Okay, so I've decided for now against caps on buying-selling per day, as that would force me to track yet another thing throughout the day. What I'm considering instead is ruling that a player cannot sell a power that they've bought or stolen on the same day that they've bought/stolen it. This will mean less rapid turnover of powers, giving more time for things to be stolen or interfered with. This should also lessen how OP Flexible is.
I'm considering the suggestion that no player can kill more than once in a day— that would move the game in the direction I want it to, lessening the difference between scum and town.
Heres the latest power list. As ever, first I provisionally include a bunch of stuff, then everyone else tells me why such and such a thing would be horribly broken and the game steadily refines. I've included a bunch of people's suggestions, and I've changed how Innate powers work to make them more truly innate.
New powers include Super-Curse (give a player a specific flaw), Raise Dead (raising dead players as patsies), Hypnotism (Target mask uses one of their powers, randomly selected, on a target of your choice). This latter allows for Manchurian Candidate-style scum team that gives a town player a kill then hypnotises them into killing for them.
Some of the powers have been price-adjusted slightly, so if something seems to cheap or expensive, do say.
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 - Auto Swap (swap any auto you have with a random auto 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)
2 - Curse (target player gains a random -2 point flaw)
2 - 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 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
3 - Peek (learn the player behind your target's mask)
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 – Mask Swap (permanently swap two disguises)
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)
3 - Graverob (pick a power held by a dead player, if no one else has graverobbed the power, you now have that power)
3 - Patsy: pick a new colour for a mask; that mask is now seen in-play (players always know how many masks are in-play and what colour they are). Like any mask, it can be a valid target for any power.
3 - Return (Name a power you think the target has. This is sold off at its usual price for that person.)
3 - Mixed Blessings (Target gains a random power and an equal number of flaws.)
4 - Super-Curse (Pick a flaw from the list of flaws, your target now gains that flaw.)
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 - Auto Steal (name a power you think your target had, 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, including what is innate, and you get the powers/flaws/autos of your target. This exchange occurs before one-shot triggers.)
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 - Raise Dead (Target dead player or dead patsy is risen as a live patsy with their original mask colour and all their powers, autos etc. They can no longer be grave-robbed.)
4 - Hypnotism (Target mask uses one of their powers, randomly selected, on a target of your choice. This doesn't count towards their action allowance.)
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)
5 - Blackmail (The target's vote counts for 0 votes until after the next lynch.
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)
7 - Recall (name a power: all players holding a power have to sell it back to the store. Players with Flexible still get full XP back. Doesn't effect innate powers.)
7 - Grand Swap (All masks are permanently redistributed to different players.)
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 power and any upgrades attached to it won't appear in ability inspects, fortune teller reports or counts. If a power would steal one of your powers at random, it selects from non-hidden powers first.)
x/2 - Innate- (An innate power cannot be stolen, swapped, recycled or taken by a Changeling. It cannot be Gifted but it is given when you use Changeling. Innate powers cannot be sold off and you cannot sell 'Innate'. It also cannot be grave robbed.)
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 +2 points every time you successfully protect a kill
2 - Coward (Hiding costs no points to activate)
2 - Silent (you can't be tracked and you don't appear on patrol reports)
2 – Virtuous (you can't be gossiped about or blackmailed)
2 - Immovable (you cannot be redirected or randomised)
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)
2 - Distinctive (Your mask cannot be swapped)
3 - Unstoppable (can't be blocked or protected against. Immunities still apply)
3 – Holy (cannot be cursed or super-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 is also killed. This can be stopped by kill resistant.)
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. Also, your body cannot be grave robbed or risen after you die.)
5 - Resurrection (After dying you come alive again: you still get any day xp etc, but this power disappears on use.)
5 - Double-Voter (you have two votes)
5 - Kill Resistant - (you ignore one kill per cycle)
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 - Hardcore (all protects on you fail- cannot be taken alongside Kill Immune)
-1 - Dense (you gain no experience points for surviving the day)
-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.)
-1 Insidious (You gain 1 extra XP at the start of each day, but cannot spend XP on buying powers, autos, or modifiers.)
-1 Mole (At the beginning of each day, a random member of another alignment gains one point.)
-1 Blocked (A random mask colour, determined at the beginning of the game, cannot be targeted by you.)
-2 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-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. If a power is 'free' and it is used, it just loses the 'free' upgrade)
-2 - Intermittent (your powers only work on even phases)
-2 - Guilty Conscience (You die if your vote is on a town player and they get mislynched. Kill resistant does not save against this, but Resurrection still triggers.)