General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Fortune Teller Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Legion12 Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Riot On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.