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]
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
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]
Devil's Advocate Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Mastermind If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
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.
Zombuul Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Gangster Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.