Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Alsaahir Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
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.
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]