This is just a thread I'm gonna use to archive my saves and their revisions, feel free to copy, modify and give feedback, though some may be imbalanced or are only balanced when everyone is a skilled.
All setups assume standard setup options unless otherwise specified.
Irrelevant role options will are not specified.
Advanced Setups
Spoiler : Landmines (LAWLESS) :
[Roles List
Godfather
Beguiler
Consort
Consigliere
Arsonist
Survivor
Veteran
Veteran
Veteran
Executioner
Executioner
Administrator
Liaison
Deceiver
Dragon Head
Role Options
Godfather/Dragon Head No night invulnerability
Godfather/Dragon Head Can be role-blocked
Consigliere/Administrator Detects exact role
Consort/Liason Cannot be roleblocked
Consort/Liason Detects block-immune
Beguiler/Deceiver can hide 4 times
Beguiler/Deceiver Target notified
Beguiler/Deceiver Can hide behind team
Veteran Does not ignore immunity
Veteran Unlimited alerts
Arsonist Victim knows doused
Arsonist Invulnerable at night
Arsonist Douses role-blockers
Survivor 4 Vests
Executioner Invulnerable at night
Executioner Becomes jester
Executioner Do not need to survive to end
Arsonist Ignition always kills
Arsonist Ignition kills victim's targets
Jester Random guilty voter dies
Game Settings
Ballot
No last will
No PM
Intended Strategy
Only Mafia and Triad can die at night
Mafia and Triad must work together to find and lynch veteran with their combined majority
Mafia and Triad each have 4 members at their disposal to die to veteran hence finding them
Arsonist can kill anyone but must not be revealed
Arsonist has douses targets and role-blockers options to make him more powerful
Survivor and Executioners are simply to throw people's deductions off
Veterans simply need to alert every night and fool Mafia and Triad to believe they are neutral or the other side
Spoiler : Battle of religions (CULT) :
Roles List & Options
Mason Leader
Limited to 2 recruits - ON
Limited to 3 recruits - ON
Limited to 4 recruits - ON
Mason
Becomes Leader if alone - OFF
Cultist
Immunity prevents conversion - ON
1 night between conversions - OFF
2 nights between conversions - OFF
Vigilante
Limited to 1 kill - OFF
Limited to 2 kills - ON
Limited to 3 kills - OFF
Limited to 4 kills - OFF
Witch Doctor
Limited to 2 saves - ON
Limited to 3 saves - ON
1 night between saves - OFF
Immune to detection - ON
Doctor
Doctor
Prevents Cultist conversion - ON
Knows if target is converted - OFF
Witch Doctor when converted - ON
Executioner
Becomes Jester upon failure - ON
Target is always town - ON
Must survive to the end - ON
Invulnerable at Night - ON
Investigator
Detects exact role - OFF
Sheriff
Detects Arsonists - OFF
Detects Cultists - ON
Town Investigative
Exclude Coroner - ON
Sheriff - 2.5
Investigator - 10.0
Detective - 5.0
Ignore detection immunity - ON
Lookout - 7.5
Ignore detection immunity - ON
Can target self - ON
Arsonist
Ignition kills victim's targets - ON
Ignition always kills - OFF
Invulnerable at night - ON
Viction knows he is doused - OFF
Douses roleblockers - ON
Jailor
Can make 1 executions - OFF
Can make 2 executions - ON
Can make 3 executions - OFF
Auditor
Immunity prevents conversion - ON
Limited to 2 conversions - ON
Limited to 3 conversions - ON
Amnesiac
New role is revealed to town - ON
Cannot become Town - OFF
Cannot become a killing role - ON
Non-Standard Setup Options
Night Length: 1.0 min
Day Type: Ballot + Trial
Strategy
Night Length is increased to facilitate strategic discussion at night, players should do so to improve their chances of winning
This setup has no evil night killings except arsonist which requires time to douse and is purely mind games between Town and Cult
Each non Mason town role has a neutral counterpart that acts as distraction/aims to make any claims less credible, for example, Witch Doctor will appear exactly as a normal Doctor to investigatives and can easily pass as a Doctor and Executioner will likely be faking as investigative to get his target lynched
Witch Doctor has unlimited saves and should make use of them actively to either get more converts, save cult from Vigilante or to pass as Doctor to Detective/Lookout
Witch Doctor does not have to worry about being identified by investigative roles except for going for suspicious night targets
It is important to note that sheriff can only detect cult whereas other investigatives are less useful in identifying cult but are better at identifying Arsonist and other neutrals or to confirm town roles
Auditor has huge power to sway games and needs to make tough decisions as to when and who to audit
Good audits will target key roles such as Jailor or Mason Leader that can help weaken town
It might also be helpful to use PM to notify any evil found about their identity to prevent being ousted
It is also important to note that while audits help supply Mason Leader with Citizens, cult might also attempt to convert those who claim audited as it is inherently safer than risking converting Mason Leader and being identified and if both sides attempt a convert, the person will likely die and thus claiming audited should be done with caution
However, if going for win with cult, auditing the Jailor too early will likely result in Arsonist winning as only Jailor can kill Arsonist at night
Arson is purposely more powerful in this setup due to a lack of other evil night killing roles
Arsonist should take advantage of douses being silent and his relatively low detection possibility to douse as much as possible and burn in one shot as once player count is reduced he can be identified easily with two potentially large teams at that point in the game
If Arsonist is too greedy however, he will still be identified, either by town through investigative roles or Vigilante shot or by cult through conversion
If cult identifies Arsonist early however, it might be beneficial to keep him around to burn more town before ousting him
Jailor and Vigilante each only have 2 kills and should be used carefully and not be wasted on randoming
Jailor's role is more towards hunting down the Executioner and Arsonist whereas Vigilante is more towards hunting for Cult
Executing Executioner will be highly beneficial to town as his main role is to sow disorder and discredit other investigatives and the condition of requiring him to stay alive till the end is to encourage the Executioner to continue actively doing so even after getting his target as failure to do so might result in him eventually be executed in the end if Town wins
Amnesiac is just to add more unpredictability to the game by allowing additional reinforcements to either side, Amnesiac cannot remember killing roles however to maintain balance
It is also important to note that Amnesiac role change is announced to town so if Amnesiac has already been identified it will be a bad idea to convert to cult or neutral roles