Congratulations to the wolves for winning TWG XXXVII. There were 16 players with 4 wolves and 12 humans. The starting setup was 3 wolves plus one to be marked Night 1. Co-MVP's go to Shash and Hans for doing a great job at coming to Iggy with plausible (and true in Shash's case) blue roles as well as distancing themselves quite well the entire time. The roles are below:
Coroner: Vash
Psychic: Ivalubet
Forensic Scientist: FoJar
Guardian: Mini
TT Guardian: Talisman
TT Master Seer: TPS
TT Pupil Seer: Matt
Vigi: Sertman
TT Blocker: Cypher
TT Blocker: Afro
TT Blocker: Tokzic
TT Blocker: Iggy
Device Thief: Wilkin
TT Master Wolf: Hans
TT Wolf Seer: Kilga
TT Marked Wolf: Shash(Ex-TT Blocker)
To summarize for the lazy, the roles were pretty much what everyone said they were, save for hans. Shash was indeed a TT blocker and so any claims he made regarding the role were quite true. As a marked wolf he kept his human power, aka the Time blocking machine he was given. The original time machine that the device thief stole refined 1.5 units of fuel per night with each kill using up 1 unit. The extra .5 units could be stored, this is how the 4 kill slaughter happened. There was also 1 random event in the game that I decided upon ahead of time in the event that I had horribly messed up some balancing aspect of the game. If either team was noticiably disadvantaged from something that I did not expect, I would give that team 1 50/50 chance at generating an extra unit of time fuel to be given to a random role that could use it: Device thief, TT guard, TT seer. This extra unit would basically let them have one more action (kill, vision, guard).
Short version of roles are below, these are the PM's, word for word, that I sent to the respective player(s). Some PMs had some story to go along with the role but it was cut to keep the length of this post down. The PM the player got explains 99% of how the role works, and the rest I noted to myself in a separate part of the file, describing details, technicalities, and how the roles would interact.
Coroner – full role of dead players
To Player:
You are the town Coroner. Each night I will PM you the full role of any deceased players that you do not yet know the role of. This includes players that die within the current night as well as any players that died “before” the current night, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Psychic – alignment of dead players
To Player:
You are the town Psychic. Each night I will PM you the alignment of any deceased players that you do not yet know the alignment of. This includes players that die within the current night as well as any players that died “before” the current night, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Forensic Scientist – method of death of all non-lynched players
To Player:
You are the town Forensic Scientist. Each night I will PM you the method of death for all deceased players. This includes players that die within the current night as well as any players that died “before” tonight, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Guardian – protect one non-self player on the current night
To Player:
You are the town Guardian. Each night you can PM me the name of one player you would like to protect for the night. You are not allowed to protect yourself with this ability. This protection guards only against attacks that would happen on the current night. If you protect someone on the current night and they are somehow killed on a night other than the current night, via time travel, the protection is null and void as the player was now technically dead “before/after” you tried to protect them. When the timeline catches up to the current night, your protection will be targeting a dead player (or a not yet attacked player), and is thusly ineffective. You are town aligned and win as the town normally does. Let me know if you have any questions.
TT Guardian – protect one non-self player on any night (past present future)
To Player:
You are the town Time Traveling Guardian. You function just as a normal guardian would, but you have in your possession, a mysterious and powerful device. Each night your time machine refines one unit of time fuel, and it’s currently full. You may use the machine and the fuel to travel to a night, past or future, or stay in the current night should you so choose. You may PM me with a person you would like to guard and a night you would like to guard them on, past present or future. You can not guard yourself with this ability. Should someone be attacked on a night you guarded them, past present or future, the attack will be unsuccessful and the results will become public knowledge via the victim. Your name and the attacker’s will be concealed, of course. Let me know if you have any questions.
Master TT Seer – alignment of one living player per night (past present future)
To Player:
You are the town Time Traveling Seer. You function just as a normal seer would, but you have in your possession, a mysterious and powerful device. Each night your time machine refines one unit of time fuel. You may use the machine and the fuel to travel to a night, past or future, or stay in the current night should you so choose. You may PM me with a person you would like to “see” and a night you would like to “see” them on, past present or future. I will PM you back the alignment of the chosen player. Should your chosen player be killed on a night on or before the current night, you will be observing a dead bosy and your investigation of them will be unsuccessful. You are the master to a Pupil Seer, but amidst the confusion, he has not gotten into contact with you yet. Should you die, your Pupil will be informed and will be able to use your time machine and your “power” in your stead. Should you return, the pupil will defer to you and will no longer possess your machine or be able to use your “power.” You are town aligned and win as the town normally does. Let me know if you have any questions.
Pupil TT seer – Transference of Master TT seer’s powers upon death
To Player:
You are the town Pupil Seer. You’re visiting the town to train under the town’s Master Seer, but amidst the chaos, you’ve been unable to locate him yet. In recognition of the town’s traditions, only one Seer will be able to use their power on a given night. Should your master die at some point, you will be able to use your powers. Upon your master’s death, you may also find that he has left you a bit of an inheritance. You will receive further details when this happens. You are town aligned and win as the town normally does. Let me know if you have any questions.
Vigi – town vigilante, random kills, at Vigi’s will
To Player:
You are the town Vigilante. During the confusion and tragedy that has struck the town, you’ve taken it upon yourself to make sure someone feels justice whether they deserve it or not. You cannot kill too often without raising suspicion, but you figure that you can hide about two bodies in your basement before people start to smell them… You have 2 extra kills you may use over the course of the game. The first of the two must be taken on either night 1 or night 2, but the second one can be taken at any time. This kill happens during the night along with all other special actions the players take. On the night that you would like to take one of your extra kills, you may PM me with a player’s name. This player will be attacked and kill over the course of the night, assuming history doesn’t stop your efforts before they start… This will not be a public kill and will not be confirmed as a vigilante kill on the thread. You are operating on your own to make sure justice is served and as such, the town will just see your kill as just another body, you just pray that the autopsy will reveal your target was something other than human. You are town aligned and win as the town normally does. Let me know if you have any questions.
TT Blocker – blocks the TT ability of one player per night
To Player:
You are the town Time Travel Blocker. You have a machine that will allow you to stop the ability of an individual to time travel. Each night you may PM me with the name of a person’s house you would like to disrupt. Should that person attempt to travel through time, they will instead remain in the present night. They will be unaware that they did not travel through time and they will perform their intended action on the current night instead. Be careful though, there may be other town-aligned players that wish to aid the town through time travel, and disrupting them would be harmful to your cause. You are town aligned and win as the town normally does. Let me know if you have any questions.
Device Thief – Refines additional “time fuel”, wolf aligned
To Player:
You are the Device Thief. You are the one that stole the original prototype time machine from Dr. Statzer’s lab. You are a wolf. You and your wolf buddies are traveling through time and killing villagers. Your time machine refines one and a half units of time fuel per night. This will enable you to kill one person per night and an additional person on even nights should you so choose. You may choose to “store” you extra half unit of time fuel that is refined each night in order to take multiple trips through time on a later night. You may travel to any night, past, present or future. Keep in mind that travel to the future is not as effective as travel to the past. Your target may already be deceased for other reasons should you choose to kill them 3 nights from the current night. For any relevant purposes, the machine is being kept at your house as you are the thief. Should you so choose, you may move it to another wolf’s house. This does nothing directly for you, but you may find it advantageous at some point to have its location moved. You are wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <TT Wolf Seer>, and a marked wolf who has not yet been converted. One of them is a Master Wolf and the other is a Wolf Seer. You and your wolf buddies confer and PM me the appropriate number of names each night. I will be keep track of the amount of time fuel your machine has, but you should as well. If your target player(s) should be killed prior to the target night you wish to travel to, your kill is null and void. Should you wish to travel to a night before a presently dead player was killed, you may kill the player on the previous night instead of the night he originally died on. Time Travel and careful thought make these abilities very powerful. Be creative. Remember, everything that can be rewritten will be: lynches, special power uses, deaths, resurrections, etc. Let me know if you have any questions.
TT Master Wolf – appears “human” in seer’s vision of him
To Player:
You are the Time Travel Master Wolf. One of your wolf buddies stole the prototype time travel machine from Dr. Statzer and you, as a team, will be using it to wreak havoc upon the town population. The Device Thief will explain to you exactly how the time machine works and how your nightly wolfings work. As the Master Wolf, you will function like the Master Wolf normally does: you will appear as a human to anyone trying to have a “vision” of you. In addition to anyone having a “vision” of your living self, you will appear as a human to anyone inspecting your dead corpse. You are also in charge of marking one player to be converted into a wolf on the first night of the game. You are wolf aligned and win as wolves normally do. Your wolf partners are <Device Thief>, <Wolf Seer>, and the not-yet-converted marked wolf. One of them is the Device Thief and the Other is a Wolf Seer. Please confer with the other wolves and PM me the name of the player you would like to be converted to the Wolf’s team. If this player has any special abilities he could have used as a human, he will now be able to use them to benefit the wolves (if applicable). Let me know if you have any questions.
Wolf Seer – role of chosen player, once per night
To Player:
You are the Time Travel Wolf Seer. One of your wolf buddies stole the prototype time travel machine from Dr. Statzer and you, as a team, will be using it to wreak havoc upon the town population. The Device Thief will explain to you exactly how the time machine works and how your nightly wolfings work. As the Time Travel Wolf Seer, you may PM me the name of one player each night that you would like to have a “vision” of. I will PM you back the full role of this player. Should the player be killed on some night prior to the current night, via time travel, your vision will be of a dead player and will be ineffective. You are wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <Device Thief>, and a marked wolf that has not yet been converted. One of them is the Device Thief and the other is a Master Wolf. Let me know if you have any questions.
TT Marked Wolf – converted to the wolves side, N1, wolves choose this player
To Player:
You have been marked by the wolves. Tonight you will convert to a wolf and be forever on the side of the wolves. Any powers you had as a human will still be able to be used to benefit the wolves, if applicable. You are now wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <Device Thief>, and <TT Wolf Seer>. One of them is the Device Thief, another a Wolf Seer, and the other is a Master Wolf. Let me know if you have any questions.
Coroner: Vash
Psychic: Ivalubet
Forensic Scientist: FoJar
Guardian: Mini
TT Guardian: Talisman
TT Master Seer: TPS
TT Pupil Seer: Matt
Vigi: Sertman
TT Blocker: Cypher
TT Blocker: Afro
TT Blocker: Tokzic
TT Blocker: Iggy
Device Thief: Wilkin
TT Master Wolf: Hans
TT Wolf Seer: Kilga
TT Marked Wolf: Shash(Ex-TT Blocker)
To summarize for the lazy, the roles were pretty much what everyone said they were, save for hans. Shash was indeed a TT blocker and so any claims he made regarding the role were quite true. As a marked wolf he kept his human power, aka the Time blocking machine he was given. The original time machine that the device thief stole refined 1.5 units of fuel per night with each kill using up 1 unit. The extra .5 units could be stored, this is how the 4 kill slaughter happened. There was also 1 random event in the game that I decided upon ahead of time in the event that I had horribly messed up some balancing aspect of the game. If either team was noticiably disadvantaged from something that I did not expect, I would give that team 1 50/50 chance at generating an extra unit of time fuel to be given to a random role that could use it: Device thief, TT guard, TT seer. This extra unit would basically let them have one more action (kill, vision, guard).
Short version of roles are below, these are the PM's, word for word, that I sent to the respective player(s). Some PMs had some story to go along with the role but it was cut to keep the length of this post down. The PM the player got explains 99% of how the role works, and the rest I noted to myself in a separate part of the file, describing details, technicalities, and how the roles would interact.
Coroner – full role of dead players
To Player:
You are the town Coroner. Each night I will PM you the full role of any deceased players that you do not yet know the role of. This includes players that die within the current night as well as any players that died “before” the current night, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Psychic – alignment of dead players
To Player:
You are the town Psychic. Each night I will PM you the alignment of any deceased players that you do not yet know the alignment of. This includes players that die within the current night as well as any players that died “before” the current night, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Forensic Scientist – method of death of all non-lynched players
To Player:
You are the town Forensic Scientist. Each night I will PM you the method of death for all deceased players. This includes players that die within the current night as well as any players that died “before” tonight, via time travel. You are town aligned and win as the town normally does. Let me know if you have any questions.
Guardian – protect one non-self player on the current night
To Player:
You are the town Guardian. Each night you can PM me the name of one player you would like to protect for the night. You are not allowed to protect yourself with this ability. This protection guards only against attacks that would happen on the current night. If you protect someone on the current night and they are somehow killed on a night other than the current night, via time travel, the protection is null and void as the player was now technically dead “before/after” you tried to protect them. When the timeline catches up to the current night, your protection will be targeting a dead player (or a not yet attacked player), and is thusly ineffective. You are town aligned and win as the town normally does. Let me know if you have any questions.
TT Guardian – protect one non-self player on any night (past present future)
To Player:
You are the town Time Traveling Guardian. You function just as a normal guardian would, but you have in your possession, a mysterious and powerful device. Each night your time machine refines one unit of time fuel, and it’s currently full. You may use the machine and the fuel to travel to a night, past or future, or stay in the current night should you so choose. You may PM me with a person you would like to guard and a night you would like to guard them on, past present or future. You can not guard yourself with this ability. Should someone be attacked on a night you guarded them, past present or future, the attack will be unsuccessful and the results will become public knowledge via the victim. Your name and the attacker’s will be concealed, of course. Let me know if you have any questions.
Master TT Seer – alignment of one living player per night (past present future)
To Player:
You are the town Time Traveling Seer. You function just as a normal seer would, but you have in your possession, a mysterious and powerful device. Each night your time machine refines one unit of time fuel. You may use the machine and the fuel to travel to a night, past or future, or stay in the current night should you so choose. You may PM me with a person you would like to “see” and a night you would like to “see” them on, past present or future. I will PM you back the alignment of the chosen player. Should your chosen player be killed on a night on or before the current night, you will be observing a dead bosy and your investigation of them will be unsuccessful. You are the master to a Pupil Seer, but amidst the confusion, he has not gotten into contact with you yet. Should you die, your Pupil will be informed and will be able to use your time machine and your “power” in your stead. Should you return, the pupil will defer to you and will no longer possess your machine or be able to use your “power.” You are town aligned and win as the town normally does. Let me know if you have any questions.
Pupil TT seer – Transference of Master TT seer’s powers upon death
To Player:
You are the town Pupil Seer. You’re visiting the town to train under the town’s Master Seer, but amidst the chaos, you’ve been unable to locate him yet. In recognition of the town’s traditions, only one Seer will be able to use their power on a given night. Should your master die at some point, you will be able to use your powers. Upon your master’s death, you may also find that he has left you a bit of an inheritance. You will receive further details when this happens. You are town aligned and win as the town normally does. Let me know if you have any questions.
Vigi – town vigilante, random kills, at Vigi’s will
To Player:
You are the town Vigilante. During the confusion and tragedy that has struck the town, you’ve taken it upon yourself to make sure someone feels justice whether they deserve it or not. You cannot kill too often without raising suspicion, but you figure that you can hide about two bodies in your basement before people start to smell them… You have 2 extra kills you may use over the course of the game. The first of the two must be taken on either night 1 or night 2, but the second one can be taken at any time. This kill happens during the night along with all other special actions the players take. On the night that you would like to take one of your extra kills, you may PM me with a player’s name. This player will be attacked and kill over the course of the night, assuming history doesn’t stop your efforts before they start… This will not be a public kill and will not be confirmed as a vigilante kill on the thread. You are operating on your own to make sure justice is served and as such, the town will just see your kill as just another body, you just pray that the autopsy will reveal your target was something other than human. You are town aligned and win as the town normally does. Let me know if you have any questions.
TT Blocker – blocks the TT ability of one player per night
To Player:
You are the town Time Travel Blocker. You have a machine that will allow you to stop the ability of an individual to time travel. Each night you may PM me with the name of a person’s house you would like to disrupt. Should that person attempt to travel through time, they will instead remain in the present night. They will be unaware that they did not travel through time and they will perform their intended action on the current night instead. Be careful though, there may be other town-aligned players that wish to aid the town through time travel, and disrupting them would be harmful to your cause. You are town aligned and win as the town normally does. Let me know if you have any questions.
Device Thief – Refines additional “time fuel”, wolf aligned
To Player:
You are the Device Thief. You are the one that stole the original prototype time machine from Dr. Statzer’s lab. You are a wolf. You and your wolf buddies are traveling through time and killing villagers. Your time machine refines one and a half units of time fuel per night. This will enable you to kill one person per night and an additional person on even nights should you so choose. You may choose to “store” you extra half unit of time fuel that is refined each night in order to take multiple trips through time on a later night. You may travel to any night, past, present or future. Keep in mind that travel to the future is not as effective as travel to the past. Your target may already be deceased for other reasons should you choose to kill them 3 nights from the current night. For any relevant purposes, the machine is being kept at your house as you are the thief. Should you so choose, you may move it to another wolf’s house. This does nothing directly for you, but you may find it advantageous at some point to have its location moved. You are wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <TT Wolf Seer>, and a marked wolf who has not yet been converted. One of them is a Master Wolf and the other is a Wolf Seer. You and your wolf buddies confer and PM me the appropriate number of names each night. I will be keep track of the amount of time fuel your machine has, but you should as well. If your target player(s) should be killed prior to the target night you wish to travel to, your kill is null and void. Should you wish to travel to a night before a presently dead player was killed, you may kill the player on the previous night instead of the night he originally died on. Time Travel and careful thought make these abilities very powerful. Be creative. Remember, everything that can be rewritten will be: lynches, special power uses, deaths, resurrections, etc. Let me know if you have any questions.
TT Master Wolf – appears “human” in seer’s vision of him
To Player:
You are the Time Travel Master Wolf. One of your wolf buddies stole the prototype time travel machine from Dr. Statzer and you, as a team, will be using it to wreak havoc upon the town population. The Device Thief will explain to you exactly how the time machine works and how your nightly wolfings work. As the Master Wolf, you will function like the Master Wolf normally does: you will appear as a human to anyone trying to have a “vision” of you. In addition to anyone having a “vision” of your living self, you will appear as a human to anyone inspecting your dead corpse. You are also in charge of marking one player to be converted into a wolf on the first night of the game. You are wolf aligned and win as wolves normally do. Your wolf partners are <Device Thief>, <Wolf Seer>, and the not-yet-converted marked wolf. One of them is the Device Thief and the Other is a Wolf Seer. Please confer with the other wolves and PM me the name of the player you would like to be converted to the Wolf’s team. If this player has any special abilities he could have used as a human, he will now be able to use them to benefit the wolves (if applicable). Let me know if you have any questions.
Wolf Seer – role of chosen player, once per night
To Player:
You are the Time Travel Wolf Seer. One of your wolf buddies stole the prototype time travel machine from Dr. Statzer and you, as a team, will be using it to wreak havoc upon the town population. The Device Thief will explain to you exactly how the time machine works and how your nightly wolfings work. As the Time Travel Wolf Seer, you may PM me the name of one player each night that you would like to have a “vision” of. I will PM you back the full role of this player. Should the player be killed on some night prior to the current night, via time travel, your vision will be of a dead player and will be ineffective. You are wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <Device Thief>, and a marked wolf that has not yet been converted. One of them is the Device Thief and the other is a Master Wolf. Let me know if you have any questions.
TT Marked Wolf – converted to the wolves side, N1, wolves choose this player
To Player:
You have been marked by the wolves. Tonight you will convert to a wolf and be forever on the side of the wolves. Any powers you had as a human will still be able to be used to benefit the wolves, if applicable. You are now wolf aligned and win as wolves normally do. Your wolf partners are <TT Master Wolf>, <Device Thief>, and <TT Wolf Seer>. One of them is the Device Thief, another a Wolf Seer, and the other is a Master Wolf. Let me know if you have any questions.




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