Town Rolecop
Town Simple Cop
Town Backup Vigilante
4 Vanilla Townies
Mafia Goon
Informed Mafioso ("This setup contains no protective roles. Normal protective roles are Babysitter, Bodyguard, Bulletproof, Commuter, Doctor, Jailkeeper, and Rolestopper.")
FWIW, I was worried that this was scumsided, as there's only so much information that the town's investigatives can gain; finetuning the setup balance basically depends on how much ability we give the scum to claim opposite them.
This could be anywhere from changing Informed to Strongman (to make the setup more townsided: it's an obvious rolecop guilty), to changing Informed to a town-believable role (e.g. Tracker or even Bulletproof; this makes the setup much more scumsided).
I'm mostly waiting on RadiantCowbells to decide on the balance. I know how to change the balance of the setup if needed, I'm just not sure whether it is and what direction it needs changing in.
is {a Simple Cop | a Backup Vigliante | vanilla | Informed}.")
(Wording for each of the possible results: "
player
is Town-aligned"; "
player
is not Town-aligned"; "Your action failed, and you received no result.")
(Note: the Informed Mafioso's information is the equivalent of an N0 investigative result, not technically part of the role itself; as such, it doesn't show in the player's flip. It's included in the role PM mostly for convenience purposes.)
I made this a daytalk setup so that the scum's information doesn't get lost if the Informed Mafioso happens to be last to confirm. As such, the game rules need to list the existence of daytalk.