Southside Precinct 8

Precinct.jpgSouthside Precinct 8 has seen better days, at least you assume it has. The ancient brick and mortar building stands one story tall and looks like it may be leaning just a bit to the west. Graffiti covers several sections of the wall primarily focused on derogatory terms for police officers. A rusted hurricane fence leads off of the right side of the building and circles around to the back, closing in a parking lot with a smattering of vehicles parked inside. Several of the vehicles are clearly marked with gang colors. Besides the gate in the fence next to a tiny gatehouse that appears to be unmanned, there is only one entrance, a large pair of double doors several steps up and underneath an archway etched with the term, “To Protect and Serve”. Above that is an engraved shield that says “Chicago Heights Police Department”.
Inside the double doors there is another hurricane fence with a gate to the right. Straight ahead stands a desk with a clear glass window between you and the officer standing behind the desk. Beyond the officer a number of desks can be seen all occupied by men and women in the same blue uniforms, many of them speaking to clients cuffed to a chair in front of them. To the right beyond the gate several benches line the walls and a number of people sit on the benches, most of them ganglanders but a couple of escorts and others wait as well. Another gate to the left leads into the room with the desks. Several doors lead off of the room with the desks, few of them labeled, presumably to offices, break rooms, and toilets. precinct-Layout__1_.jpg

Area 1. Entrance. An 18’ by 18’ area. A concrete wall to the South with a large bullet resistant glass window in it. East and North walls are brick. The West wall is a chain link hurricane fence with a gate in it leading to Room 2.
Area 2. Waiting Room. A 12’ by 18’ area with Brick wall to the north and chain link walls with gates in them to the East and South. The west wall is concrete. A bench runs along the North and East walls. The gates lead to rooms 1 (East) and 3 (South).
Area 3. Booking Room. A 30’ by 42’ room. The East wall is brick and the remaining walls are concrete. A single door and a double door lead to the west and a single door leads to the south. Ten desks fill the room each desk has a chair behind it and one to the side. The chair to the side is bolted to the floor and has rings on it to attach manacles. The north end of the room has a long desk with a window and a single chair. 24 hours a day there is always at least three people in the room one of whom is at the desk to the north.
Area 4. Break room. A 24’ by 24’ Room. Two battered tables with chairs reside in this room along with a refrigerator a beverage machine and a snack machine.
Area 5. Chief’s office. A 24’ by 18’ room. This room was once elaborately furnished in fine wood and carpeting. Now the wood is scratched and faded and dusty and the floor is industrial tile, ole smears and stains and tack holes show where the carpet was prior to it being ripped out.
Area 6. Jail. A 24’ by 30’ room houses five jail cells. the two to the north are slightly larger than the three to the south.
Area 7 and 8. Mens and womens bathroom, shower room, locker room.
There is a fenced in parking lot outside with a gate house and gate.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6, Shooting d10,
Charisma: 0; Pace: 6; Parry: 6; Toughness: 10(4); Firewall: 6; Strain: 6
Hindrances: Cautious
Edges: Alertness, Command

  • Enhanced Articulation (Agility raise by a die type)
  • Muscle Augmentation (Strength raise by a die type)
  • Nanoweave Organ System (Vigor raised by a die type)
  • Ravenlocke Beachhead First Responder Armor ( +4)
  • BD-4DY 12G Pump Action Shotgun (Range 12/24/48; Damage Shot 1–3d6; Shots 6; Semi-Auto)
  • AGA. Thunderbolt (Range 12/24/48; Damage 2d8 +1; Shots 11; AP4, Semi-Auto)
  • RS. P9D (Range:12/24/48, Damage: 2d6−1, Weight: 3, Rate of Fire: 3, Ammo: 100, AP 3, Auto, 3RB)
  • RS. Security Truncheon (Damage: Str +d4, Weight: 2, +1 Parry, Shock; requires a battery)
  • T-APP Firewall G-Net Security
  • Comscience MTS
  • Comscience SMS

POLICE OFFICER, HUMAN (2D6 in the building at most times)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d6, Intimidation d6, Investigation d6, Notice d6, Persuasion d4, Shooting d8
Charisma: 0; Pace: 10; Parry: 5(7); Toughness: 11(6); Firewall: 5; Strain: 1
Hindrances: Loyal
Edges: Marksman

  • Cyberlegs [Ligament Enhancement ( +4 Pace)]
  • RS.Ravenlocke Bulwark Crowd Control Armor (+6)
  • Riot Shield ( +1 Parry, +2 Armor vs ranged attacks)
  • Foley Arms Watchdog pistol (Range 12/24/48; Damage 2d8; Shots: 12; AP 2, Semi-Auto)
  • RS. Security Truncheon (Damage: Str +d4, Weight: 2, +1 Parry, Shock; requires a battery)

Southside Precinct 8

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