Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Bounty Hunter You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
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.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
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.
Alsaahir Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, 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.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
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.
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]