Bounty Hunter You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Snake Charmer Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Huntsman Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Harpy Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
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.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Lleech Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Zombuul Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Judge Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
Harlot Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.