Welcome to X-SHOTS. An open 13-player setup created by yuma. In X-SHOTS both town and non-town will be given an X amount of PRs with an X amount of shots. Shots will be cumulative for the entire faction to use. Town will not be informed at any time of how many shots they start with as a whole, how many shots remain or if a specific shot was successful unless it yields a PM-able result. Mafia will not be informed of how many shots they bring into the game for the whole of mafia to use.
The following are possible roles and the number of shots that each role brings into the game.
1- Cop (1 shot) (Investigative)
2- Vig (2 shot) (Killing)
3- JK (2 shots) (Blocking)
4- Roleblocker (3 shots) (Blocking)
5- Watcher (3 shots) (Investigative)
6- Bodyguard (3 shots) (Protective)
7- Doc (3 shots) (Protective)
8- Tracker (4 shots) (Investigative)
9- Rolecop (4 shots) (Investigative)
10- Shot Changer (2 shots) (Shot)
The following rules will determine how roles are used and assigned.
1. Four randomized rolls (1-10) will be performed. The number that corresponds with the number will result in that role being used. There can be replicates of any role of any number.
2. If the first three roles are all 1, 2, or 3s (Cop, Vig, JK) then the town will only receive 3 PRs with an additional 2 shots added.
Example1: Role: 2, 1, 3 = Vig (2), Cop (1), JK (2) + 2 shots for a total of 7 shots.
3. If town, in the first three rolls, receives a duplicate of 1, 2 or 3 (Cop, Vig, JK) then the town will only receive 3 PRs with an additional 2 shots added.
Example2: 2, 2, 5 = Vig (2), Vig (2), Watcher (3) + 2 shots for a total of 9 shots.
4. If the fourth role causes there to be a duplicate of a 1, 2 or 3 then it will be added as a role, but bring in zero additional shots.
Example3: 2, 7, 8, 2 = Vig (2), Doc (3), Tracker (4), Vig (0) = 9 shots
5. If town receives no 1, 2 or 3s (Cop, Vig, JK) in its first four rolls then the town will receive an extra fifth roll. However, this additional roll will bring in zero additional shots for town. If a 1, 2, or 3 is rolled for the fifth shot, 2 shots will be removed from the town total.
Example4: Role: 6, 4, 4, 10 extra roll is 9 = BG (3), RB (3), RB (3), Shot Changer (2) + extra roll: 9 = Rolecop (0) for a total of 11 shots.
Example5: Role: 4, 6, 5, 10 extra roll is 2 = RB (3), BG (3), Watcher (3), Shot Changer (2) + extra roll: 2 = Vig (-2) for a total of 9 shots.
Mafia will be three members large. The mafia team starts with 5 shots and a Shot Remover. The mafia team will receive shots beyond the initial 5 shots dependent upon the number of shots that town receives as follows:
If Town has X then Mafia gets Y:
5 shots mafia gets: Shot Changer + Rolecop + Goon. Total: 5 shots
6 shots mafia gets: Shot Changer + Roleblocker + Goon. Total: 5 shots
7 shots mafia gets: Shot Changer + Rolecop + Goon. Total: 6 shots
8 shots mafia gets: Shot Changer + Roleblocker + Goon. Total 6 shots
9 shots mafia gets: Shot Changer + Rolecop + Goon. Total 7 shots
10 shots mafia gets: Shot Changer + Roleblocker + Goon Total 7 shots
11 shots mafia gets: Shot Changer + Rolecop + Roleblocker. Total 8 shots
12 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 8 shots
13 shots mafia gets: Shot Changer + Rolecop + Roleblocker . Total 9 shots
14 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 9 shots
15 shots mafia gets: Shot Changer + Rolecop + Roleblocker. Total 10 shots
16 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 10 shots
Mafia NKs do not count as using up shots.
The Mafia team also has access to a universal JOAT (Strongman, Ninja, Cop Immune and Bulletproof) that can be used by any player during the game under the following rules.
JOAT Rules
1. Each JOAT modifier can be used once per cycle during the course of the game. If all four abilities are used up the cycle starts over.
2. A cycle also starts over if a mafia player who has performed or used a JOAT modifier dies at any point in the game.
Example: Player X used Strongman on Night1. On Night2 the Strongman power cannot be used again by any player and Player Y uses Bulletproof. On Day3, Player X is lynched. Now, a new cycle has begun for the Strongman. On Night3, another player may now use Strongman, but not Bulletproof as that was used and kept in cycle on Night2.
3. JOAT abilities will only overcome one corresponding town role per night. In the event that multiple roles of the same time are used by town the one that overcomes the JOAT modifiers will be randomized.
4. JOAT modifiers require one shot to use unless a JOAT modifier is used to modify a role that already required a shot, it will not count extra.
5. Only one JOAT ability can be used by an individual player each night.
Example: a Ninja NK will count as one shot used.
Example: a Strongman Roleblock will count as one shot used.
Shot Changer Rules:
- Shot Changers can be Town or Mafia.
Town Shot Changers:
- Town Shot Changers may attempt to target a Power Role each night to give Town Shot Pool an additional shot.
- Targeting of Vanilla Townies will result as no effect.
- PRs will not be informed of receiving shots from a Shot Changer.
- A Town Shot Changing does not use up a shot, but it does require the Town Shot Pool to not be at zero at the time of the Shot Change.
- If a Mafia PR is targeted the Mafia Shot Pool will receive an additional shot.
- Town Shot Givers count as a Town PR that shots can be added to if targeted.
Mafia Shot Changers:
- Mafia Shot Changers may attempt to target a Power Role each night to remove a shot from the Town Shot Pool.
- Targeting of Vanilla Townies will result as no effect.
- PRs will not be informed of having shots removed from a Shot Changer.
- A Mafia Shot Changing does use up a shot from the Mafia Shot Pool.
- If Mafia targets another Mafia Player the Mafia Shot Pool will lose a shot.
- Town Shot Givers count as a Town PR that shots can be removed from if targeted.
Night Action Resolution:
Bus Drive
Blocking Roles
Shot Changer
Protective Roles
Killing Roles
Investigative Roles
- Roles of the same type will occur simultaneously.
Notes:
- Each PR brings X shots into the player pool. All PRs may access the pool.
- Town will not know the number of shots available to the whole at any time.
- PRs will not be informed of how many shots they bring into the game.
- Mafia will not be informed of the number of shots available to them at any time.
- If a lynch of a town PR occurs, 1 shot will be removed from the Town Shot Pool.
- If a Night Kill of a PR occurs, 0 shots will be removed from the Town Shot Pool.
- If a Mafia PR dies via either method, 0 shots will be removed from the Mafia Shot Pool.
- Goons and Vanilla Townie return “Vanilla” to Rolecops
- Rolecops will be unable to distinguish between Town Shot Changers and Mafia Shot Changers.
- Investigative roles that are blocked return “No Result.”
- Investigative roles that are attempted but unable to be used due to a lack of shots will return "No Result"
- Trackers/Watchers will receive results of "No Result" when targeting a Ninja modified action or when targeted player had no applicable action to see. This is an intended deviation from typical Mafiascum rules.
- Watchers will not see themselves as a targeting action.
- Cops return results of “Guilty” or “Not Guilty.”
- Players that are Jailkept may be investigated while in jail.
- JOAT modifiers must be specified as belonging to a player for the night.
- Strongman overcomes one blocking/protective role.
- Ninja is unobservable from all tracking roles.
- Bulletproof stops a kill from one shot.
- Kill flavor is not indicative of who performed the kill.
- Bulletproof and Cop Immune abilities are passive and may not be blocked.
- Players without roles will be called "Vanilla Townies" or "Mafia Goons."
- An individual mafia can’t perform an action and night kill the same night unless only 1 mafia player is alive.
- If the game progresses to a point where at night more actions are being performed than shots available the night action resolution will prioritize which actions are used and which are not.
- If a shot is blocked for any reason it is still effectively considered to be “used up.”
- Roles may self target and will use up a shot, but unless the self targeting was caused by bus driving the role will not have an effect.
- Players of both alignments will not be informed if their night action was successful or not except in the case of investigations getting results back.
- PRs will not flip the number of shots they brought into the game upon death
TL;DR Summary:
- Town can have between 3 to 5 roles with 5-16 shots of any combination out of the 10 listed above.
- Shots may be used by any PR in the faction to which shots are assigned.
- Mafia has a Shot Changer, a Universal JOAT and 5 shots to start. An additional 5 shots may be added with additional PRs dependent upon the number of shots Town receives.
PM specifics:
- Town will receive PMs with their role in green text.
- Mafia will receive PMs with their role in red text.
- Town's win condition is: you win when all threats to town have been eliminated
- Mafia's win condition is: you win when there are no town players alive and there is at least one mafia player still alive, or when nothing can be done to prevent that.