TEXT: Tobias Fischer, 
  Egyptologist 
  Fascinated with far off lands and fairy stories as a child, 
  the otherwise rather serious Fischer decided early in life 
  that he wanted to become a student of ancient history. 
  Digs in Germany and North Africa soon put him off want-
  ing to become an archaeologist and he settled instead 
  for the more academic side of the subject, becoming an 
  expert in the kingdoms of the Nile. 
  Whilst at University in Munich, Fischer joined the 
  League of Apollo where he learned to fence (another alum-
  nus of the society is the Reichsführer-SS himself, Heinrich 
  Himmler). It was there, too, that he gained his first taste 
  of the darker side of folklore and began to research the oc-
  cult. Having taken a job as a university lecturer in Vienna, 
  a city he had fond memories of from family holidays there 
  as a young boy, he joined the Sphinx Reading Club. He 
  is not interested in the political leanings of some of its 
  members, and does his best to stay out of any discussions 
  on politics and race.
  Fischer has recently been shocked to hear of the death 
  of a colleague, Dr. Botho Ehrlichmann, who he knew from 
  their attendance at a variety of conferences and from oc-
  casional meetings at the Reading Club of which they were 
  both members. He respects his fellow scholar’s work and 
  is puzzled by his death in a hiking accident, particularly 
  as he always thought Ehrlichmann was an experienced 
  walker and not one to take unnecessary risks.
  Appearance: Stocky and dark-haired, Tobias is quite a 
  good-looking gentleman. If caught up in his research, he 
  can forget to shave and become rather dishevelled, but he 
  is always respectably presented when about town, even if 
  he does tend to dress like a man thirty years his senior. 
  STR 15 
  DEX 10 
  INT 18 
  CON 10 
  SIZ 14 
  APP 11 
  POW 09 EDU 20 
  SAN 45 
  Hit Points: 12
  Damage Bonus: +1D4.
  Skills: Archaeology 30%, Bargain 45%, Folklore 45%, 
  Handgun 45%, History 80%, Institutional Lore 20%, 
  Library Use 65%, Occult 35%, Persuade 55%,  
  Psychology 45%, Sneak 30%, Spot Hidden 55%.
  Language Skills: German (Own) 95%, Hieroglyphics 65%,  
  Hieratic/Demotic 50%, Arabic 40%, English 30%. 
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Kick 25%, damage 1D6+1D4.
  Sword Cane (Melee Weapon—Sword) 35%,  
  damage 1D6+1D4, atts 1, base range touch.
  Maximilian Weber,  
  Waiter
  Max Webber (to use the correct English spelling) is 
  not what he seems. Outwardly, he appears to be Café 
  Gugelhupf’s long suffering head waiter; in reality, he is 
  Section D’s main man in Vienna. Recruited straight from 
  Oxford University into the Secret Intelligence Service 
  (SIS), Webber’s ability to blend in and his knowledge 
  of politics made him a valuable asset to the intelligence 
  community, one which Major Laurence Grand insisted be 
  transferred to Section D upon its creation in March, 1938.
  Webber has spent much of his life since university in 
  Germany and Austria, keeping a careful eye on the politi-
  cal situation and reporting back to London whenever pos-
  sible. He was moved to Vienna to team up with the local 
  SIS agent, Maso di Pietro, not long after the Anschluss 
  and his recruitment to Section D. He was relieved to 
  get out of Berlin after the collapse of his engagement to 
  Fräulein Gisela Waltrun, but still harbours some feelings 
  towards her even though he is almost certain she is now 
  a German spy.
  Appearance: Not too tall, not too short, of average 
  build and unremarkable features. However, as Maximilian 
  Weber, head waiter, Webber appears to be several inches 
  taller and far more authoritative than his usual self. He 
  is polite and deferential, but with a manner that instils 
  obedience in both his junior staff and his customers.
  STR 12 
  DEX 11 
  INT 18 
  CON 11 
  SIZ 14 
  APP 11 
  POW 11 EDU 19 
  SAN 55 
  Hit Points: 13
  Damage Bonus: +1D4.
  Skills: Bargain 45%, Disguise 50%, Drive Automobile 30%,  
  Espionage 65%, Fast Talk 45%, Hide 40%, History 
  (Politics) 60%, Listen 45%, Persuade 50%,  
  Psychology 55%, Sneak 40%, Spot Hidden 40%.
  Language Skills: English (Own) 95%, German 60%,  
  Italian 40%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Walther PP Pistol (Handgun) 40%, damage 1D8, atts 3, 
  base range 10 yds.
  
  Livia Sclesinger, 
  Linguist
  Languages have always come easily to Livia. Residing in 
  a cosmopolitan city like Vienna, that talent has come 
  in very handy over the years. Through her skills, she 
  secured a position in the University’s library and archives 
  where she often finds herself helping the academic staff 
  translate some of the more obscure texts. Livia adores 
  puzzles and games, and can often be found in the Café 
  Gugelhupf enjoying a slice of the eponymous cake and a 
  game of chess with her good friend, Tobias Fischer.
  A native of the City of Music and Dreams, Livia has 
  so far managed to hide her Jewish ancestry with the help 
  of di Pietro and Weber by “Aryanising her grandmother” 
  (to use the jocular Viennese term for obtaining false 
  genealogical records after the Anschluss). She knows deep 
  down that she should have left her beloved city by now, 
  but she just couldn’t bring herself to leave her job, her 
  home, and everything she has ever known. She loathes 
  the Germans for what they have done to her country and 
  her city and, like many of her compatriots, she empha-
  sises her Viennese accent and uses Austrian dialect words 
  instead of the “correct” German whenever possible.
  Appearance: Petite, with rosy, round cheeks and neatly 
  coiffured black hair, Livia looks almost like one of the 
  china dolls you can buy in the boutiques along the 
  Graben. But looks can be deceiving, and Livia has great 
  reserves of courage and boldness which she prefers to 
  keep carefully in check until such time as she needs them.
  STR 9 
  DEX 13 
  INT 20 
  CON 14 
  SIZ 10 
  APP 10 
  POW 10 EDU 18 
  SAN 50 
  Hit Points: 12
  Damage Bonus: none.
  Skills: Conceal 45%, Hide 35%, Institutional Lore 25%, 
  Library Use 75%, Listen 65%, Persuade 45%,  
  Psychology 65%, Sneak 40%, Spot Hidden 55%.
  Language Skills: Austrian German (Own) 80%,  
  Latin 65%, Italian 60%, French 55%, Hebrew 45%, 
  English 40%.
  Weapons: Fist/Punch 50%, damage 1D3.
  Kick 25%, damage 1D6.
  Maso di Pietro,  
  Cafe Owner
  Raised in “Little Italy” in Clerkenwell, London, after his 
  family fled Mussolini’s Fascist regime, Maso (short for 
  Tommaso) grew up in the restaurant business, working 
  in his mother’s cousin’s café from a very young age. His 
  easy-going nature and accomplished management of 
  people made him very popular with both the customers 
  and staff, and his love of numbers certainly helped with 
  running the business.
   Maso is still not entirely certain how he ended up 
  in the SIS, although it is probably due to his anti-Fascist 
  activities in London. He was asked one day if he wanted 
  to help his adopted country and happily agreed, particu-
  larly as he could see which way the wind was blowing in 
  continental Europe. He has been in Vienna as the owner/
  manager of Café Gugelhupf for a little over three years, 
  having inherited the business from his “uncle” (the city’s 
  former SIS operative). Prior to that, he spent time in Rome 
  and Milan, always watching over his shoulder in case the 
  Blackshirts uncovered his true identity.
  Although he is now friends with Max Webber, he was 
  a little insulted when the Englishman first arrived in the 
  city. After a few months of suspiciously sizing each other 
  up, the two have since worked together on very good 
  terms, even though their upbringings could not have been 
  more different.
  Appearance: Tall and darkly handsome, Maso is a 
  friendly young man who has a way of getting the best out 
  of people. Immaculately presented at all times, he is the 
  smiling face of Café Gugelhupf and his sharp ears miss 
  little of the goings on in his establishment.
  STR 12 
  DEX 10 
  INT 17 
  CON 10 
  SIZ 16 
  APP 14 
  POW 16 EDU 15 
  SAN 80 
  Hit Points: 13 
  Damage Bonus: +1D4.
  Skills: Conceal 35%, Cryptography 40%, Espionage 45%, 
  First Aid 40%, Hide 35%, Listen 60%, Mathematics 30%, 
  Persuade 65%, Psychology 65%, Radio Operator 20%, 
  Sneak 40%, Spot Hidden 55%. 
  Language Skills: Italian (Own) 75%, English 45%,  
  German 40%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Beretta M1935 Pistol (Handgun) 50%, damage 1D8,  
  atts 3, base range 15 yds.
  
  Yago D’Souza,  
  Jesuit Priest
  Despite his name, Brother Yago is neither Spanish nor 
  Portuguese. Abandoned on the steps of the St. Stanislaus 
  Orphanage in Bombay, the tiny Indian baby who was 
  to become D’Souza was taken in by the Brothers of the 
  Society of Jesus and raised under the watchful eye of God 
  amongst a number of the city’s other unwanted children. 
  A bright boy, Yago yearned to know more of his 
  country whilst at the same time fearing his own place 
  within it. The Brothers recognised his academic gifts 
  and encouraged him to apply himself and, when the 
  time came, to begin his formation as a Jesuit priest. 
  Having passed his novitiate, many more years of training 
  followed, during which time his fascination with other 
  religions grew. As a result, his Regency (the part of Jesuit 
  formation devoted to gaining practical apostolic expe-
  rience in the community) is spent in Calcutta teaching 
  at St. Xavier’s College and studying with the School of 
  Indology, who aim to foster a greater understanding 
  between the Catholic and Hindu faiths.
  Now that his Regency is complete, Brother Yago is 
  travelling back to his house of formation to see his friends 
  and former teachers before entering the final stages of his 
  theological training. 
  Appearance: Quite heavy-set and solid, Brother Yago 
  has a round, clean-shaven, gentle face with beautiful 
  deep brown eyes, topped with a shock of thick, black 
  hair. His long, black robes are usually clean and neatly 
  pressed and, thankfully, the colour has a tendency to 
  hide any ink stains (usually caused by Brother Yago’s 
  desire to get everything down in his little notebooks 
  before he forgets any pertinent details). 
  STR 13 
  DEX 12 
  INT 16 
  CON 11 
  SIZ 13 
  APP 10 
  POW 11 EDU 16 
  SAN 55 
  Hit Points: 12 
  Damage Bonus: +1D4.
  Skills: Folklore 40%, History 65%, Institutional Lore 40%,  
  Library Use 55%, Listen 50%, Occult 25%, Persuade 60%,  
  Pharmacy 30%, Psychology 60%, Spot Hidden 60%, 
  Teach 25%, Theology (Catholicism) 60%, Theology 
  (Hinduism) 40%, Theology (Buddhism) 20%. 
  Language Skills: Spanish (Own) 80%, English 60%,  
  Hindi/Urdu 55%, Latin 40%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Kick 25%, damage 1D6+1D4.
  Nora St. Dennis, 
  Adventuress
  Young Miss St. Dennis seems to have led something of a 
  charmed life, having been born into a distinguished “old” 
  New York family that somehow managed to survive the 
  Great Depression relatively unscathed. Always the centre 
  of attention, partly because she was a late, unexpected 
  child and partly due to the death of her elder brother in 
  an automobile accident, Nora is used to getting her own 
  way. Some would describe her as spoilt and demanding; 
  others see her as determined and canny. Regardless, she 
  is somewhat of a force of nature and lets nothing stand in 
  her way when she sets her mind to something.
  Sent to a finishing school in Paris by her doting but 
  exasperated parents in an attempt to turn her into a 
  “proper” society lady, Nora promptly sets off travelling 
  around Europe instead of returning home when her 
  classes end. From there she progresses on to the Far East 
  and Asia, falling in love with India and the mountains of 
  the Himalayas. Inspired by a battered copy of My Journey 
  to Lhasa (p.108) found in a second hand bookshop on 
  College Street, Calcutta, and by the talk given by Ernst 
  Schäfer to the Himalayan Club there in July, 1939 (p.118), 
  her dream is to be the first American woman to enter the 
  Forbidden City and she has been studying accordingly. 
  But first, she has longstanding plans to see Bombay...
  Appearance: Blessed with long, blonde curls, glittering 
  green eyes, and a curvaceous figure, Nora knows she 
  looks good without really having to try. Although her 
  parents would like to think of her as a delicate rose, 
  travelling has given her a resilience to hardship that would 
  horrify them. 
  STR 12 
  DEX 13 
  INT 17 
  CON 17 
  SIZ 15 
  APP 16 
  POW 13 EDU 16 
  SAN 65 
  Hit Points: 16
  Damage Bonus: +1D4.
  Skills: Anthropology 40%, Climb 45%, Dodge 40%,  
  First Aid 45%, Folklore 40%, History 50%, Jump 40%, 
  Natural History 20%, Navigate 55%, Photography 45%, 
  Persuade 60%, Ride 50%, Sneak 40%, Ski 45%,  
  Spot Hidden 60%, Survival (Mountain) 45%.
  Language Skills: English (Own) 80%, French 60%,  
  Hindi/Urdu 40%, Tibetan 20%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Knife 40%, damage 1D4+1D4, atts 1, base range touch.
  .32 Revolver (Handgun) 40%, damage 1D8, atts 3,  
  base range 15 yds
  
  David Rafael Manasseh, 
  Businessman 
  Although his family left Baghdad over 100 years ago, 
  David Manasseh is still proud of his Middle Eastern roots 
  despite his family’s adoption of the British Raj’s lifestyle in 
  their new home. The second of four sons from a family of 
  textile manufacturers and traders, he is currently learning 
  the ropes of the family business and, as a result, he 
  spends a lot of time travelling between Bombay, Calcutta, 
  and the plantations which supply them with cotton and 
  jute. He would much rather be studying engineering than 
  business, but knows his family is depending on him to 
  help manage their little empire.
  David’s family, amongst many others, have been 
  watching the events unfolding in Germany with con-
  cerned interest. While the Baghdadi Jews of Calcutta live 
  their own lives, separate from both the native Calcuttans 
  and the British hierarchy, they are respected members of 
  the community as a whole and fear for the survival of 
  their European brethren. In fact, their trade links across 
  Europe and the Middle East have enabled them to smug-
  gle several families out from under the nose of the Reich 
  to safety, and David is currently on his way to Europe via 
  Delhi in an attempt to arrange passage for several more. 
  Appearance: A little on the short side, David is an 
  extremely pleasant, apparently unassuming chap who 
  does not look to be at ease in a suit. Not particularly 
  good at sports or even all that fit, he often wishes that 
  he was as robust and athletic as his brothers, but his 
  ability to charm people with only a little effort on his part 
  thankfully enabled him to avoid too much rough and 
  tumble as a child. While he enjoys his life of comfort, he 
  is fairly certain that he could rise to any challenge that life 
  might present him.
  STR 11 
  DEX 10 
  INT 17 
  CON 10 
  SIZ 12 
  APP 10 
  POW 14 EDU 19 
  SAN 70 
  Hit Points: 11
  Damage Bonus: none.
  Skills: Accounting 55%, Bargain 65%, Credit Rating 50%,  
  Dodge 40%, Drive Automobile 60%, Electrical Repair 30%,  
  Fast Talk 75%, Institutional Lore 40%, Mechanical Repair 
  45%, Natural History 30%, Persuade 75%, Psychology 65%,  
  Spot Hidden 50%.
  Language Skills: English (Own) 95%, Arabic 60%,  
  Hindi/Urdu 50%, Persian 30%. 
  Weapons: Fist/Punch 50%, damage 1D3.
  Kick 25%, damage 1D6.
  Sgt. Wallace Gillespie, 
  Policeman
  Sgt. Gillespie has long been a source of disappointment 
  to his Scottish father, a respected high-level civil 
  servant stationed in Calcutta. His Brahmin mother, Mrs. 
  Pranisha Tagore-Gillespie, attempted to keep the peace 
  between her straight-laced husband and her fiery, head-
  strong son while she was alive, but her death widened 
  the rift between them; one which grew even further 
  when, instead of travelling to England to sit his civil 
  service exams as his father expected, Wallace instead 
  ran away and enlisted in the Royal Garwhal Rifles. 
   Always getting into scraps as a boy as a result of 
  his temper and his mixed heritage, Gillespie took well 
  to Indian Army life. Its discipline helped him control his 
  outbursts and his ability to give orders and direct men en-
  abled him to climb the non-commissioned ranks to reach 
  that of Sergeant (Havildar). He also discovered a flair 
  for boxing, winning many inter-regimental competitions 
  during his twelve year stint in His Majesty’s service. 
  Big, brawny, and more than capable of taking care of 
  himself, his ability to get things done caught the eye of the 
  Calcutta Police Force, and Gillespie was somewhat surprised 
  to be offered the chance of becoming a policeman in his old 
  home city when his time in the Army drew to a close. 
  His heritage has since found him seconded to a unit 
  investigating revolutionary Indian Nationalist groups, 
  and he has recently infiltrated a new one allied to Subhas 
  Chandra Bose’s All India Forward Bloc in the guise of a 
  disgruntled Anglo-Indian (something which is not all that 
  far from the truth, even if he has yet to work out which 
  side of the political divide he will come down upon). 
  Through his work, Gillespie has unearthed some unset-
  tling rumours of a hidden, incredibly powerful weapon 
  in Ellora (Book Two, Ch.2) and has been sent by his 
  superiors to investigate further.
  Appearance: Tall, heavily-muscled, and as strong as an 
  ox, Sgt. Gillespie’s fair skin means that he can easily pass 
  for European. He is usually smart and well turned-out, as 
  befits an ex-Army NCO, unless he has been dealing with 
  drunken soldiers in the Public Bar of the Bristol Hotel (at 
  which point, he will be a little scuffed around the edges). 
  His knuckles are frequently cut and bruised as a result of 
  the harsh realities of his job.
  STR 17 
  DEX 14 
  INT 15 
  CON 17 
  SIZ 16 
  APP 14 
  POW 15 EDU 14 
  SAN 75 
  Hit Points: 17
  Damage Bonus: +1D6.
  Skills: Close Combat 60%, Command 35%, Espionage 25%, 
  Fast Talk 50%, Fieldcraft 50%, First Aid 40%,  
  Military Doctrine 40%, Persuade 50%, Rifle 60%,  
  Spot Hidden 65%, Tactics 40%, Teach 20%, Throw 50%.
  Language Skills: English (Own) 70%, Hindi/Urdu 50%, 
  Bengali 40%. 
  Weapons: Fist/Punch 75%, damage 1D3+1D6.
  Webley .38/200 Service Revolver (Handgun) 50%,  
  damage 1D10, atts 2, base range 15 yds.
  
  Lt. Michael Everhart, 
  Naval Surgeon
  A second generation German American, Michael’s forebears 
  came to America to avoid political persecution and found 
  themselves working in Milwaukee’s burgeoning brewing 
  industry, where they carved a tidy niche for themselves. 
  Michael initially thought about training as a chemist 
  and following in his father and grandfather’s footsteps, but 
  the Everharts had bigger plans. A solid if not necessarily 
  gifted student, Michael was encouraged by his family to 
  train as a doctor, a subject which he took to like a duck to 
  water. He graduated from Maquette University School of 
  Medicine after an uneventful studentship and, much to his 
  family’s surprise, immediately joined the US Navy.
  Medicine was not the only thing Michael had taken 
  to like a duck; he had always loved boats, grabbing every 
  opportunity whilst at University to sail on Lake Michigan 
  and hone his maritime skills as a member of the medical 
  school’s sailing club. Although his family were initially 
  shocked by Michael’s decision, they can see that he is 
  happy and doing well; they only wish he were serving 
  closer to home.
  Lt. Everhart has been chosen for this mission by his 
  superiors because of his medical skills and because he 
  is considered to be a safe pair of hands, diplomatically 
  speaking; he can also be spared from his other duties at 
  this moment in time.
  Appearance: Michael’s appearance is, like the rest of 
  Michael’s life, solid and largely unsurprising. His uniform 
  is always neatly pressed, his hair regulation length, and 
  his shoes clean and polished. Perfectly pleasant and good 
  company, Michael only ever really gets enthusiastic about 
  one thing: boats.
  STR 13 
  DEX 11 
  INT 18 
  CON 12 
  SIZ 11 
  APP 10 
  POW 11 EDU 18 
  SAN 55 
  Hit Points: 11
  Damage Bonus: none.
  Skills: Biology 60%, Command 25%, First Aid 50%,  
  Listen 45%, Medicine 60%, Military Doctrine 20%,  
  Navigate (Sea) 45%, Persuade 60%, Pharmacy 45%,  
  Pilot (Boat) 45%, Psychology 55%, Rope Use 20%,  
  Spot Hidden 60%, Surgery 55%, Swimming 40%,  
  Tactics 20%.
  Language Skills: English (Own) 90%, German 40%, 
  Spanish 30%, Latin 30%.
  Weapons: Fist/Punch 50%, damage 1D3.
  M1911A1 Pistol (Handgun) 45%, damage 1D10+2, atts 1, 
  base range 15 yds.
  Mireia Robledo,  
  Graduate Student
  Studious and hard-working, Mireia’s family were a little 
  bemused at her insistence that she wanted to go to 
  Seville University, but were more than happy to let her 
  attend after she secured a scholarship to pay her fees. 
  After all, she was the first in the family to do so, and it 
  certainly had better prospects than orange farming (the 
  family’s ancestral form of employment).
  Her studies in mathematics and astronomy soon 
  saw an interest develop in ancient star-gazing and, after 
  graduation, she took on a research assistant’s position 
  with Prof. Salazar, convinced that the stars had influ-
  enced Peru’s pre-Columbian builders. The two work well 
  together and she trusts his judgement, although she has 
  not been able to bring herself to tell him the truth about 
  why she was so determined to flee Spain.
  Mireia was attacked by a drunken rebel (Nationalist) 
  soldier in the aftermath of the uprising in Seville that 
  heralded the start of the Spanish Civil War. Despite 
  being stronger than her, the man’s inebriation acted 
  against him and, in the ensuing struggle, his gun went 
  off, killing him instantly. Horrified by what she had 
  done, and knowing it would only be a matter of time be-
  fore the soldier’s friends found her, Mireia begged Prof. 
  Salazar to take her with him to Peru. She is haunted by 
  her actions even though she knows she had no choice, 
  and often wishes she could turn back the clock.
  Miss Robledo is accompanying Prof. Salazar on this 
  expedition as his assistant. She is hoping that they may 
  also be able to undertake some research once the missing 
  party (or whatever might remain of it) has been found.
  Appearance: Miss Robledo’s appearance has changed 
  since she came to Peru. Previously a fan of pretty clothes, 
  ribbons, and costume jewellery, she now dresses as if she 
  were thirty years older and surviving on a very meagre 
  pension. It is almost as if she is deliberately trying not to 
  draw any attention to herself. She always carries a gun for 
  protection, although she loathes the thing.
  STR 12 
  DEX 11 
  INT 14 
  CON 14 
  SIZ 10 
  APP 12 
  POW 10 EDU 17 
  SAN 70 
  Hit Points: 12
  Damage Bonus: none.
  Skills: Art (Technical Drawing) 45%, Astronomy 50%, 
  Bargain 55%, Folklore 45%, History 45%, Library Use 55%,  
  Mathematics 55%, Persuade 60%, Physics 50%,  
  Psychology 60%, Spot Hidden 60%.  
  Language Skills: Spanish (Own) 85%, English 40%, 
  Aymara 20%, Quechua 20%. 
  Weapons: Fist/Punch 50%, damage 1D3.
  Beretta M1934 Pistol (Handgun) 40%, damage 1D10,  
  atts 2, base range 15 yds.
  
  Sgt. Silvester Murphy, 
  Shore Patrol
  Lt. Richards (p.291) is not the only person with a family 
  history of service. Sgt. Murphy’s relatives also have a 
  record: either as jail birds or members of the police force 
  back home in Boston. Well aware of the cliché of having 
  an Irish policeman for a father and Italian criminals for 
  uncles, Sgt. Murphy was always determined to get as far 
  away from his family as possible and make something of 
  his life, so the irony of now being a naval policeman is far 
  from lost on him.
  Still, the skills his less than reputable uncles taught 
  him have come in handy: he knows how to knock heads 
  and how to spot potential troublemakers and quash 
  unrest before it has a chance to really get underway. His 
  easy-going nature and ready smile have often been just 
  as big a help when diffusing a tense situation as his fists, 
  but he always believes in having something up his sleeve 
  in case the worst should happen. 
  Sgt. Murphy has been asked to accompany Lt. 
  Everhart and Lt. Richards on this mission as their security 
  back-up. Whilst his superiors are hoping there won’t be 
  any trouble, they, too, believe in taking precautions, espe-
  cially as they know that huaqueros (grave-robbers) can be 
  a real problem when dealing with ancient archaeological 
  sites in Peru.
  Appearance: Stocky and powerfully built, there are times 
  when it looks as if Murphy’s sturdy frame is barely being 
  restrained by his uniform. His closely-cropped, glossy 
  black curls, dark complexion, and striking green eyes (the 
  only physical characteristic he seems to have inherited 
  from his father) all combine to make it very difficult to 
  overlook the Sergeant, either whilst at work or at play.
  STR 14 
  DEX 10 
  INT 17 
  CON 12 
  SIZ 11 
  APP 14 
  POW 09 EDU 15 
  SAN 45 
  Hit Points: 11
  Damage Bonus: +1D4.
  Skills: Bargain 50%, Close Combat 65%,  
  Command 30%, Dodge 50%, Grapple 60%, Law 45%, 
  Locksmith 30%, Persuade 65%, Psychology 55%,  
  Spot Hidden 65%, Tactics 25%. 
  Language Skills: English (Own) 75%, Italian 40%,  
  Spanish 40%. 
  Weapons: Fist/Punch 60%, damage 1D3+1D4.
  M1911A1 Pistol (Handgun) 35%, damage 1D10+2, atts 1, 
  base range 15 yds.
  M1 Garand (Rifle) 40%, damage 2D6+4, atts 1,  
  base range 110 yds.
  Prof. Esteban Salazar, 
  Historian
  Estéban Salazar is not the first of his family to find himself 
  in Peru. Once upon a time, the family held substantial 
  shipping rites in Seville and, by extension, had a share in the 
  trade monopoly Spain enjoyed over its South American col-
  ony. That was a long, long time ago, though, and the family 
  no longer has any mercantile interests to speak of. Still, the 
  stories Estéban heard at his abuela’s (grandmother’s) knee 
  sparked a life-long love of history and far away places. 
  He was already a professor at the University of Seville 
  and had visited Peru several times to investigate the 
  country’s monumental pre-Columbian architecture. After 
  the Civil War broke out, Salazar’s Republican political 
  leanings soon meant that it was impossible for him to 
  stay in Spain with any degree of safety. Thanks to his 
  connections in Peru, Salazar managed to secure a posi-
  tion at the University of San Marcos in Lima, where he 
  watches the goings on in Spain with a growing sense of 
  dread. He has learned the hard way to keep his political 
  opinions to himself.
  He is not entirely certain why Miss Robledo was so 
  insistent about accompanying him to Peru, although he 
  suspects she is running from something in her past. He 
  is, however, glad to have someone to talk to about the 
  situation at home.
  The Professor has been invited along on the mission 
  due to his familiarity with the region the German expedition 
  has gone missing in, having worked there in the past with 
  American archaeologists Paul Kosk and Wendell C. Bennett.
  Appearance: Salazar shows few signs of the fact that 
  he is now entering middle age. Although he loves his 
  adopted country’s history, he is not an archaeologist, and 
  prefers to spend his time studying objects in the comfort 
  of his rooms or in the country’s many museums and 
  private collections. Still, he likes to keep himself fit and is 
  a little vain when it comes to his physical appearance.
  STR 11 
  DEX 11 
  INT 17 
  CON 10 
  SIZ 13 
  APP 14 
  POW 15 EDU 19 
  SAN 75 
  Hit Points: 11
  Damage Bonus: none.
  Skills: Anthropology 60%, Bargain 55%, Folklore 65%, 
  History 70%, Institutional Lore 10%, Library Use 65%, 
  Natural History 50%, Persuade 55%, Photography 50%, 
  Psychology 65%, Ride 35%, Spot Hidden 65%,  
  Teach 40%.  
  Language Skills: Spanish (Own) 95%, Aymara 40%, 
  Quechua 40%, German 35%. 
  Weapons: Fist/Punch 50%, damage 1D3.
  Kick 25%, damage 1D6.
  
  Timothy Jones, Mining 
  Surveyor/FBI Agent 
  Some people know that it is only a matter of time before 
  the situation in the Pacific will get seriously out of hand. 
  Some people, like J. Edgar Hoover, believe in being well 
  prepared for just such an eventuality, and that is why Mr. 
  Timothy Jones just happens to be in Peru posing as the 
  junior surveyor at an American mining company.
  Jones (not his real name) has been tasked with 
  keeping an eye on various potential enemy companies 
  and people, in particular Peru’s Japanese population and 
  German and Italian shipping and mining interests. As jun-
  ior surveyor, he is often about town sorting out company 
  paperwork (and not just the “geological reports” he sends 
  back to Washington), as well as dealing with the local 
  business community. His interest in photography also 
  gives him an excuse to visit a variety of interesting sites 
  on his days off.
  Jones has been requested for by name by the 
  Peruvian government in this matter. They are well aware 
  that he is on the FBI’s payroll and are keen to show their 
  willingness to support Hoover’s plans to identify poten-
  tial troublemakers within their country, should the worst 
  come to pass.
  Appearance: Rangy and suntanned, Jones is an unas-
  suming fellow. He dresses as you would expect a surveyor 
  to dress, speaks softly and only after consideration, 
  and has no apparent vices apart from enjoying the odd 
  cocktail or two when in town. Although many have met 
  him, most would be hard-pressed to remember anything 
  much about him thanks to his carefully cultivated air of 
  ordinariness. 
  STR 11 
  DEX 11 
  INT 16 
  CON 11 
  SIZ 16 
  APP 10 
  POW 10 EDU 17 
  SAN 50 
  Hit Points: 13
  Damage Bonus: +1D4.
  Skills: Bargain 45%, Disguise 30%, Drive Automobile 40%,  
  Espionage 60%, Fast Talk 65%, Geology 40%, Hide 30%, 
  Law 40%, Listen 50%, Persuade 55%, Photography 30%, 
  Psychology 50%, Spot Hidden 60%.  
  Language Skills: English (Own) 85%, Spanish 50%, 
  German 40%, Italian 40%. 
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Colt M1911 Pistol (Handgun) 50%, damage 1D10+2,  
  atts 1, base range 15 yds.
  Lt. Philippa (“Phil”) 
  Richards, Navy Nurse
  The Navy is in Philippa’s blood; there is virtually not a 
  male member of her family who has not served, or is 
  not currently serving in it, including her father and her 
  two elder brothers. And as far as family tradition goes, 
  Philippa is determined to uphold it for as long as she can 
  in practically the only way she can: as a Naval nurse. 
  Although her father was a little sceptical at first, 
  Philippa’s resoluteness won him over in the end and the 
  Commodore is proud of the fact she wants to serve her 
  country when she could have opted for an easier (in his 
  eyes) life as a Navy wife. 
  Philippa volunteered to come to the American Naval 
  Mission in Peru as its senior nurse in an attempt to estab-
  lish her own reputation as a valuable member of Uncle 
  Sam’s Navy. Whilst there have certainly been times where 
  her family’s long association with the service have helped 
  open doors, Philippa is not content to rest on their laurels. 
  Lt. Richards is aware that she has been chosen 
  for this mission in part because of who her father 
  is, but also because she works well with Lt. Everhart 
  thanks to their common bond of having surprised their 
  parents with their career choices. Together, they form a 
  formidable team and Philippa has become quite adept at 
  anticipating Lt. Everhart’s needs. 
  Appearance: Tending towards the petite side, men 
  often underestimate Philippa; a mistake they seldom 
  make twice. Having grown up on a variety of naval bases 
  around the world, little phases her: she has seen the Navy 
  at its best and worst and is more than capable of taking 
  care of herself (something two big brothers have also 
  helped with). Her red permanent wave is kept short for 
  practicality’s sake and she has been known to wear slacks 
  instead of the regulation uniform skirt (far more practical 
  when on board, even though most of her time is spent on 
  the land-based wards).
  STR 09 
  DEX 11 
  INT 15 
  CON 15 
  SIZ 11 
  APP 11 
  POW 15 EDU 14 
  SAN 75 
  Hit Points: 13 
  Damage Bonus: none.
  Skills: Biology 45%, Command 20%, Damage Control 
  25%,  
  Drive Automobile 20%, First Aid 50%, Medicine 45%, 
  Military Doctrine 60%, Navigate (Sea) 35%, Persuade 
  50%, Pharmacy 40%, Pilot (Boat) 30%, Psychology 45%,  
  Spot Hidden 50%, Tactics 45%. 
  Language Skills: English (Own) 70%, Spanish 35%,  
  Latin 20%. 
  Weapons: Fist/Punch 50%, damage 1D3.
  M1911A1 Pistol (Handgun) 35%, damage 1D10+2, atts 1, 
  base range 15 yds.
  .22 Bolt-action Rifle (Rifle) 30%, damage 1D6+2, atts 1, 
  base range 30 yds.
  
  Dr. Runi Strand, 
  Parapsychologist
  Strand always thought of himself as a serious-minded, 
  meticulous scholar, one who had worked his way up from 
  a lowly position as an assistant librarian at Copenhagen’s 
  Royal Library to become a respected authority on the 
  Icelandic Sagas. A coveted research position at the 
  University of Copenhagen, where he met his wife, Alvida, 
  was followed a few years later by a junior teaching 
  position at Oxford University. Everything was going so 
  well; his life, his work, his marriage—all was proceeding 
  according to plan, and he had never been happier.
  And then it all went wrong. Alvida was drowned in 
  a boating accident on the Isis, in the company of a man 
  Strand did not know at a time when she was supposed 
  to be attending an academic symposium sixty miles away 
  in London. The rumours started not long after; of course 
  they did, and he could not blame them for being sus-
  picious of his wife’s behaviour at the time of her death 
  when he was, too.
  It was the pitying looks that bothered him the most, 
  and something inside him seemed to snap. Once a 
  rationalist, Strand turned to spiritualism to try and get the 
  answers he so desperately craved: what was Alvida doing 
  on the river that day and why had she lied to him? 
  Like many before him, Strand quickly became disil-
  lusioned with the mediums he encountered and took to 
  exposing their fraud instead. He still hopes to contact his 
  late wife and discover the truth, but for now he works for 
  Section M, having come to Alec Ward-Gray’s attention 
  through his contacts at Oxford.
  Appearance: Prematurely aged by the circumstances 
  surrounding his wife’s death, Strand turned from a 
  smartly-attired academic to an unshaven, unkempt 
  shadow of his former self before he found new purpose in 
  rooting out those who exploit people’s grief for their own 
  personal gain. His clothes may be a little threadbare in 
  places, but he is mostly managing to keep up appearances 
  these days, even if the dark circles under his eyes never 
  truly seem to go away. There are days when even his clos-
  est friends barely recognise him; those are the ones when 
  he is pretending to be someone else so the fraudsters do 
  not see him coming.
  STR 12 
  DEX 13 
  INT 16 
  CON 11 
  SIZ 13 
  APP 09 
  POW 13 EDU 20 
  SAN 60 
  Hit Points: 12
  Damage Bonus: +1D4.
  Skills: Anthropology 60%, Disguise 40%, Folklore 55%, 
  History 70%, Library Use 70%, Listen 65%, Occult 55%, 
  Persuade 65%, Photography 55%, Pilot (Boat) 40%, 
  Psychology 60%, Spot Hidden 65%, Teach 40%. 
  Language Skills: Danish (Own) 95%, Icelandic 60%, 
  English 50%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Kick 25%, damage 1D6+1D4.
  Lt. Iwo Nowak,  
  Mountain Warfare Expert
  Born and raised in the town of Zakopane in the Podhale 
  region of southern Poland, Nowak has spent virtually his 
  entire life outdoors and usually half way up a mountain. 
  Although during the 18th and 19th centuries his family’s 
  employment had been in the region’s ore mines, after the 
  iron had all been stripped away and urban visitors from 
  the likes of Kraków started to flock to the growing spa 
  town, they found new work above ground as mountain 
  guides and innkeepers.
  With further civic developments in the 1930s come 
  yet more tourists, and Nowak finds his skiing skills 
  in great demand. But the growing threat from Nazi 
  Germany prompts Nowak and his three brothers to join 
  the Polish Army only a few months before the invasion 
  of Poland begins. 
  Nowak is one of the lucky ones who manages to 
  escape to France with his men. His reorganised Highland 
  unit sees service in his adopted new country before 
  they are sent into Norway in April, 1940. Whilst there, 
  Nowak’s men are given a covert mission to extract a 
  Norwegian physicist, Øydis Skjelvik (p.295), who is 
  being hunted by the Germans. Nowak and his troops 
  face strangely armed opposition and are lucky to escape 
  with their lives but, thankfully, the operation proves to 
  be a success.
  Diverted to England as France teeters on the edge of 
  catastrophe, Nowak is asked to escort Dr. Skjelvik to Kent 
  where her services are required, and where he is recruited 
  into an undercover outfit known as Section M. 
  Appearance: Tall and athletic, Nowak is in almost peak 
  physical condition now that he has had a few weeks 
  to recuperate from his escapades in Norway. His ruddy 
  complexion always gives the impression that he has just 
  returned from an invigorating walk in the countryside. 
  Although he does not mind people in general, large crowds 
  make him uncomfortable, and he would much rather be out 
  in the fresh air with a few like-minded companions.
  STR 11 
  DEX 13 
  INT 15 
  CON 13 
  SIZ 16 
  APP 11 
  POW 10 EDU 15 
  SAN 50 
  Hit Points: 14
  Damage Bonus: +1D4.
  Skills: Climb 65%, Close Combat 55%, Command 45%, 
  Fieldcraft 60%, First Aid 40%, Military Doctrine 40%, 
  Navigate (Land) 45%, Pilot (Boat) 50%, Ski 55%,  
  Spot Hidden 55%, Survival (Arctic) 60%, Tactics 35%, 
  Throw 45%, Teach 20%. 
  Language Skills: Polish (Own) 75%, French 45%,  
  English 40%.
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  MAB Modèle D Pistol (Handgun) 50%, damage 1D8,  
  atts 3, base range 15 yds.
  EMP-35 (Submachine Gun) 40%, damage 1D10,  
  atts 2 or burst, base range 30 yds.
  
  Flight Lt. Duncan Ross, 
  RCAF Pilot
  Raised on his family’s farm on the prairies of Alberta, 
  Canada, young Ross is fascinated by his father’s tales of 
  flying during World War One, and always dreamed of one 
  day taking to the skies and escaping from the humdrum 
  routine of his daily farm chores. 
  Skilled with his hands and with a knack for 
  tinkering, Ross worked hard to become a bush pilot, 
  and, in the mid-1930s, took his first step towards his 
  goal when he was hired by a company to maintain 
  their bush planes (including flying boats). His easy-
  going charm and dedication soon saw him up in the 
  air, surveying the forests and wildernesses for fires or 
  delivering goods to out of the way locations.
  When war breaks out, he immediately volunteers for 
  the Royal Canadian Air Force and quickly works his way 
  up the ranks. Thanks to his varied flight experience, in 
  early 1940 Ross is chosen to become part of the teaching 
  staff on the British Commonwealth Air Training Plan (or 
  “The Plan” for short), the Commonwealth equivalent of 
  the later British Flying Schools (the Keeper’s Guide, p.259). 
  However, on his flight to the training facility at the 
  Eglington Hunt Club in Toronto, Ontario, Ross disap-
  pears during a freak storm, and the RCAF add him to 
  their list of missing pilots. However, a few days later 
  he arrives at his destination completely unaware of his 
  missing time. Instead of teaching new pilots, he finds 
  himself transferred to England and a crazy secret organi-
  sation known as Section M, where his bush piloting skills 
  are put to good use on a variety of weird and wonderful 
  clandestine missions.
  Appearance: Tough and rangy from his life on the 
  prairies and in the wilds of Alberta, Ross takes great 
  care to maintain his health so that he can cope with the 
  physical demands of flying. His thick, black hair and dark, 
  sparkling eyes hint that there may be a touch of Cree 
  ancestry in his family background somewhere. Charming 
  and friendly on the whole, Ross can be a little shy around 
  ladies, which tends to manifest itself as even more polite 
  and formal behaviour than would usually be expected 
  even of a Canadian.
  STR 14 
  DEX 14 
  INT 14 
  CON 13 
  SIZ 11 
  APP 15 
  POW 10 EDU 14 
  SAN 48 
  Hit Points: 12
  Damage Bonus: +1D4.
  Skills: Command 40%, Cthulhu Mythos 02%,  
  Electrical Repair 50%, Heavy Weapons (Machine Gun) 30%,  
  Mechanical Repair 50%, Military Doctrine 35%,  
  Navigate (Air/Sea) 50%, Parachute 40%, Pilot (Multi-
  prop) 65%, Pilot (Single-prop) 60%, Radio Operator 40%,  
  Spot Hidden 65%, Tactics 45%. 
  Language Skills: English (Own) 70%, French 40%. 
  Weapons: Fist/Punch 50%, damage 1D3+1D4.
  Webley .38/200 Service Revolver (Handgun) 40%,  
  damage 1D10, atts 2, base range 15 yds.
  Dr. Øydis Skjelvik, 
  Physicist
  Music and engineering have always been a part of Øydis’ 
  life. Her grandmother was a renowned hardingfele 
  (Hardanger fiddle) player and storyteller, although young 
  Øydis never quite believed the tale that she had learned to 
  play the instrument from a forest troll. Her grandfather and 
  father were both engineers who worked at the hydroelectric 
  power plant at Tyssedal, not far from their home village.
  Her family always encouraged Øydis to work hard 
  and practice her skills, and they were delighted when 
  she gained a scholarship to the University of Oslo to 
  study physics; they were even more delighted when she 
  graduated at the top of her class. Keeping up the family 
  association with power production, Øydis began to 
  look into novel methods of energy generation, and it is 
  this work that brings her to the attention of Nachtwölfe 
  shortly before war breaks out.
   Her refusal to join the organisation does not go down 
  well, and makes her a legitimate target for Wolff’s forces 
  when the Nazis invade Norway in April, 1940 (at least as 
  far as they are concerned). Fortunately for her, others in 
  the scientific community have also realised her value. A 
  small unit of Polish troops, commanded by Lt. Iwo Nowak 
  (p.293) is sent in to snatch her out from under the nose of a 
  crack Nachtwölfe retrieval team, led by the Norwegian mil-
  itary patrol (the forerunner of modern biathlon) champion 
  and Olympic demonstrator, Capt. Kai S. Fredriksen.
  Øydis has no idea why she has really been brought 
  to Clemens Park, although she is very grateful to both Lt. 
  Nowak and Lord Towton for getting her out of Norway. Her 
  research into some of Nikolai Tesla’s wireless energy work 
  and her personal fascination with unified field theories has 
  certainly been branded as “crackpot” by some of the more 
  respected voices in academia and, from what she sees as 
  she begins to work with Dr. Parker and his team, crackpot is 
  a very good word to describe her current situation.
  Appearance: Øydis keeps her wavy, dusty blonde hair 
  short and neat to prevent it from getting in her eyes 
  whilst she works. It also makes it easier to stuff under a 
  woollen hat when out and about in cold weather. Never 
  without a pencil (which is usually tucked behind one 
  ear as an impromptu hair slide), Øydis has a habit of 
  absent-mindedly chewing on its end or doodling strange 
  mathematical formulae on any scrap of paper or flat 
  surface she can find. Even though she has not been in 
  England long, she misses the fable-soaked mountains and 
  valleys of her childhood, and often daydreams of snow. 
  STR 13 
  DEX 12 
  INT 17 
  CON 10 
  SIZ 10 
  APP 11 
  POW 12 EDU 18 
  SAN 70 
  Hit Points: 10
  Damage Bonus: none.
  Skills: Chemistry 40%, Electrical Repair 30%,  
  Folklore 25%, Geology 30%, Library Use 65%, 
  Mathematics 65%, Mechanical Repair 40%,  
  Meteorology 25%, Perform (Hardanger Fiddle) 40%, 
  Physics 60%, Pilot (Boat) 35%, Rifle 40%, Ski 55%,  
  Spot Hidden 65%, Survival (Arctic) 40%. 
  Language Skills: Norwegian (Own) 90%, English 45%.
  Weapons: Fist/Punch 50%, damage 1D3.
  Kick 25%, damage 1D6.
  
SOURCE: textdata/thevault/Achtung Cthulhu/A!-CoC - Shadows of Atlantis/A!-CoC - SOA - Cth Pregens.pdf