Bad Neighbours

Teensyville
Termateddy
1
Notes
No Dashi is too powerful in a Teensyville as it makes a minimum of 2/3 good player drunk, plus the Barron breaks the game if they are added in. So changed the demon to Pukka to allow poison still but the demon player has more control over it. The minions are on the quieter side but have an important role to play in covering for the Pukka by either pretending to be the poisoned by the Pukka or backing up a drunk good player to throw them off the scent.
Characters
Total 12
Townsfolk
6
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Outsider
2
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
2
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
1
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.