Board Thread:Role Ideas (Neutral)/@comment-35836120-20180703133817

Name: Seer

Alignment: Neutral Benign

Attack: None

Defense: None

Unique Role: No

Abilities: Guess a player's fate/ Use a mystic guard yourself, or use it on someone else

Attributes: You can guess a player's fate if either they: Live or Die or Visited


 * You can still guess a player's fate you have previously guessed


 * Live means (They successfully lived through a night without getting visited) Die (Attacked, and died the same night) Visited (They were visited without being attacked)


 * Successfully guessing a player's fate, will give you a mystic guard (Works like a vest, but also protects the user from negative effects).

Mechanics: You visit a person, guess they live, next day they lived (without being visited) you gain a mystic guard, now you're safe.

-Investigative Results-

Sheriff: "Your target Is not suspicious."

Investigator: "Your target could be a Lookout, Forger, or Witch/Coven Leader, or Seer."

Consigliere/Witch: "Your target has unique, and mystical abilities, able to mentally guess other's fate, they must be a Seer."

Goal: Successfully guess 5 fates.

Wins With: Everyone else

Must Kill: None to be exact.

Anything Else: I should probably remove the part where a mystic guard can protect a player from negative effects. 