Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
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.
Exorcist Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Summoner You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
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.