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]
Preacher Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
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.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Fearmonger Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Pit-Hag Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
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]
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Gnome All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.