Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Virgin The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Boomdandy If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Gnome All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.