Townsfolk
12 characters
Knight
You start knowing 2 players that are not the Demon.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Snakecharmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Towncrier
Each night*, you learn if a Minion nominated today.
Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Huntsman1-75
No information
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
5 characters
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Zealot1-75
No information
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Minion
5 characters
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Goblin1_75_2-75
No information
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Demon
1 characters
Leviathan
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Traveller
5 characters
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Cacklejack
Each day, choose a player: a different player changes character tonight.
Matron
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Pukka Night Flowchart
Savant Proposition Generator