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.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Barber If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Puzzlemaster 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Fearmonger Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Lleech Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.