Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
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.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
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.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Atheist The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Puzzlemaster 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Mezepheles You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Leviathan If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.