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Pseudomason

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Pseudomason
Alias: none
Alignment: any
Role type:
  • Linked
  • Communicative
  • Investigative
Choice: none
Status: No

Pseudomasons are players who know each other's alignments and can speak to each other. Unlike Masons, Pseudomasons can be any alignment. Scum pseudomasons will be known to be scum to the the other pseudomasons.

Standard version

A Pseudomason is informed of the other pseudomason's alignments (e.g. they know a Town Pseudomason is Town-aligned and they know a Mafia Pseudomason is Mafia-aligned). A group of pseudomasons can communicate with each other in a shared private topic.

Variations

A variant pseudomason could instead know if players in the pseudomasonry are Town or Not Town, as if they were checked by a Cop.



Sample Role PMs

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

  • As an unmodified passive ability: You are informed of player/players's alignment(s), 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 alignment(s), 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 Pseudomason.

You are informed of player/players's alignment(s), 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 1-shot Pseudomason.

You are informed of player/players's alignment(s), and may speak to him/her/it/them/etc. in this private topic at the first 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.