Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
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.
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Cult Leader Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Alsaahir Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Ogre On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Widow On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Organ Grinder All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Lord of Typhon Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
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.