Townsfolk
12 characters
Steward
You start knowing 1 good player.
Chef
You start knowing how many pairs of evil players there are.
Snakecharmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Undertaker
Each night*, you learn which character died by execution today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Tealady
If both your alive neighbors are good, they can't die.
Poppygrower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
4 characters
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Recluse1-75
No information
Hatter
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
5 characters
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Devilsadvocate1_75_3-75
No information
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Psychopath1_75_2-75
No information
Scarletwoman1-75
No information
Demon
2 characters
Nodashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Fanggu1_75_3-75
No information
Pukka Night Flowchart
Savant Proposition Generator