Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Banshee If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
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]
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Lord of Typhon Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]