Romantic
You start knowing a good player that is adjacent to you.
Gossip
You start knowing how many players surround an evil player.
Mathematician
You start knowing the summed addresses of all evil players.
Mailman
You start knowing a good role that is in play and one of the Traitor's disguises. You do not know which is which.
Weatherman
You start knowing an Innocent, a Meddler, and an evil player. You do not know which is which.
Clockmaker
Each investigation, you learn if the Bell Tower will ring in the next hour and what role is responsible for it ringing.
Partner
Each investigation, if the Bell Tower didn't ring this hour, you may choose another living player to protect from death and arrest until the next investigation. Someone else knows a Partner is in play.
Bloodhound
Each investigation, pick a cardinal or diagonal direction and learn if a player in that direction is a Traitor. There is a good player that registers as a Traitor to you.
Tailor
Once per game, during investigations, choose two players and learn if they are on the same team. You cannot choose yourself this way unless the Bell Tower has rung at least twice.
Vigilante
Once per game, during accusations, publicly choose a player. If that player is evil, they die.
Doppelganger
Once per game, during accusations, publicly choose another player. If that player is good and has a 'once per game' ability, you gain their ability. Otherwise, you are tainted.
Gentleman
If the Bell Tower rang this hour, during accusations, you may publicly choose a player. If that player has a 'once per game' ability, they regain that ability. The Bell Tower might ring an additional time, even if dead.
Private Eye
If the Bell Tower rings for the second time, you learn an Underling during the next investigation.
Surgeon
Once per game, during investigations (except the first), you may choose to kill a random Innocent. If you choose not to kill this way, you might die.
Copycat
You do not know you are the Copycat. You think you are an Innocent role that is in play, but you are not.
Fall Guy
You register as evil and as an Underling, even if dead.
Belfry
The Bell Tower might ring an additional time, even if dead.
Spectre
Each investigation, choose a player. That player can only say numbers and accuse players during the next hour's discussions and accusations, or they might be arrested.
Maid
Each investigation, if the Bell Tower rang this hour, pick a player. That player is tainted for the rest of the game.
Conman
During the first investigation, choose a good player and learn their role. Each investigation, you learn any information the chosen player learned.
Accountant
Innocent abilities that choose or learn about players instead target the player one address higher than the intended player. (The highest address wraps around to 1.)
Hitman
Each investigation (except the first), kill a living player. If the Bell Tower rang this hour, kill two players instead. You do not know your Underlings.
Recruiter
Each investigation (except the first), kill a player. If a Meddler would die this way, instead they become evil but think they are good, and you learn this.
Kingpin
Each investigation (except the first), choose two surrounding players. One is tainted until the next investigation, and the other dies. If you have less than two surrounding good players, choose any two players instead.
Fearmonger
The Bell Tower will ring every hour. If the Bell Tower rings for the fourth time, evil wins after accusations.
Evil Information
Spectre
Partner
Romantic
Gossip
Mathematician
Mailman
Weatherman
Clockmaker
Bloodhound
Tailor
Conman
Spectre
Maid
Partner
Hitman
Recruiter
Kingpin
Surgeon
Clockmaker
Bloodhound
Tailor
Private Eye
Conman