ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 11 [10]
Advantages: Fearlessness +2 [4]; Fit [5]
Disadvantages: Code of Honor (Enlisted man's) [-10];
Extremely Hazardous
Duty [-20]; Intolerance (Japanese) [-5]; Overconfidence [-10]
Skills: Brawling-11
[1]; Camouflage-11 [1]; Climbing-9 [1]; Diagnosis-10 [2]; Demolition-10
[1]; Driving
(Truck)-10
[1]; Engineer (Combat)-9 [1]; Electronics Operation (Communication)-10
[1]; First Aid-14 [6]; Gunner (Machine Gun)-10* [1/2]; Guns (Pistol)-8
[0]; Guns
(Rifle)-12* [1]; Hiking-9 [1/2]; Knife-10 [1/2]; Leadership-10
[1]; NBC Warfare-9 [1/2]; Physician-10 [2]; Savoir-Faire
(Military)-11
[1]; Scrounging-11 [1]; Soldier-11 [2]; Spear-10 [1]; Survival
(Jungle)-10
[1]; Swimming-11 [1]; Tactics (Infantry)-10 [2]; Throwing-9 [1]
* +1 from IQ 11
Gear: M-1911A1 pistol (Dam 2d+, SS 11, Acc 2,
1/2D 175, RoF 3~, Shots 7+1, ST 10, Rcl -2), bayonet (1d-2 cut/imp),
first aid kit, standard
infantry
gear
Note: This Joe is a
competent Army medic in the Pacific. He was nor initially
issued a firearm, but after being shot at by Japanese soldiers, acquied
a pistol (although he has yet to train with it).
ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 11 [10]
Advantages: Fit [5]
Disadvantages: Compulsive Behavior (Binge drinking) [-10];
Extremely Hazardous
Duty [-20]; Laziness [-10]; Loner [-5]
Skills: Administration-10 [1];
Brawling-11
[1]; Camouflage-11 [1]; Climbing-10 [1]; Diagnosis-12 [6];
Demolition-10 [1]; Driving
(Truck)-11
[2]; Electronics Operation (Communication)-10
[1]; First Aid-14 [6]; Gunner (Machine Gun)-10* [1/2]; Guns (Light
Automatic)-11* (1/2); Guns
(Rifle)-11* [1/2]; Hiking-9 [1/2]; Knife-10 [1/2]; NBC Warfare-9 [1/2];
Physician-10 [2]; Savoir-Faire
(Military)-11
[1]; Scrounging-11 [1]; Soldier-11 [2]; Spear-9 [1/2]; Surgery-10 [2];
Survival
(Desert)-10
[1]; Swimming-10 [1/2]; Tactics (Infantry)-9 [1]; Throwing-9 [1]
* +1 from IQ 11
Gear: Bayonet (1d-2 /cut/imp),
first aid kit, standard infantry gear
Notes: This Joe was once in
medical school but dropped out due to lack of drive and excessive
drinking. He has better skills than the average medic because of this
previous training,
Jane the Psychic Medic
Setting: WWII (Soviet)
ST: 10 [0]; DX: 10 [0]; IQ: 12 [20]; HT: 11 [10]
Advantages: Disease Resistant [5]; Healing Power 3 [9]
Disadvantages: Delusion ("I am a witch") [-5]; Enemy
(Occupying force, 6 or less) [-20]; Poverty Poor) [-15], Semi-Literate
[-5]
Quirks: Believes her power
only works on Russians [-1]
Skills: Agronomy-12 [2]; Animal Handling-12 [4]; Area Knowledge
(Home region)-12 [1]; Camouflage-12 [1]; Climbing-9 [1];
Diagnosis-10/TL3 [1]; Demolition-12 [2]; First Aid-12 [1]; Guns
(Pistol)-10* [1/2]; Guns
(Rifle)-12* [2]; Herbalist-10 [1]; Hiking-10 [1]; Knife-10 [1];
Scrounging-13 [2]; Soldier-11 [1]; Survival
(Plains)-12
[2]; Tactics (Guerrilla)-10 [1]; Throwing-7 [1/2]
* +2 from IQ 12
Psi skills: Healing-11 [2]
Gear: Mosin-Nagant M-1891/30 (Dam 7d, SS 15, Acc 11, 1/2D
800, RoF 1/2, Shots 5+1, Rcl -2), minimal first aid kit,
reduced
infantry gear.
Notes: Unlike the Joes, Jane
is a partisan, not a soldier. She grew up on a farm and inherited her
"hedge magic" from her mother. She tends to use a lot of ritual and
props (chants, herbs, etc) when treating someone, which is not a good
idea around political officers. Note that her quirk does not represent
an actual limitation on her power, but rather a mental roadblock (a
belief instilled by her mother). If she is told someone is Russian, her
power works normally. Otherwise, it fails (but still roll to see if
there is a critical failure). For GMs preferring no supernatural
elements to their campaign, drop her psionic package (healing power and
skill, single quirk); her Delusion remains) and replace with Common
Sense (or another 10 point advantage).