Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
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.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
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.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Klutz When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]