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Dual Roles
by Tony Pace (ampc@mailserv.mta.ca)

Disclaimer: I have not read the Interface article with the rules for corporate dual roles, although I'm obviously aware of them.

These rules were developed for a cop game that I'm running. I wanted to have characters with a little more variety than a group of normal cops would, while still grounding them all in the basics of being an officer.

  1. The GM must approve of any suggested dual role.
  2. Your character may not start with a total of any more than 9 for both special skills. In addition, he must have both special skills at level 1 at the least.
  3. Any skills that are part of both packages are automatically part of the skill package for the new dual role.
  4. 1/2 of the remaining skills for the dual role's skill package are chosen by the player from the skills of the two roles that the dual role is made up of.
  5. The other half are chosen by the GM as he/she sees fit.
  6. 10 skills per skill package, including special skills.

Characters that were made include a vice cop (Cop/Fixer), a psycho squad cop (Cop/Solo), a driver (Cop/Runner), a police detective (Cop/Private Investigator), and a beat cop.

As far as money goes, I use an entirely new system, which involves players choosing three items from a list of equipment options generated by me (a la CyberGeneration) and giving them two months of a substantially reduced salary. This new salary, instead of being based on your special ability, is based on a new skill called Rank. It might be called Professional Reputation in a more mercenary campaign. It is a COOL based skill, and aside from giving you money, it regulates how co-workers treat you and roughly establishes a pecking order of rank among the group.

Anyways, any comments or comparisons with the prometheus system are welcome.

Please send all contributions to winterfrost@geocities.com

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