Townsfolk
13 characters
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Bountyhunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
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.
Fortuneteller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
4 characters
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
4 characters
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
1 characters
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
2 characters
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
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.
Fabled
2 characters
Djinn
Use the Djinn's special rule. All players know what it is.
Fiddler
Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.
Pukka Night Flowchart
Savant Proposition Generator