Tinker Trap

 
2
2
2
over 8 years
Town General Overview:

Snoop claims day 1 with a miller / not miller report. Millers are clear. Trapper stays hidden. Do the normal scumhunting stuff. Tinkerer uses shot as a ml. Lynch that day regardless of if you hit mafia or not with your shot. MYLO is your friend in this setup, as it prevents mafia winning if they get tink's gun. Trapper on tink every night after (unless you wifom).

Mafia General Overview:
Paparazzi ccs snoop. Nillas hide in blues / millers. 1 nilla can cc trapper if trapper claims. The rest you can figure out from playing.

IF PRS DIE N1:
If tinkerer dies night 1, you lose your ml unless trapper / snoop were on tink night 1 and got the gun. You can still win based on snooper reports + trapper kill + scumhunting. This is the worst case scenario though.

If trapper dies n1, play normally. Mafia will get the gun on n2, but it will be mylo and they can't shoot to win.

If snoop dies n1, tinkerer should out and lead / scumhunt. Trapper should stay hidden.
over 8 years
I would also like to add that if all PRs are alive goin into n2, it is probably optimal to have snoop visit tinkerer, and have trapper on the snoop. That way if mafia sack tink, you have a chance to get an extra ml. It also prevents them killing your snoop (+1 clear)