Patriot Snitch
Patriot Chemist
Patriot Bartender
Citizen
Citizen
Citizen
Loyalist Coward
Loyalist Investigator
Reasons as to why its balanced:
1. Snitch cant confirm themselves without dying. Effectively a low-power role, to help give some power to town.
2. Coward can counter Chemist and to some extent Snitch, but not really bartender. Reason being Bartender's town play, if they are going to make use of their role, is to create fake-claimed situations in order to gauge reads. This happens regardless of whether Coward works and doesn't necessarily hurt town.
3. Chemist can still target/kill the investigator. Also helps to prevent the game from just being over after two mis-eliminations, which I feel is a tad too easy for the loyalists to pull off. Especially on a site that doesn't always do productive d1's. If I made chemist to be doctor, armor smith, or gun smith, or even stagecoach driver instead, that could potentially confirm two people when tipping the game back towards town's favor and can be really damning if played right. With chemist, its a minimum of one patriot confirmed and one loyalist dead and isn't as likely to "confirm" two or more people. Granted, with chemist, it can back-fire. But so long as Chemist lives, the game can't quite end in Loyalist's favor.
4. Loyalist Investigator can help loyalists discern fake-claims and what-not, which could improve their overall strategy and play. To some extent this alone could help them mitigate bartender / snitch 's impacts. Otherwise its low-impact-ish, which is what I think this setup needs to be roughly balanced in light of the town's options.
[2:07 PM]
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Setup could be a fair bit swingy though if Chemist dies in some circumstances (edited)
[2:08 PM]
But, I felt like we needed something to prevent or cause a kill in town's favor, and the alternatives could be worse I think for the game's balance.
Edit: I think Coward having 1 less hide may make this more balanced, as Chemist in its current state may have an only one in seventh chance of RNG hitting a loyalist with the Coward hiding, but I can't make such a change without announcing it and, without thinking up other changes, it may risk spewing Coward as Loyalist and/or existing.