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]
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.
Juggler On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Poppy Grower Minions & Demons do not know each other. If you die, they learn who each other are that night.
Barber If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
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.
Ojo Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Revolutionary 2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.