Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Ogre On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Shabaloth Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.