Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
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.
Lycanthrope Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Banshee If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Mastermind If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.