Townsfolk
13 characters
Washerwoman
You start knowing that 1 of 2 players is a particular Townsfolk.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Investigator1_75_3-75
No information
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Oracle
Each night*, you learn how many dead players are evil.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Dreamer1-75
No information
Huntsman1-75
No information
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Soldier
You are safe from the Demon.
Tealady
If both your alive neighbors are good, they can't die.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
6 characters
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Recluse1-75
No information
Sweetheart
When you die, 1 player is drunk from now on.
Zealot1-75
No information
Minion
4 characters
Baron
There are extra Outsiders in play. [+2 Outsiders]
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
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.
Demon
1 characters
Fanggu1_75_3-75
No information
Pukka Night Flowchart
Savant Proposition Generator