All neutrals will be either Imp or Rebel allied, though how many of each and which is which would depend upon which roles end up being used. So you were right in that the Imperials "might" have a doc, but doc doesn't protect against a succesfull conversion, only a failed one. I was still planning original post, which is 6 starting imperials, 5 starting rebels, 1 starting cybrid.
Depending on how things go, I might add an additional imperial. Asside from the Officers as you call them (good name, btw, I will use that) they do have a number of "neutral roles" that are Imperials. Remember that the Rebel convert is a weak convert that pretty much rests on them being somehow able to convince others they are already winning.
I actually really like the loudspeaker idea. Can communicate with the thread, be fed information by the officers, but isn't as huge a target. I might end up doing that.
As far as nothing protecting the current incarnation against conversion, though - Why would you want to convert someone so obvious, when you could get him lynched the next day and get a real convert elsewhere? Admittedly, your loudspeaker idea is looking more and more attractive.
Anyways, onto to individual role things:
Persuader: I'm guessing that the Persuader learns if it succeeded or failed and the target doesn't know who asked. Very curious as to how the 'voluntary conversion' will work.
Informant: balance check: if he inspects a cybrid, it'll show the OLD sympathies rather than letting it fail. Otherwise, fail=cybrid=too strong against the cult.
Interrogator: similar to informant: cybrid target should show old sympathies.
Investigator: odd role cop. like the Infiltrator catch he has. Don't understand what he'll be able to do with the other roles checks. I'm guessing you just wanted him to see one of each group, but that's not necessary. Just having him check for, say, the Organizer and the Infiltrator is fine enough.
Okay, for interrogator/informant, I was not planning on a fail, it just doesnt show true allegiance. I'm not sure exactly what of three options I was considering would be best, though.
Either a)Cybrids choose which allegiance they show up as. b)Cybrids maintain old allegiance affiliations, and that shows up, though it can be changed via persuader it has no real affect on cybrid. Thats basically what you suggested. The first one would make it funny when the rebels realize "Yeah, seven rebels, we are def gonna... oh shit. We only recruited up to six. Thats not good." Which do you think would be better?
And yeah, the Overseer would only know the officers/actions.
I'll think some more about the technician.
And as for the cybrids, I've been wanting to keep this bit secret, but I've realized the advice I've gotten so far is just too good and this might not be.
That censored section represents the chance of a Cybrid Metagen//Traitor. He turns up cybrid to town inspections, but he is not actually Scum for game purposes. He wins if he's still alive when the game ends. He appears as one of the other roles when is announced, but doesn't actually have that role's power.
I'm thinking of giving the Infiltrator a stock of 4 conversions, one of each type Killer, Reprogrammer, Analyzer, and Metagen. This makes the reprogrammer a slightly more important role, in that he can turn a Metagen into a real scum.
if you think the idea is stupid, though, feel free to tell me. Basically, a big part of my approach in this game is "Every conversion attempt is a risk".