Alright, I'll be the first to admit that I had a lot of fun hosting the first M&M Mafia, and I'd like to get another one going, with some changes.
Townie roles:
Cop: A regular cop, uses the help of his enabler to investigate one person each night (determining their role) or investigate one dead body (determining it's role posthumously). Is informed of who his enabler is.
Cop Enabler: Has no powers by himself, but if he's killed, the cop can't perform his duties and transforms into a regular townie. If revived, then the cop will be able to perform his duties again. Is informed of who the cop is.
Master Detective: During the night, he functions exactly like a cop, and can investigate one person or body per night. During the day, he has the added ability of being able to deduce the truthfulness of any statement OR investigate any dead body to determine it's role and who killed that person (he requests to do either of these things by contacting the mod, i.e. me).
Amnesiamancer: Once a night, he'll cast his magic to make a character forget what he wanted to do that night, thus negating whatever his action was. The Amnesiamancer overrides any and all actions. Those that are targeted by the Amnesiamancer are notified that they their character has been amnesia-fied, but not by who.
Alarmomancer: If he's attacked, will automatically let everyone know exactly who attacked him. If targeted by the Amnesiamancer at the same time as being attacked, he'll forget to cast his magic.
White Mage: Each night, he can target one person each night to protect OR one person to revive each night.
Mafia Roles:
Necromancer: Can revive any character each night.
Illusionist: Each night, can cast a magic on himself or anyone else that not only hides his identity, but can fool anyone investigating him into thinking that the subject of the magic is any role the illusionist wants (for example, he could cast the magic on the white mage, saying to make him look like a mafia member, and if anyone investigates them, they'll turn up mafia member. But if he casts the magic on himself, and says he wants to appear like an Alarmomancer, then anyone investigating him will think he's the alarmomancer.) Cannot make himself look like the Lovecraftian horror.
Criminal Mastermind: Can perform perfect crimes. Can kill the Alarmomancer without triggering his alarm, and the arrogant master detective can't deduce his identity from examining his victims, but the AMD will not be revealed because of this.
third party roles
Situational Mind Controller: This person can control the actions of ANY other character during the night, on one condition however: when requesting who to mind control, he must post the person's name AND role, necessitating that he deduce who's who before he can become effective. His victims are made aware that they are mind controlled, but not by who. Wins when he's the only person left. If he successfully mind controls a mafia member, he controls who the mafia kills that night or use that mafia member's power. If he controls the cop or detective, the results are given to the mind controller and not the investigator. If mind controlling a killer role, he can order that player to kill themselves. Automatically loses should all the killing roles be exterminated and no way to revive them exists.
Lovecraftian Horror: A monster of unimaginable horror hiding amongst humans. He can kill one player per night and he can survive being nightkilled once, and any detective investigating him is given the "townie" result and the investigator in question goes insane, and any person they investigate after that gives them an incorrect answer. They are not told they are insane. He wins when all other players are dead. The Illusionist's magic overrides and disables his mind-warping appearance.
Deathamancer: 3 times per game, day or night, can snap his fingers and stop the heart of any other player. These snap-kills override protection. These kills can be used all at once if the player so chooses. A 4th kill is possible, but requires that the deathamancer sacrifice his own life. Wins when all the other players are dead. Will win even if he himself is dead.
Town, Mafia, or third party role:
Bromancer: Controls the power of friendship. Once per game, day or night, can place the 'Best Friends' bond between any two living players, including himself. Does not negate the current two Best Friends.
Ontop of all this:
Two players will be chosen to be "best friends", these two players will know eachother. If one of the two are killed, then the second will wait until the next night, and then commit suicide. The white mage cannot protect against suicide. If revived, he waits until the next night, then commits suicide again unless the first is revived.
The mafia has a chance of starting "broken", meaning that the mafia members will be separated into two groups that don't know eachother, with a 'leader' group and a 'lost' group. Only the leader group can issue nightkills.
A player will be chosen randomly and receive a "fake death pill". At any time, day or night, that player can take the pill and 'die'. The player will automatically revive in 2 days. The player cannot be targeted for a lynch, but can still be targeted for a nightkill. The Best Friend of the 'deceased' will not be convinced that the player has died, because they have such a special bond, and won't commit suicide. In the chance that a 'dead' player is still dead when one of the other parties has met their winning condition, the 'dead' player auto-loses.
One of the mafia have the chance to be chosen to be a "Usurper", meaning that they secretly have the added winning condition of ensuring the death of another member of the mafia. If their target is dead at the end of the game, they win.
Unlike the first M&M Mafia, not all roles are guaranteed to be present, based on the size of the group playing. Besides adding some roles, I changed the Arrogant Master Detective to the Master Detective, who has the same abilities, but his deductions don't get broadcasted to everyone, so he doesn't have a method of certifying his identity to everyone. Also, the best friends know eachother, but they don't know eachother's role, unlike last game, where they did.
Any questions? If something seems wrong with the roles as I've laid them out, then feel free to point it out.