Nuclear set
v1.0.0by MaxCustomDifficulty:
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Characters
Townsfolk
Bounty HunterYou start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
PreacherEach night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
OracleEach night*, you learn how many dead players are evil.
UndertakerEach night*, you learn which character died by execution today.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
Alchemist
You have a not-in-play Minion ability.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Outsider
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
MutantIf you are "mad" about being an Outsider, you might be executed.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Heretic

Whoever wins, loses & whoever loses, wins, even if you are dead.
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
WizardOnce per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Summoner

You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Lleech
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Al-HadikhiaEach night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Leviathan


If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion Info
If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.
- 3DDemon Info
If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.
- 4
AlchemistShow the Alchemist a not-in-play Minion token
- 5
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 7
PreacherThe Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.
- 8
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 9
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 10
GodfatherShow each of the Outsider tokens in play.
- 11
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 12
Evil TwinWake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.
- 13
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 14
CerenovusThe Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.
- 15
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 16
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 17
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 18
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 19
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 20
SeamstressThe Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 21
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 22
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 23
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 24
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 25
LeviathanPlace the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'
- 26DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
PreacherThe Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.
- 4
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 8
CerenovusThe Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.
- 9
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 10
ExorcistThe Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.
- 11
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 12
PoIf the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die
- 13
VortoxThe Vortox points to a player. That player dies.
- 14
Al-HadikhiaThe Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.
- 15
LleechThe Lleech points to a player. That player dies.
- 16
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 17
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 18
ProfessorIf the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.
- 19
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 20
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 21
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 22
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 23
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 24
UndertakerIf a player was executed today: Show that player’s character token.
- 25
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 26
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 27
SeamstressIf the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 28
BalloonistChoose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.
- 29
Bounty HunterIf the known evil player has died, point to another evil player.
- 30
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 31
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 32
LeviathanChange the Leviathan Day reminder for the next day.
- 33DDawn
Wait for a few seconds. End the Night Phase.
High Priestess, Banshee, Wizard, Summoner, Yaggababble, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Leviathan & BansheeEach night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

Vortox & BansheeIf the Vortox kills the Banshee, all players learn that the Banshee has died.

Alchemist & SummonerThe Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

Leviathan & MonkIf the Leviathan nominates and executes the Monk-protected player, good wins.

Lleech & SlayerIf the Slayer slays the Lleech host, the host dies.

Leviathan & ExorcistIf the Leviathan nominates and executes the Exorcist-chosen player, good wins.

Yaggababble & ExorcistIf the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.

Heretic & GodfatherOnly 1 jinxed character can be in play.

Summoner & PreacherIf the living Summoner has no ability, the Storyteller has the Summoner ability.

Summoner & Poppy GrowerIf the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.

Cerenovus & GoblinThe Cerenovus may choose to make a player mad that they are the Goblin.

Heretic & LleechOnly 1 jinxed character can be in play.