TEXT: Sgt. “Ack-Ack” Jack Harvey
  Jack Harvey was a reporter for The Manchester Guardian prior to the 
  war. He started out doing opinion pieces. Jack became well known for 
  his calls for Britain to rearm in response to Nazi Germany’s aggressive 
  build up, and for firing back sarcastic barbs at his detractors.
   He volunteered in 1940, and was deployed to the western 
  desert of Africa. It was there that his power manifested. He can use 
  a submachine gun to deflect anything attacking him, from bullets 
  to artillery shells, to hand grenades. The gun “fires” and the shells 
  explode, though no bullets are actually used. 
  After his power manifested, his background as a reporter brought 
  him to the attention of SSO-M, who recruited him.
  Attributes: Agility d8, Smarts d6,  
  Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Investigation d8, Notice d6,  
  Persuasion d8, Shooting d8, Stealth d4
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6
  Hindrances: Big Mouth, Curious, Loyal
  Edges: Arcane Background (Super Powers)
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1),  
  Webley .38/200 Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1), 
  Thompson Submachine Gun (12/24/48, 2d6+1,  
  RoF 3, Shots 50, AP 1, Auto), No. 36M Hand Grenade (5/10/20, 3d6, 
  Medium Burst Template).
  Super Powers
  •	 Deflection (5): Level 6; requires a machine gun.
  Lt. James “Matilda” Newland
  James Newland is a quiet man. Bullied in school and physically 
  abused by his father, much of his childhood was spent disappearing 
  from sight, hiding from his tormentors and retreating into his own 
  world. After graduating from university, his dream job posted him 
  in the Australian Outback for eight years as a geologist. When his 
  nation called for able-bodied men to join the fight against the Nazis, 
  James was overcome with patriotism and enlisted in the Australian 
  Army. His education fast-tracked him into an officer’s commission.
  James’ power appeared in the North African desert. Fighting 
  alongside a regiment of British Matilda tanks, James was struck by 
  machine gun fire that simply bounced off him. His prayers as a young 
  boy—that he could laugh in the face of his abusers—were answered. 
  The men around him joked that he was harder to penetrate than the 
  Matilda tanks accompanying him. Since the tanks’ name was reminis-
  cent of “Waltzing Matilda”, the song closely associated with Aussie 
  troops, the British soldiers started calling him “Lt. Matilda”. He’s not 
  crazy about the nickname, but he doesn’t try to stop it.
  Although trained as a geologist, James has some understanding 
  of archaeology as well. There are some very strange and disturbing 
  things hidden in the Outback, and James had his own brush with the 
  Mythos. SSO testing uncovered this aspect of James’ background, 
  making him an excellent candidate for SSO-M.
  Attributes: Agility d6, Smarts d10,  
  Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d6, Investigation d6, Knowledge (Archaeology) 
  d6, Knowledge (Mythos) d4, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7 (2); Sanity: 4
  Hindrances: Cautious, Loyal, Overconfident
  Edges: Arcane Background (Super Powers)
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1), Webley .38/200 
  Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1), Thompson 
  Submachine Gun (12/24/48, 2d6+1, RoF 3, Shots 50, AP 1, Auto), 
  No. 36M Hand Grenade (5/10/20, 3d6, Medium Burst Template).
  Super Power
  •	 Armor (5): AP 2 (Heavy).
  
  Cpl. Hugh “The Plumber” 
  Mackenzie
  Hugh Mackenzie graduated trade school as a plumber. He fancied 
  himself an inventor, but his devices never amounted to anything. 
  Half-finished projects littered his flat. Although mechanically 
  inclined, his designs were always too over-reaching and too compli-
  cated to be practical.
  He was conscripted into the army when war broke out. He found 
  himself working on tanks in the North African desert, far away from 
  his native Glasgow. During an advance on Rommel’s forces, Hugh was 
  moved up to the front line to repair some tanks that were breaking down 
  in the heat. While with the tanks, Hugh survived an attack by a strange 
  band of masked Nazis, Nazis he later learned were part of Black Sun.
  Days after the attack, during some down time, Hugh started 
  tinkering with some scraps as a way to calm his nerves. He ended 
  up building an air conditioning unit, which was a welcome sight for 
  those around him. When it was discovered that the unit only worked 
  for Hugh, people started to suspect that there was more to Hugh’s 
  machine than just inspired plumbing. Hugh was sent for Talent eval-
  uation and training. His encounter with Black Sun brought him into 
  contact with SSO-M.
  Hugh has since turned his air conditioning unit into a portable 
  Freeze Ray projector. He also created a Universal Translator.
  Attributes: Agility d6, Smarts d6,  
  Spirit d10, Strength d6, Vigor d6
  Skills: Fighting d6, Repair d8, Notice d6, Shooting d8, Stealth d6, 
  Throwing d4
  Charisma: -1; Pace: 6; Parry: 5; Toughness: 4; Sanity: 7
  Hindrances: Habit (perspires all the time), Loyal, Small
  Edges: Arcane Background (Super Powers)
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1),  
  Webley .38/200 Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1), 
  Lee-Enfield Mk.III Rifle (24/48/96, 2d8, Shots 10,  
  AP 1, Snapfire), No. 36M Hand Grenade (5/10/20, 3d6, Medium Burst 
  Template).
  Super Powers
  •	 Paralysis (3): Range 12” Device, Contrail.
  •	 Omni Super Skill (2): 2 levels, device, can only be used in 
  Languages.
  Sgt. Edward “The Gecko” Bell
  Sgt. Ed Bell is a career infantryman in the U.S. Army. Bell, a native 
  Texan, excels in small arms, but he has yet to see actual combat as he 
  joined the army in the inter-war period. 
  Ed’s ability manifested in late 1941 after a visit to his camp by 
  a small group of British Talents. There seemed to be no hardship or 
  distress involved. Ed simply wanted to become a Talent, and the next 
  thing he knew, he was one. It was only later, when he encountered 
  Section Two psychologists, that Ed’s repressed memory about falling 
  out of a tree and breaking his arm as a child returned to him. A fear 
  of heights almost got the better of him during the obstacle course 
  in basic training, but Ed managed to muddle through. Now that his 
  power has manifested, Ed’s fear of heights is no more.
  Besides the manner of his manifestation, Ed had the people at 
  Section Two scratching their heads as to what to do with him. His 
  ability is an odd fit. He can climb any surface, as though his hands 
  and feet were sticky. While an interesting power, to be sure, it is of 
  limited use on the field of battle. He scored high on Section Two’s 
  aptitude test for “mental toughness.” With no one chomping at the 
  bit to pick him up immediately (other than the OSS, the perennial 
  “take what you get” branch), Section Two transferred Ed into its 
  Majestic division.
  Attributes: Agility d6, Smarts d6,  
  Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Communications) d4, Notice d6, 
  Shooting d8, Stealth d8, Throwing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6; Sanity: 5
  Hindrances: Bad Eyes (Minor), Heroic, Loyal
  Edges: Arcane Background (Super Powers), Brawny,  
  Danger Sense
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1),  
  Webley .38/200 Service Revolver (12/24/48, 2d6+1,  
  Shots 6, AP 1), Lee-Enfield Mk.III Rifle (24/48/96, 2d8,  
  Shots 10, AP 1, Snapfire), No. 36M Hand Grenade (5/10/20, 3d6, 
  Medium Burst Template).
  Super Powers
  •	 Speed (4): Pace 24; -1 to those who attack; contingent with 
  Wall Walker.
  •	 Wall Walker (1).
  
  Sgt. John “The Stinger” 
  Sinton
  John Sinton, heavyweight boxer with 12 career knockouts, knew to 
  get out of the profession before he took too many concussions and 
  before the mob started leaning on him to throw fights. He was just 
  slightly too late on the latter score, winning his last bout instead of 
  losing like he was told. Before the mob could catch up to him, he fell 
  into the arms of Uncle Sam and joined the U.S. Army. He had just 
  cleared basic training when the Japanese attacked Pearl Harbour. The 
  angry boxer put on his boxing gloves and did some shadow boxing 
  the night he heard of the attack. He ended up throwing a punch at a 
  door. One little complication: the door was that of a disliked sergeant 
  some 40 feet (12m) down the hall. 
  John received Majestic clearance simply because someone in 
  Section Two requisitioned an additional Talent to go on the Vågsvåg 
  mission. He knows nothing of the Mythos, but that’s about to change.
  Attributes: Agility d6, Smarts d4,  
  Spirit d6, Strength d10, Vigor d8
  Skills: Boating d4, Fighting d10, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 6; Sanity: 5
  Hindrances: Enemy (The Mob), Mean, Vengeful (Major)
  Edges: Arcane Background (Super Powers)
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1),  
  Webley .38/200 Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1), 
  Thompson Submachine Gun (12/24/48, 2d6+1, RoF 3,  
  Shots 50, AP 1, Auto), No. 36M Hand Grenade (5/10/20, 3d6, 
  Medium Burst Template).
  Super Powers
  •	 Attack Melee (5): Range 12” Str +2d6, AP 2; must punch the 
  air, requires boxing gloves.
  Cpl. Bill “The Dartsman” 
  Robinson
  Bill Robinson is a bus driver from Liverpool. He is also an excellent 
  darts player, winning several local and regional tournaments. His 
  Talent showed up during training in early 1941. Bill can throw objects 
  with eerie precision, far in excess of what he could do while playing 
  darts. Some of his abilities—like listening—suddenly became a whole 
  lot better.
  Bill was deployed with No. 4 Commando after his Talent training, 
  and was wounded on a raid in France. He has since recovered from 
  his wounds and is back in action. He saw some strange things (the 
  exact nature is up to the player) during one of those raids, which re-
  sulted in him being pulled into SSO-M as a rare Mythos-aware Talent. 
  Attributes: Agility d8, Smarts d6,  
  Spirit d6, Strength d6, Vigor d8
  Skills: Driving d8, Fighting d8, Notice d10, Shooting d8, Stealth d6, 
  Throwing d12
  Charisma: -6; Pace: 6; Parry: 6; Toughness: 6; Sanity: 5
  Hindrances: Bloodthirsty, Loyal, Ugly (Scar)
  Edges: Arcane Background (Super Powers)
  Gear: Fairbairn-Sykes Fighting Knife (Str+d4, AP 1),  
  Webley .38/200 Service Revolver (12/24/48, 2d6+1,  
  Shots 6, AP 1), Lee-Enfield Mk.III Rifle (24/48/96, 2d8,  
  Shots 10, AP 1, Snapfire), No. 36M Hand Grenade (5/10/20, 3d6, 
  Medium Burst Template).
  Super Powers
  •	 Super Skill (5): Notice +2 Steps, Throwing +3 Steps.
  
SOURCE: textdata/thevault/Achtung Cthulhu/Achtung! Cthulhu (SWADE)/Elder Godlike (SWADE)/Achtung! Cthulhu - Elder Godlike - SW Pre-gens.pdf