Shugenja You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
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.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
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]
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Assassin Once per game, at night*, choose a player: they die, even if for some reason they could not.
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Pukka Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Matron Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Beggar You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.