With the Endgame triggers, are you saying the game needs a majority to PM the moderator to end the game AND all Antagonists/Killing Roles have to be among that majority, or what? If so, is the intention to effectively give the informed minority/antagonists Veto powers over ending the game unless in a position to win (IE, players must elect to end the game, but baddies can still stealth their way to victory, or disrupt a happy ending until they're dealt with?) Or is there an angle I'm missing?
The latter, though they aren't really 'scum' as such.
If a majority of players are ever going to change their minds about what's going on in the game, (e.g. are all in winning pairings and know it), which is a realistic proposition, the only player who can change the result of the game from that point is a Psychopath (or anyone else who can break the voting lock).
For this reason, the Psychopath has veto power over the game end, since until they are dead the other players can't actually stall forever.
Are their separate votes to both Exile and Pardon a player every day, or is it a binary dealio? I like the idea of a forgivable pseudo-lynch, especially given that being outside too long can be a death sentence (or can be used to bait someone into smuggling someone back in and revealing their allegiances). Speaking of, the ability to invite people back in leaves some really cool space for rescue or betrayal between players, but it seems like another Veto of sorts; individuals can basically override Exiling, which makes the Pardon Vote kinda slow-acting and weak by comparison. Unless you were saying that an Exile that's invited into a room as a Stowaway is still technically Exiled, and thus can't take part in the Day Phase, but would be outed as being a likely stowaway when they don't die from exposure Outside? (IE, am I missing the obvious, here? Writing that out, I think I'm missing the obvious.)
Exile and Pardon are unlimited and unrelated to the progression of the day; you can exile and pardon any number of players each day.
Stowaway's are still exiled. The stowaway won't flip, and players who are/visit outside will know that they aren't there (and see the rescue attempt during the night, actually).
Query; why is Girl the "No Action" one? Murder, philandering, and necrophilia know no age or gender, yo! Also, though I really like that gender is otherwise a non-thing here, genders and optional orientations could create slightly restrictive wincons for certain players (depending on player count), could provide players with a cover-ups/excuses to not hook up, could encourage investigation of potential lovers (unless perhaps gender was revealed by sharing a room), and could tragically drive would-be-allies apart. Also also, why is there no role that can confess and maintain multiple relationships simultaneously? I'd have expected that of the Heartbreaker, but it seems taking a new Lover gives their existing one the boot? Amicable Polygamy is totally a thing, and could warrent having another role; it dovetails with the Harem wincon and enriches or complicates a few others, and not having the ability to reject confessions after the fact would make it mechanically distinct from the Heartbreaker too. Unless, of course, having multiple simultaneous Lovers could break something? (P.S. Not a sentence I expected to write in earnest today!)
It's fundamentally genderless, just with all girls
so it's just like my chinese cartoons because that's the fluff I'll be using for at least the first two games, if/when I run them, and that's unlikely to change in later games. The actual reason the role is named 'Girl' is just because 'Townie', 'Villager', and 'Innocent' were all inappropriate and I needed a noun.
Restricting wincons along non-mechanical lines (i.e. based on traits which only serve to restrict wincons) increases the reliance on investigative abilities even further, so I'm not likely to include the concept yet.
Any role which can maintain multiple relationships without spoiling the marriage can easily confirm itself and then snap up every compatible player. In particular, the threat of this creating a voting majority and the inherent public primacy of one player that it creates means that I am unlikely to use such a mechanic.
Harem currently can only be won by Heartbreaker's using loyal characters, or Heartbreaker Necrophile's who go through the rather difficult process of confess-kill cycles.