I know if I don't do this now, I'll forget all the insights when I go to amend it later. Here's a more streamlined version of the power list. (Let's put aside for now how real-time the game will be.) Let's assume players start with 5xp again. I've got rid of all the powers/autos/flaws that made my life too difficult and made protect more powerful by removing unstoppable. I've got rid of blocking because redirecting is way more interesting. Probably some other changes I'd want to make, but should be less bloated and more straightforward on the whole.
Unless it states otherwise, a power cannot target yourself or a dead mask. You may own duplicates of powers.
1 - Scan (spot how many points a target has)
2 - Randomise (Randomises the target of actions the target takes before the next lynch)
2 - Protect (protects target against one kill/explosion/supersainting before the next day. A target can be protected multiple times.)
2 - Cleanse (One of targets flaws is removed, starting with any -2; if the target is infected/poisoned, the infection/poison is removed instead)
2 Track (see which masks your target targets until the next lynch)
2 - Gift (give one of your powers to your target. Free- powers remain Free-. If you Gift an innate power, a non-innate copy is given to the target instead.)
2 - Power Swap (swap any power you have, including Power Swap, with a random power your target has)
2 - Auto Swap: (swap any auto you have with a random auto that you don't currently possess that your target has)
2 Delay (Target's next action before the lynch happens after the lynch instead)
2 Bless (Target gains a random 2-point auto)
2 - Count (find out the combined number of powers and autos a player has)
2 - Patrol (See the masks of everyone who targets your target until the next lynch)
2 - Redirect (redirect one target onto another (e.g. blue onto purple)
3 Mask Swap (permanently swap two masks)
3 - Sap (steal all a player's unspent points)
3 - Peek (learn the player behind your target's mask)
3 - Curse (target player gains a random -2 point flaw)
3 - Power Steal (name a power you think your target has, if you guess right you steal their power)
4 - Fortune Teller (Player receives a list of half of all the non-hidden 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 - Santa (target player gains a random power with the upgrades 'innate', 'one-shot', and 'free')
4 Copycat (Choose two targets, you perform all of player 1's powers on player 2. Doesn't work for multi-targeted powers. This can never be self-targeted. This counts towards the scum-team kill limit.)
4 - Besmirch (Copy one of your flaws onto the target player.)
5 - Autoblock (the target's autos will fail before the next lynch, they won't be informed.)
5 - Poison (player is killed at the end of the following day if they are not cleansed first. Non-circumspect players don't know they're poisoned.)
5 - Blackmail (The target's vote counts for 0 votes until after the next lynch.)
5 - Nerf (Pick a power. That power now costs 1 point to use each time for the rest of the game. A power may only be Nerfed once.)
5 - Vote Steal (take one vote from any other target)
5 Reflect (Any action (other than reflects) that would successfully hit the target, hits the actor instead. This bypasses the usual restriction against self targeting.)
6 - Kill (kills the target)
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)
7 - Infect (Target is Infected: Infected players have a 50/50 chance infecting players they target. Infection kills a player at the end of the following day. Non-circumspect players don't know they're infected.)
7 - Recall (pick a power - all players with that power sell it back for half its listed price, rounded down; flexible players get full xp.)
10 - Grand Swap (All masks are permanently redistributed to different players.)
Upgrades
(These are all attached to a specific power)
-x/2 - One-Shot - (pick a power: gain half the points back (rounded down), and now this power will disappear permanently if it is ever used.)
x/2 - Self-targeting- (pick a power: that power can, but does not have to, be self targeted. Can only be used on powers with at least on target. 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. It still appears on death.)
x/2 - Innate- (An innate power cannot be stolen, deleted, swapped, recycled, bought, sold, recalled or Changeling'd and nor can any of its upgrades be removed)
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 means you can use the same power twice in a phase as well). 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 - 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 - Power of Healing: gain +1 point every time you successfully protect another player from a cause of death or remove an infection or poison from another player.
1 - Bounty-hunter: gain +1 point every time an action you have performed was a necessary part of someone's death.
2 - Coward (Hiding costs no points to activate.)
2 Virtuous (you can't be gossiped about or blackmailed)
2 - Silent (you can't be tracked and you don't appear on patrol reports)
2 - Immovable (you cannot be redirected or randomised)
2 Industrious (other autos cost one less to purchase, to a minimum of 1; cannot be taken with Flexible nor bought in the same day in which you have had Flexible)
2 Hasty (You cannot be delayed and any attempts to copy your actions fail)
2 Holy (cannot be cursed or besmirched.)
3 - Multishop (You may shop twice per day) [I may remove if I rejig how the day works]
3 Super-Saint (The person who casts the final lynch vote on you will also die)
3 Radiant (Each time someone successfully targets you, that action is also copied onto a random player)
3 Hardy (you cannot be sapped or have your vote stolen)
3 - Circumspect (you always know the reason why your actions fail and you always know if you've been poisoned or infected)
3 - Insured (if you have a power stolen by someone else, you will receive a replacement for it. This triggers even if Insured is taken by a Changeling.)
3 - Cautious (you ignore any reflects on your target)
4 - Prolific (you can use two actions in a phase)
4 - Explosive (you kill anyone targeting a kill at you as well as dying. This doesn't count towards the scum-team kill limit.)
5 - Resurrection (After dying, you come alive again- you still get any day xp etc, but this auto disappears on use.)
5 - Double-Voter (you have two votes)
5 - Immune - (you can't be poisoned or infected)
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 - Insidious (You gain +1 xp at the end of each day but cannot spend xp on buying powers, autos or upgrades)
-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 - 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 - Mole (At the end of each day, a random player on a different team gets 1 xp.)
-1 - Simple (Apart from by selling things, you cannot receive more than 1xp per day)
-1 - Blinkered (You can only target one mask each day. Must have at least one non-self-targeting power to take.)
-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 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. Must have at least one power to take.)
-2 - Fragile (Any power costing 5 or more points without modification that targets you is also a kill. This kill counts towards the actor's kill-limit.)
-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. Cannot be taken with Unable To Vote.)
The game flow is: Character Creation -> Day 1 -> Lynch -> Lynch-Triggered Powers -> Experience Point Gain -> Day 2...
As this is a nightless mafia, all actions resolve in the order in which they're submitted and happen during the day (whenever the mod gets time to post) but any action can be queued up to trigger at the beginning of a new day (though kills will still take 24 hours to process). This way, protects and blocks can be set to trigger before the day occurs. Players get informed of the results of their actions and any changes that effect them as soon as possible.
You may queue up a shopping actions, but these will be cancelled if you can't afford the goods or no longer have the power you want to sell.
You can't queue up an action more than one day in advance.
A player always knows the colour of the mask they're acting upon. Action effects are usually reset after a lynch (protects, redirects etc.) but some effects are permanent (mask swapping, killing etc.). A player will usually not know why their action fails (whether it was a protect, block, or whether they'd accidentally targeted themselves)
If you're town you win when all scum team members are dead.
If you're scum, you win when all living players are of your scum team.
If you're third-party, congratulations! Pick one of the following wincons:
Doctor - The doctor wins if half the players in the game are alive at the beginning of Day x OR when the game ends, whichever is first. 'x' = the number of players divided by 3, rounded up. They leave the game on winning or losing. They have to be alive to achieve their wincon.
Thief - The thief wins if they ever have 50 points in their possession. They leave the game on winning. They lose if they die or the game ends before they've achieved their goal.
Serial Killer - The serial killer wins when everyone else in the game is dead. They don't have to be alive to achieve their wincon.
Philanphropist - The philanthropist wins when every other living player has received a power or points from them. It has to be given freely, so Power Swap, Auto Swap and Purchase don't count. Santa, Bless, Gift and Point-Share are all appropriate. They leave play when they win. They have to be alive to achieve their wincon.
Trickster - The trickster wins when five players have been killed by members of their own team (including themselves). This includes lynches. The trickster leaves play when they win. They have to be alive to win.