Kwinn (deceased) Strength Agility Intellect Willpower 9c 5b 5d 8d Hand Size: 4 (25) Edge: 2 Powers: (none) Equipment: .30 Cal Browning Machine Gun (a): his signature weapon, this heavy duty machine gun allows Kwinn to easily establish fire superiority in most minor skirmishes. He can use it to inflict damage as per a +5 weapon in a short, controlled burst, or per a +6 weapon in a fully automatic hail of lead. He also carries enough ammunition on him to survive about ten exchanges of sustained, full auto fire. Knife (s): supplementing his main implement of destruction, this weapon comes in handy when Kwinn can't be raising a ruckus with his .30 Browning. Made from titanium steel (strength 15 material), this knife can be used to cut through objects of like material strength, and in Kwinn's hand this blade will inflict damage as any other +2 weapon would to living beings. Hindrances: (none) Skills: Archery (a): Kwinn's is very good with firearms, but he's also just as effective in the use of a bow. Whether he wields a long bow, short bow, compound bow, or even a crossbow, Kwinn may do so at one difficulty level lower than is usually required. While blowing away a target with a gun is much easier, when you get down to it, using a bow on him is simply more elegant. Boxing (s): a master of various weapons, Kwinn is nonetheless quite good in bare-knuckled brawls as well. In unarmed melee, Kwinn has the ability to divide his pre-cardplay action score between two separate melee attacks, the last of which will occur as a contingent action. Of course, he also gains the ability to make these assaults at a reduced difficulty level. Demolitions (a): in addition to his exceptional combat skills, Kwinn knows a whole lot about blowing things up. Whether he's trying to destroy a vehicle or a structure, Kwinn knows the best placement of an explosive device for maximum effect. Sometimes this is just to destroy evidence, but often the use of this skill is the major objective of some contract or another. Languages / English, Finnish, French, German, Russian, and various Inuit dialects (i): a mercenary working for global clientele, Kwinn has found it necessary to master various tongues as a general matter of course. He can fluently speak the languages detailed here, and it is likely that the man can actually converse (or at least understand) several more than are listed here. Marksmanship (a): though this may be considered a given, Kwinn really knows his way around guns. Whether he has a standard, semi-automatic, or fully automatic rifle or pistol in hand, Kwinn may use it at one difficulty level lower than would otherwise be necessary. Furthermore, he can use more exotic weapons, such as harpoon guns, with a similar bonus. Survival (w): Kwinn is one tough cookie. He has demonstrated the ability to get by in virtually any climate while in the execution of a contract. Whether it be cold Arctic tundra, dry Saharan desert, or even damp Amazonian jungle, Kwinn can get by for significant periods of time on just his wits - he can easily scrounge up food, water, clothing, and shelter if need be anywhere on the earth. Wrestling (s): the simple truth is that the man is strong and fast - and can take full advantage of these traits. As such, if he damages an opponent in unarmed melee, Kwinn (if he passes an average difficulty Strength (strength) action, can hold his current foe. Every additional exchange that he can maintain this hold (by passing a like action), Kwinn can inflict the same amount of damage. Calling: Soldier, sometimes sprinkled with Vengeance: Kwinn is a professional through and through, and in all of his odd jobs, he conducts himself in a professional, honorable fashion. However, he sometimes loses his personal battle with the 'weasel spirit', and will go out of his way to make someone's life a living hell for crossing him - after the job's done, of course. Costume: While in the field, Kwinn prefers to wear brown khaki outfits, regardless of the surroundings. For instance, his jungle wear consists of a brown, collared T-shirt, long brown, khaki shorts, a brown leather belt, and brown leather boots. Regardless of his surroundings, Kwinn's uniform will always be complemented by various pouches, holsters, and his trademark, weasel-skull necklace. Personality: Kwinn is a rock-solid, deeply trustworthy kind of guy. Oh sure, he may not necessarily work for the nicest people, but he always gets the good jobs because his reputation for decency and absolute adherence to the terms of his contracts precedes him. Of course, being highly principled, he has no qualms about taking his vengeance on an unscrupulous employer once his contract is complete... Real Name: Kwinn (probable alias, though this has yet to be determined) Occupation: mercenary Legal Status: Citizen of unknown nationality with a criminal record in various countries Marital Status: single Alias(es), if any: K. Winn Group Affiliation: none Height: 6' 10" Hair: black Eyes: brown Weight: 260 lbs. Other Distinguishing Characteristics: none Story: Most of Kwinn's history is rather obscure, in that he rarely reveals anything about himself. However, it is widely known that he is a mercenary of the highest order, having been in the employ of numerous intelligence agencies throughout his career. Furthermore, his personal work ethic of never revealing anything about his former employers keeps him in their employ time and time again. A lot of his personal information first came to light when, upon taking a contract from the Soviet government, Kwinn had a run in with a four man squad of Joes: Breaker, Scarlett, Snake-Eyes, and Stalker. They were investigating the demise of an Arctic research team, and ran afoul of the Eskimo mercenary after he raided a similar Soviet facility nearby (relatively speaking, that is). After he stymied the Joes several times in the course of executing this contract, while nonetheless refusing to kill them if he could help it, Kwinn managed to earn their respect several times over. In fact, he gave them the means of completing their mission while sticking to the exact wording of his contract with the Soviets, who the Joes ultimately caught up with - and subsequently gave a very, very bad day. Soon after fulfilling this contract, the recovery of a Soviet ultra-low frequency 'fear wave' transmitter, Kwinn sold the plans to said device (also in the Soviet compound) to the one and only Cobra Commander. Having exceptional interest in such technology, the man would subsequently build the technology into his Terror Drome bases, but that would be years down the road. Nonetheless, now that Cobra was aware of his existence, the group hired Kwinn on for a contract of their own soon after, that being the delivery of a batch of missile guidance chips to the Baroness in Sierra Gordo. Accompanied by Scar-Face, the Cobra courier, and Dr. Venom, Cobra's chief scientist, he managed to fulfill his contract despite the interference of several Joes and the treachery of Dr. Venom. However, once the chips (and a deadly, engineered plague) were delivered to the Baroness, she deemed both Kwinn and Dr. Venom expendable, so she and Scar-Face destroyed the island bunker where they (and Snake-Eyes) were brawling. Of course, the trio managed to escape this certain doom, though Dr. Venom's treachery repeatedly put both Kwinn and Snake-Eyes in mortal peril. The situation escalated until their escape from Sierra Gordo to Miami in a stolen airplane, at which point Kwinn and Snake-Eyes were arrested for crashing a stolen plane in a public beach; Venom himself got away thanks to a small army of Cobra lawyers. Once they managed to get out of jail, Kwinn and Snake-Eyes vowed vengeance on Dr. Venom, and proceeded to his 'secret' hideout in New York City. Of course, once they invaded the place, the two were captured by a bevy of Cobra operatives after beating on Dr. Venom for awhile, and placed in experimental, mind-controlling S.N.A.K.E. armor suits. These suits were subsequently used against the G.I. Joe team in an all-out assault on their Fort Wadsworth headquarters - at least until Kwinn and Snake-Eyes managed to shrug off the suits' mind control circuitry. At this point, Kwinn pursued Dr. Venom again, blind with fury until he defeated the man at last. He would've killed the vile man by shoving a live grenade down his throat but, at the last minute, Kwinn lost his thirst for vengeance, and decided to let the man live. However, ever treacherous, Dr. Venom then shot Kwinn in the back with his luger, though Kwinn ultimately got the last laugh. You see, Kwinn never put the pin back in the grenade he was going to use to kill Dr. Venom, and as he died, he dropped the explosive at the villain's feet, killing him mere instants after his own demise. After the conflict at hand ended, Snake-Eyes managed to respect his fallen friend by giving him a proper Eskimo burial at sea - while Dr. Venom was buried in an unmarked mass grave somewhere in New York City...