Personally I'd want to keep the setup relatively simple and understandable, and not include a cop that can largely eliminate how much one player/team's effort into the game matters by giving the town a 100% unquestionable alignment check. 1-shot cop could maybe be fine but even then I'd prefer alternative roles than that to include.
My two suggestions:
1 Town 2-shot Vigilante
1 Town Jailkeeper
1 Town Backup Rolecop (Becomes Rolecop once the Mafia Rolecop dies, returns vanilla on VTs and the Mafia Goon, full role on everyone else)
9 Vanilla Townies
1 Mafia Rolecop
1 Mafia Backup Jailkeeper (Becomes Jailkeeper once the Town Jailkeeper dies)
1 Mafia Goon
It's probably a little swingier than I'd like but it's fairly simple and gives the Mafia a big incentive to keep the Rolecop alive and find and eliminate town power roles in a fairly simple Mafia game.
Modified Pick your Poison
(mostly stolen from Patrick's version here with a few changes:
viewtopic.php?f=3&t=14723)
Special Rules
The setup in this game is semi-open. There are only two factions: a three person mafia v a twelve person town. Initially you will receive one of the following PMs:
Mafia wrote:You are a part of the mafia, along with Y and Z. Your organisation would like to take over the town, but a direct assault is out of the question; look how many of them there are! Instead you operate in secrecy, attempting to turn the town against itself before they can weed out and kill your entire family. You can talk to your partners at any point in the game, and at night you may choose to send one of your number to kill someone in the town. You've also sabotaged some of the town's resources; but you'll have to decide what poweroles they have left before the game starts. You have 96 hours to talk pregame to decide on three town poweroles; see the third post for more details. Please use this quicktopic for all mafia communication: XXXXX.
You win when the town no longer has the majority, regardless of what roles are still alive.
Townsperson wrote:You are a townsperson. You've taken a vow to protect your town and destroy the mafia terrorising it, even if your own life is lost in the process. Of course, that would be alot easier if you knew where to look. You may well have some useful ability, but you'll have to wait until day 0 starts to find out.
You win when the mafia has been eliminated.
During the pregame stage, the mafia have a maximum of 96 hours as a group to decide on three town poweroles, from the list given below. Doubling up on the same role is allowed, but not tripling.
Weak Doctor wrote:You are a weak doctor. Every night you
must
send me the name of a player to protect; all nightkills against them that night will fail. If you protect a member of the mafia, they will kill you without a shadow of a doubt. Note that even doc protection would not save you in this scenario.
Jailkeeper wrote:You are a jailkeeper. Each night you can choose to jail someone if you so wish; they will be made immune to all kills that night, and will also be roleblocked.
Tracker wrote:You are a tracker. Each night you can send me the name of a player you wish to follow; I'll tell you whether or not they took a night-action, and if they did, I'll also tell you who they targetted.
Hider wrote:You are a hider. Each night you may choose to hide with someone if you so wish. Any nightkills targetted directly at you will fail, but if the person you're hiding with is killed, you will die with them. If you hide with a member of the mafia, they will kill you without a shadow of a doubt. Note that even doc protection would not save you in this scenario.
3-shot Vigilante wrote:You are a 3-shot vigilante. Why stand by passively when you just happen to own a gun? Each night you may choose to kill another player if you wish. You have 3 shots, but can only use one per night.
When the mafia have chosen, the poweroles are immediately distributed randomly to three town players. Then day 0 begins. During the day 0, everyone has to vote for two perks to give the mafia, from the following list:
Day Rolecop wrote:You are a day rolecop. Every day you can send me the name of a player and I'll tell you their role. Note that twilight is too late to send me a choice.
3-shot Roleblocker wrote:You are a roleblocker with 3 shots. On any night you may roleblock another player, preventing them from taking any action that night. If you roleblock a powerole, they will show up to a tracker as not having gone anywhere.
1-shot Janitor wrote:You are a one shot janitor. Once in the game, during the day, you can ask me to cover up the role of the player lynched that day; they will show up as ???? for the rest of the game. Twilight is too late to send me a choice. Note that you can cover up your own alignment in this way.
Assassin wrote:You are an assassin, and you have the power to perform two extra nightkills, on top of the normal mafia kill. Unfortunately, there are two restrictions:
(1) You can't use an extra kill if it could potentially end the game with an immediate mafia win.
(2) Your kills only work on town poweroles. If a kill goes through on a vanilla townie, it fizzles and you don't get it again. If a kill fails for some other reason, you do get to try it again.
During day 0, you can vote and unvote as normal, except that you have two votes, since you're giving the mafia two perks. You can't put both your votes on the same perk. Once both perks are chosen, the game starts straight away with day 1, and continues as a normal game. During the first 24 hours of day 1, the mafia have to choose which of their members gets which perk and which two stay as goons. No lynch can occur during the first 24 hours, not that that would ever happen anyway with so many seasoned players.
Clarifications
(list may grow if people ask me questions)
- Two hiders hiding with each other makes them both unightkillable, assuming no roleblocking inteference.
- Two jailkeepers jailing each other doesn't protect either, and if either were tracked they would show as going nowhere.
- A mafia member can't kill and use their night action on the same Night.
- An assassin can't use both extra kills on the same Night.
- Tracker is the only role that gets told if it was blocked from performing its action.
- An assassin always knows how many shots it has left to try.
- A janitor does receive their shot back if No Lynch occurs on the Day they use it.
- A janitor may retract their shot anytime before Lynch happens.