Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Fortune Teller Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Gangster Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
Gunslinger Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Revolutionary 2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.