This is my suggestion for the Lover role in my game:
Lover (role):
Every lover is part of a pair of Lovers, but they do not know initially who their soulmate is. So each night, the Lover may choose to stay with a chosen player to try and find their partner. The target will only learn of the visit, not of who it was (since the Lover sneaks about in the dark) unless the target is the other Lover of the pair, in which case they will both instantly know true love. The Lover and the target are unable to perform any other action during the night. Scans against the target will scan both without revealing the identity of either. Scans against the lover will come up blank if the lover is out. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). Wins with goodies and counts for parity, however, if by game end they are both alive and have not found each other, they will lose either way.
If one of a pair of Lovers is killed after they have found each other, the remaining Lover will go mad with grief and become effectively a cultist for that pack, although they will retain their ability to sleep around.
Lovers cannot be cursed.
It's essentially a mixture of classic lover roles. There is quite a bit of detail, but once you get down to it it's not that complex and every part of it I have considered to be adding something to the role.
There needs to be incentive for players to actually try and find their partner Lover, so that's why if they're both alive and they haven't found each other by the end of the game they lose. Otherwise people might just not give a shit.
I think it's important they do not know each other at the start because it makes co-operation too easy and I'm firmly against powerful JLs.
The fact that they can block nightly actions gives rise to many possible options and strategies for both sides.
I retained the possibility for them to change into cultists as a balancing mechanism, as two people who know they are both good, are hard to kill and can't be cursed is quite a powerful weapon for the goodies. It also gives the baddies an incentive to try and work out who the pairs of Lovers may be and if they are able to do so and kill one of them, it rewards good players and proactive behaviour by giving them an extra player on the baddie side with significant powers, for instance the ability to block scans by the seer or priest.
I'm not 100% sure whether to let them sleep around after they find each other, because it doesn't make much sense theme-wise. But I think I will as it gives a little bit more importance to the role, and if you're concerned about infidelity think of them as swingers.
Yet, I think it's still not an overly powerful role and is unlikely to change the balance of the game that much unless someone (not necessarily the holder of the role) is very clever and knows how to use it to their advantage, in which case I think that's a good thing. There is the possibility if they find each other early they can be used as mouthpieces for the JL, if they publicly announce who they are. But then they open themselves open to being killed/turned and compromising the JL. It's not very easy to kill them as you can't hunt them if they sleep around, but they can be brutalised, for instance. Overall I can't see any way it could be used in a really OP way.
Thoughts?