~ Welcome to Modkill! ~
Two Mods enter, one mod leaves.
Hosted by Marluxion and Damafaud
The concept is simple. One mod is good and one is evil. The game ends when one of the mods is ‘sacrificed’. Sacrifice the Evil Mod and peace returns to the forums. Sacrifice the Good Mod and the realm will be flooded with fake rolelists and unfair modkills…
Rules
Standard FM Rules/Voting Rules
Standard Forum Rules. No being an arse, cheating, spamming etc.
Days will last 72 Hours. Nights will last 36 hours. Extensions will not be granted for forgetting to send an action.
Voting is compulsive and plurality based! Majority is in effect! To vote someone up, you simply type /vote playername (bolding it is nice too.) When the majority of the group has voted for someone, they will be immediately sacrificed!
Roles ARE revealed upon death!
Special Modkill Rules
The game has two mods! Each will be assigned a special rolecard randomly.
The mods cannot directly speak to the players. (Other than Vote Checks and Lynch Flips.) During each night phase, the mods will be able to send one message to all players in the thread.
Mods CANNOT publicly reveal their alignment in any way, NOR can they directly reveal the class/alignment of any specific player. The nightly messages will be as cryptic as possible.
The game begins with 10 Disciples of the Good Mod and 5 Cultists of the Evil Mod. One random player will be the Renegade. Not believing in either mod, The Renegade’s only goal is to survive until the end.
The Cultists know who the Evil Mod is and who their teammates are. However, the disciples have no such luck. They only know their own alignment.
The Cultists will have a day and night chat. ONLY The Evil mod will be able to see the chat, but cannot directly speak in it.
Each day, the church of the mod (you, the players) will vote to sacrifice one player to the mods. (A standard lynch.) Voting for No Lynch is an option.
When 5 or less players remain, the Ultimate Sacrifice will begin. The 5 remaining players will vote to sacrifice one of the two mods. **If the mod sacrificed is the Evil mod, the Disciples win! If the mod sacrificed is the Good Mod, the cultists win! (Regardless of who is alive.)
Role List
Role List
Observant
Observant
Martyr
Martyr
Drunk
Drunk
Healer
Healer
Modeium
Vessel
Cult Leader
The Eye
The Heart
The Tongue
Soulless Vessel
The Renegade
Role Cards
Mod Role Cards
The Good Mod
Good Mod (Passive) - You cannot be targeted by any abilities, you cannot speak and you cannot die. If you are sacrificed in the Ultimate Sacrifice, the cultists win.
Rise, my champion! (Day) - Publicly champion a player, granting them a single-use day ability that reads [Modkill a single player. They will die immediately.] - 1 Use.
Modshield (Night) - Publicly protect a player from death and all negative effects tonight. The player protected will be announced at the start of the day phase.
Equality (Night) - Target a disciple. Tonight, if they are attacked, their attacker will also die. (Will be publicly announced as modkilled.) - 1 Use.
The Evil Mod
Evil Mod (Passive) - You cannot be targeted by any abilities, you cannot speak and you cannot die. If you are sacrificed in the Ultimate Sacrifice, the Disciples win.
Screw the Rules! (Day) - Publicly champion a player, granting them a single-use day ability that reads [Modkill a single player. They will die immediately.], In addition to this, if the championed player is not a cultist, they will also die after using their ability. - 1 Use.
Modshield (Night) - Publicly protect a player from death and all negative effects tonight. If they are investigated, they will be seen as a disciple. The player protected will be announced at the start of the day phase.
Who needs to be fair? (Night) - Kill a player. This cannot be stopped. (Will be publicly announced as modkilled.) - 2 Uses.
Good Disciple Role Cards
Observant
Spy (Night) - Check a player. You will determine if they are a cultist or not. - 2 Uses.
You win if the evil mod is sacrificed!
Martyr
Martyrdom (Night) - Protect a player from death tonight. If they are attacked, both you and their attacker will die. Neither you nor the mod will die if the player is modkilled. - Unlimited Uses.
You win if the evil mod is sacrificed!
Healer
Mend Wounds (Night) - Protect a player from death tonight. This does not protect from modkills. - 2 Uses.
You win if the evil mod is sacrificed!
Drunk
Party time! (Night) - Roleblock a player. - 2 Uses.
You win if the evil mod is sacrificed!
Modeium
I see dead people… (Passive) - Every night, you can communicate freely with all dead players.
Modlink (Night) - In your rolecard, you may ask ONE mod a question and they will respond. - 1 Use. (Note, you may not ask a mod what alignment they are or another player is, or anything that would directly give an alignment or role. The good mod will answer honestly. The evil mod may choose to lie.)
You win if the evil mod is sacrificed!
Vessel
Temple Guards (Passive) - You are immune to death and roleblocking while you remain a Vessel.
Quick Learner (Day) - Target a dead disciple. At the start of the night, you will become that player’s class. - 1 Use.
You win if the evil mod is sacrificed!
Evil Cultist Role Cards
Cult Leader
Pass the Torch (Passive) - There must always be a cult leader. When you die, target a living cultist and they immediately become the new Cult Leader.
Blood Sacrifice (Night) - Attack a player. - Unlimited uses.
You win if the good mod is sacrificed!
The Eye
Gaze (Night) - Peer into a player’s heart and learn their exact class. - 2 Uses.
You win if the good mod is sacrificed!
The Heart
Sinister Compassion - Target a cultist. Tonight, they will appear as a disciple to all investigations. - 3 Uses.
You win if the good mod is sacrificed!
The Tongue
Deception (Night) - Target two disciples. Tonight, they will appear as if they are cultists. - 2 Uses.
You win if the good mod is sacrificed!
Soulless Vessel
Sheltered (Passive) - You are immune to death and roleblocking while you are a Soulless Vessel.
Wicked Communion (Day) - Target a dead cultist. (Cannot target the original cult leader.) At the start of the night, you will become whatever class they started as. You will permanently be able to chat with this dead cultist privately at all times. - 1 Use.
You win if the good mod is sacrificed!
The Renegade
The Renegade
Paranoia (Passive) - You are immune to death. After you are attacked, the following day you will lose this passive. (So you’re immune to any number of attacks ONCE.)
Battle Trance (Day) - Tonight, you will be able to attack two players instead of one. - 1 use.
Killing Spree (Night) - Kill a player. If you fail to kill your target, you will be unable to attack again for 1 night.
You will win if you live until the Ultimate Sacrifice!
Signups
- Vulgard
2. Boss110
3. NuclearBurrito - Insanity
5. Hippolytus
6. PolikShadowBliss - Unknown
- NightX
9. Celeste_Ludenberg
10. Lymphoma - Simon
- Wolfy
- PokemonKidRyan
14. Pug - Techwolves
- Namari
Spectators
Eevee (Also backup Mod)
Sam17z
CaptainNerbins (Backup)