
A protagonist may use any of actions 1, 2, or 5 twice instead of two separate actions if he or she wishes.
1) Gather Pikmin – Gather one randomly selected pikmin; that pikmin will join your group! The protagonist will not share BTSC with its Pikmin and thus not know which player joins his or her group, only which type of Pikmin. A progatonist's Pikmin group can be no larger than 5 at any time, and once all Pikmin are in groups then no more can be gathered. If a protagonist dies, all of the Pikmin in its group are thereafter able to be gathered by other protagonists.
2) Search a Cave – Search a nearby cave for nectar, pellets, and all kinds of treasures! Depending on his current location, a protagonist may find different objects. But beware! He or she may come up empty-handed, or run into enemies!
3) Feed Nectar to Pikmin – If nectar has been acquired, a protagonist may feed it to every Pikmin currently in his group. Nectar will transform Leaf Pikmin into Bud Pikmin and Bud Pikmin into Flower Pikmin.
4) Feed Pellet to the Onion – If a pellet has been acquired, a protagonist may feed it to the Pikmin home, the Onion. In doing so, a fallen Pikmin may be reincarnated! Winged, Purple, and White Pikmin cannot be resurrected.
5) Attack a Player with Pikmin – A protagonist can use any number of Pikmin in his or her group to attack another player. Generally, the more Pikmin he or she uses, the more likely his target will die.

Captain Olimar – The main protagonist of Pikmin, he was the first Hocotate Freight employee to discover the Planet of the Pikmin and the Pikmin species. During each Day, he recounts his previous Night's adventures in his journal. On the subsequent Night, he will give his journal to a randomly selected fellow protagonist so that they may read it.

Alph – Alph serves as the engineer of the ship sent by Koppai, the S.S. Drake. He is very bright and positive in character, and greatly respects Captain Charlie. He knows the player behind Captain Charlie's role.

Brittany – Brittany is the botanist sent to the Pikmin Planet on behalf of Koppai. She is strong-willed, but also gluttonous. She will be able to extract twice as much juice as the protagonists would be able to without her, but all of the extra juice extracted from treasures will only go to her.

Charlie – Charlie is a retired space ranger and captain of the S.S. Drake. Revered as a hero on Koppai, he can command respect from others. He cannot be lynched unless he has at least a majority (more than 50%) of votes on him, in actuality (rather than appearance).

Red Pikmin (2) – These Pikmin are immune to fire! They cannot be harmed by any fire enemies.
Blue Pikmin (2) – These Pikmin have mouths they use to take in water and, unlike other Pikmin, can survive underwater! They cannot be harmed by water enemies.
Yellow Pikmin (2) – These Pikmin are immune to electricity! They cannot be harmed by electric enemies.
Rock Pikmin (2) – These Pikmin have such hard exteriors that they cannot be crushed! Rock Pikmin deal x2 as much damage to enemies and bosses. In addition, they have a 50% chance of surviving all boss nightkills.
Winged Pikmin (2) – These Pikmin are tiny and worthless at fighting; they will serve no purpose to a protagonist if attacking an enemy or boss. However, they can fly indefinitely, unlike other Pikmin! If a protagonist ventures to a cave with a Winged Pikmin, he may be able to access areas he would never be able to otherwise. If it is about to be lynched, Winged Pikmin has a 50% chance of flying away from a lynch unharmed.
Purple Pikmin (1) – These Pikmin are very strong, due to their composure. Because of this, Purple Pikmin can carry much more than other Pikmin; thus, if a protagonist runs into an enormous treasure in a cave, Purple Pikmin will prove invaluable. In addition, Purple Pikmin deal x3 as much damage to enemies and bosses.
White Pikmin (1) – These Pikmin have red, compound eyes devoid of pupils able to uncover treasures buried underground! If a protagonist ventures to a cave with a White Pikmin, he may be able to find treasure in a cave that he would never be able to otherwise. In addition, White Pikmin are immune to poison and, as a last resort, release toxic secretions to deal damage when consumed. If White Pikmin is killed by a boss, there is a 50% chance that it will take its killer to the grave with it.

Vehemoth Phosbat – Introduced as a boss in Pikmin 3, its vote can be worth 1, 2, or 3, depending on how many of its teammates are dead. At the start of the game, its vote is worth 1, but increases by +1 with each teammate's death. During any two Nights of its choice it can flap its wings to create a massive cloud of toxic dust. In doing so, all Pikmin (except for White Pikmin) will secretly start the subsequent Day with 2 votes against them.

Burrowing Snagret – Appearing in all three Pikmin games, this creature burrows underground, but is known for its quick attacks when prey is nearby. Normally, its vote is worth 1. If it decides to execute the bosses' nightkill, it can attempt to kill two targets instead of one, but is only successful if both targets are Pikmin. In addition, for the two day and night cycles after executing a double nightkill, its vote is worth 2, but it cannot nightkill.

Plasm Wraith – The final boss of Pikmin 3, it has an unhealthy obsession with capturing living organisms. Normally, its vote is worth 0. Every night, it searches for a protagonist among three targets of its choice. If at least one of those is a protagonist, then it successfully captures one protagonist, making them unable to use their role power the subsequent two Nights. For each protagonist that it holds, its vote increases by +1, to a maximum worth of 2. If its vote is worth 0 and it is about to be lynched, there is a 50% chance it will survive the lynch unharmed.