Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Bounty Hunter You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
King Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.
Lycanthrope Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
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.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.