Merchants may accumulate gold. The only use for gold is the Cash Out ability.
I don't see a Cash Out ability listed?
18. Corrupt (you may only use [VILE] and [DEADLY] abilities...
19. Tricksome (you may only use [TWISTY] and [WARPING] abilities...
It would seem to be relatively rare, but would a combo of Corrupt and Tricksome limit the player to abilities that satisfy BOTH conditions, or EITHER condition?
5 - Spotlight [ENLIGHTENING][UNTARGETED] (Every ability has a 50% chance of being public this night)
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[PUBLIC]: If an ability is public, there will be an action report declaring who targetted whom, though it won't say what the action was.
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2. Blatant (all your actions become Public)
Do [UNTARGETED] abilities get a public report, e.g. "So-and-so targeted nobody"? I don't see an ability with both tags by default, but as shown they could (should?) be subject to publication effects.
Rolling the same flaw twice leaves you with no additional flaw.
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14. Afflicted (at the end of each cycle, you gain 1 additional unique flaw)
I would predict that most non-Afflicted players will only roll for one or two flaws (the typical length of games around here makes developing multiple professions
to beyond level 3 prohibitive) and the rerolling rule offers an additional small protection on the second roll. If the word 'unique' in the rule for Afflicted means the reroll protection is lost, this could be a (even more) serious disadvantage to any player that receives it at character creation. If this risk is intended, okay, but it would be good to be clear now so that players can quantify that risk properly.
Also: It looks like 'cycle' generally means Day-Night (Cycle 1 = D1+N1, etc.). Profession levels – and thus flaws for level 3 – are chosen at end of Day. Does Afflicted grant a flaw at the end of night in the same cycle it is picked up, at the end of each following day, or the end of night starting on following cycles?