Colonel Arthur Chase, U.S.A.
Power Level: 6; Power Points Spent: 59
STR: +1 (13), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)
Tough: +2/+6, Fort: +6, Ref: +6, Will: +3
Skills: Intimidate 6 (+6), Knowledge: Streetwise 5 (+5), Knowledge: Tactics 6 (+6), Notice 3 (+4), Prof: soldier 5 (+6), Stealth 5 (+7)
Feats: Equipment 4
Equipment: Submachine gun; Tactical Vest
Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +7)
Attacks: Unarmed Attack, +6 (DC 16), Submachine gun, +6 (DC 19)
Defense: +6 (Flat-footed: +3), Knockback: -3
Languages: Native Language
Colonel Arthur Chase, U.S.A., is the military commander on the scene when Army and National Guard units move in to the area of the outbreak to restore and maintain order. Colonel Chase is a career military man and a combat veteran with a pragmatic, no-nonsense approach to problems. His priority in dealing with the outbreak is to minimize any “incidents” and to keep things under control.
While Police Chief Sterns is fairly open to ace assistance in dealing with problems, Colonel Chase is less sanguine about the idea. He’s a chain-of-command kind of guy, and people outside the chain of command concern him. He’ll make it clear to any volunteer wild carders that they answer to him and if they go off half-cocked, they can expect to be arrested and detained like anyone else (although it may be unclear exactly how the colonel expects to carry out his threat where some aces are concerned).
Colonel Chase is a stern-looking African-American man, clean-shaven and bald (he shaves his head as well). He’s dressed in military fatigues while on duty (and generally he’s always on-duty during the crisis).
Wild Cards, p 239