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.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Widow On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Lil' Monsta Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]