
Acrobat: Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.

Alchemist: You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.

Alsaahir: Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

Amnesiac: You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

Artist: Once per game, during the day, privately ask the Storyteller any yes/no question.

Balloonist: Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]

Banshee: If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

Bounty Hunter: You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

Cannibal: You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

Chambermaid: Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

Chef: You start knowing how many pairs of evil players there are.

Choirboy: If the Demon kills the King, you learn which player is the Demon. [+the King]

Clockmaker: You start knowing how many steps from the Demon to its nearest Minion.

Courtier: Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

Cult Leader: Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.

Dreamer: Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

Empath: Each night, you learn how many of your 2 alive neighbors are evil.

Engineer: Once per game, at night, choose which Minions or which Demon is in play.

Exorcist: Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

Farmer: When you die at night, an alive good player becomes a Farmer.

Fisherman: Once per game, during the day, visit the Storyteller for some advice to help your team win.

Flowergirl: Each night*, you learn if a Demon voted today.

Fool: The 1st time you die, you don't.

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.

Gambler: Each night*, choose a player & guess their character: if you guess wrong, you die.

General: Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

Gossip: Each day, you may make a public statement. Tonight, if it was true, a player dies.

Grandmother: You start knowing a good player & their character. If the Demon kills them, you die too.

High Priestess: Each night, learn which player the Storyteller believes you should talk to most.

Huntsman: Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

Innkeeper: Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

Investigator: You start knowing that 1 of 2 players is a particular Minion.

Juggler: On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

King: Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.

Knight: You start knowing 2 players that are not the Demon.

Librarian: You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

Lycanthrope: Each night*, choose an alive player. If good, they die & the Demon doesn't kill tonight. One good player registers as evil.

Magician: The Demon thinks you are a Minion. Minions think you are a Demon.

Mathematician: Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

Mayor: If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Minstrel: When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

Monk: Each night*, choose a player (not yourself): they are safe from the Demon tonight.

Nightwatchman: Once per game, at night, choose a player: they learn you are the Nightwatchman.

Noble: You start knowing 3 players, 1 and only 1 of which is evil.

Oracle: Each night*, you learn how many dead players are evil.

Pacifist: Executed good players might not die.

Philosopher: Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

Pixie: You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

Poppy Grower: Minions & Demons do not know each other. If you die, they learn who each other are that night.

Preacher: Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

Professor: Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

Ravenkeeper: If you die at night, you are woken to choose a player: you learn their character.

Sage: If the Demon kills you, you learn that it is 1 of 2 players.

Sailor: Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

Savant: Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

Seamstress: Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

Shugenja: You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

Slayer: Once per game, during the day, publicly choose a player: if they are the Demon, they die.

Snake Charmer: Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

Soldier: You are safe from the Demon.

Steward: You start knowing 1 good player.

Tea Lady: If both your alive neighbors are good, they can't die.

Town Crier: Each night*, you learn if a Minion nominated today.

Undertaker: Each night*, you learn which character died by execution today.

Village Idiot: Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

Virgin: The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

Washerwoman: You start knowing that 1 of 2 players is a particular Townsfolk.