Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Lycanthrope Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Alchemist You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Minstrel When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Moonchild When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Fearmonger Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.