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]
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.
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]
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
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.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]