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.
Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Summoner You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Goblin If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Yaggababble You start knowing a secret phrase. For each time you said it publicly today, a player might die.
Po Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.