Town Oracle
At night you may use one of the following abilities:
Fortune's End: If the player you target is your alignment, remove all debuffs from them (poison, blackmail, suits, etc.. it is host's discretion what does and does not count as a "debuff" unless it is explicitly stated). If the player is NOT your alignment, instead, remove all buffs from them (heals, baker/motivator, extra votes, etc.. once again this is host's discretion). Repeat this effect on each person who visits your target. Fortune's End does not remove buffs granted temporarily by items, or buffs that either have or are provided by spell immunity. Each person effected gains one charge of Oracle's Blessing for each debuff purged, and you gain a charge of Oracle's Blessing for each buff purged. Buff dispelling or debuff purging does not remove stacks of Oracle's Blessing.
Fate's Edict: Target player gains 1 level of basic attack immunity, equivalent to an auto-vest (+1 defense value) for the night. This is NOT a heal, it is a VEST. This is important for later. They are also unable to use killing actions, or items. If you block any attacks, both you and your target gain one charge of Oracle's Blessing.
Purifying Flames: Attack a player, (-1), then at the end of the night, heal them (+1) and grant them one charge of Oracle's Blessing. (The heal and blessing can be stopped by using Fortune's End, and always occur at the end of the order of operations). Killing a player in this manner will grant you between 250 and 1200 gold (or other currency if relevant). This amount of gold is determined by the hosts and should directly reflect the amount of impact you had on the game- more gold for more impact- while they were alive.
False Promise: One charge. At the end of the following day, if the target lynched has one or more charges of Oracle's Blessing, they are temporarily sustained. Instead of being lynched, the host posts
https://cutewallpaper.org/21/oracle-...Wallpapers.jpg this image with no context, because fuck you. While in this sustained manner, any damage or healing the target receives is delayed until the end of the effect, with any healing effects being doubled. If the target receives more healing than damage before the end of the following day phase, they will live. At the start of the next day, the player in sustainment should not be placed in the living players or dead players list, rather a separate list labelled "Sustained". The player sustained may use night actions and vote as normal until their death. Charges of False Promise recharge slowly over time, at a rate of 1 per 45 days.
For example:
A. Timmy is lynched at the end of day 2. Timmy is saved by the Oracle, and placed into sustainment. At night, the Oracle uses Purifying Flames on Timmy. At the end of the following day, Timmy comes back to life. (+1 total healing)
B. Timmy is lynched at the end of day 2. Timmy is saved by the Oracle, and placed into sustainment. At night, the Oracle does something completely unrelated to Timmy. At the end of the following day, Timmy dies. (0 total healing)
C. Timmy is lynched at the end of day 2. Timmy is saved by the Oracle, and placed into sustainment. At night, the Oracle uses Purifying Flames on Timmy, and the mafia shoots Timmy. At the end of the following day, Timmy dies (0 total healing)
D. Timmy is lynched at the end of day 2. Timmy is saved by the Oracle, and placed into sustainment. At night, James the Doctor heals Timmy. At the end of the following day, Timmy lives (+2 total healing).
Additional attributes:
1. If you use a night action on a player who has a stack of
Oracle's Blessing, you may take additional actions equal to the number of stacks of Oracle's Blessings on the target. This only occurs on your first action.
2. You are informed at the beginning of each night who has stacks of Oracle's Blessing and how many they have, to help you plan out your night actions.
3. Because of your magical powers, if investigated you always appear to be of the Neutral alignment, whatever color that might be.
4. Each of your abilities may self target, however, if you use False Promise on yourself, there is a 50% chance the action will fail, resulting in your death anyway, so don't rely on it.
5. Upon your death, the person who killed you or the last voter will receive an amount of gold (or other currency if relevant) between 250 and 1200. This amount of gold is determined by the hosts and should directly reflect the amount of impact you had on the game- more gold for more impact- while you were alive. Try to get a high score!
6. If a player with Oracle's Blessing dies, the player who last voted them receives their stacks of the effect.
Win condition: Eliminate all evil-doers. You do not need to survive to the end. If the Town's wincon is achieved, you win even if you are dead, as long as at least one Town member is alive.