[i]Spies and Vigs[/i] - V1 by Caboose, V2 by Max - Nominated by Both wrote:
I wonder how we can define the double agents victory conditions:
Double Agent wrote:Cool, now you need to live a double life, as a double agent your victory condition has changed again. To win you need to kill both bosses and survive to endgame to avoid the opponents grasp
However if they become triple agents this is easier:
Triple Agent wrote:You have become a collectors item, as a triple agent your victory condition has stayed the same, kill any 2 of your bosses and survive to engame
Quadruple Agent wrote:You are now the ultimate traitor. Kill 2 of your bosses and survive to engame for victory
Pentuple Agent wrote:Survive to engame for the win.
EXAMPLE ROLE PMS:
X Spy wrote:==Insert Greeting Of Country Of Spy== (e.g. Bonjour for French Spy)
You have been thrown into this town of backstabbings. Starting on Night (1/2/3) and every 3 nights thereafter you can recruit a member or instead, if you have a reasonable belief they they are Working For More than just your spy agency you can choose to kill a member of your squad, if you are right no repercussions occur, if wrong the penalty is an uprising in your own squad and your death.
I know I have changed the rules slightly but it means they have to believe they are right to make that choice.
X recruit wrote:==Insert Greeting Of Recruiting Of Countries==
You have been recruited by your good head spy X.
Your Colleagues Are Y (if no colleagues delete Line)
Listen to his commands carefully as he will lead you to victory if you are the only spy centre remaining and no people oppose your plans for domination.
Double and Triple Spies (See Above)
The number of vigs is 5, what I didn't point out is they are only meant to kill once every 5 nights. N1,N6,N11 etc. Not every night and the second player kills N2,N7,N12 etc. And there are 5 kills over 5 nights unless a vig dies then ther are less.
IF ANYONE IS RECRUITED THEY LOSE ALL POWERS
I think he means more like this:
Spies Cannot Kill
1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 North Cop (can detect, Britain, Russia and Germany)
1 South Cop (Can detect, Italy and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every 5 nights starting night 1/2/3/4/5 - Staggered killing)
7 Townies
If 2 sets of spies recruit the same person the said spy becomes a "double agent" and if a Head Spy selects, instead of a recruit, they can flush out double agents, these double agents die.
If the Head Spy dies the Spy agency disbands, double agents retain their objective, and all single agents return vanilla. The Cops can only find the leaders, and cannot be recruited themselves