Buy: Do you buy it at the price it would be for you, or the price it would be for them?
Its listed price.
Return: Does return sell it back at full price, or only if the player has flexible? If the first, it's rather pointless.
Only if flexible.
Doesn't seem particularly useful, in my opinion, because it gives you an incomplete list, which doesn't really help you find scum. I actually have some thoughts on this I'm going to detail below (if I remember).
Still, someone bothered with it last game.
Workout: is that immediately or at the end of the turn?
Immediately. Or, you know, when I next am around to PM the target.
Changeline: ugg. I have a personal problem with this ability. It's nice to see an auto that can counter it, but still... the changeling bomb strategy is still legitimately too powerful. Also, you forgot to note the nerfing you did to it in the description (specifically the one that would prevent the innate-changeling and one-shot changeling builds). If that nerf is reinstituted, most of my problems with it go away.
Yep, I'll update the description
Vote Steal: is this the one that temporarily steals their vote or the permanent one? Because the permenent one is far too powerful, given that it can be made a free power to start the game.
Temporary.
Reflect: The ability I would have used to break the last CYOM... self-reflect is pretty OP, since it makes you immune to all actions targeting you. This probably needs to be made to cost more or nerfed to only reflect one action and reduced cost.
Remember this includes beneficial actions and there's an auto that gets around it. I'll think on it.
Convert: Even with the thing you mentioned, it's still not worth it. It basically comes down to who happens to be online when the 24 hour no-action time at the beginning of the game happens, and that's not really fair to people who live in distant timezones.
With the inclusion of two scum teams/3rd parties I think I'll scrap convert again.
Booby-trap: as much as I like the idea of booby-trapping changeling, this seems like it would break the game. It gets around the one-kill per player rule in some cases, and can be used on fairly obvious town or scum powers to blow the crap out of them.
It's pretty expensive though... maybe if it poisoned the players? (players should probably know they're poisoned.)
Grand Swap: All this does is reset the mask situation to the beginning of the game, where you don't even know what's going on.
Ultimate troll power.
Pardon: Are pardons announced?
Not sure... should they?
An update on the professions idea. I'm considering a different but similar approach. Players get licenses. Licenses cost 1 point (first one is free) and go up a point per day (D2 they're 2xp, D3 3xp etc.). A license lets players buy the powers and autos on its list. If you don't have the license, you can't buy them. This slows down some of the more broken combos. A licence can never be lost, exchanged etc. Each license has ten points worht of stuff, so with 5 starting points and 5 points of flaws you could max out your first license at the beginning if you wanted. Alternatively, you could buy lots of different licenses while they're cheap etc. The licenses would look something like this:
Apothecary License
Powers:
2 - Cleanse (One of targets flaws is removed, starting with any -2; if the target is infected/poisoned, the infection/poison is removed instead)
5 - Poison (player is killed at the end of the following day if they are not cleansed first. Players know they are poisoned.)
Auto:
3 Hardy (you cannot be sapped or changeling'd)
Gunsmith License
Powers:
2 - Gift (give one of your powers to your target. Free- powers remain Free-.)
6 - Kill (kills target player)
Auto:
2 - Cautious (you ignore any reflects on your target)
Priest License
Powers:
2 - Protect (protects target against kills before the next lynch)
2 Bless (Target gains a random 2-point auto)
Autos:
1 - Professional: gain +1 point every time you successfully protect a kill or cleanse poison or infection.
3 Holy (cannot be cursed, blessings have a 50% chance of giving you an auto further down this list)
2 Virtuous (you can't be gossiped about or blackmailed)
Judge License
Power
10 - Pardon: Your target cannot be lynched at the end of this day. Any votes on them will not count.
Trapsmith License
10 - Booby-trap (Pick a power: until the end of the day, players that use this power are killed.)
I'm a little bit in two minds about this direction. On the one hand, having the freedom to pick from a huge list is great. But the downside is that some things get picked way more than others. This might encourage a wider range of tactics. Well, that's the hope.