After looking over the Article here are some of the roles/rules I wrote out....if we wanted to make a perminant topic with all the rules and possable roles....
Basic Game play:
Founders: The "antagonists" of the game. These players are the only ones able to communicate with each other during the game. Each "Night" the Founder(s) will select one person to kill. That person shall then be removed from the game unable to post in the game thread for the duration.
Humans: The "protagonists" of the Game. These players are not allowed to communicate outside the game thread. These players attempt to identify the founders and kill them before they kill all of them.
Narrator: The Moderator of the Game, assigns roles and controls the game flow. Founders send their choice of victim to the Narrator for him/her to reveal during the "Night" phase. Also Medics, Security, and other possible roles would send their choices for their respective abilities to the Moderator for them to use.
The Narrator will announce Nightfall in game. It is during this phase that most of the abilities come to bear. After PMing the Moderator, s/he will then do a write up, covering the victim of the founders attack and or the workings of the security person and any one else involved.
Daytime is when the characters interact, no one knows the identity of any other player, and the innocents must use this time to decide on who they think is founder, and execute this player. Only one execution is allowed per day.
The length of the day/night is up to the moderator of each individual game. The daytime will usually last about the same time, unless an execution decision is made at which time the moderator will move the game into the night phase. Night phases will last as long as is needed for the Founders, and other players to finalize and send their decisions to the Moderator, and then for him/her to do the write up for those decisions. Usually, the night lasts much less time than the day.
Number of Founders:
The Number of founders is up to the Moderator, however a good rule of thumb is between 25 and 30% of the number of players should be Founders to allow for a better chance of Founder victory and make the game interesting.
Common Investigative Role: Medic
The Medic has the ability to test one player every night to see if they are a founder or not. The Results only come back identifying the alignment of the player, meaning the medic tests will not reveal any role beyond that of Founder.
Less Common Investigative Role: Betazoid
The Betazoid has the ability to observe the role of one player every other night (starting on the second night), unlike the Medic, the Betazoid role won't identify affiliation, however if it comes across a human with another role (such as security or medic) their psychic powers will divulge that role to them.
Protective Role: Security Guard
The Security guard has the ability to protect one person (including himself) every night from the Founders attack. If the Founders attack the same person the Security guard has protected it is assumed the guard fought off the founder without getting a good enough look at him to identify the person it is masquerading as.
Killing Role: Intelligence Agent
The Intelligence Agent is on the side of the humans and also has the ability every night to kill one player they believe to be a founder, however, the Agent has a limited supply of power in his phaser and can only kill so many members before it dies (this number is decided by the moderator based on the number of players)
Role manipulation Role: Counselor
The Counselor has the ability to stay with one person every night preventing them from completing doing their role. However, they can only stop the founders if there is only one left.
Post-Mortem Role: Medical Examiner
The Medical Examiner is messaged some sort of evidence (usually cryptic) that can help them piece together the identity of the Founders (the more deaths, the more evidence).
Special Roles: Barkley; Mission Specialist
The Barkley is forced to vote for any execution no matter the target
The Mission specialist carries two votes when he/she votes for or against the execution of any member.