Ritual Mafia V - Game Over - Heretics and Traitor Win

:skull: Welcome to Ritual Mafia V :skull:

In Ritual mafia The Congregation (town faction) must fight against The Heretics (mafia faction) in order to gain the favor of their gods. How do you gain their favor? By sacrificing your own teammates on a Ritual, of course!

Credit for the creation of this setup goes to psychoneirik.

Hosted by: @N.1 and @astand. Reviewed by @Zone_Q11. Host account is @Supremely_Pious.

:skull: Rules :skull:

  1. Follow the Global Rules and Forum Game Rules.
  2. Alt accounts are allowed. Disclosing your identity to hosts is optional.
  3. If you haven’t posted in the thread for a while, you will be prodded for inactivity. If you don’t respond to that prod in 24 hours, you will be force replaced.
  4. Players are not allowed to use big letters. These are reserved for the host.
  5. SoD / EoD will be at (disregard date, refer to time only) 2024-02-01T17:31:00Z.
  6. Most mechanics are similar to those from Ritual Mafia IV, except for the new Grey Sister congregation role created by N.1.

:skull: Gameplay :skull:

  • Day is divided in two phases: Ritual Phase and Execution Phase.
  • There won’t be a Ritual phase on Day 1.
  • Ritual Phase lasts 24 hours.
  • During the Ritual Phase people are able to vote for a person to sacrifice. The person with the highest amount of votes at the end of the phase will be sacrificed and their Ritual abilities will trigger.
  • Ritual votes are done privately through your classcards.
  • Someone will always be sacrificed during this phase, and if there is a draw or no one gets any votes then it will be decided by RNG.
  • “The Ritual was interrupted” message means that the player’s Ritual abilities were prevented from triggering because of an ability.
  • Self-voting is allowed in both Ritual and Execution phases.
  • Execution Phase lasts 48 hours or until majority is reached.
  • During the Execution Phase people are able to vote for a person to execute. If the majority has voted said person, they will be executed. Otherwise, whoever has the most votes at EoD will be executed. If there is a tie vote at EoD, the execution will be randed.
  • Voting ‘No execution’ is a valid option, and if majority is reached the day will end without an execution.
  • You can submit the target(s) of your Ritual effects at any point in time before you are sacrificed so the Ritual effects take place immediately.
  • Players have until the end of the next night to submit their Ritual effects (Ritual of Initiation and Ritual of Death have to be submitted beforehand since they must take effect immediately). Ritual of Leadership must be submitted before the Execution Phase ends or it will be lost.
  • If the sacrificed player hasn’t picked their targets on time, their Ritual ability will be skipped. If said player is a Heretic, other Heretics will be able to choose a target for them. Ritual of Initiation cannot be skipped this way, and if no one picks a convert target for any reason, it will be picked randomly.
  • Nights will be 24 hours long.
  • During the night you can submit your actions through your classcard.
  • The Heretics have a factional kill. One of them can perform it once per night instead of their normal abilities.
  • Soul Rip, Dark Portal and Mask of Death count as the factional kill and only one of those abilities may be used on the same night. You cannot perform the factional kill on a night where someone uses one of those abilities.
  • You cannot target yourself with an ability unless stated otherwise.
  • Players can only use one day ability each day and one night ability each night, unless stated otherwise.
  • The deadline for day/night abilities is 1 hour before the day/night ends.
  • The Heretics will have a day/night chat.
  • At any time, you can submit a message of up to 1000 characters (aka “Logs”) in your classcard. The most recent version of your logs will be posted publicly when you die.
  • There can be a maximum of 3 of each non-unique classes.
  • There will be limited feedback. Most classes will only get “You died” as feedback. The exceptions are the following:
List of feedback messages
  • If you use an investigative ability and you are redirected (you will not know who you are redirected to): You were forced to target someone else.
  • If an investigative ability or an ability that usually gives feedback fails because of occupation/prevention: You were unable to perform your action.
  • If your class is changed to Grey Sister: You have become a Grey Sister. Your new class card is: [Grey Sister’s class card].
  • If you learn a player is a Heretic due to Grey Sister’s Maximum Perception: [Player] is a member of the Heretics!
  • If you learn a player is not a Heretic due to Grey Sister’s Maximum Perception: [Player] is not a member of the Heretics.
  • If a Martyr uses Penitence for the second time on a target: Your target’s class type is [class type].
  • If you receive a private message because of the Confession day ability: Someone sent you an anonymous message: [message].
  • If a Medium uses Seance on a dead player: You got the following message from your Seance: [message].
  • If a Diviner uses Divination and the player is not a Heretic: Your target is not suspicious.
  • If a Diviner uses Divination and the player is a Heretic: Your target is a member of the Heretics!
  • If one or more of your targets are Heretics when using Diviner’s Change of Faith: At least one of your targets is a member of the Heretics!
  • If none of your targets are Heretics when using Diviner’s Change of Faith: None of your targets are members of the Heretics.
  • If you successfully predict a death with Oracle’s Prediction: You gained 1 extra use of All-seeing Eye.
  • If you use Clairvoyance on a player that didn’t visit anyone: Your target didn’t visit anyone last night.
  • If you use Clairvoyance on a player that visited someone: Your target visited [Player(s)] last night.
  • If an Oracle uses Vision on a player that wasn’t visited by anyone: No one visited your target last night.
  • If an Oracle uses Vision on a player that was visited by someone: Your target was visited by [Player(s)] last night.
  • If an Oracle uses All-seeing Eye on a player: Your target is the [Class].
  • If you get a new ability from a Ritual: You have gained a new ability: [ability description]

:skull: Other mechanics and interactions :skull:

Other mechanics/interactions
  • Conflicting abilities will be cancelled. For example, two Enchanters trying to redirect the same player to different targets would cause said player to not be redirected at all.
  • Enchanter’s Mind Control can only redirect targeted abilities.
  • Dying because of Voodoo Link counts as a suicide.
  • Self-killing or suicide abilities cannot be healed or prevented in any way except being occupied or by Voodoo Link.
  • Traitors can also be converted with Ritual of Initiation. This will change their class to a Heretic class of the same type and add them to the Heretics chat.
  • If you are prevented from visiting one of your Change of Faith targets you will not be notified and get a result based on the remaining players.
  • If you are redirected during Change of Faith you will know you were redirected, but not to which player and get a result based on the new target.
  • If an Enchanter redirects an ability that targets more than 1 player, only the first target will be redirected.
  • Martyr’s Penitence changes effect when used on a target, whether it was successful or not.
  • If your limited use ability fails for any reason, you will still spend a use.
  • If a Channel Spirit’s target is changed, the ability will fail.
  • A target of Channel Spirit will not get notified when the effect ends due to conversion.
  • The Medium will visit the targets of the channeled spirit.
  • If the last Heretic is sacrificed, The Congregation will NOT win, since the conversion triggers immediately (unless their Ritual abilities are disabled somehow).
  • If two Witch Doctors use Voodoo Link on each other and one of them dies, then both will die.
  • Immunity to ‘negative effects’ includes protection from all forms of occupation and redirection (except if specified as bypassing occupation or redirection immunity), disabling Ritual abilities, tampering with the Ritual vote, tampering with the flip, framing (except Grey Sister’s Disguise).

:skull: Class Cards :skull:

The Congregation

The Grey Sister

Unique Congregation Support

Shadowbound (Passive) - All attempts to frame you will fail.
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Sisterhood (Ritual, Starting Grey Sister Only) - If you are sacrificed, a player of your choice will become a Grey Sister if Congregation-aligned.
Ritual of Discretion (Ritual) - If you are sacrificed, select two players. They will be immune to occupation and redirection for the next two nights.
Disguise (Day) - Select a player. All investigative abilities from Heretics will provide false information on this player tonight. - Unlimited uses.
Maximum Perception (Night) - Select two players. The night after next, if they are both still alive, each of them will learn whether the other is a Heretic. - 1 use (Shared).

Goal: Defeat the Heretics.

The Medium

Unique Congregation Social

Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Souls (Ritual) - If you are sacrificed, all dead Congregation members will be able to use their unlimited use night abilities tonight. (Doesn’t work on Blood Mage, Diviner or Oracle)
Seance (Night) - Select a dead player. They will be able to send you a message of up to 1000 characters, which you will receive after the next Ritual Phase ends. - Unlimited uses.
Channel Spirit (Night) - Select a dead player. They will be able to use their unlimited use night abilities through you, however you will be unable to use your Seance ability for the rest of the game. The effect ends if you die or are converted. - 1 use.

Goal: Defeat the Heretics.

The Minister

Unique Congregation Social

Vulnerable (Passive) - Attacks against you will bypass healing.
Ritual of True Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the game.
Reveal (Day) - Reveal as the Minister in order to make your votes count as 4 for the current phase, but your Ritual abilities will be permanently disabled. Can be used on either the Ritual or Execution Phases. - 1 use.
Preach (Night) - Send an anonymous message to the whole court at the beginning of the next day. - Unlimited uses.

Goal: Defeat the Heretics.

The Blood Mage

Congregation Offensive

Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Death (Ritual) - If you are sacrificed, a player of your choice will die immediately.
Collect Blood (Day) - Select a player and collect their blood. Members of the congregation give you pure blood, while members of the Heretics and Traitors give you corrupted blood. You can only target each player once. You won’t know what type of blood you collected. - Unlimited uses.
Drain Blood (Day) - Select between 2 and 4 players and collect blood from all of them. If you collect at least 1 stack of corrupted blood with this ability, all future blood you collect will become corrupted. You cannot select players that you have previously collected blood from. - 1 use.
Elixir of Blood (Night) - Drink the blood you’ve collected so far. The effects of this ability change depending on how many people you’ve collected pure blood from. If you have collected corrupted blood, this ability will have no effect. You will lose all blood you’ve collected afterwards. - Unlimited uses.

  • 1 stack of pure blood : Become immune to all negative effects tonight (does not include death).
  • 2 stacks of pure blood : Become immune to death and negative effects tonight.
  • 3 stacks of pure blood : Become immune to death and negative effects and kill everyone that visits you tonight.
  • 4 or more stacks of pure blood : Become immune to death and negative effects and kill all Heretics or Traitors visiting you tonight.

Goal: Defeat the Heretics.

The Conjurer

Congregation Offensive

Focus (Passive) - You are immune to occupation and redirection.
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Lockdown (Ritual) - If you are sacrificed, select up to two players. They cannot vote or use abilities until the end of the night.
Dazing Spell (Night) - Occupy a player. - Unlimited uses.
Spirit Chains (Night) - Permanently chain a player. The next time they would use a limited use ability, they will be occupied (also works on day abilities). Bypasses occupation immunity. - 1 use.

Goal: Defeat the Heretics.

The Diviner

Congregation Investigative

Undercover (Passive) - You appear as a Seer to all investigative abilities. You will appear to visit whoever the Heretics attack each night to the oracle’s “Clairvoyance” (won’t affect other tracking abilities).
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Truth (Ritual) - If you are sacrificed, select a player. The court will be told if said player is a member of the Heretics (Traitors will always appear “not suspicious”).
Divination (Night) - Check if a player is part of the Heretics. Traitors appear not suspicious. - Unlimited uses
Change of Faith (Night) - Select up to three players and check if at least one of them is a Heretic. If a Heretic or Traitor isn’t executed tomorrow, you will commit suicide. - 1 use.

Goal: Defeat the Heretics.

The Enchanter

Congregation Offensive

Focus (Passive) - You are immune to occupation and redirection.
Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Chaos (Ritual) - The first time you would be sacrificed, you will survive.
Mind Control (Night) - Redirect a player’s night action to the target of your choice. Can make them target you, but not themselves. - Unlimited uses.
Lure (Night) - Force a player to use one of their special abilities on a target of your choice (Can force them to target you, but not themselves). Bypasses redirection immunity. Doesn’t work on Investigative classes. This will not consume a use of their ability and they will not be notified. (This will prevent them from using any night action they were planning to use). - 1 use.

Goal: Defeat the Heretics.

Effects of Lure depending on the class
  • Grey Sister: No effect.
  • Medium: No effect.
  • Minister: No effect.
  • Blood Mage: Blood mage will collect blood from your target and use “Elixir of Blood”.
  • Conjurer: Your target will be chained. They will be occupied the next time they try to use their limited use abilities.
  • Diviner: No effect.
  • Enchanter: No effect.
  • Exorcist: Your target will lose their Ritual abilities for tomorrow.
  • Martyr: Martyr will die and heal everyone else.
  • Oracle: No effect.
  • Witch Doctor: Force them to use Voodoo Link on your target. A witch doctor can have multiple Voodoo links this way.
  • Seer: No effect.
  • Shaman: If either The Shaman or your target would be sacrificed in tomorrow’s Ritual the other will be sacrificed instead.
  • Sorcerer: Everyone’s Ritual abilities will be disabled tomorrow.
  • Elementalist: Prevent all members of the Congregation from visiting your target.
  • Lamb: Your target’s votes on tomorrow’s Ritual will secretly count as 0, unless they vote for the Lamb.
  • Ritualist: No effect.

The Exorcist

Congregation Support

Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Purification (Ritual) - If you are sacrificed, select a player. They will gain 1 use of all their limited use abilities.
Purify (Night) - Select a player. They will be immune to all negative effects tonight (does not include death). - Unlimited uses.
Exorcise (Night) - Select a player. They will lose their Ritual abilities for tomorrow. - 1 use.

Goal: Defeat the Heretics.

The Martyr

Congregation Support

Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Penitence (Ritual) - If you are sacrificed, select up to three players and give each of them one of the following abilities:

Contrition (Day) - Select a player, they will be healed tonight. - 1 use.
Confession (Day) - Send an anonymous message to a player. - 1 use.
Penance (Day) - Select a player, they will be occupied tonight. - 1 use.

Penitence (Night) - Select a player. The effects of this ability are different depending on how many times you have used it on the same player. - Unlimited uses.

  • First time: Contrition - Heal your target.
  • Second time: Confession - Check your target’s class type.
  • Three or more times: Penance - Attack the player.

Absolution (Night) - Kill yourself in order to heal everyone else. - 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 two votes for the rest of the day.
Ritual of Clairvoyance (Ritual) - If you are sacrificed, select a player. They will gain the following day ability:

Vision (Day) - Select a player. At the end of the night, you will know who visited them - 2 uses.

Clairvoyance (Night) - Select a player. You will know who they visited. - Unlimited uses.
All-seeing Eye (Night) - If you die tonight, you will announce to the court who visited you. - 1 use.

Goal: Defeat the Heretics.

The Witch Doctor

Congregation Support

Ritual of Leadership (Ritual) - If you are sacrificed, a player of your choice will have two votes for the rest of the day.
Ritual of Eternal Youth (Ritual) - If you are sacrificed, you may select up to two players. They cannot be the target of votes or abilities until the end of the night.
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 executed, suicide and other deaths that cannot normally be healed or prevented) - 1 use.

Goal: Defeat the Heretics.

The Heretics

The Seer

Heretic Investigative

Invisibility Spell (Passive) - During the first day you may select a player (can target yourself or other Heretics). Whenever they die by any means, their class and logs will be cleansed.
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 (social classes turn into “The Seer” instead. If you select a traitor they will also be converted into a Heretic class of the same type).
Ritual of Omniscience (Ritual) - If you are sacrificed, select up to two players and reveal their classes to the Heretics.
Crystal Ball (Night) - Learn a player’s class type and who they visited last night. - Unlimited uses.
Bad Omen (Night) - Select a player and guess their exact class. If you get it right you will permanently disable their Ritual abilities. If you get it wrong, your own Ritual abilities will be permanently disabled. (You are not notified whether you got it right or wrong). - 1 use.
Mask of Death (Night) - Attack a player. If they are successfully killed, they will appear as a class of your choice, and you will be able to write fake logs. - 1 use. Counts as the factional kill.

Goal: Defeat the Congregation.

The Shaman

Heretic Support

Chosen One (Passive) - If there is a draw during a sacrifice vote involving you or the target of your “Soul Exchange”, you will be sacrificed. (If the draw involves both, your target has priority)
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 (Social classes turn into “The Seer” instead. If you select a traitor they will also be converted into a Heretic class of the same type).
Ritual of Power (Ritual) - If you are sacrificed, the Heretics will be able to use up to two factional kills tonight (must be performed by different players).
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 a player. If they would be sacrificed during the Ritual Phase tomorrow you will be sacrificed instead, and if you would be sacrificed they will be sacrificed instead. - 1 use.
Soul Rip (Night) - Attack a player, bypassing healing, occupation and redirection. - 1 use. Counts as the factional kill.

Goal: Defeat the Congregation.

The Sorcerer

Heretic Offensive

Focus (Passive) - You are immune to occupation and redirection, as long as you are not using the normal factional kill.
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 (social classes turn into “The Seer” instead. If you select a traitor they will also be converted into a Heretic class of the same type).
Ritual of Sleep (Ritual) - If you are sacrificed, select a class type (Support/Offensive/Social/Investigative). All Congregation players of said class type will be occupied tonight, bypassing immunity.
Binding Spell (Night) - Prevent a player from performing their night action and make them appear as a class of your choice to investigators. If targeted by “Clairvoyance”, they will appear to have visited whoever the Heretics attack tonight. - Unlimited uses.
Cleanse (Night) - Disable everyone’s Ritual abilities tomorrow, including The Heretics. - 1 use.
Dark Portal (Night) - Occupy a player and attack everyone that visits them. - 1 use. Counts as the factional kill.

Goal: Defeat the Congregation.

Traitors

The Elementalist

Traitor Support

Traitor (Passive) - You cannot be killed by the Heretics’ night kill. You win with the Heretics, but you don’t know them and aren’t in their night chat. You do not appear as a Heretic to investigators. If all Heretics die you will turn into a Heretic with a 1 use kill and no other abilities.
Morph (Passive) - If you visit a Heretic with any of your abilities, you will join their night chat.
Ritual Knowledge (Passive) - Your Ritual votes count as 2.
Ritual of Influence (Ritual) - If you are sacrificed, the Heretics will gain the following ability:

  • Secret Vote (Day) - Add 1 execution vote to a player of your choice until the end of the day. - 1 use.

Elemental Ritual (Ritual) - If you are sacrificed, all the Heretics will get 1 extra use of their limited use abilities.
Petrify (Night) - Occupy a player. - Unlimited uses.
Eye of Mist (Night) - Select a player and find out who visits them. - Unlimited uses.
Water Clone (Night) - Make a player appear as a class of your choice to investigators. - Unlimited uses.
Fire Rune (Night) - Prevent members of the Congregation from visiting a player tonight. - 3 uses.

Goal: Defeat the Congregation.

The Lamb

Traitor Social

Traitor (Passive) - You cannot be killed by the Heretics’ night kill. You win with the Heretics, but you don’t know them and aren’t in their night chat. You do not appear as a Heretic to investigators. If all Heretics die you will turn into a Heretic with a 1 use kill and no other abilities.
Herd the Sheep (Passive) - Your Ritual abilities cannot be disabled. Ritual votes from members of the Congregation towards you count as two.
Ritual of Resonance (Ritual) - If you are sacrificed, you will be told who the Heretics are and you will be able to continue using your “Void” ability while dead, and it will also prevent the target from voting during the Execution Phase.
Ritual of Power (Ritual) - If you are sacrificed, the Heretics will be able to use up to two factional kills or similar abilities (must be performed by different players) for the rest of the game.
Ritual of Sleep (Ritual) - If you are sacrificed, select a class type (Support/Offensive/Social/Investigative). All Congregation players of said class type will be occupied tonight, bypassing immunity.
Ritual of Omniscience (Ritual) - If you are sacrificed, select up to two players and reveal their classes to the Heretics.
Void (Night) - Select a player. Their votes on tomorrow’s Ritual will secretly count as 0, unless they vote for you. They won’t be notified. - Unlimited uses.

Goal: Defeat the Congregation.

The Ritualist

Traitor Investigative

Traitor (Passive) - You cannot be killed by the Heretics’ night kill. You win with the Heretics, but you don’t know them and aren’t in their night chat. You do not appear as a Heretic to investigators. If all Heretics die you will turn into a Heretic with a 1 use kill and no other abilities.
Ritual Knowledge (Passive) - Your Ritual votes count as 2.
Ritual of Influence (Ritual) - If you are sacrificed, the Heretics will gain the following ability:

  • Secret Vote (Day) - Add 1 execution vote to a player of your choice until the end of the day. - 1 use.

Double Ritual (Ritual) - If you are sacrificed, select a player. Sacrifice them and trigger their Ritual abilities (this counts as a normal Ritual, so any abilities that affect Rituals such as Soul Exchange will affect this as well).
Muting Spell (Day) - Select a player. Their Ritual vote will count as 0 for today. They won’t be notified. Can only be used during the Ritual phase - Unlimited uses.
Leader Voice (Day) - Gain 1 extra Ritual vote today. Can be used on the same day as Muting Spell - 1 use.
Test of Spirit (Night) - Select a player. If they are a member of the Heretics you will know their class. This ability will always give you correct results. - Unlimited uses.
Soul Strike (Night) - Attack a player. - 0 uses. You gain a use each time a member of the Heretics is sacrificed in a Ritual. After you successfully kill someone, this ability will be permanently disabled.

Goal: Defeat the Congregation.

:skull: Rolelist :skull:

13 Random Congregation
3 Heretics (1 of each)
Traitor (chosen by the player)

:skull: Living Players :skull:

  1. @Brakuren
  2. @otterpopd
  3. @Geyde → @Garfooled

:skull: Dead Players :skull:

  1. @ElizaThePsycho - Executed D1 - The Witch Doctor
  2. @Magnus - Killed N1 - The Conjurer
  3. @O.kazo - Sacrificed via Ritual R1 - The Grey Sister
  4. @Leafia - Executed D2 - CLEANED
  5. @Hippopablompoyeetus - Killed N2 - The Exorcist
  6. @Hazardwaste - Sacrificed via Ritual R2 - The Minister
  7. @guavagudetama - Executed D3 - The Diviner
  8. @SirDerpsAlot - Killed N3 - The Oracle
  9. @Ash - Sacrificed via Ritual R3 - The Blood Mage
  10. @Frostwolf103 - Killed by Ritual of Death R3 - The Exorcist
  11. @Bionic - Executed D4 - The Sorcerer
  12. @Zone_Q11 - Killed N4 - The Enchanter
  13. @Someone - Sacrificed via Ritual R4 - The Shaman
  14. @Dum - Executed D5 - The Exorcist

Backups:

  1. Millium

Spectators:

  1. Silviu200530
  2. Chloe
  3. Marshal
  4. benguinedparbecue
  5. Arctic
  6. zugzwang

Threadmarks:

Day 1 Start
Day 1 Execution - ElizaThePsycho executed
Ritual 1 Start - Magnus killed
Day 2 Start - O.kazo sacrificed via ritual
Day 2 Execution - Leafia executed
Ritual 2 Start - Hippopablompoyeetus killed
Day 3 Start - Hazardwaste sacrificed via ritual
Day 3 Execution - guavagudetama executed
Ritual 3 Start - SirDeprsAlot killed
Day 4 Start - Ash sacrificed via ritual, Frostwolf103 killed
Day 4 Execution - Bionic executed
Ritual 4 Start - Zone_Q11 killed
Day 5 Start - Someone sacrificed via ritual
Game Over - Dum executed, Heretics win

The game will begin at 2024-02-07T17:31:00Z.

3 Likes

There are some things that must be done quickly or not at all. If someone asks you if you love them you cannot hesitate. There are some paths that must be taken at speed.

– Mark Lawrence

Day 1 has begun and will end in precisely 48 hours or when majority is reached; whichever occurs first. With seventeen players alive, majority is nine.

1 Like

This topic was automatically opened after 8 minutes.

third

Going to repost this tomorrow but I still believe everything in the post.
Keep a cool head guys. The game gets much much harder starting tomorrow.

let’s have some fun (this is cope)

1 Like

Let’s all of us have a fun time.

1 Like

TL;DR on things we need to keep track of mechanically

Generic Things

  • Seer can fib a flip (this is so stupid). They can choose whenever to use it today. I expect them to target an early flip with it because mech builds up over the course of the game. Particularly, I don’t expect a true red flip. I think anything else is on the table though.

Solution

Write goddamn logs. Please write your goddamn logs. Say what your role is, at the bare minimum.

  • At this point, wolves have a lot of interruption and claims will help them sus out LW and we don’t get that much in return.

Solution

Don’t claim today. Please write your logs.

1 Like

Role Specific

For the most part, I’m against giving tips here because how people go about claims here will be useful information. However, I think clearing people based on claims is not worth it bro.

I would say use blood mage 1 shot ability sometime today. I think it’s productive.

Use discretion for everything else imo

2 Likes

That’s everything that I had prepped now to collapse on the floor due to terminal lumbago (it is a Will Wood reference)

Day 1 paladin claim

NAI Host Ping:

Best of luck to all. May the gods smile upon you.

2 Likes

gaming

rip I’m the only one here

i guess I’ll have to carry the game fr

1 Like

I claime D3 time lord.

D1 and D2 already happened for me.

1 Like

Good Morning

Brakuren - Evil
Someone - Good
Bionic - Neutral
Leafia - Evil
Ash - Strong tole
Zone_Q11 - Weak role
Frostwolf103 - Good and the n1 kill
SirDerpsAlot - Neutral
Hippopablompoyeetus - Evil
ElizaThePsycho - NK
Dum - Weak role
guavagudetama - Good
otterpopd - Good but the d1 lynch
Magnus - Good
Hazardwaste - Evil
O.kazo - Strong role
Geyde - Good

3 Likes

It seems i was on point with strong role :)