Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
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.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Devil's Advocate Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Boomdandy If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
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.
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.
Zombuul Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.