PRs that went to Scum (Useful ones in bold)
$3 Watchtower -- Know who is in the room with you during the night. (permanent)
$5 Talisman -- For the next day, your vote counts double. (1-shot)
$3 Royal Seal -- When you submit an action or use an item, it will resolve first. (Permanent)
$12 Ill-Gotten Gains -- If you are lynched, you may choose another player. That player will also die.
$10 Forge -- When you are in a room with an empty vault, you may use this to gain an item from an empty vault.
$3 Grand Market -- Unlimited buys (Permanent)
$5P Possession -- Choose a player. For the rest of the game, that player will become a Miller; his alignment will appear as scum for all investigative or Innocent Child purposes. (1-shot)
PRs that went to Town
$1 Loan -- When you buy this, +$3. At the end of the next day, earn $1 less than you would (but not less than zero). (1-shot)
$2 Embargo -- When you play this, no other player may enter or leave the room you are currently in until the next night begins (1-shot)
$5 Moat -- When a player uses an item on you, it will have no effect. (1-shot)
$2 Quarry -- You may use this just as you are buying an item. The cost of that item is lowered by $4. (1-shot)
8 Oracle -- Name 2 other players. You will be told if at least 1 of them are scum. (1-shot)
$3 Rabble -- Choose a player. That player will be roleblocked. (1-shot)
$6 Noble Brigand -- Name two players. Those two players will be Bus Driven. Any action taken against one will instead impact the other. (1-shot)
$9 Platinum Key -- It now costs $3 for all members of your faction to enter a Platinum Room.
$6 Treasure Map -- See the entire layout of the Bank. (Permanent)
$6 Treasure Map -- See the entire layout of the Bank. (Permanent)
$6 Gold Key -- It now costs $2 for all members of your faction to enter a Gold Room. (permanent)
$8 Saboteur -- Name a player. That player will be doctored. (1-shot)
$9 Island -- You may commute. You will be out of the game while all actions resolve. You are then returned to the game. (1-shot)