Chase Bannon:

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Statistics[edit]

Name Value
INTelligence 6
TECH 4
ATTRactiveness 7
Movement Allowance 4
EMPathy 6 (5)
REFlex 7
COOL 8
LUCK 5
BODY 5


  • Nationality: American
  • Birthdate: November 14th, 1995
  • Sex: Male
  • Weight:
  • Height:
  • Run: 12
  • Leap: 3
  • Throw Range: 27
  • Native Language: English
  • Languages: English, Streetslang

Skills[edit]

  • ATTR: [7]
    • Personal Grooming*: 3 (chip)
    • Wardrobe & style*: 3 (chip)


  • BODY: [5]
    • Endurance:
    • Strength feat:
    • Swimming*:


  • COOL: [8]
    • Interrogation: 5
    • Intimidate: 4
    • Oratory:
    • Resist torture/drug:
    • Streetwise: 7


  • EMPATHY: [5]
    • Human perception*: 6
    • Interview*:
    • Leadership*:
    • Seduction*:
    • Social*: 2
    • Persuasion/Fast Talk*: 6
    • Perform:


  • INT: [6]
    • Accounting:
    • Anthropology:
    • Awareness/notice*: 5
    • Biology:
    • Botany:
    • Chemistry:
    • Composition:
    • Diagnose Illness:
    • Education & General Knowledge*: 4
    • Expert:
    • Forage:
    • Fishing:
    • Forward observer:
    • Gamble:
    • Geology (2):
    • History:
    • Instruction:
    • Information Gathering:
    • Linguistics:
    • Mathematics:
    • Metallurgy (2):
    • Meteorology (2):
    • Military Experience:
    • Navigation:
    • Physics (2):
    • Psychology:
    • Theoretical Sciences:
    • Scrounging:
    • Wilderness survival:
    • Zoology:


  • REF: [7]
    • Autogun:
    • Chemical weapons:
    • Athletics*: 2
    • Dance:
    • Dodge/escape*:
    • Drive Wheel: 2
    • Drive Track:
    • Handgun: 5
    • Heavy weapons:
    • Martial Arts:
      • Melee: 3
      • Brawling 3
    • Motorcycle:
    • Operate Heavy Machine:
    • Pilot:
    • Ride:
    • Rifle: 2
    • Snow ski:
    • Stealth (2)*: 2


  • TECH: [4]
    • Aero tech (2):
    • Basic tech (2):
    • Biological weapons (3):
    • Electrical Engineer (2):
    • Civil engineering (2):
    • Combat engineering:
    • Demolitions (2):
    • Disguise:
    • Electronics:
    • Farming:
    • First aid:
    • Forgery:
    • Indirect fire (2):
    • Large Calibre Gun:
    • Medical/surgery (4):
    • Nuclear weapons (4):
    • Paint & draw:
    • Photo & film:
    • Pick lock:
    • Pickpocket:
    • Play:
    • Rotor tech (3):
    • Tactical Missile (2):
    • Weaponsmith:


(*)These skills do not incur the -5 penalty for ‘No Skill Level’

Some skills such as 'language' and 'pilot' for example can be taken multiple times for different types.

A number in parenthesis such as (2) is the multiple in skill points it requires to increase that skill. Some skills such as Martial Arts have multiples depending on the type taken.

Martial Arts[edit]

Style Strike Punch Kick Disarm Sweep Block Dodge Grapple Throw Hold Choke Escape Ram
Brawling +1 +1
Melee +4 +2 +1 +1

Equipment[edit]

  • Weapons
    • 1 x Colt 'Enforcement 10' Automatic Pistol and 3 spare magazines
    • 1 x Militech Taser
    • 1 x Night Stick.


Weapon Name Weapon Type Accuracy Concealment Availability Damage Magazine Capacity Shots/Round Reliability Range
Colt Enforcement 10 Pistol +1 Jacket Common 2d6+3 (10mm/.40 calibre) 14 2 Very 50m
Militech Taser Pistol -1 Jacket Common Stun (taser dart) 10 1 Standard 10m
Nightstick Melee 0 Jacket Poor 2d6+3 NA NA Very 0m


  • Armour
    • Patrol Armour
      • Helmet (SP20), Anti-Dazzle, Hight intensity beam light, Hard Armour
      • Torso (SP20), MOLLE* harness, climbing/extraction harness, Hard Armour
      • Leg Rig (SP12), drop leg holster, MOLLE on thigh, feet, shins and knees are Hard Armour
      • Arm Rig (SP12), MOLLE on upper arm.


(*MOLLE Harness: Allows the user to attach any sort of pouch, holster, magazine pouch etc to harness)

Head

1

Chest

2

Abdomen

3

Groin

4

R Arm

5

L Arm

6

R Thigh

7

R Shin

8

L Thigh

9

L Shin

0


Patrol Armour 20 20 20 20 12 12 12 12 12 12
SWAT Armour x x x x x x x x x x
Street Armour x x x x x x x x x x


  • Clothing
    • 5 x Tactical Overalls with Name tag and 'SDPD' logo on back. (Dark Blue)
    • 1 x Boots (lace up )
    • 1 x Tactical Gloves
    • 2 x Gym gear with SDPD logo
    • 1 x Shooters cap with SDPD logo (Dark Blue)
    • 1 x Reflective sunglasses. (laser-safe/ballistic grade)


  • Cyberwear
    • Neuralware processor (super encryption Bluetooth needs no plugs)
      • GPS locator app loaded
    • Cyberaudio
      • Voice Stress Analyzer
      • Sound Editor
      • Digital Recording Link
    • Chips
      • Stress Chip (+1 COOL for morale rolls, +1 EMP for social)
      • Wardrobe/Style Chip +3
      • Personal Grooming Chip +3


  • Electronics
    • Demountable helmet 2-way radio/video headset
    • SDPD issue tablet
    • SDPD Badge wallet with bio-authorisor


  • Gear
    • 2 x handcuffs and key.
    • 1 x Evidence kit (gloves, 10 x ziplok bags, etc)
    • 10 x Ziplok cable ties
    • 2 x Large duffel bags

Background[edit]

Chase’s father, Richard “Ricky” Bannon, came from a mob family in Boston which relocated west during the collapse. Ricky had earned the disapproval of others around when he married Jenny, who was not Irish, but given the demographics of the new San Diego community, it was tolerated.

While Chase was living out a fairly normal childhood in a corporate enclave suburb north of San Diego, his father Ricky was trying to keep his wife and child insulated from his activities slinging stolen and counterfeit cyberware up and down the Pacific Coast Highway. When Chase was 16, his father made a deal with the other major white mob in town, the Aryan Brotherhood, in an attempt to make a score big enough to get out of the game entirely. The rivalry between his Irish cousins and the Brotherhood was strong enough that this was a huge risk. Indeed, the Irish mob found out, and believed that Ricky’s wife caused him to turn. Ricky and Jenny were burned alive in Ricky’s car, with the police paid off to write the incident up as a “traffic accident’. The Brotherhood caught wind of this, and made sure nothing happened to Chase. Nonetheless, the Irish mob exacted heavy justice on the Brotherhood, and their numbers slowly dwindled to that of a mere boostergang. When Chase was 17 and thinking about dropping out of high school, his main protector from the Brotherhood, Franz, made himself known to Chase, and told him what happened to his parents. He convinced Chase not to follow the path his father had, and when Chase graduated high school, he enrolled in the police academy. Once he graduated, he got picked up by one of the main security corps working in San Diego and quickly got noticed. Before long, he was working in an organized crime unit and started plumbing for contacts among his Brotherhood protectors. His first big break came in the form of Seamus, an Irish mob turncoat. Seamus worked with Ricky, and as such sympathized with Chase, telling him more about his father’s double life.

In recent years, Chase's effectiveness on the force has made him some enemies. His rapid ascent through the ranks was stopped by, at least Chase believes, a San Diego DA who was working with and taking money from local mobsters. The DA was slick enough not to do the obvious thing of getting Chase killed, but instead transferred him to a police unit beyond the seawall. Giving Chase the chance to head up a department's Vice Division was technically a promotion, but the DA knew full well that an assignment in a backwater would torpedo any chance Chase had of exposing the DA. In attempt to get his mind off work, Chase started dating again. Unfortunately, he and one of his drinking buddies at the bar went after the same girl. That drinking buddy happened to be a well-connected corporate. Things got ugly. The girl actually split, scared equally of both of them, but the fight simmers to this day. At the very least, Chase frequents different bars now.


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