A few things:
1. The rebels revolve around the Organizer and Persuader. The Org can ruin EVERYTHING!!!!!!! by choosing the wrong person so has to be careful. Thus the spearhead is the Persuader. The Persuader has two tasks early on:
- Try to figure out who would most likely join. This will be an aspect of knowing our actual player selves. Would Webadict be more willing to switch? Would Dakarian?
- Find the Organizer. If they act on the Organizer, they'll group up and can work together.
The funniest part is what happens after the Persuader makes an attempt. Then they have to spend the next day trying to read the player to see how well it worked.
The Imperials will be the most standard of the groups: again, they are town. The Overseer is powerful (wait, I thought there was a Rebel that could speak using the Overseer's voice. That was meant to soften the Overseer's power.
A few quirks:
There's a way for the Overseer and Persuader to RUIN themselves completely.
The cult is more powerful than normal, since each member gets a role, but the roles aren't random (host predecides) so balancing is easier to maintain AND one big quirk: they lose their old power.
Rebel1 : Hey man, go roleblock that guy over there.
RebelturnedCybrid: Umm, ok?
Next day:
Rebel1: He just made a kill. What happened?
RebelturnedCybrid: Umm. I was blocked?
Fakeedit: Mr.Person and Leafsnail describe a good scumtell against the rebels: they aren't REALLY after Cybrids early on, and by the time they are, it's only due to the number of imperial deaths.
Sidenote: A funny aspect to it all: if the rebels gain enough numbers, they can out themselves and become the new 'town', controlling the lynch and going after the cybrid. The Imperials then turn into a rather awkward scum that's less organized but can still win if they can stop the cybrids AND beat the rebels.
Within 2 turns though, EVERYONE will want the Cybrid creator dead.