Sailor
Townsfolk
I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!
Ability
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Details
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."
The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.
Each night, the Sailor chooses a player, who will probably get drunk.
If they choose themself, they lose their “cannot die” ability until they become sober.
If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again.
If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one.
While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.
How to Run
- Each night, wake the Sailor. They point at any player. Put the Sailor to sleep. Either the Sailor or this chosen player becomes drunk—mark them with the DRUNK reminder.
- If the sober Sailor would die, the Sailor remains alive. If the sober Sailor is executed, declare that this player is executed but remains alive. (Do not say why.)
Reminders
- Drunk
Pukka Night Flowchart
Savant Proposition Generator