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Coworker

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Coworker
Alias: none
Alignment: any
Role type:
  • Linked
  • Communicative
  • Investigative
Choice: none
Status: Untested

Coworkers are players who know each other's role (but not alignment) and can speak to each other.

Standard version

A Coworker is informed of the other coworker's roles (e.g. Coworkers in the same group know a Town Coworker Doctor is a Coworker Doctor and they know a Mafia Coworker Roleblocker is a Coworker Roleblocker). A group of coworkers can communicate with each other in a shared private topic.

Variations

Neighbors can communicate with each other, but don't know each other's roles.

Pseudomasons know each other's alignment.



Sample Role PMs

The standardized Role PM for "Coworker" describes the passive ability as follows:

  • As an unmodified passive ability: You are informed of player/players's role(s) (but not alignments), and may speak to him/her/it/them/etc. in this private topic at Night. (edit)
  • As a passive ability with a modifier: You are informed of player/players's role(s) (but not alignments), and may speak to him/her/it/them/etc. in this private topic at the nth Night OR Night on day n. (edit)

Example (unmodified)

Welcome to game! You are a Town Coworker.

You are informed of player/players's role(s) (but not alignments), and may speak to him/her/it/them/etc. in this private topic at Night.

You have no active abilities.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.

Example (modified)

Welcome to game! You are a Town Novice Coworker.

You are informed of player/players's role(s) (but not alignments), and may speak to him/her/it/them/etc. in this private topic at Night from Night 2 onwards.

You have no active abilities.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.

Confirm by replying to this PM with a summary of your role.