Townsfolk
6 characters
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Outsider
3 characters
Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
2 characters
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
2 characters
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Lilmonsta
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Fabled
2 characters
Revolutionary
2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Pukka Night Flowchart
Savant Proposition Generator