Townsfolk
6 characters
Chef
You start knowing how many pairs of evil players there are.
Bountyhunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Snakecharmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cultleader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Outsider
3 characters
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
2 characters
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Eviltwin
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
1 characters
Lordoftyphon
Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
Pukka Night Flowchart
Savant Proposition Generator