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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.
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.
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