I want a weak friendly neighbour and gunsmith combo for the investigatives. I like the potential for mafia to have a player that does so well they knock out the friendly neighbour. I like Gunsmith so mafia can attempt to counterclaim the result with vigilante or some other claim, but still will most likely die to a guilty.
Another reason I chose Gunsmith was so there could be one member of the mafia team who gives a false negative so the Gunsmith can’t totally trust his results, but can mostly trust them. I specified to him that there is a single negative result, but I am unsure if this is necessary. I don’t want the gunsmith player to feel cheated by his results since the town already has some swing in the first PR, the worst thing i could see happening is the Friendly Neighbour killing themself -> Gunsmith gets a fake inno. I thought a way to offset this may be to give the Gunsmith extra information.
I am unsure of exactly how to offset the potential death of the weak friendly neighbour back onto an odd number of players. I chose a Doctor because they may get a save which would fix it to odds.
In the event a follow the cop were attempted, even though I’m guessing that’s unlikely, I gave the mafia a one-shot strongman player. It’s mostly just insurance that if an investigative is outted early with the doctor still alive, the mafia can choose to get rid of that player.
I rounded out the town PRs with a two-shot commuter. I’m unsure what a commuters power level is, but I wanted a role that could be quite good in the hands of a skilled player but not as helpful otherwise. It is also a claim that would be likely believed (?) as I dont usually hear Commuter used as a fakeclaim. If any role needs to be drastically changed (such as if the town is too weak which I'm wondering), I would probably change this to a stronger role.
EDIT: It just occurred to me that the Gunsmith is gonna distrust the doctor claim cause he knows theres a scum doctor. That was not intentional so I may have to rethink that.
I'm getting the feeling the setup is town sided because, while I think he's pretty powerful, the weak friendly neighbour has the potential to throw away a ton of towns power if he isnt careful.
If town is too weak like Im guessing I would first like to change the Commuter into a stronger role. Beyond that Im unsure