Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
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.)
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]