Introduction
The Terrestrial Operations Web Network (TOWN) has been infiltrated by a spy ring. They're going to pick off our operators one by one if we can't find the spymaster, who has inserted sleeper agents into the agency. The Messenger, as the spymaster is called, is untouchable while the enemy assets remain in play, but we can force those agents to betray the Messenger. As long as we can identify who they are...
The Setup
Sleeper Agents
Sleeper Agents are modified Traitors. They do not know who the other Mafia are until they are activated, and do not get access to the PT to start. They can be activated and will get knowledge plus.
Running the Show
The Messenger (and Mafia as a whole, I suppose) have a set of three abilities. They can:
- Execute one factional killeach night;
- Send one messageto an inactive Sleeper Agent;
- Activateany number of Sleeper Agents to put them into the main contingent with the Messenger.
Whose Side Are You On?
This game is
no-reveal
. Your role is not revealed on death or when you are voted out (partially as you won't die when voted out usually).Turning State's Evidence (or How to Get a Fall Guy)
- The Town's vote is not to eliminate; instead, the vote will attempt to turn Agents double.
- If a Townie is voted out, they stay alive and nothing happens.
- If an inactive Sleeper Agent is voted out, they will be converted to Town.
- If an active Sleeper Agent is voted out, they will be eliminated from play.
- If the Messenger is voted out and there are still inactive Sleeper Agents, they will stay alive and nothing happens. However, the next night the Messenger
must kill one of the inactive Sleeper Agents.
- If the Messenger is voted out and there are no inactive Sleeper Agents left to take the fall,
they are caught and the Town wins.