Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Villageidiot3 Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Ogre On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Summoner You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Vizier All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
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.