Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Mastermind If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
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.