Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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]
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Devil's Advocate Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Mastermind If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Lleech Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.