Beach-Head F A S E R I P Res Pop Ex 20 Gd 10 Ty 6 Ex 20 Gd 10 Ex 20 Rm 30 Gd 10 Sh 0 Health: 56 Karma: 60 Origin: Like just about all of his fellow Joes, Wayne is a normal human, lacking in super human powers of any sort. He has no magic powers, psionic skills, or anything else to help him in the fight against Cobra - just an indomitable will, a high pain tolerance, and of course a whole lot of high tech military gear. Known Powers: (none) Equipment: Binoculars: handy for spying on people, places, and things at a great distance, Wayne carries these with him on most missions. Wayne can use them to spot anybody up to a mile distant (40 areas), assuming that there's nothing blocking his line of sight view of the target in question. Grenades: whenever he's on a mission for the Joes, Wayne typically carries at least two XJT Baseball grenades on his person. He can use these grenades to inflict Remarkable (30) Edged Attack damage to everything within the area they detonate in - and can throw them with a three area range. Handguns: Wayne usually carries two Colt M1911A1 handguns on him during missions, as a back-up for his primary weapons. These guns can be fired to inflict Typical (6) Shooting damage in a single shot, or Good (10) Shooting damage in a sustained, semi-auto burst of lead. Knife: naturally, Wayne carries a blade on him whenever he's in the field, for you never know when you'll need a sharp edge. He can use this knife, made from Incredible (40) m.s. materials, to cut through items of like m.s. Furthermore, he can use it to inflict Edged Attack damage in melee. Submachine Gun: Wayne usually has at least one of these handy, which inflicts Typical (6) Shooting damage in a single shot, +1 CS in a small burst, and +2 CS in a full-auto spread. He also occasionally carries a curious, Joe-issue 'double gun' which is a +1 CS version of his regular sub's. Quirks: High Pain Threshold: it has been noted on several occasions, usually by Wayne himself, that he has a high tolerance for pain. As such, he should receive a +1 CS to any FEAT roll required to resist pain attacks, to break under torture, or even when checking for the effects of fatigue. Talents: Demolitions: highly trained in the use of explosive devices, Wayne has even earned the right to wear the Master Explosives Ordnance Disposal badge. As such, he should receive a +1 CS on any FEAT roll required of him when trying to arm (or disarm) any manner of explosive / demolition device. Guns: one of those skills inherent to military training, this talent represents Wayne's competence with all kinds of firearms. Whether he's using a standard, semi-automatic, or fully automatic rifle or pistol, Wayne may do so as though his Agy score was +1 CS higher than is listed above. Martial Arts types B and C: highly skilled in various survival skills, Wayne can even fight well when completely unarmed. He should receive a +1 CS on any Dodge, Escape, Grapple, or other unarmed melee strike maneuver he attempts in combat. Military / United States: the source of all Wayne's other skills, this 'origin' talent also has its practical uses. It describes Wayne's inherent understanding of military protocols and procedures, and gives him the skills necessary to lead fighting men into battle if he must. Skill / Knives: knowing that you have to maintain sound discipline on recon missions, Wayne has learned how to fight with knives - his spike-knuckled trench knife collection is almost as big as Snake-Eyes'! Wayne can resolve knife-based melee strikes at his Ftg score +1 CS. Survival: a qualified Ranger, Wayne has this skill as a general matter of course. He can basically get by in almost any environment with little (if any) tools, and knows how to scrape up enough food, water, and shelter to survive indefinitely (assuming an earth-based terrain). Teaching: for several years, Wayne was a lane instructor at the Fort Benning Ranger school, time which has taught him how to teach just about anybody anything - no matter how much they may resist his efforts. With time, Wayne can help anybody master a talent if they wish to. Contacts: As a long-standing member of the G.I. Joe team, Wayne can easily rely upon his fellows for assistance should he need it. Furthermore, as a former Ranger school instructor, Wayne has innumerable, ordinary Military contacts that he can count on for help in a pinch, if he really needs to. Costume: Wayne's original G.I. Joe field uniform consists of brown trousers with a dark green camouflage pattern dyed on, a green turtle-neck sweater, a green face mask, black leather gloves and boots, a black leather belt, and a black vest to store various items he needs on a mission. Personality: Wayne is a highly motivated individual with a large tolerance for pain. He cannot stand slackers and other people who don't try their best, and will go out of his way to push them in order to fulfill their potential. He never, ever gets angry - he sees this as a waste of time. Instead, he gets even! Real Name: Wayne R. Sneeden, grade E-6 Occupation: ranger, instructor Legal Status: citizen of the United States with no known criminal record Marital Status: single (?) Alias(es), if any: none Group Affiliation: G.I. Joe Height: 6' 1" Hair: brown Eyes: light brown Weight: 180 lbs. Other Distinguishing Characteristics: none Story: Wayne is a fourth generation military man who is very high on personal discipline. He likes marching ten miles before breakfast, he enjoys sitting in the bush for three days, waiting to ambush an opponent who may or not pass him by. Most of all, he loves pushing himself to his very limits. His policy of personal excellence helped him to win one prestigious position after another in the Army. First he became a Ranger, then an instructor at the Army's Ranger school at Fort Benning. He's earned numerous special awards due to his exacting service over the years. His exemplary performance earned him a position on the military's ever-expanding, elite G.I. Joe team, where he immediately saw combat on a mission to Cobra Island designed to rescue an errant Ripcord from a reconnaissance mission gone wrong. He fought several Cobra Eels there, alongside Wet-Suit and Hawk. After proving himself on this first mission, Wayne became a mainstay on several vital Joe operations, including the Joe team's invasion of Springfield (a Cobra front) and the Cobra Island Civil War, not to mention several of the team's highly classified 'special missions'. Wayne served with the Joe team for the long haul, only leaving them when the group was disbanded back in '94. He returned to the 'regular' Army at this time, presumably performing duties similar to those he left behind when he was first admitted to the team. Of course, this was not to last. Though the threat Cobra posed to the world had supposedly been defused, they had come back with a vengeance, and had almost taken over the whole of the United States - almost, in that there were but a handful of Joes standing in their way. After this event, Wayne was invited back onto the G.I. Joe team. His current duties involve training most of the new 'greenshirts' on the team, helping them to become as effective as the existing Joes are at the many things they do. And, since Sergeant Slaughter is now living the good life as a pro wrestler, he's helping his fellow, older Joes to KEEP in shape, as well...! Note: Oddly enough, in one alternate future timeline, Wayne's son was a member of the elite law enforcement force known as the C.O.P.S. (Central Organization of Police Specialists). Wayne's son, Wayne R. Sneeden the 3rd, worked with this group under the code-name "Checkpoint."