Ritual Mafia - Congregation Wins

After the sacrifice had happened.

Nah. Itā€™s gotta be the Jigsaw Killer character update

Gotcha Fam

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This guy, No jokes, has a finger collection.

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Bruhā€¦ that is terrible logic and just a coincidence.

Also gg :slight_smile:

But it is still truth :sunglasses: but still you didnā€™t talk d2 tho

Yeah I scumslipped and was hoping people wouldnā€™t notice qq

@Icibalus what did you think of my fake TvT deathtunnel?

He was very impressed. Told us in deadchat

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Also, since school is starting soon Iā€™m taking a break from hosting until Golden Dragon 2, but Iā€™d like to know what you guys want me to host after that so I can work on it:

  • Ritual Mafia 2
  • Day One Mafia 2
  • Poker Mafia 3
  • Something else

0 voters

I canā€™t find the neutral classes for some reason but in the meantime here is an earlier look at how broken the game was before the guys at the FM council reviewed it:

The Witch Doctor

Congregation Support
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Eternal Youth (Ritual) - If you are sacrificed, all Congregation players will be healed from attacks tonight.
Healing Spell (Night) - Heal a player from attacks. Unlimited uses.
Voodoo Link (Night) - Permanently link yourself to another player. If they would die by any means except being sacrificed you will die in their place. (Includes being lynched) - 1 use.

Goal: Defeat the Heretics.

The Exorcist

Congregation Support
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Purification (Ritual) - If you are sacrificed, all Congregation players will be immune to negative abilities tonight and during the day tomorrow (excluding death).
Exorcise (Day) - Select a player. Both you and them will permanently lose your Ritual ability. 1 use.
Purify (Night) - Select a player. They will be immune to all negative abilities tonight and during the day tomorrow except death. Unlimited uses.

Goal: Defeat the Heretics.

Note: The following abilities count as negative abilities:
Players affected by Purify or Ritual of Purification are immune to occupation and redirection from any sources (including Rituals), will always get correct results if they are investigative and will be immune to the following abilities:

Exorcise
Dazing Spell
Spirit Chains
Mind control
Body Swap
Soul Exchange
Binding Spell
Cleanse
Demonic Voice
Cloak of Darkness

The Conjurer

Congregation Offensive
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Lockdown (Ritual) - If you are sacrificed, select up to half of the currently alive players (rounded down). Occupy them tonight.
Dazing Spell (Night) - Prevent a player from performing their night action. Unlimited uses.
Spirit Chains (Night) - Chain a player, preventing them from using any day and night abilities tonight and for the next 2 days. After the effects of this ability run out or when the target dies, you will die (cannot be healed). This effect will end immediately if you die. 1 use.

Goal: Defeat the Heretics.

The Enchanter

Congregation Offensive
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Teleportation (Ritual) - If you are sacrificed, select two players and link them permanently. As long as both are alive, attackers that target one of them will instead target the other.
Mind control (Night) - Force a player to target another. Unlimited uses.
Double Ritual (Night) - Kill yourself and another player, triggering both ritual effects and skipping the next Ritual phase. Cannot be healed or prevented by death immunity. 1 use.

Goal: Defeat the Heretics.

The Martyr

Congregation Killing
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Protection (Ritual) - If you are sacrificed select a player. They will be immune to death for the next 2 nights.
Light Ward (Night) - Select a player. If they are attacked you will protect them, giving up your life to kill their attacker. You cannot be healed if you die this way. Unlimited uses.
Sacrifice (Night) - Kill yourself in order to skip the next Night phase. Cannot be healed or prevented by death immunity. 1 use.

Goal: Defeat the Heretics.

The Blood Mage

Congregation Killing
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Death (Ritual) - If you are sacrificed, select a player and kill them immediately.
Barrier of Blood (Night) - Become immune to death and kill everyone visiting you. 2 uses.
Collect blood (Night) - Attack a player. If they are Congregation you will kill yourself as well. If they are a Heretic, you will gain an extra use of ā€œBarrier of Bloodā€. 1 use.

Goal: Defeat the Heretics.

The Necromancer

Congregation Social
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Rebirth (Ritual) - If you are sacrificed, a dead Congregation member of your choice will be revived.
Seance (Night) - Select a dead player. They will be able to send you a message, this message can only have a maximum of 25 characters. Unlimited uses.
Channel Spirit (Night) - Channel the spirit of a dead player. They will be able to talk and vote tomorrow in court, however you wonā€™t be able to (if you post anything during the effects of this ability you will be modkilled without warning). 1 use.

Goal: Defeat the Heretics.

The Inquisitor

Unique Congregation Social
Ritual of True Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the game.
Reveal (Day) - Reveal yourself as The Inquisitor, however all Congregation members will be prevented from visiting you. 1 use.
Burn the heretics (Day) - Lynch a player of your choice, instantly ending the day. Can only be used during the Lynch phase and after youā€™ve revealed. 1 use.

Goal: Defeat the Heretics.

The Diviner

Congregation Investigative
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Truth (Ritual) - If you are sacrificed, select a player and reveal their faction to the court.
Divination (Night) - Check if a player is part of the Heretics. The starting Warlock appears not suspicious. Unlimited uses
Change of Faith (Night) - Select a player. If they are a member of the Heretics (including The Warlock) you will attack and occupy them. If you target a member of the Congregation, they will be converted into the Heretics instead. 1 use.

Goal: Defeat the Heretics.

The Oracle

Congregation Investigative
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have double votes for the rest of the day.
Ritual of Clairvoyance (Ritual) - If you are sacrificed, select a player. Each night they will be able to check a player to see who visits them, in addition to their normal night abilities.
Prediction (Day) - Select a player. If they die tonight, you will gain one use of ā€œAll-seeing eyeā€. If you make 2 wrong predictions you will die (cannot be healed or prevented by death immunity). Unlimited uses.
Vision (Night) - Check a player to see who visits them. Unlimited uses
All-seeing eye (Night) - Check the exact class of a player. 0 uses.

Goal: Defeat the Heretics.

The Heretics

The Warlock

Heretic Killing
Ascension (Passive) - If you die, another member of the Heretics will turn into the Warlock.
Ritual of Initiation (Ritual) - If you are sacrificed, convert a player into the Heretics. They will become the Heretic class of the same type as their old class (killing classes turn into ā€œThe Sorcererā€ instead).
Ritual of Revenge (Ritual) - If you are sacrificed, select and kill a player.
Kill (Night) - Kill a player. Unlimited uses
Blood for blood (Night) - Kill a member of the Heretics except yourself (goes through healing and death immunity) and two other players. 1 use.

Goal: Defeat the Congregation.

The Shaman

Heretics Support
Ritual of Initiation (Ritual) - If you are sacrificed, convert a player into the Heretics. They will become the Heretic class of the same type as their old class (killing classes turn into ā€œThe Sorcererā€ instead).
Ritual of Guilt (Ritual) - If you are sacrificed, skip the next Lynch phase.
Body Swap (Night) - Select two players, anyone targeting one of them will instead target the other. Can target yourself. Unlimited uses
Soul Exchange (Night) - Select two players. If one of them would be sacrificed in tomorrowā€™s ritual the other will be sacrificed instead. Can target yourself. 1 use.

Goal: Defeat the Congregation.

The Sorcerer

Heretic Offensive
Ritual of Initiation (Ritual) - If you are sacrificed, convert a player into the Heretics. They will become the Heretic class of the same type as their old class (killing classes turn into ā€œThe Sorcererā€ instead).
Ritual of Sleep (Ritual) - If you are sacrificed, all town players will be occupied tonight.
Binding Spell (Night) - Prevent a player from performing their night action. Unlimited uses
Cleanse (Night) - Disable everyoneā€™s Ritual passives tomorrow, including The Heretics. 1 use.

Goal: Defeat the Congregation.

The Occultist

Heretic Social
Ritual of Initiation (Ritual) - If you are sacrificed, convert a player into the Heretics. They will become the Heretic class of the same type as their old class (killing classes turn into ā€œThe Sorcererā€ instead).
Ritual of Silence (Ritual) - If you are sacrificed, select a player. They will be unable to vote for the rest of the game. They will still count towards majority.
Demonic Voice (Day) - Select a non-heretic player. The first person they vote during the Lynch phase will be instantly lynched. They will not know if they are under the effects of this ability. 1 use.
Cloak of Darkness (Night) - Select a player. They will appear as a class of your choice to investigators. Can target yourself. Unlimited uses.

Goal: Defeat the Congregation.

The Seer

Heretic Investigative
Ritual of Initiation (Ritual) - If you are sacrificed, convert a player into the Heretics. They will become the Heretic class of the same type as their old class (killing classes turn into ā€œThe Sorcererā€ instead).
Ritual of Omniscience (Ritual) - If you are sacrificed, select up to three players. Their classes will be revealed to the Heretics.
Crystal Ball (Night) - Check the class type of a player. Unlimited uses
Bad Omen (Night) - Select a player and guess their exact class. If you get it right they will die. If you get it wrong, you will die. Heals and death immunity canā€™t prevent you from dying this way. 1 use.

That is broken

Also town being able to convert town into the evil faction=guaranteed fun

Ngl that basically means you could troll someone you didnā€™t like into a lost

cough

Also @Sam17z no hard feelings, I was faking most of my emotions that game :joy:

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Can we just appreciate Captain for agreeing to be sacrificed in both games, which in turn greatly helped Congregation win the game?

It was pretty fun, though Congregation did stomp in the end.

I want to be in a townbloc with Ici again. :stuck_out_tongue:

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2/4 on the wolves is waaaaaaaaaay better than usual for me
sooner or later I might actually be able to play FM properly lol

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also the townbloc was tons of fun, had a huge amount of fun with you guys on dayphase @Vulgard @Alice

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