General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
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.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Moonchild When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Pit-Hag Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Lleech Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.