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Introduction
In 1942, the Japanese launched an ineffective attack against the Aleutian Islands off
Alaska in the hopes of drawing American forces from the conflict in the Pacific. This
poorly planned and executed invasion did not last. Time, weather, lack of supplies and
an American counter-invasion all spelled doom for the operation.
Many believe this was the only physical invasion of the United States by the Imperial
forces of the Japanese Empire. They are wrong. In 1945, during the hectic battle for
supremacy on Okinawa, a portion of forces from both sides of the conflict were ripped
7,420 miles by the power of a dying American Talent and dropped on an isolated
island off the coast of Maine. There another, secret battle was waged in the small
fishing town of Jericho Bay between a small force of Japanese irregulars, the remnants
of a squad of the 6th Marines and the townsfolk.
In this scenario, the players take the role of Talents (Army, Navy or Marine) pulled
from the cauldron of battle in Okinawa and sent through the mysterious Bubble which
has engulfed a portion of the island, halting the progress of the invasion forces.
On the other side they find that war, especially war on your own home soil, is always
less easily fought than one might imagine.
The players begin as Talents involved in one way or another with the invasion of
Okinawa. Whether they know each other or not remains up the moderator to decide.
Whether they are neck-deep in combat or minding something on one of the invasion
ships, they are pulled from duty by a runner from Lieutenant General Simon Bolivar
Buckners command and told to report to a motor launch which will take them to the
Arcus, Buckners command ship. It is from there that Buckner is commanding the
invasion of Okinawa.
On the Arcus
One by one the players Talents are gathered on deck of the Arcus, an old, war-beaten
frigate. The seas are calm and the island of Okinawa is perfectly visible, marred only
by blots of black smoke pouring from several points on the island. Standing off to one
side, half a dozen personnelsome Navy, some Army, some Marinesare clutching
paperwork, maps and more. They look at the Talents with the interest of people
confronted with some kind of exotic animal. It is clear they have been ejected from
Buckners ready-room for the briefing.
First Lt. Aaron Grimaldi walks the line as the last Talent arrives (an NPC, Cpl. Mike
Slider Sikowski), calling for attention and ripping a new orifice in anyone who even
glances at him strangely. He shouts at the players that they are about to meet
Lieutenant General Simon Buckner, the man who kicked the Japaneses asses out of
Alaska. Buckner is in command of the invasion of Okinawa. The Talents should come
in, sit down, shut up and listen. He has a job for them.
personnel mines, wire and concrete tank-traps. At 0130 a bright flash lit the area for
several minutes, followed by an earth-shattering boom which was heard for ten miles in
all directions (the player characters themselves recall hearing it, but thought little of it
at the time; during the invasion of Okinawa many believed it was a naval volley).
Since then, the Bubble has persisted. It appears to be composed of a smooth, black
glass-like substance. It seems to form a sphere; above ground it is almost 1.5 miles high,
and attempts to dig under it have revealed only more sphere beneath the ground.
It is absolutely black, frictionless and impervious to attack. It has withstood everything
from a 75mm pack howitzer up to several heavy rocket volleys from close air support
Corsairs.
The Navy briefly considered a full barrage from several ships, but that plan has been
put on hold until the Talents get their crack at it. Buckner wants that Bubble down. He
wants it down soon, and he wants the players to do it.
Orders
The players are to use their abilities to enter the Yae-Take Bubble, locate the Talent
responsible for it, and take the Bubble out so the invasion of Okinawa can continue. In
two days the choice will be out of Buckner's hands and the Navy will attempt to blow
the Bubble to Kingdom Come.
Sikowski joined up in 1917 at the age of 28, and even then he was considered old. He
gave up his dreams of the Brooklyn Dodgers and went off to war. He endured three
months of awful fighting before he found himself home again in the midst of a flu
epidemic which seemed to cut down everyone around him. In that time he lost his little
brother, had a falling out with his parents and lost his job as a security guard at a bank.
For ten years he drifted, playing on several baseball farm teams. When the Depression
hit and the money dried up, he went back to what he knew, shooting people. He found
his way back into the Marines in time to fight some banana wars in Central America for
United Fruit, and finally found himself behind a requisitions desk at Camp Davis. After
the attack on Pearl Harbor, Sikowski pulled some strings and found himself island
hopping. Someone as iron-headed as you needs to be out there shooting at Japs, his
superior had said as he signed the form. "Youll bypass their tactics with the sheer force
of your dumb luck."
The last few years have been a mixture of the miraculous and the bizarre. His hit list
has been the worst of the worst: Guadalcanal, Saipan, Tinian and finally Okinawa. He
has killed many men, has saved a few others and has generally done what was asked of
him at any moment. He was promoted twice and given some responsibility. And he was
granted a Talent by fate. However, that has led to some internal conflict.
In 1942, while diving for a fumbled grenade on Guadalcanal, Sikowski first activated his
Talent, sliding forward like super-man diving into home plate. Instead of stopping,
Sikowski sent the grenade and a few Japanese flying in all directions, and continued
forward at a 30 MPH clip, ripping a machine gun nest to pieces before coming to a halt
in a four-foot mound of dirt he had swept before him. Afterward, Sikowski felt
something new and uncomfortable. People admired him. It was an unusual feeling. For
once he was not just a regular Marine.
Since then, Sikowski has found his attitude to combatonce was
as simple and mechanical as throwing a pitch or hitting a ball
filled with a gravity and a fear he had never known before. This
has affected his abilities. He fears dying, because for once, in
discovering his power, he has drawn the winning hand; he wants
to live to enjoy that good luck.
Buckner knows Sikowski is a World War I veteran, and because of
that selected him for the detachment from the myriad Talent files.
Unfortunately, this choice is ill-timed. As the battle of Okinawa has
increased, and Sikowskis near-death experiences have increased,
the man has been looking more and more for an exit.
Once through the Bubble and on American soil, Sikowski will snap,
encouraging others to go AWOL and finally deserting himself. He
will resist forcefully, with all of this powers and fighting acumen,
any attempts to capture him, and will do his best to kill those who
attempt to arrest him.
back into the funny-books, would ya? What the hell you guys doing besides eating my
food on shiparent you good for anything? Get in there and use your damn spook
powers to take it out!
Those who are confrontational with the regulars rapidly find themselves surrounded by
a huge number of pissed off, exhausted Marines who will gladly knock a Talent flat
(they wont shoot, but will happily get into a scuffle). Joking about the situation is the
best bet. Accepting the jibes and trying to play up esprit de corps rapidly brings the
men aboutespecially when they realize the Talents are actually planning on entering
the Bubble. That is something none of the Marines would wish on their worst enemy.
Every one of them is imagining a division of insane Japanese Talents on the other side,
preparing to spill Marine blood.
Alternatively, making a Command skill roll at any time on those of a lower rank
immediately snaps them to attention.
Preparations
The players have access to nearly any equipment they can imagine. Once they know the
Talents are going in, the Marines from the 6th gladly scrounge up whatever they can,
from a .45 all the way up to a flamethrower. No questions asked and no paperwork
required. The players can even commandeer a vehicle and drive it through, though
whether this will work or not will initially be a mystery to the players. Cigarettes and
what little liquor is available is given up to any Marines in the Talent group, along with
quiet chants as they walk by: Luck. Good luck, buddy. Keep your head down. Keep
safe.
The stalled front should be an ever-present consideration for the players. Every ten
minutes the players have not entered the Bubble, Buckner calls in to the 6th Marines
for a report. Keep the pressure on until the Talents step through. Heading back for
more support or refusing to step through is not an option. If they make such requests,
Buckner makes a radio call himself: You have your orders.
There is no way out of the situation but through the Bubble.
10
Talents capable of flying should pay particular attention to the situation. The Bubble is
a dome, sloping in a curve to the ground. At its highest height it is 1.5 miles up. At its
lowest, its just a few feet off the ground. Those flying without thinking (that is, if they
do not mention to the moderator that they are being careful of the invisible force field)
are hit with 4d Killing+Shock attack as they smash into the invisible barrier in the sky,
and get one single Flight roll to recover. Any success means they hit the ground lightly
and suffer 1 point of Shock to all hit locations. Failure and they suffer another 4d
Killing+Shock attack as they smash into the ground.
Getting Bearings
Players making a Land Navigation roll of 7 or higher conclude that they have ended up
in a temperate coastal area somewhere in North America or Northern Europe.
Within a hundred feet of the Bubble is a beaten wooden signpost which reads:
JERICHO BAY TOWNSHIP. It is a handmade wooden sign covered in moss and pitted
with age and weather. There are no other markings on it.
Beyond that, anyone who makes a Sense+Sight roll notices the rusted ruins of a car in
the high brush off the road. Climbing down into a small ravine to look closely at the
car, the players discover it is a 1922 Buick Coupe, once blue but now rusted red. The
steering wheel is on the left side, in the American fashion. Digging around near the car,
11
players eventually unearth a tin license plate, XG-636. Beneath it is the legend MAINE
1924.
If this car is discovered, Slider Sikowski begins to paint the picture of escape to others
in the group, quietly at first. The Talents can lay low and then hightail it anywhere with
their powers. Why fight in a war halfway across the world when theyre already home?
This dissent will grow in time.
The town is located on Swan Island, a rocky, evergreen-covered island about five miles
from the mainland of Maine. The island is filled with natural beauty, but is unfriendly
to those ill prepared for its climate. It is wet and tends to be cold at night even in the
height of summer. In April, both day and night can be blustery and cold and can affect
those who must sleep outside.
Anyone exposed to the misery of an early spring night out in the rain must make a
Brains skill roll or suffer one point of shock to all extremities and lose 1 point of Will.
12
13
14
General Store
(Japanese
CP)
Japanese
Mortar Team
Machine Gun
Radius of
Effect
Escaped
Townsfolk
Okinawan
Conscript
Bodies
Plum
Household
Players
Appear
15
Jericho Bay
and Environs
This group of Japanese irregulars are from various sections of the 3rd Infantry
Regiment. They are under the command of Sergeant Major Toshiaki Maruyama.
Maruyamas orders were to secure a strong-point in the Yae-Take and set up a mortar
position and machine gun nest there as a forward point of attack.
Maruyama sees the transposition of his troops to American soil as a divine miracle, one
he will exploit for all its worth. His men have violently seized the town of Jericho Bay,
killing more than a dozen residents, and continue to exchange fire with locals. They
have control of the town and the heights overlooking it, and have sighted the town for
mortar fire.
Attempts to contact Imperial command by radio have failed; indeed, all radio is nothing
but staticthe Bubble blocks all signals. Nevertheless, Maruyama has secured a dozen
hostages from the townsfolk, gathered all weapons, ammunition and dynamite to be
found in the town, and has prepared a strong point in the town, defended by machine
gun and mortar, to repulse the inevitable counter-attack. He will fight to the last to hold
the town.
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This group of six Marines (Oshiro misreports 7) is a squad of engineers from the 6th
Engineer Battalion of the 6th Marine Division. They were attempting to remove tank
traps and anti-personnel emplacements when they were attacked by Maruyamas men.
Pvt. Michael Plum, a native of Jericho Bay, was struck in the stomach by a light
machine gun round. In that moment, Plum wished above all else to see his home once
more before he died. When his Talent power manifested it ripped the Marines and
their Japanese counterparts across the globe. Until Plum dies, this Bubble will remain
on both Okinawa and Jericho Bay.
This group, lead by Sergeant Peter Tiput from Minnesota, have retreated to Plums
childhood home (Plum directed them there). While Plums family attempt to comfort
the dying youth, the group has holed up, fighting over whether or not to go to Jericho
Bay, which they have learned is under Japanese occupation. If the American Talents
show up, it may be enough to bolster the morale of the men to take the fight to the
Japanese. Without this influence, however, the group remains wracked by infighting
and confusion and stays put until Plum dies.
Private Michael Lobster Plum is a Marine combat engineer who has served in the
Pacific for two years. He is a tall, lanky man with a shock of red hair which has grown
somewhat shaggy in his time on the ground on Okinawa. His eyes are a clear, light
blue. He is considered by his associates a competent Marine, someone who does what
is asked of him and who will put himself at risk to help those in his squad. In short,
hes seen as a stand-up guy. The men in his squad are protective of him.
Private Plum is dying. There is no way to save him, and he is dying in the worst way
imaginable, gutshot and slowly bleeding out. Plum spends his time split between a
delirium brought on by the immense pain and short periods of lucidity. Occasionally
he lapses into an exhausted state like sleep, but no real rest is possible. During his
periods of lucidity, Plum can supply information about the town and its surroundings
on a successful Cool+Mental Stability roll on his part; otherwise he is confused and
stammers out random anecdotes of his life on the island (some of which, in the right
hands, might be useful). See page 22 for more on Plum and his home.
Any Talent looking at Plum is overwhelmed by the waves of power rising from him. It
is clear instantly that Plum is responsible for the Bubble and all its effects.
If one of the Talents has the ability to heal wounds, simply keep Plum unconscious all
the time. Talents cannot heal those who are not conscious of the fact, and so Plums
injuries remain beyond the reach of the most powerful healing Talent. In this case
Plum and his group arrived, Plum pointed the way to his family home, fell unconscious
and has failed to awake since then.
17
Japanese Emplacements
There are two main areas of Japanese emplacement at Jericho Baythe general store
and a small, raised portion of ground to the northeast cleared for boat storage (its on a
hill so water can drain away). Ten men, including Maruyama, occupy the immediate
surroundings of the general store as a command post, and a four-man mortar team
occupies a raised area northeast of town with a clear view sighted of downtown.
Maruyama has strung all the town except for his command post with dynamite
(previously used by locals to remove unwanted boulders and stumps), all linked by
detonation cord to his command post at the general store. At the first sight of a large
force of American troops (anything like an invasion fleet, or overwhelming waves of
Allied soldiersmore than just a squad of Talents), Maruyama is willing to destroy the
town, leaving only a flaming ruin and his fortified position at the general store.
Alternatively, several zones of the town can be leveled at will, removing it by sections
to take out advancing threats.
Bags of flour, grain and dry quick-cement have been moved from the cellar to fortify the
machine gun nest, window firing positions and other strongpoints. The rear of the
building (which has no windows) has been laid with trip-wire mines, and signal flares
have been rigged with trip-wires at every major town entry (Sense+Sight at a height of 5
or more to detect).
Each of these locations has been sighted by the mortar team at the boat storage, who
are under orders to hurl three shells down on any disturbance kicked up by one of the
flares firing. They have a single box of mortar shells (24), meaning they can afford only
to do this eight times. Remember, due to the mortars Slow rating it takes them two
rounds to set up each shell.
Sikowski is obviously pessimistic about the situation:
This place is one step from becoming hell. All one of the damn Japs has to do is lean a
little bit and well be picking our teeth out of the moon. Lets get the hell out of here.
This isnt our fight.
18
19
If the Japanese choose to demolish the town in one go, the explosion would be bigger
than anything the troops have seen to date in one place, barring a naval barrage.
Disarming the dynamite is relatively easy, as long as the person attempting it is not
discovered. The detonation cord can simply be clipped with any knife, with little risk of
accidental detonation, rendering it inert unless manually detonated by explosives or
careful gun fire.
20
If the Talents properly present themselves, Timothy runs to them in relief. He tells
them what he knowsthe chronology of the attack, the heartbreaking counterattack,
the Japanese brutality, the hostages and the demolitions.
Timothy is difficult to control. If the Talents tell him he is to stay behind or that he
cant fight, Timothy attempts to sneak off (Coordination+Stealth at 5d). Then he does
his best to get close to the general store in the hopes of shooting the Japanese
commander. (He knows him from sight, and from his markings as a sergeant major;
what 11-year-old American boy in WWII doesnt know the uniforms of the enemy?)
Finding Plum
All in town know the Plum family. They are located about a quarter mile southwest of
Jericho Bay on Old Bash Road. All also know that their son Michael is a Marine in the
Pacific. Even the most terrified civilians in Jericho Bay will go out of their way to help
those looking after a local. They have no idea, however, that it was Plum who brought
the Japanese to Jericho Bay, or that Plum is back.
Weapons, Weapons
Talents who have won over townsfolk can be led from point to point collecting what
weapons are available in the area near the town, places too far for the Japanese to
search and booby-trap. Unfortunately, the pickings are slim. If a few hours are put into
the search with townsfolk help, the Talents can locate a double-barrel shotgun with 25
slug and 15 shot ammo, a single .22 rifle with 75 rounds, and four sticks of dynamite.
(1) double barrel shotgun (Capacity: 2, Weight: 11 lbs., Damage: [Slug] W+2 K +
S, [Shot] Width + 1 in Shock and Killing; when fired with shot, it adds +1d to the
attack roll and at close range each rolled set counts as a hit on the target).
(1) .22 rifle (Capacity:5, Weight: 9 lbs., Damage: W + 1 in Shock and Killing).
(4) sticks of dynamite (Damage: W+2 in Shock and Killing, Penetration/Area:
2/2/Burn).
21
23
Resolution
The situation will be resolved when Pvt. Plum dies, but not all at once. At the
moment of his death, Plums Bubble begins to slowly fade in efficacy and power. But
initially its not enough to be noticed; if Plum was murdered they may think their
action was in vain.
Seven hours after Plum is dead, the Bubble vanishes altogether, leaving all
transported elements where they lay. The Talents remain in Maine, along with the
Japanese. The radio channels open up.
24
If the Talents wait for reinforcements from the mainland, they find themselves backed
up by green soldiers in training from Fort Derris in Bangor and a few unskilled officers,
all armed to the teeth. Combat veterans who push the point will be able to assume
command of the operation and the men from Fort Derris easily, or just their weapons,
especially after the story of their transport and ordeal is known.
However, if they leave the taking of Jericho Bay to these men, they will have the blood
of the captured townsfolk on their hands. All the townsfolk will die in such an assault,
and the Japanese forces will take four American soldiers with them for each Japanese
soldier killed. The entire town will be leveled. Each Talent involved will lose 1 point of
Base Will.
Using a small force of well-armed Talents to take the town is the best option, attacking
swiftly and without alerting the Japanese to a large American presence on the island.
Once the town is retaken, and the Talents report to higher headquarters, they find
themselves in custody of Section 2, the American Talent research department, and
moved south by train under military guard. They are escorted from place to place by
armed MPs, and are not permitted to communicate with family members or anyone
outside the bubble of secrecy. They are presented with properly sized dress uniforms
appropriate for their rank and service arm.
Finally, the group arrives in Washington D.C. and is driven by truck to a large building
downtown. Escorted inside, the Talents find themselves in an antechamber flanked by
the flag of the Department of the Army and the American flag.
A five-star general enters, and it takes the Talents a moment or two to recognize
General George Marshall along with an honor guard. Photos are taken.
Marshall explains that he has been recalled to Washington to organize things under
the new President (Roosevelt, the group knows, died just days ago), and he has heard
of what the Talents have done. If the Talents successfully saved the townsfolk (or at
least some of them), Marshall is ebullient in his praise and pins a medal appropriate to
their service arm on their chestthe Distinguished Service Cross for the Army, the
Navy Cross for the Navy or Marine Corps.
Once this is done and salutes are traded, and individual photos are taken with
Marshall, the bureaucrats enter, the medals are removed and the photographers
vanish.
The documents come out. The group is sworn to secrecy by the Official War Secrecy
act. They may not speak of the action in Jericho Bay or the Japanese presence there to
anyone for a period of 50 years, or face a 100,000 fine and up to 25 years in Federal
prison. Their signatures are more than requiredthey are ordered to comply.
So it goes in the service.
25
Pregenerated Talents
U.S. Army Captain James Pullen, The Future Man, Infantry Commander
BODY 2, COORDINATION 2, SENSE 2,
BRAINS 2, COMMAND 3, COOL 2, BASE WILL 12
Skills
Brawling 1 (3d), Climb 1 (3d), Cryptography 2 (4d), Endurance 1 (3d), Explosives 2 (4d),
Grenade 2 (4d), Knife Fighting 2 (4d), Language [English] 2 (4d), Leadership 3 (6d), Machine
Gun 1 (3d), Map Reading 2 (4d), Mortar 1 (3d), Navigation [Land] 2 (4d), Pistol 2 (4d), Radio
Operation 1 (3d), Rifle 2 (4d), Stealth 2 (4d), Submachine Gun 2 (4d), Survival 2 (4d), Tactics 2
(4d).
Talent
Powers
Pullens power presents mental snapshots (like the instant cameras of a later day) of threats
to the him and his teammates. It only works defensively; there is no trance method for this
one. Pullen appears to project his consciousness into the near future to bring back relevant
information for his survival. During these moments of fugue, Pullen seems to launch a ghostly
immaterial version of himself into the immediate area in the immediate future, where he can
walk slowly about the scene inspecting it as it is frozen in space. No matter how hectic, the
scene is fixed, and Pullen can move around it with no problem, inspecting anything from all
angles for a brief period.
S2 is not certain that Pullen can travel through time; instead, they believe Pullen can construct
an illusion of what he subconsciously expects to happen. Pullen uses his power to make
exacting counts of enemies, their fortifications, their equipment and ammo, as well as names,
enemy intelligence and more. As can be imagined, this makes planning assaults on fortified
positions much easier.
Weapons
Personality
Pullen is a West Point graduate and is an accomplished officer who feels terrible he is not with
his company. His mission is to finish this shit sandwich as quickly as possible to get back to
his men. He projects an air of hostility to those in the squad, and clashes with anyone who
questions his power, motives or command. It is quite clear Pullen comes from Americas
upper crust and his clipped accent places him from somewhere in the northeast (Boston).
26
U.S. Navy Lieutenant (Junior Grade) John Chucker Dun, Supply Corps
BODY 1 [2d+6wd when Chucking], COORDINATION 2, SENSE 3,
BRAINS 2, COMMAND 2, COOL 2, BASE WILL 5
Skills
Chemistry 1 (3d), Drive [Car] 2 (4d), Dodge 2 (4d), Electronics 1 (3d), Language [English] 3d,
Mechanics [Aircraft/Ship/Vehicle] 2 (4d), Mental Stability 1 (3d), Navigation [Sea/Air] 1 (3d),
Pistol 2 (4d), Rifle 1 (3d), Sight 2 (5d), Swim 1 (2d).
Talent
Powers
Dun is a projecting telekinetic whose power only works when he is chucking objects. He can
pick up and throw huge items which then land exactly where and how he wants them to. For
example, he could throw a Jeep fifty feet and have it land perfectly balanced on top of another
Jeep without damaging either one. He doesnt even have to look.
He can also tear down objects to their components super-fast. He cant make something
smaller than it is in individual parts, but only pull apart its components. (For example, he
could pull a Jeep to its component pieces in a few seconds, but couldnt rip a tire in two, or
snap an axel into pieces.)
For some reason, his power doesnt work offensively. Instead it helps him only move, stack
and otherwise manipulate great quantities of material. Testing by the Navy has revealed that
for some reason he cant throw the objects at living things. In a pinch, though, he might be able
to disassemble an enemys weapon before hes shot, if hes close enough.
Dun has served onboard the USN Dauntless, a supply ship assisting in the landings at Tinian
and Okinawa. Dun is one of two men serving as a ordinance chief on the ship (usually a dozen
or more would be needed). Dun is very defensive about the limitations of his power.
Weapons
Personality
Dun is a happy, quiet man from Oceanside, California, with no combat experience. He has
never once set foot on shore on any of the battlefields he has supplied. Hes both excited and
scared to see combat for the first time. He is wholly inexperienced in all things related to
combat. Hes most useful in setting up barriers or ripping down objects. His rank in the Navy is
one grade below Capt. Pullens rank in the Army, making Pullen his superior.
27
U.S. Marine Corps Corporal Maurice King Snake Zola, Mortar Chief
BODY 2, COORDINATION 3, SENSE 3,
BRAINS 2, COMMAND 2, COOL 3, BASE WILL 10
Skills
Brawling 2 (4d), Cryptography 1 (3d), Endurance 2 (4d), Explosives 1 (3d), Grenade 2 (5d),
Language [English] 2 (4d), Language [Japanese] 1 (3d), Machine Gun 2 (5d), Mental Stability 2
(5d), Mortar 2 (5d), Pistol 2 (5d), Radio Operation 1 (3d), Rifle 2 (5d), Running 2 (4d), Stealth
1 (4d), Submachine Gun 2 (5d), Tactics 2 (4d).
Talent
Powers
Zola is a south Florida native who has the ability to project the illusion of a viper, ready to
strike, at the edges of a single enemys field of vision. More often than not, this causes the
target to leap from their current position and madly circle looking for the snake.
No matter how many times this is done to a single target, it always seems to work. S2
command believes his power might actually bypass human consciousness on some level by
projecting a picture of a primal fear, built into the human mind. Zola needs only to see the
target for this power to work. He uses it to great effect in making soldiers quit fortifications,
jump up from fox holes or otherwise expose themselves to fire.
Weapons
Personality
Zola is a quiet, withdrawn man with little in the way of social graces. He takes orders from
those in command, but due to the harmless nature of his power he is not above unleashing it
on another enlisted man. Zola has seen serious combat on Tinian, and looks down on those
who have not (especially those in the Navy). He gladly follows any combat veteran, no matter
the circumstances, into the fight.
An attack on mainland America draws a hatred from Zola that is beyond reason. Given the
slightest provocation he will torture Japanese prisoners or even murder them in cold blood.
There will be no controlling his bloodlust once the combat begins for Jericho Bay.
28
Skills
Brawling 1 (10d), Bluff 2 (6d), Drive [Car] 2 (4d), Dodge 2 (4d), Endurance 1 (10d), Grenade 2
(4d), Language [English] 2d (4d), Mental Stability 2 (6d), Intimidation 5 (7d), Pistol 2 (4d),
Rifle 3 (5d), Sight 2 (4d), Sport [Boxing] 1 (10d).
Talent
Hyperbody 7d
Cost 2/5/10. (Extras: No Upward Limit, +2/4/8. Flaws: Dependent on Eating Meatwhen he
hasnt eaten it in a while, its as if he has 0 Will, -2/4/8).
Powers
Randazzo is a Hyperbody, capable of lifting a tank and throwing it a measurable distance with
little or no effortbut only when he is well fed. Every hour he goes without eating meat, his
power fades by 1d until he is just another regular jarhead. These powers are instantly restored
the moment he eats any meat.
Weapons
Personality
29
Skills
Brawling 2 (4d), Climb 2 (4d), Endurance 3 (5d), Explosives 3 (5d), Grenade 2 (4d), Knife
Fighting 3 (5d), Language [English] 2(4d), Machine Gun 2 (4d), Navigation [Land] 2 (4d),
Pistol 2 (4d), Radio Operation 1 (3d), Rifle 3 (5d), Stealth 2 (4d), Submachine Gun 2 (4d),
Survival 2 (4d).
Talent
Sliding 8d
(Attacks, Defends, Useful Outside of Combat, Robust.) Cost 4/8/16. (Extras: Digs up a
shockwave in front, +1/2/4. Flaws: Only works on rock and soil, 2/4/8.)
Powers
This Talent operates like Flight, but Sikowski skirts just above the ground like he was sliding
into home base. He does this at about 100 MPH, inflicting damage to everyone in his path with
a shockwave of earth and rock ahead of him.
Weapons
30
Japanese Forces
Average Imperial Soldier
Skills
Brawling 2 (4d), Endurance 3 (5d), Explosives 1 (3d), Grenade 2 (4d), Knife Fighting 2 (4d),
Language [Japanese] 2 (4d), Machine Gun 2 (4d), Mental Stability 2 (4d), Mortar 2 (4d), Pistol
2 (4d), Radio Operation 1 (3d), Rifle 2 (4d), Running 1 (3d), Stealth 2 (4d).
Weapons
Skills
Brawling 2 (4d), Cryptography 2 (4d), Endurance 2 (4d), Explosives 2 (4d), Grenade 2 (4d),
Language [Japanese] 3 (5d), Language [English] 1 (3d), Leadership 3 (6d), Machine Gun 2
(4d), Mental Stability 3 (6d), Mortar 2 (4d), Pistol 2 (4d), Radio Operation 2 (4d), Rifle 3 (5d),
Running 2 (4d), Sword 2 (4d), Stealth 1 (3d), Submachine Gun 2 (4d), Tactics 2 (4d).
Weapons
Skills
Climbing 2 (4d), Farming 1 (4d), Language [Japanese] 3 (6d), Running 3 (4d), Stealth 3 (5d).
31
Skills
Boating 2 (4d), Drive [Car] 2 (4d), Fishing 2 (4d), Language [English] 2 (4d), Rifle 1 (3d),
Radio 1 (3d), Seamanship 1 (3d).
Weapons
Skills
Climbing 1 (4d), Fishing 1 (3d), Language [English] 2 (4d), Running 1 (2d), Rifle 1 (4d), Stealth
2 (5d).
Weapon
32