Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
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.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might 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.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]