Back from the grave!
I've made a whole host of tweaks, and have ideas for many more. First, actual changes:
Changed all instances of N/A to Passive. This just cleans up wording to be a bit more consistent; some items referenced Passive which didn't have a definition.
Defined Phase, Cycle, and Passive.
Tweaked Antimagic Mail. Now specifies that it blocks Staves, and can be turned off and on as a free action once per Phase.
I buffed Deck of Many Things because it was fairly weak (totally random item use is hard to target. Now in addition to the original ability, one "card" is known at all times and can be used specifically. On top of that, there is a super ability that uses it a semi-random number of times with random targets at the cost of losing the deck. Finally, I added the addendum that no item can be chosen twice. (Scroll of X and Wand of X are not the same item!)
I also buffed Boots of Blinding Speed. Now only the second target is randomized, and you may choose to use three actions in exchange for every action being blindly randomized. (In case of inspect actions, you would find out the result but not the target.)
Potion of Raw Chaos no longer can be used at night for an instant result, because the timing sucks on that. In exchange, it's now considered a Potion, which means it doesn't count against your action in general; more on that below.
Amulet of Communication is now a free action.
Wand of Polymorph Other now always makes the target a different class than they are now. If it is used twice on the same target, it is possible to go back to the original class.
And the new stuff...
New mechanic: Potions! Potions are (mostly) one use items that take a "potion action", which can be used in addition to a regular action. All potions are self-targeting, and tend to be rarer than effects that target normally. The idea is to give supplemental actions that are add-ons to whatever else you are doing. Potion of Raw Chaos already exists, but we can add:
Potion of Protection [Uncommon]: Protect from one kill action on you tonight.
Potion of Awareness [Uncommon]: See all players that targeted you tonight.
Potion of Regeneration [Rare]: If you are killed tonight, you come back to life at the end of the night. (You do not role flip, but your death is noted.)
Potion of Cure Poison [Common]: Removes the Poisoned condition from you.
Potion of Invisibility [Uncommon]: You cannot be tracked or watched tonight.
Potion of Strength [Uncommon]: Any kill action you take tonight bypasses protection.
Potion of Insurance [Uncommon]: Name a player. They gain a random rare when you die. [This is a permanent effect, not this night only.]
Potion of Volume [Uncommon]: What action(s) you use this night (other than this one) are publically announced.
Potion of Phasing [Uncommon]: You leave the game until the end of the next day. You may take no other actions, and all other actions on you fail.
This can lead into other potions that have multiple effects, but have downsides:
Potion of Invincibility [Rare]: You cannot be killed tonight. You may take no other action tonight, and none of your passive items function.
Potion of Rage [Rare]: In addition to your other action, you kill your target. You may only take one other action tonight regardless of other effects, and you cannot vote the next day due to exhaustion, but this kill is unblockable and bypasses one protection.
We can also add items that give choices of more common actions, to prevent dilution too much of more common actions:
Scroll of Watchfulness [Uncommon]: You may either protect or watch the target.
Scroll of Presense [Uncommon]: You may either track or watch the target.
etc
Other proposed new items:
Memento Ring [Rare]: You may make one game-relevant post after you die. Vanishes on death instead of dropping.
Scroll/Wand of Interposing [Uncommon/Rare] or [Common/Uncommon]: Any action that targets your target targets you instead.
Scroll/Wand of Joined Fate [Uncommon/Rare] or [Common/Uncommon]: Any action that targets your target targets you as well, and vice versa.
Scrol of Dreams [Uncommon]: Get the night results of a random other player. ["Borrowed" from Supernatural]
Scroll of Thievery [Uncommon]: Block the target. If you do, take the item before it is used.
Scroll of Mercy (Day) [Rare]: The target may not be lynched today.
Scroll of Revealing Light [Rare]: Target's action is announced publically.
Scroll/Wand of Stealth [Uncommon/Rare]: You hide behind the target tonight. Any kill actions that target you fail, but if your target is the target of a kill action, you die as well.
General notes:
I have a note on Scroll of Item Knowledge being too strong, but not why. It is an inspect action that targets everyone, so that's probably it. Is it too strong? Should it target a limited subset of players?
Cloak of Shadows feels weak for an artifact. What else could it do? My first thought was some sort of track/watch immunity, but that already exists on other items... or so I thought. Turns out it doesn't, but I feel like that could be two separate rare items. Thoughts?
Amulet of Preservation, an uncommon, is (almost) strictly better than Bag of Holding, a rare. This won't do. How can they be better differentiated?
Finally, the Scavenger class. I'd like to give it a go and see what happens. I've got it down to 75% common, 20% uncommon, 5% rare, 0% artifact. That's half chance of a rare and no chance of artifact, but the uncommon chance only goes down by 5%. That's still a ~44% chance of at least one non-common every night, and actually slightly better (9.75%) chance of at least one rare. I may need to lower it a bit more, actually; much better chances of uncommons at the expense of never getting an artifact.