Vested Interests

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A setup based around multiple kill power and pierced claims

## Description

A setup named after the fact that most of the townspeople start with a bulletproof vest in order to counter both mafia members having their own kill power. Without a true investigative it might seem difficult for town to find the mafia, however the trick is that because the mafia don't meet at night it's difficult for them to coordinate their kills. This leads to many towns surviving the night with a pierced vest and becoming confirmed, assuming town believes their claim that is.

## Play

### Day 1

One of the mafia team's goals on the first day, besides pushing a miscondemn of course, is for the non-meeting Assassin to figure who the Trancer is. The reason it's so important is because it makes it easier to protect their 2 KP by pushing a miscondemn and because it let's them coordinate their kills at night despite not being able to talk (see Night 2 for details). Town players can counter this by catching any attempts the Trancer makes of softing to their partner and convincing their teammates to condemn the players involved. If a Bulletproof thinks they've found the Assassin but can't convince the rest of town to condemn that player they may even try softing that they're Trancer to that player in order to disrupt the mafia team. Town should not underestimate the power of confusing the Assassin by softing Trancer since it prevents mafia from getting all the advantages discussed earlier. Otherwise day 1 should play out just like any other setup and end in a condemn.

### Night 2

This is where the Trancer's ability to redirect all visits, including kills, comes into play. If the Assassin is still alive then the Trancer should redirect visits to whoever they decide to night kill. That way if the Assassin figured out who the Trancer is they will visit them and both kills will be directed at whoever the Trancer chooses. Since the Bulletproof's vest can only protect from one kill power if they're visited by both mafia they will die and no one will be able to claim pierced and confirm themselves as town. The one caveat is that if the Medic figures out who the Trancer is they can visit them and their visit will also be redirected to the night kill. Even if both kills are directed at the Bulletproof their vest and the Medic's save will be enough to protect them and they'll survive with a pierced vest. If the Assassin is dead then the Trancer should not redirect visits towards the night kill to lower the chance of medic saving them. There is a strategy where Trancer no kills and claims pierced since even without killing the game will still go to mylo. The meta is still being developed on this.

### Day 2

The day usually starts with players claiming if they've had their vests pierced or not. Medic should also claim and out their save once all the pierce claims have outed since the game is likely to be in lylo and if a mafia is claiming pierced your save may out them. The Medic save may even out if the person saved is Trancer which will be important for future days. At this point it is up to town to decide which claims are telling the truth and to condemn accordingly.

### Night 3

If the game doesn't end after this night then that means there is only one mafia left. If the last mafia is claiming pierced they need to make sure they're not the only player claiming to not have a vest until final 3 (see Day 3+ for an explanation why). If the last mafia is Trancer and they haven't claimed pierced yet they can choose to no kill and claim pierced themselves. However they should not do this if it will give town an extra condemn or if it will make them the only player claiming to not have a vest.

### Day 3+

If the day starts with 4 players alive and only one player is claiming to not have a vest then there is no downside to condemning them. The reason being is that even if they're town the last mafia won't be able to kill any of the other players due to their vests and the game will be forced to go to final 3 but if they're mafia then town just wins on the spot. Town should still be skeptical of any new pierced claims if there's a possibility that Trancer is the last mafia since that role has the option of no killing and claiming pierced. Assassin on the other hand does not have the option to no kill so if town thinks that they're the last mafia then all uncounterclaimed pierce claims will be confirmed. In most games though town will not know which role the last mafia has.

### Town Roles

#### Bulletproof

> Has a vest that can protect from being killed once
> Vests will not protect from the guillotine
> Will receive a system message if the vest has been used
>
>

The vanilla town of this setup. However unlike a normal villager the ability to claim pierce means that you'll often have games where either you are confirmed town or have to win a counterclaim war against a mafia claiming pierced. You also have the option of softing Trancer to someone you think is Assassin but aren't able to push a condemn on. If you're successful you'll be able to prevent mafia from coordinating at night and your vest will allow you to survive to out the Assassin.

#### Medic

> Visits and protects target from kill, but cannot choose the same target two nights in a row
>
>

A powerful role that can block kill power, find Trancer, and out Mafia claiming pierced but at the cost of being the only town role to not start with a vest. Unlike most setups, you should actually visit your biggest scum read rather than your town read. The reason being is that if they're Trancer your visit will probably be redirected to their night kill and you'll get save while potentially outing the Trancer. Another reason to visit a scumread is that if they're mafia and try to claim pierced you will out them since it's impossible for a Bulletproof you visit to have a pierced vest unless they were double stacked. Finally even if they're town the Assassin may also scumread them for the same reasons and try to kill them thinking they're Trancer and you'll get a save (although in this case it will be hard to tell that the person you saved was actually town and not Trancer). Once you're sure that town has condemned the first mafia you can switch to saving townreads although it's unlikely you'll have reached this point without having to role reveal.

### Mafia Roles

#### Trancer

> Each night, may choose a target
> If a player attempts to visit the Trancer, they will be redirected to the Trancer's target instead
> Choosing "No one" will not redirect visits
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>

As the meeting Mafia you have the knowledge of who the Assassin is as well as the ability to no kill during the night to make it easier to claim pierced. During the day you should try your best to soft your identity to the Assassin without the town, especially the Medic, noticing and avoid busing your Assassin in order to protect your team's 2 kill power. It's also important to pay attention to the town players your Assassin could be fooled into thinking are Trancer. Those players are good to target at night since they may also be targeted by your Assassin. Be prepared to claim pierced at some point since it'll be easier to push a miscondemn on a someone claiming pierced if the town feel there's too many players claiming it.

#### Assassin

> Must visit each night and choose a target to kill
> Does not attend the Mafia night meeting
>
>

Probably the most interesting role in the setup. As a mafia you need to help push miscondemns so your team has 2 kill power at night but not knowing who your partner can make that very difficult. Use your scumhunting skills that your normally only use as town to find your partner and to identify townies you can push a miscondemn on. Be sure to look out for any softs that might come from your partner while avoiding any softs that are coming from an adventurous town. Ideally you should try to push a condemn on one of your townreads however if that would attract too much sus you may have to push the easy condemn and simply hope they were scummy town and not your partner. During the night you should always shoot your Trancer read. If you're right your Trancer will redirect the kill towards their target and it will guarantee a town dies at night (unless Medic gets in the way). On day 2 you can claim pierced if you think it will help however if you still don't know who your partner is you may accidentally counterclaim your partner and put sus on them in a situation where they would normally not be considered a condemn. You also have the option of waiting to see who claims pierced and claiming Medic. If your partner gets condemned you should avoid counterclaiming pierced if you haven't already. The reason being is that as long as town is unaware that Trancer is dead no uncounterclaimed pierce claim will be confirmed town anyway. However if you counterclaim that will confirm everyone not claiming pierced that day as town. If town is aware that Trancer is dead then you should simply shoot the towniest player.

## Trivia

Credits to Jeteon for the name. Inspiration for two non-meeting mafia each with their own kill power came from the gnightless setup.