Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
General Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Balloonist Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Puzzlemaster 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Widow On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Godfather You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Leviathan If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Hell's Librarian Something bad might happen to whoever talks when the Storyteller has asked for silence.