So I apologize; this game was unfair even before it started. Because there are so many roles, it's easy to narrow down who the FG's are as soon as someone is obviously innocent. Maybe they have a chance still, but it will probably be pretty tough.
This problem will be resolved in the next game. With a little bit of Icy's help and feedback, I've come up with several new roles, bringing the total amount of new roles to fifteen (unless I can't count). These roles will be secondary roles. This means, they will be randomly distributed between everyone. The primary roles will be distributed as they always have been (FG's, seer, doctor, civilians). Some of these roles are "occupationally" based like the ones now, others are based on elements creatures. With a secondary role for everyone, each game will be drastically different from the last. Just to get some feedback from everyone else, let me know what you think of these roles.
Tradesman - Switches secondary roles with the target player
Ghost - If killed with this secondary ability, can still vote.
Fallen Elf = Randomly reassigns a person’s secondary ability.
Immortal = Automatically saved from death once per game.
Vulture = vote power starts at 0 and increases by a half each time a person dies.
Armagio = Can sacrifice self to save another person from death. Does not target a player. You simply say if you want to save the lynched person or the mafia hit person. This trumps the doctor's ability (if the doctor guesses correctly, the armagio still dies). However, if the doctor targeted the armagio, then the armagio is saved. The doctor's ability saves a person from any death, except lynching and the user of virus. Another "however," however (haha): the armagio's ability can't be turned off, so during the next turn they will sacrifice themselves to save either the lynched or mafia target person (whichever option they chose in the previous round).
Shrieker = can burrow self to become immune to abilities but loses voting power while burrowed
Virus - Kills self and target player.
I'm thinking the tradesman, fallen elf, and shrieker abilities should be used every turn. The rest are either passive or one time use only.
Some of these abilities have complex interactions in terms of what order they take place in during a round. I won't go into all of that just now though. So ya, let me know what yall think, and, again, I apologize for messing the current game up.