Ok, what does everyone think of calling it Role Madness and running it with the below rules?
Medical Dethy
A setup for 15 players.
Medical Dethy is a setup created by mashing up Dethy, a game built around untrustworthy cops, and Medical Mafia, a game built around untrustworthy doctors. Town players will be told that they are doctors or cops, but not which. The nurse from Medical Mafia will be replaced with a Universal Backup who inherits the powers of the town player to die, whether that person is a doctor or a cop. The mafia get an extra player as well as a doctor and cop of their own.
The setup consists of:
2 Mafia Goons
1 Mafia Rolecop
1 Mafia Doctor
1 (Sane) Doctor
1 Weak Doctor (dies if they target scum)
1 CPR Doctor (saves someone if they would be killed, but kills someone if they would be saved)
1 Paranoid Doctor (effectively a Jailkeeper)
1 Quack Doctor (effectively a Vigilante)
1 Naive Doctor (effectively a VT)
1 (Sane) Cop
1 Insane Cop (returns opposite result)
1 Paranoid Cop (always returns Guilty)
1 Naive Cop (always returns Innocent)
1 Universal Backup
I wonder if there's a way to vary the number of cops/doctors, so you don't automatically know how many cops/doctors are in the game. Something like this:
Setup: There will be 4-6 doctors and 4-6 cops, with the following possibilities:
4 docs 6 cops,
5 docs 5 cops,
6 docs 4 cops.
The doctors will be randomly chosen from the following 6 sanities of Doctor (there will not be duplicate doctors)
- (Sane) Doctor
- Weak Doctor (dies if they target scum)
- CPR Doctor (saves someone if they would be killed, but kills someone if they would be saved)
- Paranoid Doctor (effectively a Jailkeeper)
- Quack Doctor (effectively a Vigilante)
- Naive Doctor (effectively a VT)
The cops will be randomly chosen from the following 6 sanities of Cop (there will not be duplicate cops):
- (Sane) Cop
- Insane Cop (returns opposite result)
- Paranoid Cop (always returns Guilty)
- Naive Cop (always returns Innocent)
- Random Cop (results are completely random)
- Aggressive Cop (receives corrent result, but has 50% chance of killing the target)
(The random and aggressive cop are just ideas). This makes it so mafia isn't locked in to choosing 2 and 2, and gives the setup a little less solvability, I think.