Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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.
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Ogre On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
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.
Hatter If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
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.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? 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.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]