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β˜€οΈ10pm - Phase ChangeπŸŒ–
Psychic

Power of Foresight

In a small village town nestled between lush green hills and a winding river, there lived a young woman named Meryn. Her family was renowned far and wide for their extraordinary gift of foresight. Generation after generation, they were hailed as the world's best fortune tellers, capable of seeing what others could not. And Meryn was no exception. At the heart of her family's mystical abilities were three sacred items. The first was a shimmering crystal ball that captured the whispers of the future. The second, a deck of ancient tarot cards that revealed the threads of destiny. And lastly, a gleaming ceremonial knife that symbolized the delicate balance between choice and fate. These objects were passed down from one seer to the next, and now it was Meryn's turn to wield their power. Every full moon, Meryn would retreat to the sanctuary in the woods, where she communed with the spirits of her ancestors. With the crystal ball as her guide, she peered into the mists of time. The tarot cards danced in her hands, painting a tapestry of past, present, and future. And when the moonlight caught the blade of the ceremonial knife just right, she knew that she held the key to unlocking the mysteries of the universe. Through the veil of the unknown, Meryn saw glimpses of what was yet to come. She foresaw weddings and wars, triumphs and tragedies, love and loss. People from far and wide sought her wisdom, hoping for a sliver of insight into their own destinies. And though the responsibility weighed heavy on her shoulders, Meryn embraced her legacy with grace and reverence. As the latest inheritor of her family's gift, Meryn understood that the power of foresight was both a blessing and a burden. But with the guidance of the sacred crystal ball, the ancient tarot cards, and the ceremonial knife, she walked the path of the world's best fortune tellers with courage and compassion, honoring the legacy of her ancestors with every glimpse into the future she shared.


Summary

You are a powerful seer with a gift for finding one's secrets.


Abilities

Receive a vision every night.


Attributes

On odd nights you will have a vision of three players, at least one will be Evil. On even nights you will have a vision of two players, at least one will be Good.


Immunities


βš”οΈAttack: None
πŸ›‘οΈDefense: None
 


πŸ”Investigation Results


Sheriff
You cannot find evidence of wrongdoing. Your target is innocent or great at hiding secrets!


Investigator
Your target could be a Survivor, Vampire Hunter, Psychic or Amnesiac.


Consigliere
Your target has the sight. They must be a Psychic.


πŸ†Goal 

Lynch every criminal and evildoer.


πŸ†Victory Conditions

Wins with    
Town
Survivor

Must kill   
Mafia
Vampires
Arsonist
Serial Killer
Werewolf
Witches