Interesting game.
I have to say, Jim, you and Sheeprochir were the most misread players this game.
Told you Jim was town. This was one of my better games for picking out the scum team, actually. Mastahcheese should have kept his mouth shut, though.
- Convert now only half-converts: a player can be one of three alignments: scum, mafia ally and town. Scum converting town turns them into an MA, scum converting an MA turns them into a full scum player. Scum can't be converted but town players can convert mafia allys to town.
Having your win condition change multiple times in one game still sounds really shitty.
I agree with this. Convert should be costly, but work as it does. If it must be nerfed beyond cost, either cap the scum team size at +1 of original or make convert one-shot only.
If you get inspected you call the person who inspected you scum (although that didn't actually happen here). Or if you think you're doomed you don't make a single post unless it's to end the day prematurely with a hammer-vote or to prod-dodge. There is no justification at all for what mastahcheese did (claimed scum, self-voted without hammering, gave the town lots of usable information).
Basically, play like Leafsnail. He worked hard with what he had and almost got away with it. His self-hammer was absolutely the correct play.
Ignoring the proposal list for a second, I would suggest:
Kill should go down a point in cost and Convert should go up one; maybe two. Right now scum has zero reason to take kill.
Explode should work against conversions (and leave the explosive player town). [I do note you have this on your list]
Miller is fundamentally broken, and I'm not sure if it's fixable. That said, as-is regular alignment cop should drop a point in cost. The only thing I could think of is a scum-only 1 point flaw that could fix the count problem, but I'm not sure what that would be.
Infallible alignment cop needs to go up a point as well.
Ability cop is fine as is, though it could not show flaws to make things more interesting. (see miller versus ScumOnlyOnePointFlaw)
Mercenary is still useless. It should be -2 at least.
Sap should be nerfed. I propose capping its point steal power at two-three. It's an interesting power, but the recycle/day-sap combo is a bit too much.
Similarly, Cleanse should probably be nerfed too, to removing a single random flaw. It's too strong in the hands of scum, IMO.
As a whole, I'd consider doubling every point value everywhere (all the costs, 10 points to start, 2 points a day) to allow more granularity in power pricing. Leaving merc at one point cost might make it not terrible at this point.
Looking at the revised list...
Careful about making point share cheaper, since that makes it easy day range. You could easily give a scummate 11 points during D1 with the current setup.
Even in normal Mafia, frame is a weak ability. It's very weak in this one, and no one will buy it at 3 points (or virtuous at two.) That said, if you want some dud prizes in there for Santa to give out...
Copycat must exclude conversion, and possibly kill for scum on scum targeting. Does it inherit the flaws of the person copying or copied?
Normally I'd say chat would be useless, but in this setup it's interesting. Watch for formation of town bases with it.
Can the recipient tell the difference between being hit with Santa and Generous?
Fortune Teller seems useless at half strength, especially for four points.
I'm sure there's more, but I'll think a bit.
Bastard mode: Run this Deep South (nightless). Points can be spent/redeemed at any time.