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The Invasion of Jericho Bay

Jericho Bay, Maine, U.S.A., 16 Apr 1945


By Dennis Detwiller, Edited by Shane Ivey

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.

Scene 1Lieutenant General Simon Bolivar


Buckner (0800 to 1100, 16 Apr 1945)

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.

GODLIKE: The Invasion of Jericho Bay

OkinawaThe Battle So Far


This island, the largest in the Ryukyu chain, was the final stepping stone for the U.S.
to the Japanese Home Islands. Seen by the Allied command as a testing ground for
Majestic, the planned invasion of Japan, it was just as vital to the Japanese, who
saw it as the last chance to defend their homeland from direct assault.
The immense Allied fleet of more than 1,500 vessels anchored off the west coast of
the island and landed their troops at 8:30 A.M. on April 1, after five days of
bombardment and suffering more than two weeks of kamikaze attacks. U.S. Marine
and Army groups rapidly moved inland, seizing Kadena and Yontan airfields with
minimal resistance. The next day the Americans cut Okinawa in two by pushing to
Heanna on the east coast of the island. After a few days of consolidation, American
forces turned north and south.
The Japanese retreated to the heavily fortified Shuri line, and on April 4 the
American forces came face to face with the defenses the enemy had prepared. For
nine days, Army and Marine troops battled to capture cave complexes riddled with
Japanese command posts and machine gun nests. Artillery was brought up to
pound the Shuri line, and hundreds of mortars and even naval cannons picked at
the Japanese defenders.
On April 14th, the mysterious Yae-Take Bubble appeared, cutting off some of the
main landing ports for men and materiel and, more worryingly, possibly becoming
some sort of Talent-powered beachhead for a Japanese counter-attack. The tide of
battle on Okinawa is far from certain.

Setting Up and Replacements


Players can either create their own Talents with the GODLIKE rulebook, or grab
one of the four pre-made characters presented in the back of this scenario.
GODLIKE scenarios tend to be deadly, however, so it is recommended that players
make their own Talents, and that the four pre-generated characters are sent along
as NPCsso that if a PC Talent falls, the player can take the NPC on as a
replacement.

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.

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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.

The Stateroom and the Anomaly


Grimaldi opens the steel doors and shows the Talents into Buckners command
stateroom, a double-wide room which looks like a mess hall cleared of tables and
chairs. Instead its filled with a sand table representation of the island, marked with
push pins holding various colors and flags. Grimaldi says: Theyre here, sir.
Grimaldi does not enter, but a small man stands at the back. Lieutenant General
Buckner is a rather normal-looking man with grey hair. Hes short and stocky. He steps
forward, accepts salutes, shakes hands, places the Talents at ease, and then walks to
the table.
On the sand table, in the peninsula which juts from the center of the island of
Okinawa, a very clear line has been created, a circle of pins and twine. A Land
Navigation roll success indicates the circle is approximately three miles in diameter. It
takes up most of the Motobu Peninsula.
The circle surrounds an area marked with two pins, green and red. The red pin reads
Jpn. 3rd Inf. The green reads Mar. 6th Engineer Btn.
This, boys, Buckner says and points at the twine circle, we dont know what the fuck
this is.
Buckner is very plain and, despite his Kentucky accent, completely clipped in his
speech. The problem is obvious to anyone in the military: Huge amounts of men and
equipment need to move through that area to cut the Japanese off and staunch their
chances of counter-attack. Every moment that Bubble exists, the Japanese on the other
side of the line are gathering men, ammunition and Talents to throw at the American
lines. The Bubble is caused by a Talent power, everyone is certain, but no normal man
can enter the Bubble, and all attempts to blast a way through have failed, including
rocket attack by close air support Marine aircraft.
Buckner entertains questions. No, there are no known Japanese Talents that can cause
such an effect. No, there are no known Americans in the 6th Engineer Battalion who
have Talent powers. The entire invasion of Okinawa depends on the players making
their way into the Bubble and stopping the Talent responsible for the effect.
Up until 14 Apr 1945 at 0103, everything was proceeding as planned. Following a huge
firefight, elements of the 6th Marine Engineer Battalion had moved up to remove anti-

GODLIKE: The Invasion of Jericho Bay

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.

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Precogs and Bolivar Buckner


Any Talent with the power of precognition who touches Buckner has a sudden and
inexplicable flash. It is June 18, 1945, at 1321 when Buckner is struck by a Japanese
shell and killed instantly on a beach three miles from the ship. The vision is very
disturbing; the Talent sees it as if he were Buckner. They feel the heat and searing pain
and thennothing. This costs 1 point of Will. A Cool+Mental Stability roll is necessary.
If it fails, the precog shouts out in pain and collapses to the ground.
Precogs have a love/hate relationship with the future. The more they explain it to
others, the less likely the outcome of the events they have foreseenand, sometimes,
the more likely the outcome by other, similar means. Simply telling Buckner that he
will be killed on the beach at that date will not be enough to save him; he will find his
fate near that date in almost the same way. The only certain way is to set Buckner on
another path, one that side-steps the eventuality of death by Japanese action.
Misdirection of some other sort will be necessary to save the man. Players need to be
cleverif they even want to save Buckneror the man will certainly die (just as he did
in the real world) at 1321 on June 18.
Those known to have precognition abilities by military authorities often have an aura
of import around their every action and word. Pulling Buckner aside should be enough
to get his absolute attention. Still, what is said is vital. Be clear with the precogs player
that stating Buckner will die by enemy action is a certain way to kill the man.
If the precog is vague enough to imply something which would take Buckner from the
Pacific and back to the States, that might be enough to save him. Clever precogs will be
vague and gypsy-like; the best solution may be something like, A close loved one will
become deathly ill in June. Buckner is a hard man, but he is not made of stone, and
will make no qualms about getting back to the States in June. The player must
successfully beat Buckners 4d Command roll (no skill, just Command) with a Brains
+Lie roll. Success indicates he buys it, whatever it is.
Of course, when nothing comes of the incident (Buckners wife and children are fine in
June), the player may have a very angry lieutenant general to answer to. Buckner will
return to the theater of combat in July 1945, furious. The best option here is to simply
tell the truth: Buckner would have died if not for the misdirection. Buckner, a man who
has made a career of detecting quality in people, will understand.

The Other TalentSlider Sikowski


Cpl. Mike Slider Sikowski is a career Marine. He looks all of his 42 years. By far one
of the oldest members of the fighting forces on Okinawa, hes become used to dealing
with wet-behind-the-ears eighteen-year-olds. If he waits long enough, he has found,
they tend to die. His manner is classic Marine. He defers utterly to those in the
hierarchy above him, but is downright mean to those below him.

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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.

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Scene 2At the Bubble (1330 to 1410, 16 Apr


1945)
The players land at the shallow bay of Nago, the 6th Marines command, and then head
west along the road towards the Yae-Take Bubble in jeeps. The Bubble is visible from a
distance, swinging into view just minutes after they leave the ruined town of Nago. The
Bubble stands like a perfectly round, jet-black circular mountain, almost as if someone
cut a hole in the sky. Distances are difficult to judge due to its immense scale. It is
something like three miles wide.
As the players arrive at the line to the east of the Bubble, they find a huge force of
Marines dug in. (Buckner is taking no chancesthis could be a Japanese Talent trying
to turn the line.) As the players jeeps roll up, all the Talents feel it, a looping sickness
at the pit of their stomach, a humming and flashing glow at the edge of their vision.
The power of the Bubble is immense. Whoever has activated it is the most powerful
Talent anyone in the group has ever sensed.

The Feeling at the Bubble


The Bubble is 1.5 miles high and three miles wide, a perfectly black sphere which cuts
into the ground (digging down reveals more Bubble; there is no way under it). It goes
on and on, and thrums in Talent-Sight like a barreling freight train of power. It
vibrates in Talent-Sight so powerfully it is hard to look at for long periods, like staring
into the sun.
Though it is difficult to explain to regulars, Talents can sense other Talents through
sight alone. The power of the Bubble is unlike anything any of the Talents has seen.
Other powers are contained; sensing their extent in vague terms is plain and simple.
The Bubble has no beginning, middle or end. It has no shape in Talent-Sight. It seems
to go on and on like an infinite wall of will. Attempting to cancel the power through a
Battle of Wills is simply out of the question. A Talent wouldnt even know where to
begin to do this. It is beyond any standard Talent any of those present has ever seen.
Stranger still, any Talent looking at the Bubble knows he can step through it.

Regulars Report About the Bubble


The dug-in members of the 6th Marine division at the Yae-Take who are surrounding
the Bubble have kept a weary eye on it, just in case it is a Japanese ploy. No one knows
what it is, but many have seen stranger things in the conflict thanks to Talent action. A
hasty line has been re-dug to follow the half-moon shape of the Bubble on each side.
Pack 75s, 80 mm mortars and heavy machine gun nests have been assembled, backed
by a bevy of Shermans, some armed with flamethrowers, in preparation for a counterattack.
The regular Marines at the Bubble are in a less than jovial mood, spoiling to get the
fight over with. Cat-cries and shouts arise as the Talents arrive by jeep: Get this thing

GODLIKE: The Invasion of Jericho Bay

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.

Getting a Lay of the Land


The Bubble effectively cuts off the southern coastal road from the two captured Marineheld ports of Bise and Toguchi from the 6th Marine Division HQ at Nago. It cuts the
southern portion of the jutting Motobu peninsula in two from the Yae-Take
southwards, rendering heavy armor landings at those ports ineffective (the northern
roads are little more than dirt paths and cannot support heavy tracked vehicles). Those
vehicles and men cannot be moved up to the main line which is now moving north on
the center of the island.
The forces moving up the center of the island have slowed and nearly stopped while
large amounts of men and materiel are piling up at the ports. Securing the Motobu
peninsula featured heavily in Buckners planit was to be a hopper which could inject
huge amounts of men and armor into the fight for the northern portion of the island.
Now it is too late to change tactics. The Bubble must be opened or the line will stall.

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Did Anyone See Anything Before the Bubble


Appeared?
Moving up to the 6th Marine Division lines at the Yae-Take and asking around with a
Brains or Command skill brings up the following facts according to its width and height:
Width 2, Low: We didnt see nothing cept some damn Japs right in the center
before the Bubble popped in.
Width 3+, Low: Some Marines went up, some Japs charged, there was a
skirmish, and then the Bubble.
Width 2, Middling: Some engineers from the 6th crawled up right before it
happened, then these Japs popped out and charged. Some shots were fired. Then
the Bubble appeared.
Width 2, High: Those engineers, Im pretty sure two of them were hit by a burst
of Jap machine gun fire. One went down, the other screamed and grabbed his
stomach. There were about ten Japanese.
Width 3+, High: The engineer who got it in the chops was Pvt. Plum. They call
him Lobster Plum, cause hes a redheaded bastard from Maine. He screamed
when he was hit. We went to move up, but then blammothe Bubble. I think there
were six in the engineer squad, about 12 Japanese?

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.

About the Yae-Take


The Yae-Take are a series of twisted rocky crags, interspersed with four large
mountains covered in rough grass, some small trees and stone covering much of the
center of the Motobu peninsula. It was a death trap filled with anti-personnel wire,
mines and hidden Japanese positions, heavily dug in.
Still, the 6th Marines barreled into the area, knocking the Japanese forces for a loop.
Fighting here began on 13th of April, but with the appearance of the Bubble on the
14th fighting effectively ground to a halt.
Both of the southern peaks of the Yae-Take have vanished inside the Bubble, along
with an unknown number of Japanese defenders. The area is now eerily quiet. Only
the distant hammering of guns and the small pops of small arms fire can be heard.

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Testing the Bubble


There is an overwhelming sense of mystery and power near the Bubble. No one from
the Marine lines approaches more than a few meters near it, and almost every gun in
the area is trained on it. Talents moving up are very visible and rapidly become the
center of attention; it feels like being on stage.
Talents placing their fingers on the Bubble can spend 1 Will point and put their fingers
through it. There is an incessant tug on the extremity placed within the Bubble, which
grows the deeper the limb moves. Anyone who slips an arm in below the elbow is
slowly, unceremoniously dragged in, as if the Bubble were quicksand. Attempts to
secure the Talent being dragged ineven by superhuman strengthfail, unless they are
willing to rip the Talents arm out of his socket.
Talents dragged in eventually vanish into the Bubble, leaving weapons behind them in a
neat pile (but not clothing or items linked to Talent powers; those go through). There
are no such other piles around the Bubble. Driving a vehicle through drops the
passengers inside in a heap and an empty vehicle on the far side, three miles away.

Scene 3Through the Glass (16 Apr 1945)

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.

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Warm and Cold and Rainy . . . What?


Talents pulled into the Bubble suddenly find themselves on the ground in wet grass,
recovering from a feeling akin to being spun off a merry-go-round at high speed. It is
raining, and the sky above is dark and hung with low clouds. It is much colder, with a
fall-like temperature as it would be in much of the northern United States. The trees
and grass look European or American; they are a far cry from the lush underbrush of
the jungle islands of the Pacific. They look nothing like Okinawa. If any of the Talents
are from the northeast United States, have them make a Brains skill roll; any success
and they feel at home. The setting and plants are too familiarthey have a gut feeling
that they are in New England.

On the Other Side of the Bubble


Looking back the way they came, there is no Bubble visible. Talents who step back
towards where they believe they entered suddenly feel the power of the Bubble, and
an outstretched hand is turned back by an invisible force. The Bubble is invisible on
this side and refuses Talent entry. They are trapped on this side of the Bubble until
they find who is projecting it.
Talent powers such as Teleportation, Digging or other transportation powers that
would normally take a Talent through the Bubble simply fail to work.

Flying in the Bubble

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.

Signage and the Old Car

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,

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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.

Scene 4Swan Island and Jericho Bay


(0110 to 0330, 17 Apr 1945)

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.

The Town of Jericho Bay


Jericho Bay is a tiny town on the western shore of Swan Island which overlooks the bay
that shares its name. This village, much less than the township the sign implies, is tiny,
with less than fifty souls. The main economy of the island is fishing, eeling, gathering
shellfish and selling them on the mainland.
It is a criss-cross of a half-dozen buildings on a cliff overlooking a dock and the sea,
with two roads looping out into the wilderness of the island occasionally punctuated by
simple, boxlike houses. If not for the Japanese invasion it would be picturesque, even
on a dark, wet, night.

Bodies On the Road


The first things any players heading north on the road come across are two crumpled
bodies on the road. Most of the men from Okinawa are hardened to combat, but what
they see here upsets even the most deeply scarred veteran of the Pacific campaign. A
young woman and boy ripped apart by rifle fire lay in the road. Their bodies have been
searched (their pockets are turned out), and a series of muddy boot marks cover the
area surrounding the bodies, as if a bunch of men circled the area for awhile.
The bodies have no identification but are white and young. The girl was perhaps 14, the
boy eight or ten. Anyone viewing this must make a Cool+Mental Stability roll or lose 1
Will point.

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The Escaped Okinawan Conscript


Next they come across a skinny Japanese Okinawan conscript, a civilian forced to the
front-line fight with no training. Takeshi Oshiro is perhaps 13 years old. He is a
pathetic sight, wearing only a soaking wet light infantry jacket and rotting sandals. He
is unarmed and is terrified of everyone and everything. Any combat veteran is instantly
clear on one thing: Oshiro is no soldier. He was acting as a runner for the Japanese 3rd
Infantry Regiment when the Bubble appeared and ripped him across the world to the
United States.
He is not stupid. He figured this out, and at his first opportunity fled from the
Japanese forces. When they fired on the American girl and boy Oshiro ran into the
woods and hid in a shallow stream bed while men from the regiment searched for him.
Since the Japanese soldiers left, he has carefully watched the road.
At the first appearance of American troops Oshiro comes from the trees, saying, very
clearly in a terrified voice, NO GUN, NO GUN.
Anyone stupid enough to fire on him (with powers or scrounged weapons) should be
allowed to do so. All rolls count normally. If Oshiro is killed, a vital source of
information is lost. If the shot misses, Oshiro takes off at a run into the forest. Players
must beat his Brains+Hide of 4d with their own Sense+Sight roll to find him.
Oshiro is simply a child. Any fervor for war his mind once held has long since vanished
witnessing the relentless fighting on Okinawa. He is completely honest with the players
in the hopes of them being lenient on him. Since witnessing the vast American
invasion fleet on the first day of the invasion, Oshiro is certain that continuing to serve
the Imperial Forces is a death warrant. He will take his chances with the Americans.

Scene 4The Japanese on American Soil


The road north ceases rising and instead dips down and to the west, revealing the
steeple of a church. This is Jericho Bay, and it is occupied by a 14-member detachment
of the Japanese 3rd Infantry Regiment. Beyond it is the black ocean.

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Does Anyone Speak Japanese?


Unfortunately, young Oshiro does not speak much English. He can roll his 2d Brains
to attempt communication, but only on a height of 9 or 10 is the idea successfully
communicated in stunted English; each concept takes width 2 in minutes to
understand. But anyone who has any skill in Japanese can converse with him freely.
After he overcomes his fright he is very forthright with the players. The story he tells
is disturbing.
When it happened, his group suddenly found themselves on a nighttime road in a
strange, cold place. That group consisted of elements of the Japanese 3rd Infantry
Regiment, 14 men, plus Oshiro. Those men had a light machine gun, a mortar and
various other small arms. They were attempting to move up and install a fortified
position in the Yae-Take when the event occurred.
Screaming immediately drew the groups attention. About 100 yards off the road, six
American Marines were struggling to drag one of their own to cover. That man was
gutshot and was screaming. A short firefight erupted and the Japanese forces moved
back to the tree line. The sound of screaming receded, and no further contact with
the Marines was made.
The Japanese regrouped and marched north on the road. Lights drew their
attention, and the group rapidly set up an ambush. Two white children came along
the road and were startled by the group. They were surrounded, forced to surrender,
and then searched. They had an umbrella, an all-weather lamp and a basket of food.
When the white boy made a break for the forest, he was shot. The girl was shot
shortly after, when she became hysterical and difficult to control. At this moment,
Oshiro took to the woods while the group was distracted.
The soldiers looked for him for nearly an hour before quitting and heading north on
the road. That was perhaps a day ago. Since then, Oshiro has tried to survive as best
as he could. He has also heard exchanges of gunfire and one big explosion from the
north.
The commander of the Japanese soldiers, Sergeant Major Toshiaki Maruyama, is
crazy. He will do anything to forestall the Americans or to turn the tide of the war.
Oshiro is terrified of him.
Sikowski sniffs when the group is done talking with Oshiro: Let him go, shoot him,
who cares. Were home. Lets get the hell out of here before they throw us back on
the line.

14

GODLIKE: The Invasion of Jericho Bay

General Store
(Japanese
CP)

Japanese
Mortar Team

Machine Gun
Radius of
Effect
Escaped
Townsfolk
Okinawan
Conscript

Old Car and


Sign

Bodies

Plum
Household

Players
Appear

15

Jericho Bay
and Environs

GODLIKE: The Invasion of Jericho Bay

The Japanese Flag Hanging High


Players spying on the town from the heights can see many disturbing things in Jericho
Bay, even at night. The flag of the Imperial Army of Japan flies over what appears to be
a general store lit by electric lamps, and there are bodies in the street. This is extremely
upsetting to any American seeing it. Sikowskis muted response is, I didnt sign up to
defend no goddamn fishermen from Maine. Fuck em.

Elements of the Japanese 3rd Infantry Regiment

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.

16

GODLIKE: The Invasion of Jericho Bay

Elements of the 6th Engineer Battalion, 6th Marine Division

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.

Pvt. Michael Plum, Jericho Bays Own

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.

Talent Healers and Plum

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

GODLIKE: The Invasion of Jericho Bay

Scene 5The Battle of Jericho Bay (17 Apr


1945)
The Japanese forces have taken every moment since they captured Jericho Bay to
secure the town from American counter-attack. The Japanese have failed to discover
the invisible Bubble surrounding the area, and expect to be confronted by a large force
of American reserve troops from the mainland at any moment. As far as the Japanese
are concerned, they are surrounded on all sides by a limitless supply of men, ammo and
weapons. This misconception might be used to great effect by clever Talents.

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

GODLIKE: The Invasion of Jericho Bay

How the Japanese Took the Town


The Japanese soldiers entered Jericho Bay ruthlessly, dragging sleeping people from
their beds, confronting a few startled townsfolk attempting to arm themselves, and
exchanging limited gunfire with a small contingent of men who managed to realize
what was going on before the 6th could gain control of the town. The locals found
themselves poorly matched against war veterans armed with heavy weapons.
This group of eight men of Jericho Bay (along with a few women and children,
including Timothy Gladwell), armed with shotguns and hunting rifles, retreated south
into the trees as the Japanese set up a machine gun nest at the general store and then
lobbed two mortar shells downrange at them. The captured townsfolk were herded into
the general store and into the stone cellar, overlooked by a single Japanese trooper
holding a single Japanese hand grenade. In case of a frontal assault, the trooper has
orders to grenade the dozen men and women huddled in the cellar.
Sergeant Major Maruyama sent a detachment of three men to go house to house,
covering the twenty or so structures in the town in fifty minutes, searching for
stragglers, weapons or explosivesas well as radios. When he found that all the radios
played only static, Maruyama decided that he had been sent to the United States to
secure a terrible blow to American morale, and to die in the process. Since then
Maruyamas fatalistic view has shaped the Japanese defense.
The local armed men attempted to move up on the town, and four were killed
(including Frank Gladwell, Timothys father) in a withering blast of machine gun fire.
The others in that group were scattered by a Japanese patrol of the area.
Now the fourteen Japanese soldiers have set up a solid defense, securing the center of
town at the general store (with a wide range of fire) and the boat storage field to the
northeast, where a four-man mortar team has boxed themselves in with booby-traps
and will rain hell down on each signal flare they see.

Detecting the Demolitions


Anyone observing the town at length can make a Sense+Sight roll. With a height of 5 or
more they see wiring running across the light asphalt in the middle of town. At height 7
or higher they see the wiring running back to the general store. At height 8 or higher
they see what looks like detonation plungers arrayed on the east side of the general
store porch. With cool tens they see a hunched Japanese helmet hovering in the
shadows next to the plungers.
Those who take their time can quickly determine the Japanese have wired every major
structure in the town for detonation. Getting closer (requiring a Coordination+Stealth
contest against the Japanese sentrys Sense+Sight of 3d) reveals that the structures are
wired with eight sticks of dynamite each, more than enough to level them to dust.

19

GODLIKE: The Invasion of Jericho Bay

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.

Fired Upon by Americans


At any time in the woods near the town, Talents might cross paths with the scattered,
armed townsfolk of Jericho Bay. When they do, this is by no means guaranteed to be a
good thing. Confusion reigns among the residents, who at first fire on anything in a
uniform or carrying a rifle.
Every time the Talents find themselves confronted by townsfolk, make the townsfolk
roll against their 2d Sense+Sight pool. Failure indicates they shoot; success means they
head for cover. Getting them to stay still for more than a few seconds (after what
happened when they tried to move back into town) will be difficult, if not impossible.
Only a Cool+Command roll of 7 or higher will cause them to hold their ground.

Cutting Through the Confusion


Exchanging gunfire with Americans armed with deer rifles and shotguns ranks low on
the Talents favorite things. The best way to bring a confused gun battle with terrified
townsfolk to an end is to shout something in English. Those who hunch down, take
cover, and refuse to engage the townsfolk in conversation will find a prolonged battle.
Remember, these folks are not used to firing at anything on two legs, and the sound,
smell, fear and adrenaline of exchanging gunfire will go a long way to making them
difficult to talk downespecially for Talents who choose not to make themselves known
very loudly. But saying something simple and loud such as WERE SOLDIERS! STOP
FIRING! will bring the gun battle to an instant halt.

Kids With Guns


An 11-year-old local named Timothy Gladwell, securing his slain fathers shotgun, has
taken to the woods surrounding the town. This small, terrified boy will shoot at the
slightest provocation, particularly at night, unless the Talents are extremely careful in
their approach. Timothy has taken his penchant for moving in the woods unseen
(something he has done since he was five) to spy on the town, the Japanese
emplacements and the disposition of the townsfolk.
He is a blubbering mess since his father was shot crossing the road near the town in the
short-lived counterattack by the armed men of the town. Despite all these horrors,
though, Timothy is of sound enough mind to understand the situation and what is
required of him.

20

GODLIKE: The Invasion of Jericho Bay

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

GODLIKE: The Invasion of Jericho Bay

The Plum Household


The Plum house is located on a hill in a clearing overlooking a large, stone entry-lane.
The house is shaped like a saltine box with a slanted roof and clean lines in the classic
New Englander style.
The remnants of the 6th are no fools; they have set up two sentries watching the main
points of advance to the house. Those who simply blunder into the yard are highly
likely to be shot (roll a 4d Rifle skill, Width+2 in Killing in Shock). If the Talents shout
the password BROOKLYN! they are met with the hoarse countersign, DODGERS! A
Marine pops up from behind a pile of wood and waves them over. (Any active soldier
from Okinawa will know this password.)
Inside, the house stinks of urine, feces and blood. On the hastily cleared kitchen table a
red-headed, lanky MarinePvt. Plumlies in his death-throes, attended by his mother
Imogen and his father Claude. Another three of the six Marines argue with each other
in the front rooms. Two more are on sentry duty. It is instantly obvious to Talents that
Plum is the source of the Bubble and all its effects.

How Long Will Plum Last?


This is a tough call. Anyone who makes a Brains+Medicine roll estimates Plum has
maybe a dozen hours at worst, a day or two at best. Anyone with any Medicine can tell
he is a dead man. Without a doubt, Plum will die.

Remnants of the 6th Engineer Battalion, 6th


Marine Division
Sergeant Peter Tiput from Minnesota is in command of this group. Consisting of five
able-bodied men and the mortally wounded Plum, the group was under orders to clear
an area on Okinawa of anti-personnel mines. Now, they have found themselves across
the globe, in America, along with a larger Japanese force.
For the last couple of hours, the group has hemmed, hawed and flat-out argued about
whether or not to move into the town of Jericho Bay. They are aware they are stuck in a
Bubble and that travel and radio contact to the mainland is impossible. That silenced
their most obvious choices of what to do.
It is unsurprising that Tiput has failed to take the initiative; the Talent teleportation has
thrown him and his whole team for a loop. When American Talents arrive, Tiput
immediately forks over command to them, following their orders (unless its to hurt one
of his own) to the letter. Each man of the 6th is filled with a terror theyve never known
before. It was one thing to fight and die on some nameless atoll in the vastness of the
Pacific, but another thing altogether to die on American soil. Three men in the 5th have
the following weaponry (since they were the source of the Bubble, neither they nor the
Japanese had their weapons stripped).
22

GODLIKE: The Invasion of Jericho Bay

(3) M1 Garand rifles (75 rounds of ammo).


(1) M3 Grease Gun (155 rounds of ammo).
(1) .45 pistol (30 rounds of ammo).
(1) M1 Bazooka (4 rockets).
(9) M2A1 pineapple grenades.
(1) flamethrower M1.
(2) M37 demolition kits.
Total of 16 blocks of high explosive (each has Penetration 5 and Area 5).
Total of 5 detonator assemblies.

Killing Plum? Not So Fast . . .


The choice might seem simple: Kill Plum and destroy the Bubble. However, there are
several complications. What if killing Plum does not restore the placement of the
Japanese and American forces to Okinawa? Then, the small group is left to deal with a
larger Japanese force separated from the mainland by the ocean.
More disturbingly, Plums powers seem to operate even when he is unconscious, and
the level of power seen in them dwarfs any the Talents have seen before. This effect has
been documented elsewhere on all sides of the conflictby 1945, it is well known
among the rank and file of the Allied troops. Called Mad Talent syndrome, it has
transformed people into monstrous man-eating houses immune to any attack, into the
embodiment of a Hindu god, and even into Super-Man from the funny books. Mad
Talents are extremely dangerous. Their powers dont operate in predictable ways, and
sometimes their powers seem to persist after they dieone Mad Talent is literally the
ghost of a dead soldier. Meaning the Bubble might remain permanently.
And murdering an unarmed ally, no matter how dire the situation, is the most severe
test any psyche can undergo. Any character attempting it must make a Cool+Mental
Stability roll at height 10 or at Width 3 or greater to even attempt it, and then others
will attempt to intervene. Those who somehow manage to kill Plum even with a
successful Cool+Mental Stability roll suffer a loss of all but 1 point of Will.
Finally, Plums teammates, battle-hardened Marines from the fight on Okinawa, will
not under any circumstances allow anyone to murder their injured teammate. Not with
a gun, not with an overdose of morphine. Anyone even intimating that notion will find
himself at gunpoint very quickly, no matter the argument, order or command.
Sikowski is strangely silent when looking at Plum. To Sikowski, Plums death is his
ticket to the mainland. He understands the implications and is willing to take his
chances trying to kill Plum suddenly. Hes far enough gone that he can murder the
wounded Marine without having to roll. Hell lose half his Willpower, but he can accept
that. Those who make a successful Brains roll (no skill, just Brains) notice Sikowskis
odd behavior and see a shiftiness in his manner which suggests an ulterior motive.
This success grants a boost of +1 Width to that Talent when attempting to stop
Sikowski from making his move on Plum.

23

GODLIKE: The Invasion of Jericho Bay

How It All Fits Together


Players can take many tacks on this mission. They can immediately move on the
Japanese in town, march in the direction the Marines and Plum fled, or slowly scout
the area. This is a free-form scenario, so it can run long or short. As GM your best bet
is to sketch out some beats along the way, scenes you want to put the players
through. Heres a good example I used when play-testing the mission:
1. Enter the Bubble.
2. Discover the ruined car and sign (and possibly discover the invisible Bubble
surrounding the area).
3. Discover the childrens bodies.
4. Surprised by the young Japanese conscript.
5. Short break while the PCs try to communicate with the conscript.
6. Learn of the Japanese in Jericho Bay and the Marines.
7. Head towards Plums house or towards town.
8. If the players head to town they see the Japanese flag flying. They are fired on by
Timothy Gladwell and possibly other townsfolk.
9. Spying on the town reveals a Japanese force that has wired the town for
demolition.
10. If the players head to the Plum house they find Plum and his Marine compatriots.
Plum is dying and is the source of the Bubble.
11. Gathering the remnants of the Marine force, the group can attempt to retake
Jericho Bay.
12. Resolution.
There are also wild cards available for clever GMs to use at any time. Sidowski is a
dangerous man on any side of the Bubble, and his motivation to escape the Bubble is
overwhelming; he will lie, cheat, steal and even kill to escape combat. He could slink
off at any time and muck up the players plans, which might set up a prolonged fight.
Timothy Gladwell is also a bit of a wild card. The boy might become obsessed with
sneaking off to kill the Japanese commander, drawing the American Talents behind
him.

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

GODLIKE: The Invasion of Jericho Bay

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

GODLIKE: The Invasion of Jericho Bay

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

Snapshot Precognition 5d+1wd


(Defends, Useful Outside of Combat, Robust.) Cost 2/4/8. (Extras: Fleetness of Vision, +2/4/8
[the precognitive flash is very brief, but the Will point cost to use it is reduced to 1 per die
thrown, regardless of die type]; Mothering, +1/2/4. Flaws: Mental Strain, 2/4/8; Static
Images, 2/4/8.)

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

None. All weapons are lost crossing the Bubble.

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

GODLIKE: The Invasion of Jericho Bay

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

Chucking 1d+6wd [Based on Hyperbody, Max Lift: 2 to 4 tons]


Defends, Robust, Useful Outside of Combat. Cost 1/2/4. (Extras: Tear Down [Reduce Anything
Inanimate to Component Parts], +1/2/4. Flaws: Not On or Against Anything Living, -3/6/12;
No Hit Bonus, -1/2/4.)

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

None. All weapons are lost crossing the Bubble.

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

GODLIKE: The Invasion of Jericho Bay

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

SNAKE! [Projected Hallucination 2hd; see GODLIKE page 87]


Attacks, Defends, Robust, Useful Outside of Combat. Cost 5/10/20.

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

None. All weapons are lost crossing the Bubble.

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

GODLIKE: The Invasion of Jericho Bay

U.S. Marine Corps Private Richard Meat Randazzo, Rifleman


BODY 3 [10d with Hyperbody], COORDINATION 2, SENSE 2,
BRAINS 2, COMMAND 2, COOL 4, BASE WILL 17

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

None. All weapons are lost crossing the Bubble.

Personality

Randazzo is a loud, brash, outspoken Italian-American from Providence, Rhode Island. He


defers to authority but always has a smirk on his face. He will not reveal what his nickname
means, but gleefully shows off his strength, fairly confident none will be able to match him. He
is consistently loaded up with beef jerky and tins of beef stew, just in case his powers begin to
fail. His greatest shame is the truth of his powerhow naturally limited it isand he lives in
fear of a day when he might run out of food and become just another Joe.

29

GODLIKE: The Invasion of Jericho Bay

NPCU.S. Marine Corps Corporal Mike Slider Sikowski


BODY 2, COORDINATION 2, SENSE 3,
BRAINS 2, COMMAND 2, COOL 3, BASE WILL 6

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

None. All weapons are lost crossing the Bubble.

30

GODLIKE: The Invasion of Jericho Bay

Japanese Forces
Average Imperial Soldier

BODY 2, COORDINATION 2, SENSE 2,


BRAINS 2, COMMAND 1, COOL 2, BASE WILL 3

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

Rifle Type 38 (Slow 1, Width+2 in Killing and Shock).


Type 96 machine gun (Width+2 in Killing and Shock, 3d Spray).
Model 91 grenade (Width+1 Killing and Shock, Area 2d, Penetration 3).
70 mm Mortar Model 11 (Width+2 in Killing and Shock, Area 2d, Slow 2, Penetration 2).

Sergeant Major Toshiaki Maruyama, Commander of Japanese Forces in Jericho Bay


BODY 2, COORDINATION 2, SENSE 1,
BRAINS 2, COMMAND 3, COOL 3, BASE WILL 5

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

Nambu pistol (Width in Killing and Shock).


Katana (Width+2 in Killing).

Takeshi Oshiro, Japanese Conscript (13 Years Old)


BODY 1, COORDINATION 2, SENSE 3,
BRAINS 3, COMMAND 1, COOL 1 , BASE WILL 2

Skills

Climbing 2 (4d), Farming 1 (4d), Language [Japanese] 3 (6d), Running 3 (4d), Stealth 3 (5d).

31

GODLIKE: The Invasion of Jericho Bay

Jericho Bay Townsfolk


Average Townsperson

BODY 2, COORDINATION 2, SENSE 2,


BRAINS 2, COMMAND 2, COOL 2, BASE WILL 4

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

Rifle (Slow 1, Width+2 in Killing and Shock).


Shotgun (Damage: [Slug] W+2 in Killing and Shock, [Shot] Width+1 Killing and Shock; 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).

Timothy Gladwell, American Orphan (11 Years Old)


BODY 1, COORDINATION 3, SENSE 3,
BRAINS 2, COMMAND 1, COOL 1, BASE WILL 2

Skills

Climbing 1 (4d), Fishing 1 (3d), Language [English] 2 (4d), Running 1 (2d), Rifle 1 (4d), Stealth
2 (5d).

Weapon

Double-barrel shotgun (Width+1 Killing and Shock).

32

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