)
My Masterpiece (Night) - Select [x] players (you cannot self-target) and lock them out of general chat during the day. They will be put in a separate chat and given [x // 3 + 1] puzzles of your making (as approved by the GM). Upon completion, they will learn how many mafia members are in the group and be let back into general chat for the remainder of the day. If they fail to complete the puzzles before the day ends, they are released without this information. Players bound in the room may still vote and use day actions, but they are not allowed to use these to communicate with players. Mafia members can still communicate in mafia chat. - Unlimited uses
Defeat all members of the Mafia, as well as any neutrals that directly oppose your win condition.
In Theory, The GM Could And Should Stop That From Happening, And This Was The Reason That The GM Must Approve Of The Puzzle Before It Is Submitted, And Honestly, It’s Kind Of Anti-Self Actualization To Not Do Fun Things With Puzzles, But This Might Be Colored Because Of QBCord’s Adoration Of Puzzles Versus This Site’s Focus On Winning, Which Is Honestly An Entire Can Of Worms That I Do Not Want To Open Because I Am Not Qualified To Open It And Really Don’t Want A Bunch Of People To View Me Being Slightly Disappointed In Their Approach To Mafia As Being An Attack On Them As A Person Because I Can Find Better Reasons To Hate People Than That. So I Guess We’re Now In An Arms Race For Puzzle Difficulty.
Town Investigative
We Need To Show People How It’s Done (Passive): If you are in the game, so is So nothing stops the person with this role from making a really easy puzzle (561). However, a random mafia member may also have the ability of Escape Room Creator (560) whose use of [My Masterpiece], when solved, will give its players a number of the creator’s choice. This will be in addendum to their normal role.
Prove To Me The Existence of the Counterforce (Passive): [But I Guess If We’re Doing This, We’re Gonna Go All Out] will also target four random town players, not including you. They will be given a temporary chat together to solve the puzzles. By End of Night, if they fail to solve the puzzles, all four players will die.
We Will Steal Your Heart (Day): Create up to three puzzles. At Start of Night, these puzzles will be given to the mafia. If the mafia members are unable to solve all three puzzles before End of Night, all mafia actions will be blocked except the factional. - 3 uses
Defeat all members of the Mafia, as well as any neutrals that directly oppose your win condition.
team katze (Passive): You are a katze nyaborhood (Passive): You share a neighborhood with all people on team katze katze (Day, 1-shot, Instant): Kill all town aligned players on team katze
Depression (Passive) - If you are in the game, reroll into two different roles during n0. The player who receives this role must choose which of the two roles they would like to play.
If the game is canned, you win, regardless of if you were present or not.
Host notes: “Computationally infeasible” means the problem is effectively unsolvable in a reasonable amount of time, no matter how good one is at math, even if you are using computer programs to help you
Examples of such problems would be:
I generated two large primes and multiplied them together. Factor it into the two primes.
Discrete log problem
Pretty much any of the stuff that keeps cryptography secure
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.
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 (informed scum players CAN pass the chain to other informed scum players). 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).