Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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.
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.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), 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]
Summoner You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Goblin If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Yaggababble You start knowing a secret phrase. For each time you said it publicly today, a player might die.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Beggar You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.