Town 1-shot Neighborizer (weak role that does nothing)
Town Personal Beam Splitter (duplicator/redirector)
Town Informed Role Flavorer
Town Divine Protector (super-rolestopper)
Town Moonlight Dancer (basically fruit vendor)
Mafia Chillbreather (treestumper)
Town Inspector (basically original-motion-detector, aka, the weaker-voyeur)
Town Mailman
Town Mason
Town Role Mason (1x ?super?-rolecop*)
Town Flavor Revealer
Mafia Jack-of-all-trades (Roleblock, Rolecop, Mailman)
Mafia 1-shot Astral Demon (basically ninja/strongman)
*I am assuming that the rolecop in question was learning their role and alignment, not just the role, making it a cop+rolecop rather than just a rolecop. Because I am being generous in assuming this game had any semblance of an attempt at balancing it, and just-rolecop throws that illusion out the window altogether.
The town had no power here whatsoever. The closest the town had to an actual role was the divine protector--a role to stop nightkills.
For the rest:
Beam Splitter sounds like a cool OP rule, but what roles in the game actually benefit from this? The town 1x neighborizer getting a larger neighborhood? Not any benefit. The chillbreather getting an extra victim? Can cause mafia to instantly endgame the town. Cause the inspector to get a second worthless result because the beam splitter would always cause the second result to trigger? Send mail to a second person? Cause the mafia to rolecop two people instead of one? If the astral demon doesn't count as a factional action, duplicate the astral demon kill?
None of those give the town any value and the mafia ones give the mafia an edge.
The only actions the beam splitter duplicating being good are the one-shot super-rolecop (assuming it is a super-rolecop) and the super-rolestop.
So the beam splitter has very little utility and does almost nothing for the town.
One-shot neighborizer is a worthless role because neighborizers are not actually a town power role; they give the town nothing.
My role was a glorified fruit vendor--it did nothing.
The town inspector was a worthless role--it did nothing. Its only purpose is to verify players targeted who they said they did, which has a less than .01% chance of catching a scum lying. (It requires that NOT ONLY the scum fakeclaim, but be caught fakeclaiming, AND nobody having targeted the player in question, AND requiring that the lack of a visit cannot be explained by a blocked action. It'd take a perfect storm. The inspector seeing nobody visit the target, scum deciding to fakeclaim having visited the target and gotten a result back via their fakeclaim involving investigation. Mafia fakeclaim a role that doesn't get results, town targeting the same player the mafia did, mafia not fakeclaiming, mafia not fakeclaiming the target? All of those make any chance of a guilty drop to 0%.)
Mailman is essentially a neighborizer in strength--that is to say, in the NRG this is a sort of role that for the town would be considered as close to absolute zero power in a game as you can get without actually being zero power. The weakest of weak roles for a town to have.
A town flavorer, a role confirmed to be in the game but not alignment-confirmed, who was explicitly not adding any town power.
And a town flavor-revealer, again, not a role that adds any power.
The entirety of the town's power then boils down to 2.5 roles:
The super-rolestopper to stop one of the mafia's night actions (unable to stop both the same night so one would always go through), and the one-shot cop, plus the masonry.
3x Masons vs. an all-goon scumteam in an open would be balanced, but in a closed is ever so slightly scumsided.
Two masons versus an absolutely stacked scumteam with every ability to shut the town down via a strongman kill, a roleblock, the ability to peg a key town PR with the rolecop (say, nailing the town mason-cop N1), is absurdly scumsided.
Add in the rolestopper, and it is still absurdly scumsided.
For the town to win this, they would need to have played perfectly:
The super-rolecop would need to target the duplicator and get two investigations;
The super-rolestopper would need to target the duplicator and keep them alive;
The duplicator would need to correctly target the scum's nightkill to duplicate the save onto them;
The masons would need to not die;
The town would need to peg the role flavorer as a town role;
The town would need to peg the moon howler as a town role;
The town would need to peg the super-rolestopper as a town role.
If the town did
all
of that, they would have a
chance
at winning:
Two conftown from the masons, conftowning the role duplicator and their N1 target for four conftown; having the super-rolestopper as not investigated yet treated as town anyway for a fifth; identifying both the public roles as being town for 7 town.
And
even under those ideal circumstances
.
Even under those circumstances where THE TOWN CORRECTLY IDENTIFIES SEVEN OF THE TEN TOWN MEMBERS.
The town could
still
end up losing if they mislynched the three non-conftown town due to the mafia treestumper triggering a premature lylo.
IN THE PERFECT WORLD WHERE THE TOWN DOES EVERYTHING RIGHT,
the town can still lose the game
.
So, uh.
Yeah.
This setup was ABSURDLY scumsided.