This uses essentially the same rules as the last CYOM game. With a few major changes:
: The game is nightless. Players can take one action, and their actions are refreshed every time someone is lynched or a no-lynch is hammered.
: Each player has a coloured mask which disguises their identity. Actions (but not votes) are targeted against disguises rather than players. Players can claim disguises and several powers swap disguises around. A player always knows which disguise they have ended up targeting, but not what player is under the disguise. A player only knows the mask that they started the masquerade with.
: This is a pretty trigger-happy set-up with no conversions.
Powers
(no power can be self-targeting)
1 - Scan (spot how many points a target has)
1 - Inflate (Pick a power or auto that players can buy: after the next lynch it'll cost +1 point to buy that power for the rest of the game)
2 - Point Share (give any number of points that you have to a target)
2 - Count (find out the combined number of powers and autos a player has)
2 - Randomise (Randomises the all actions the target takes before the next lynch)
2 - Protect (protects target against kills before the next lynch)
2 - Gift (give one of your powers to your target. Free- powers remain Free-.)
2 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
2 – Track (see who your target targets until the next lynch)
2 - Patrol (See the disguises of everyone who targets your target until the next lynch)
2 - Cleanse (One of targets flaws is removed, starting with any -2)
2 – Bless (Target gains a random 2-point auto)
3 - Peek (learn the player behind your target's mask)
3 - Frame (Target comes up as the alignment of your choice until the next lynch)
3 - Gossip (you can produce a fake blatant report for the target. This overrides any normal blatant report, though the target needn't have blatant for gossip to work.)
3 - Redirect (redirect one target onto another (e.g. blue onto purple)
3 - Block (the targets actions before the next lynch will fail, but they won't know why)
3 – Bus (permanently swap two disguises)
3 - Recycle (target player has all their powers cashed for full-point cost.)
3 - Curse (target player gains a random -2 point flaw)
3 - Sap (steal all a player's unspent points)
3 – Chat (Set up a private chat between any two other targets)
3 – Delayer (Target's next action before the lynch happens after the lynch instead)
4 – Copycat (Choose two targets, you perform all of player 1's phase actions on player 2. Doesn't work for converting or multi-targeted actions)
4 - Power Steal (name a power you think your target has, if you guess right you steal their power)
4 - Santa (target player gains a random power)
4 - Changeling (target player gains all your powers/flaws/autos and you get the powers/flaws/autos of your target)
4 - Fortune Teller (Player recieves a list of half of all the powers, upgrades, autos and flaws in play, in alphabetical order)
4 - Power-Cop (choose one: learn all powers of the target, learn all auto/upgrades of target/learn all flaws of the target)
4 - Alignment cop (learn the alignment of the target)
5 - Vote stealer (take the vote from any other target)
5 – Reflect (Any action (other than reflects) that would successfully hit the target, hits the actor instead)
6 - Hide (spend one point to become incapable of taking actions or being targeted until the next lynch; cannot use during the same action block as taking an action)
6 - Kill (kills target player)
Upgrades
(These are all attached to a specific power)
x/2 - Self-targeting- (pick a power: that power can, but does not have to, be self targeted. This upgrade costs half the cost of the power, rounded up.)
x/2 - Hidden- (pick a power: that powe and any upgrades attached to it won't appear in ability inspects, fortune teller reports or counts.)
x/2 - Innate- (An innate power cannot be stolen, swapped, recycled or Changeling'd
x - Free-: When choosing Free-, pick one of your non-auto powers. Free- costs as much as that power and allows you to use that power once in its phase for free. This use doesn't stack with Prolific (if you use prolific to use the same free-power twice, you'd use it three times, not four)
Autos
(Can only be taken once)
1 - Innocent (show up as town under inspect, this trumps Suspicious flaw)
1 - Bloodthirsty: get an extra point every time a lynch occurs with your vote on the player that gets lynched.
1 - Thrill-seeker: get two extra points every time a lynch occurs with the number of votes on you equal to or one point less than the player with the most votes)
1 - Professional: gain +1 point every time you successfully protect a kill
2 - Silent (you can't be tracked and you don't appear on patrol reports)
2 – Virtuous (you can't be gossiped about or framed)
2 - Immovable (you cannot be redirected or randomised)
2 - Unstoppable (can't be blocked or protected against. Immunities still apply)
2 - Cautious (you ignore any reflects on your target)
2 - Flexible (gets full point cost back for all cashed in powers/autos/upgrades except flexible itself)
2 – Industrious (other autos cost one less to purchase, to a minimum of 1)
2 – Hasty (You cannot be delayed and any attempts to copy your actions fail)
3 – Holy (cannot be cursed, blessings have a 50% chance of giving you an auto further down this list)
3 – Super-Saint (The person who casts the final lynch vote on you will also die)
3 – Radiant (Each time someone targets you, that action is also copied onto a random player)
3 – Hardy (you cannot be sapped or recycled)
4 - Prolific (you can use two actions in a phase)
4 - Explosive (you kill anyone targeting a kill at you as well as dying)
5 - Resurrection (After dying for the first time, you come alive again- you still get any day xp etc.)
5 - Double-Voter (you have two votes)
6 - Kill Immune - (you are immune to kills)
Flaws
A player can get more points on N0 only by taking flaws. These can be bought off later in the game for twice their initial cost. Each flaw can only be taken once.
-1 - Suspicious. shows up as scum under inspect. Scum get this auto for free.
-1 - Hardcore (all protects on you fail- cannot be taken alongside Kill Immune)
-1 - Dense (you gain no experience points for surviving the day)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-1 - Blatant (every time you target a player, it will be announced at the end of the phase that you targeted them, but not what with)
-1 Minimalist (If you ever receive a power or auto (through Gift, Santa, Bless, Generous etc.) it is randomly given away to a non-minimalist player if there are any non-minimalist players alive.)
-2 – Generous (you have a 50% chance of giving away one of your powers to someone else (both randomly selected) after each lynch. Must have a relevant power to take this. This giving doesn't count as targeting for action-resolution purposes.)
-2 - Unable to vote
-2 - Unreliable (your powers and autos have a 50% chance of failure. Must have at least one power or auto in order to take this flaw)
-2 - Magnetic (powers have 50% chance of targeting yourself- must have at least one non-self-targeting power to take)
-2 - Cursed (at the end of each day phase, you gain 1 additional unique flaw)
-2 – Lover (a random living player is picked, if they die, so do you)
-2 – One-Shot (your powers disappear after they've been used. Must have at least one power to take.)
-2 - Intermittent (your powers only work on even phases)