Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Riot On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.