Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Mayor If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Butler Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Ogre On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Fearmonger Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Goblin If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Kazali Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Vortox Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.