Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Barber If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
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.
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]
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Lord of Typhon Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Gnome All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.