Attack: None
Defense: None
Motivate (♾️)
-You can select up to two players each night to Motivate them granting them the Hopeful effect for the night.
-You cannot Motivate the same player with the same speech.
Practice (1️⃣)
-Spend the night thinking of a new speech to give.
-You cannot Motivate and Practice on the same night.
-You will be able to Motivate previously Motivated players one more time.
Attributes
-You will know if your a target is attacked.
-Other protections will be prioritized over yours.
-If a Hopeful target is attacked, they will be able to push through a Powerful Attack until the next night, then they will be dealt an Astral Unstoppable Attack.
Messages
-You successfully made a new speech.
-You were attacked, but a speech you heard kept you Hopeful. You pushed through your injuries!
-You have succumbed to the injuries you received last night, you died!
Why?
Okay, I know this one might be a bit controversial. This is pretty different from most TPs. You can't keep going on the same target, you only survive one extra day & night if you successfully Motivate someone, you also can consistently select two targets (Yes I know that
can technically heal multiple targets too.)
So why? Let's get into the idea of this role. You know those scenarios in which there are multiple people to heal? Those scenarios where you just know "Damn, they are ABSOLUTELY going to attack 7 or 15" That's where Motivator can come in. You can just Motivate them both! The very fact you can just select two players is very powerful. To balance that the healing capabilities are nerfed. This is a TP that has a greater focus on quantity instead of quality. It's not uncommon to heal zero people before you die. As the Motivator you probably will heal at least one person but even if you do, they will die shortly after. Maybe you helped an Invest stay alive just long enough to expose an evil they found, or give a Vigi time to shoot the night they succumb to their injuries, or maybe a poor Sheriff that got RBed anyways so they have nothing to report with their extra day.
Seeing as the Motivator can select 2 targets, they could prove to be strong late-game. Healing the right person could JUST get you the votes you need to turn the game around. That said, seeing as the Motivator only has temporary heals, can't just keep going to the same person the it won't just be an easy game. There can be a lot of strategy here. Is it even a good idea to Motivate two people on the first night? What if one of them turns out to be a TPOW? You won't be able to Motivate them again unless if you Practice. Speaking of, when is the right time to Practice?
Potential Adjustments
So I thought of potential adjustment too!
-Removing Practice. I added this last second, I figured could be seen as too weak of a TP if you can only try and heal someone once.
-If a Hopeful person gets attacked, there would be a message at the start of the day "(attacked player) looks injured)" The idea would be that Evils wouldn't attack the person that's going to 100% die the next day. Seeing as Motivate is an already weak heal I decided against this.
-Granting Invincible defense. I thought this could be cool seeing as it's just a temporary heal, but what would that mean? That you can survive being doomed/ignited/haunted a little more? It felt strange to me, imagine you douse the whole town but 2 ignited people live. So I went back to the classic Powerful Defense.
-Make a Hopeful player RB immune for the night. Right now Hopeful is basically a fancy word for "Powerful Defense but you will die next day if you actually got attacked lmao" This technically would be a bit more Town Support (sorry Admirer!) it could neat, but it might be a little much.
-Remove healing notifications seeing as Motivator has a high chance to confirm themselves otherwise (Suggested by Noah)

