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| Alpino (Mountain Infantryman) 80 pointsSee p. WGL22. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 12 (20). Advantages Fit (5) and 25 points in National Advantages (see above). Alpini may take +1 ST (10) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX (2)-11; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Light Auto) (DX/E) DX (1)-11; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Hiking (HT/A) HT (2)-12; Jumping (DX/E) DX (1)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Stealth (DX/A) DX-1 (1)-10; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Survival (Mountain) (Per/A) Per (2)-11. Background Skills Spend 4 points on any of Area Knowledge (any), Carousing, Cooking, Explosives/TL6 (EOD), Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Pistol), or Savior-Faire (Military), all (Easy); Administration, Animal Handling (Equines), Electronics Operation (Communications), Forward Observer/TL6, Gambling, Intimidation, Packing, Streetwise, or Teamster (Equines), all (Avg); Skiing, or Telegraphy (accented) (4) Armor Crewman 73 pointsSee p. W73. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Armoury/TL6 (Vehicular) (IQ/A) IQ (2)-11; Driving/TL6 (Automobile or Tracked); Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-10, First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Cannon) (DX/E) DX (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Light Auto) (DX/E) DX (1)-11; Guns/TL6 (Rifle) (DX/E) DX (1)-11; Hiking (HT/A) HT-1 (1)-10; Melee Weapon (Knife) (DX/E) DX (1)-11; Mechanic/TL6 (Gasoline Engine) (IQ/A) IQ-1 (1)-10; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Throwing (DX/A) DX-1 (1)-10. Secondary Skills Brawling (DX/E) DX+1 (2)-12; Camouflage (IQ/E) IQ (1)-11; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; Jumping (DX/E) DX (1)-11; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Stealth (DX/A) DX-1 (1)-10; Survival (any) (Per/A) Per-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Background Skills Spend 4 points on any of Area Knowledge (any), Carousing, Cooking, Explosives/TL6 (EOD), Guns/TL6 (Pistol), Savior-Faire (Military), or Swimming all (Easy); Administration, Armoury/TL6 (Small Arms), Boating/TL6, Climbing, Driving/TL6 (Motorcycle), Forward Observer/TL6, Freight Handling, Gambling, Intimidation, Riding (Horse), or Streetwise, all (Avg) or Telegraphy (accented) (4). Artilleryman 55 pointsSee p. W74. Attributes ST 12 (10); DX 10 (0); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Veteran artillerymen may always take Hard of Hearing (-10) as part of their National Disadvantages. Primary Skills Armoury/TL6 (Artillery) (IQ/A) IQ-1 (1)-11; Camouflage (IQ/E) IQ (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Cannon) (DX/E) DX+1 (2)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Gunner/TL6 (Mortar) (DX/E) DX+1 (2)-11; Guns/TL6 (Light Auto) (DX/E) DX (1)-11; Guns/TL6 (Rifle) (DX/E) DX (1)-11; Hiking (HT/A) HT-1 (1)-10; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Throwing (DX/A) DX-1 (1)-10. Secondary Skills Brawling (DX/E) DX+1 (2)-12; Climbing (DX/A) DX-1 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Forward Observer/TL6 (IQ/A) IQ-1 (1)10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (any) (Per/A) Per-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10; Swimming (HT/E) HT (1)-11; Teamster (Equines) (IQ/A) IQ-1 (1)-10. Background Skills Spend 4 points on any of Area Knowledge (any), Carousing, Cooking, Gunner/TL6 (Rocket Launcher), Guns/TL6 (Pistol), Jumping, Parachuting, or Savior-Faire (Military), all (Easy); Administration, Armoury/TL6 (Small Arms), Driving (Automobile, Construction Equipment, or Tracked), Electronics Operations/TL6 (Communications), Gambling, Riding (Horse), Explosives/TL6 (EOD), Mechanic/TL6 (Gasoline Engine), Stealth, Streetwise, or Traps/TL6, all (Avg); Mathematics/TL6 or Skiing, both (Hard); or Telegraphy (accented) (4). Bomber crewman 70 pointsSee p. W82. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills First Aid/TL6 (IQ/E) IQ (1)-12; and one of these crew positions 1. Piloting/TL6 (Heavy Airplane) (DX/A) DX+2 (8 points)-13. 2. Navigation/TL6 (Air) (IQ/A) IQ+2 (8 points)-13. 3. Electronics Operation/TL6 (Communications) (IQ/A) IQ+2 (8 points)-13. 4. Gunner/TL6 (Bombs or Torpedo) (DX/E) DX+3 (8 points)-14. 5. Gunner/TL6 (Machinegun) (DX/E) DX+3 (8 points)-14. 6. Mechanic/TL6 (Propeller Plane Engine) (IQ/A) IQ+2 (8 points)-13 Secondary Skills Armoury/TL6 (Vehicular) (IQ/A) IQ (2)-11; Brawling (DX/E) DX (1)-11; Explosives/TL6 (EOD) (IQ/A) IQ-1 (1)-10; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+1 (2)-12; Scrounging (Per/E) Per (1)-11; and invest two points in each of two crew-position skills other than the primary one (4). Exception An Electronics Operation (Communications) specialist (i.e. Radio operator) should take Telegraphy (accented) (4) as one of his 2-point secondary skills. Background Skills Spend (7) on any primary skill not already selected, or any of Area Knowledge (any), Bicycling, Carousing, Gunner/TL6 (Cannon), Guns/TL6 (Light Auto), Melee Weapon (Knife), Parachuting, Savior-Faire (Military), or Swimming, all (Easy); Administration, Driving/TL6 (Automobile or Motorcycle), Electronics Operation/TL6 (Sensors), Gambling, Meteorology/TL6 (Earthlike), Photography/TL6, or Survival (any), all (Avg); or Telegraphy (accented) (4). Cavalryman (Polish) 82 pointsSee p. WDWE25. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Animal Handling (Horses) (IQ/A) IQ-1 (1)-10; Camouflage (IQ/E) IQ (1)-11; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Jumping (DX/E) DX (1)-11; Melee Weapon (Broadsword) (DX/A) DX (2)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Lance) (DX/A) DX-1 (1)-10; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Riding (Horse) DX/A) DX+1 (4)-12; Soldier/TL6 (IQ/A) IQ+2 (8 points)-13; Stealth (DX/A) DX (1)-10; Throwing (DX/A) DX-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ (2)-11; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (Plains or Woodland) (Per/A) Per-1 (1)-10. Background Skills Spend 3 points on any of Bicycling, Area Knowledge (any), Carousing, Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Pistol), Leatherworking, Savior-Faire (Military) or Swimming all (Easy); Administration, Cooking, Driving/TL6 (Automobile), Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, Intimidation, Packing, Streetwise or Teamster (Equines), all (Avg); or Telegraphy (accented) (4). Cavalryman 76 pointsSee p. WGL23. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Animal Handling (Horses) (IQ/A) IQ-1 (1)-10; Camouflage (IQ/E) IQ (1)-11; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-11; Melee Weapon (Broadsword) (DX/A) DX (2)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Riding (Horse) DX/A) DX (2)-11; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX (1)-11; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (any) (Per/A) Per-1 (1)-10; Swimming (HT/E) HT (1)-11. Background Skills Spend 4 points on any of Area Knowledge (any), Carousing, Gunner/TL6 (Mortar), Guns/TL6 (Pistol), Leatherworking, or Savior-Faire (Military) all (Easy); Administration, Cooking, Driving/TL6 (Automobile), Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, Intimidation, Melee Weapon (Lance), Packing, Streetwise or Teamster (Equines), all (Avg); or Telegraphy (accented) (4). City Fighter 86 pointsSee p. WDWE26. Attributes ST 10 (0); DX 11 (20); IQ 12 (40); HT 12 (20). Advantages A total of 25 points in National Advantages (see above) or appropriate civilian advantages. May always take Contacts as part of their National Advantages. Disadvantages Enemy (Occupying forces, 6 or less) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Appropriate civilian skill) (IQ/A) IQ (2)-12; Area Knowledge (Home City) (IQ/E) IQ+1 (2)-13; Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Camouflage (IQ/E) IQ+1 (2)-13; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Scrounging (Per/E) Per (1)-12; Soldier/TL6 (IQ/A) IQ (1)-12; Stealth (DX/A) DX (2)-11; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ (2)-12. Secondary Skills Climbing (DX/A) DX-1 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ (2)-12; First Aid/TL6 (IQ/E) IQ (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-11; Survival (Urban) (Per/A) Per-1 (1)-11. Background Skills Spend 5 points on any of Area Knowledge (Sewers), Bicycling, Brawling, Gunner/TL6 (Cannon, Machinegun, or Mortar), Guns/TL6 (Grenade Launcher, LAW, or Light Auto), or Swimming, all (Easy); Acting, Architechture/TL6, Boating/TL6 (Unpowered), Cooking, Driving/TL6 (Automobile or Motorcycle), Explosives/TL6 (EOD), Hiking, Intimidation, Merchant, NBC Suit/TL6, Riding (Horse), Shadowing, Streetwise, or Teamster (Equines) all (Avg); German (Accented) (4) or Telegraphy (accented) (4). Combat Engineer 95 pointsSee p. W78. Attributes ST 11 (10); DX 11 (20); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Combat Engineers may always take Fearlessness (2/level) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-10; Engineer/TL6 (Civil or Combat) (IQ/H) IQ-1 (2)-11; Explosives/TL6 (Demolition) (IQ/A) IQ (2)-12; Explosives/TL6 (EOD) (IQ/A) IQ-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX-1 (1)-10; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Soldier/TL6 (IQ/A) IQ+1 (4)-13; Stealth (DX/A) DX (2)-11; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ (2)-12. Secondary Skills Brawling (DX/E) DX (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Liquid Projector/TL6 (Flamethrower) (DX/E) DX+2 (4)-13; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Swimming (DX/E) DX (1)-11. Background Skills Spend 3 points on any of Carousing, Guns/TL6 (Grenade Launcher, LAW, Light Auto, or Pistol), Savior-Faire (Military), Scrounging, all (Easy); Administration, Armoury/TL6 (Small Arms), Boating/TL6 (any), Driving/TL6 (Automobile or Construction Equipment), Electronics Operation/TL6 (Communications), Gambling, Mechanic/TL6 (Gasoline Engine), Navigation/TL6 (Land), Streetwise, Survival (any), or Teamster (Equines), all (Avg); or Telegraphy (accented) (4). Commando 137 pointsSee p. W80. Attributes ST 11 (10); DX 13 (60); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Commandos may always take Perception (5/level) and Fearlessness (2/level) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-12; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-15; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-15; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-13; Melee Weapon (Knife) (DX/E) DX (1)-13; Melee Weapon (Spear) (DX/A) DX (2)-13; Savior-Faire (Military) (IQ/E) IQ (1)-12; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Stealth (DX/A) DX (2)-13; Throwing (DX/A) DX-1 (1)-12; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Brawling (DX/E) DX (1)-13; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-11, Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX+1 (2)-14; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-12; Survival (any) (Per/A) Per-1 (1)-11; Swimming (DX/E) DX (1)-13. Background Skills Spend 1 point on any of Area Knowledge (any), Carousing, Gunner (Cannon or Mortar), Guns (Grenade Launcher, LAW or Pistol), Intimidation, Liquid Projector (Flamethrower), Parachuting, Scrounging, all (Easy); Armoury/TL6 (Small Arms), Boating/TL6 (any), Driving/TL6 (Automobile), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, NBC Suit/TL6, all (Avg); Engineer/TL6 (Combat), Skiing, both (Hard); or Telegraphy (accented) (4). One or more additional languages are possible. Diplomat 90 pointsSee p. WFH31. Attributes ST 10 (0); DX 10 (0); IQ 12 (40); HT 10 (0). Advantages Legal Immunity (Diplomatic) (20); Status 3 (5/level=15); and 25 points spent on any of Administrative Rank (5/level); Charisma (5/level); Cultural Adaptivity (10); Empathy (15); Intuition (15); Language Talent (10); Patron (Government or an Individual Politician) (varies); Security Clearance (varies); additional levels of Status (5/level); Voice (10); Wealth (varies); or National Advantages (see above). Disadvantages Duty (to Government, all the time but not hazardous) (-10) and - 30 points from increasing Duty to Hazardous (additional -5); Enemies (varies); Secret (Spy) (varies); or National Disadvantages (see above). Primary Skills Administration (IQ/A) IQ (2)-12; Diplomacy (IQ/H) IQ+2 (12)-14; Savior-Faire (High Society) (IQ/E) IQ+2 (4)-14. Background Skills Spend 12 points on any of Area Knowledge, or Savior-Faire (Military), both (Easy); Acting, Fast Talk, Performance, or Politics, all (Avg); Cryptography, Detect Lies, Economics, History (any), Intelligence Analysis, Law or Psychology, all (Hard). Mid- and low-level officials often are military officers as well. Eastern Front Expert 148 pointsSee p. WIC48. Attributes ST 10 (0); DX 13 (60); IQ 12 (40); HT 11 (10). Advantages Military Rank 3 (15); Perception+1 (5/level); Reputation (Knight's Cross+2) (5); and 15 points in any of Acute Vision (2/level); Ally (Wingman or Gunner; 12 or less) (10); Attractive (4); Combat Reflexes (15); Danger Sense (15); Less Sleep (2/level); Military Rank 4 (+5, requires Wealth (Comfortable) (10)); Patron (Commander, 9 or less) (10); Resistant to Acceleration (3) (1); or additional levels of Perception (5/level). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Administration (IQ/A) IQ (2)-12; Electronics Operation/TL6 (Communications) (IQ/A) IQ (2)-11; Gunner/TL6 (Bombs) (DX/E) DX (1)-13; Gunner/TL6 (Cannon) (DX/E) DX (1)-13; Gunner/TL6 (Machinegun) (DX/E) DX (1)-13; Leadership (IQ/A) IQ-1 (1)-11; Navigation/TL6 (Air) (IQ/A) IQ (2)-11; Piloting/TL6 (Heavy Airplane or Light Airplane) (DX/A) DX+3 (12)-16; Savior-Faire (Military) (IQ/E) IQ (1)-11; Tactics (IQ/H) IQ+2 (12)-14. Secondary Skills First Aid/TL6 (IQ/E) IQ (1)-11; Guns/TL6 (Pistol) (DX/E) DX+2 (4)-15; Guns/TL6 (Rifle) (DX/E) DX+1 (2)-14; Mechanic/TL6 (Propeller Plane Engine) (IQ/A) IQ-1 (1)-10; Survival (Plains) (Per/A) Per-1 (1)-11. Background Skills Spend 4 points on any of Area Knowledge (any), Guns/TL6 (Light Auto), Melee Weapon (Knife), Parachuting, all (Easy); Armoury/TL6 (Vehicular), Driving/TL6 (Automobile), Explosives/TL6 (EOD), Meteorology/TL6 (Earthlike), Photography/TL6, or Survival (any), all (Avg). FBI Agent 126 pointsSee p. WD62. Attributes ST 10 (0); DX 12 (40); IQ 13 (60); HT 11 (10). Advantages Legal Enforcement Powers (10); and 15 points in National Advantages (see above); Perception (5/level); or Contacts (varies). Disadvantages Duty (15) (FBI) (-15); A total of (-30) points chosen from any of National Disadvantages (see above); Enemy (varies); Intolerance (Criminals) (-5); or No Sense of Humor (-10). Primary Skills Criminology/TL6 (IQ/A) IQ+1 (4)-14; Detect Lies (Per/H) Per (4)-13; Fast Talk (IQ/A) IQ (2)-13; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Pistol) (DX/E) DX (1)-12; Holdout (IQ/A) IQ-1 (1)-12; Interrogation (IQ/A) IQ (1)-13; Law (U.S. police) (IQ/H) IQ-1 (2)-12; Law (U.S. criminal) (IQ/H) IQ-2 (2)-11. Secondary Skills Brawling (DX/E) DX (1)-11; Driving/TL6 (Automobile) (DX/A) DX-1 (1)-11; Shadowing (IQ/A) IQ-1 (1)-12; Stealth (DX/A) DX (2)-12; Streetwise (IQ/A) IQ-1 (1)-12; and one of Accounting (IQ/H) IQ-1 (2)-12; Tactics (Police) (IQ/H) IQ-1 (2)-12, or Intelligence Analysis/TL6 (IQ/H) IQ-1 (2)-12. Background Skills Spend 6 points on any of Fast Draw (Magazine), Guns/TL6 (any), both (Easy); Leadership, Photography/TL6, or Tracking, all (Avg); Forensics/TL6 (IQ/H); any primary or secondary skill or one language (usually French, German, Chinese or Japanese) (accented) (4). Fighter Pilot 98 pointsSee p. W83. Attributes ST 10 (0); DX 13 (60); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Fighter pilots may always take Resistant to Acceleration (+3) (1) and Acute Vision (2/level) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Electronics Operation/TL6 (Communications) (IQ/A) IQ (2)-11; Gunner/TL6 (Bombs) (DX/E) DX (1)-13; Gunner/TL6 (Cannon) (DX/E) DX (1)-13; Gunner/TL6 (Machinegun) (DX/E) DX (1)-13; Navigation/TL6 (Air) (IQ/A) IQ (2)-11; Piloting/TL6 (Heavy Airplane or Light Airplane) (DX/A) DX+3 (12)-16. Secondary Skills First Aid/TL6 (IQ/E) IQ (1)-11; Mechanic/TL6 (Propeller Plane Engine) (IQ/A) IQ-1 (1)-10; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-14. Background Skills Spend five points on any of Area Knowledge (any), Bicycling, Brawling, Carousing, Guns/TL6 (Light Auto or Rifle), Melee Weapon (Knife), Parachuting, Savior-Faire (Military), Swimming, all (Easy); Administration, Armoury/TL6 (Vehicular), Driving/TL6 (Automobile or Motorcycle), Electronics Operation/TL6 (Sensors), Gambling, Meteorology/TL6 (Earthlike), Photography/TL6, or Survival (any), all (Avg); or Telegraphy (accented) (4). Frogman 122 pointsSee p. WGL24. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 12 (20). Advantages Fit (5) and 25 points in National Advantages (see above). Commandos may take Fearlessness (2/level), plus 1 ST (10), plus 1 HT (10) or replace Fit with Very Fit (15) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills First Aid/TL6 (IQ/E) IQ (1)-12; Navigation/TL6 (Sea) (IQ/A) IQ-1 (1)-12; Boating/TL6 (Human-Torpedo) (DX/A) DX (2)-12; Explosives/TL6 (Underwater Demolition) (IQ/A) IQ+1 (4)-13; Professional Skill (Sailor) (IQ/A) IQ+3 (12); Scuba/TL6 (IQ/A) IQ+1 (2)-13; Swimming (DX/E) DX (1)-13. Secondary Skills Boating/TL6 (Unpowered) (DX/A) DX-1 (1)-11; Melee Weapon (Knife) (DX/E) DX (1)-13; Mechanic/TL6 (Human Torpedo) (IQ/A) IQ-1 (1)-11; Savior-Faire (Military) (IQ/E) IQ (1)-12; Seamanship/TL6 (IQ/E) IQ (1)-12; Survival (Island/Beach) (Per/A) Per-1 (1)-11. Background Skills Spend 3 points on improving Swimming, Boating/TL6 (Human Torpedo), Mechanic/TL6 (Human Torpedo), Scuba/TL6, Seamanship/TL6, Survival (Island/Beach), Explosives/TL6 (Underwater Demolition), or Navigation (Sea) or on any of Area Knowledge (any), Carousing, Brawling, Guns/TL6 (Pistol), Parachuting, or Scrounging , all (Easy); Armoury/TL6 (Vehicular), Boating/TL6 (Motorboat), Diving Suit/TL6, Explosives/TL6 (EOD), or Gambling, all (Avg); or Engineer (Ocean Going Vessel) (IQ/H). Gestapo Agent 96 pointsSee p. WIC50. Attributes ST 11 (10); DX 11 (20); IQ 12 (40); HT 10 (0). Advantages Fit (5); Legal Enforcement Powers (10); and 20 points in National Advantages (see above). Gestapo agents purchase Military Rank normally. Those at rank 2+ must increase Legal Enforcement Powers to the (15) level; those with lesser rank may elect to do so. Disadvantages Duty (15) (Service) (-15); Fanaticism (Patriotism) (-15); Reputation - 4 (to all non-Nazis, all the time) (-10) and (-15) points in National Disadvantages (see above). Bully (12) (-10), Callous (-5), and Sadism (12) (-15) are particularly appropriate. Primary Skills Brawling (DX/E) DX+2 (4)-13; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-12; Guns/TL6 (Pistol) (DX/E) DX+3 (8 points)-14; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Interrogation (IQ/A) IQ+1 (4)-13; Intimidation (Will/A) Will+1 (4)-13; Melee Weapon (Broadsword) (DX/A) DX+1 (4)-12; Soldier/TL6 (IQ/A) IQ-1 (1)-11; Stealth (DX/A) DX (2)-11; Streetwise (IQ/A) IQ (2)-12. Secondary Skills Acting (IQ/A) IQ-1 (1)-11; Criminology/TL6 (IQ/A) IQ-1 (1)-11; Holdout (IQ/A) IQ-1 (1)-11; Intelligence Analysis/TL6 (IQ/H) IQ-2 (1)-10. Background Skills Spend 7 points on improving primary and secondary skills or on any of Area Knowledge (any), Carousing, First Aid/TL6, Jumping, Melee Weapon (Knife), Savior-Faire (Military), or Swimming, all (Easy); Administration, Armoury/TL6 (Small Arms), Boating/TL6 (Unpowered), Boxing, Driving/TL6 (Automobile or Motorcycle), Electronics Operation (Communications), Hiking, Lockpicking/TL6, Shadowing, or Traps/TL6, all (Avg); Forgery/TL6, or Law (Nazi Criminal) both (Hard); or Telegraphy (accented) (4). Granicer (Frontier Guard) 110 pointsSee p. WMA20-21. Attributes ST 11 (10); DX 11 (20); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Area Knowledge (Region) (IQ/E) IQ+1 (2) 13; Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX-1 (1)-10; First Aid/TL6 (IQ/E) IQ (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-12; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-13; Hiking (HT/A) HT (2)-11; Jumping (DX/E) DX (1)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Stealth (DX/A) DX (2)-11; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX+1 (2)-12; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Navigation/TL6 (Land) (IQ/A) IQ (2)-12; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (any) (Per/A) Per-1 (1)-10. Background Skills Spend 5 points on any of Bicycling, Cooking, Explosives/TL6 (EOD), Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Pistol), Savior-Faire (Military) or Swimming all (Easy); Administration, Animal Handling (Equines), Boating/TL6, Driving/TL6 (Automobile), Electronics Operation/TL6 (Communications), Forward Observer/TL6, Gambling, Intimidation, Streetwise or Teamster (Equines), Tracking all (Avg); or Telegraphy (accented) (4). Gurkha 126 pointsSee p. WAKM50. Attributes ST 11 (10); DX 13 (60); IQ 11 (20); HT 11 (10). Advantages Fearlessness plus 2 (2/level=4); Fit (5); Reputation plus 1 (Gurkha, small group, all the time) (1); and 15 points from Perception (5/level); Acute Senses (2/level); Combat Reflexes (15); Damage Resistance (Tough Skin -40%) (3/level); High Pain Threshold (10); Language English (Accented/Broken) (3) or (Accented/None) (2); Military Rank (up to Rank 3) (5/level); Night Vision +9 (1/level=9); Reputation (for commendations or fearlessness) (varies); Will (5/level); additional levels of Fearlessness (2/level) or upgrade Fit to Very Fit (15). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20); Reputation - 1 (Gurkha, small group, all the time) (1); Sense of Duty (Comrades and Competent Officers) (-10); Social Stigma (Minority) (-10); and - 15 from any of the following Bloodlust (12) (-10); Callous (-5); Gregarious (-10); Honesty (12) (-10); Impulsiveness (12) (-10); Language Gurkhali (Native/Broken) (-2) or (Native/None) (-3); Overconfidence (12) (-5); Low TL - 1 (-5/level); Selfless (12) (-5); Stubbornness (-5); or Truthfulness (12) (-5). Primary Skills Brawling (DX/E) DX (1)-13; Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX (2)-13; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-13; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-14; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-15; Hiking (HT/A) HT (2)-11; Jumping (DX/E) DX (1)-13; Melee Weapon (Knife) (DX/E) DX+2 (4)-15; Melee Weapon (Shortsword (Kukri)) (DX/A) DX+1 (4)-14; Melee Weapon (Spear) (DX/A) DX-1 (1)-12; Soldier/TL6 (IQ/A) IQ+3 (12)-14; Stealth (DX/A) DX+1 (4)-13; Throwing (DX/A) DX-1 (1)-12. Secondary Skills Acting (IQ/A) IQ-1 (1)-10; Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-12; Savior-Faire (Military) (IQ/E) IQ (1)-11; Scrounging (Per/E) Per (1)-11; Survival (Mountain) (Per/A) Per (2)-11; Tracking (Per/A) Per-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Background Skills Spend 5 points on any combination of Carousing, Gunner/TL6 (Cannon, or Mortar), Guns/TL6 (Grenade Launcher, LAW, or Pistol), Liquid Projector/TL6 (Flamethrower), Savior-Faire (Military) or Swimming, all (Easy); Animal Handling (any), Boating/TL6(Unpowered), Cooking, Electronics Operation (Communications), Explosives (EOD), Forward Observer/TL6, Intimidation, Riding (Horse), Streetwise or Teamster, all (Avg); Engineer/TL6 (Combat) (IQ/H). Hitler Youth 46-47 pointsSee p. WIC47. Attributes ST 10 (0); DX 12 (40); IQ 10 (0); HT 11 (10). Advantages Fit (5); Will 13 (-25% limitation, brittle*) (11); and one of Perception 11 (5); Attractive (4); Flexibility (5); Rapid Healing (5) or Single Minded (5). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20); Dull (-1); Fanaticism (Patriotism) (-15); Intolerance (-10); and Wealth (Struggling) (-10). Primary Skills Bicycling (DX/E) DX (1)-12; Camouflage (IQ/E) IQ (1)-10; Climbing (DX/A) DX (2)-12; First Aid/TL6 (IQ/E) IQ (1)-10; Guns/TL6 (LAW) (DX/E) DX+1 (2)-13; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-15; Hiking (HT/A) HT (2)-11; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Philosophy (National Socialism) (IQ/H) IQ-1 (2)-9; Soldier/TL6 (IQ/A) IQ+1 (4)-11; Stealth (DX/A) DX (2)-12; Swimming (HT/E) HT (1)-11; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-9. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-9; Gunner/TL6 (Machinegun) (DX/E) DX (1)-12; Guns/TL6 (Light Auto) (DX/E) DX (1)-12; Leadership (IQ/A) IQ-1 (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; NBC Suit/TL6 (DX/A) DX-1 (1)-11; Navigation/TL6 (Land) (IQ/A) IQ (2)-10; Scrounging (Per/E) Per (1)-11; Survival (any) (Per/A) Per (2)-10. Background Skills Spend 3 points on any of Area Knowledge (any), Gunner (Machinegun or Mortar), Guns (Pistol), Savior-Faire (Military), all (Easy); Animal Handling (Equines), Boating/TL6(any), Cooking, Electronics Operation (Communications), Freight Handling/TL6, Riding (Horse), Teamster (Equines), all (Avg); Skiing (DX/H); or Telegraphy (broken) (2). * Brittle The high Will represents that these young men were inundated with the martial values, and being children, didn't fully recognize their own mortality. To reflect that part of their bravery stemmed from ignorance, the high Will has been given a “Brittle” limitation, which means it counts normally for any Will roll, but if the roll still fails it's not counted for determining the results. Example A typical Hitler Youth with Will 13 makes a fright check at -4, rolling a 12. Normally, this would count as a failure by 3 points, but since the Will 13 is Brittle, it counts as a failure by 6 points. Hitler Youth SS Veteran 123-124 points (Fictional)See p. WIC47. Attributes ST 11 (10); DX 12 (40); IQ 11 (20); HT 11 (10). Advantages Combat Reflexes (15); Fit (5); Will 13 (-25% limitation, brittle*) (11); and one of Perception 11 (5); Attractive (4); Flexibility (5); Rapid Healing (5) or Single Minded (5). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20); Dull (-1); Fanaticism (Patriotism) (-15); and Intolerance (-10). Primary Skills Bicycling (DX/E) DX (1)-12; Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX (2)-12; Electronics Operation/TL6 (Communications) (IQ/A) IQ (2)-11; First Aid/TL6 (IQ/E) IQ (1)-11; Guns/TL6 (LAW) (DX/E) DX+1 (2)-13; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-15; Hiking (HT/A) HT (2)-11; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Philosophy (National Socialism) (IQ/H) IQ (4)-11; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Stealth (DX/A) DX (2)-12; Swimming (HT/E) HT (1)-11; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ (2)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-12; Guns/TL6 (Light Auto) (DX/E) DX (1)-12; Leadership (IQ/A) IQ+1 (4)-11; Melee Weapon (Spear) (DX/A) DX (2)-12; NBC Suit/TL6 (DX/A) DX (2)-12; Navigation/TL6 (Land) (IQ/A) IQ (2)-11; Scrounging (Per/E) Per (1)-12; Survival (any) (Per/A) Per (2)-11. Background Skills Spend 3 points on any of Area Knowledge (any), Gunner (Machinegun or Mortar), Guns (Pistol), Savior-Faire (Military), all (Easy); Animal Handling (Equines), Boating/TL6(any), Cooking, Freight Handling/TL6, Riding (Horse), Teamster (Equines), all (Avg); Skiing (DX/H); or Telegraphy (broken) (2). * Brittle The high Will represents that these young men were inundated with the martial values, and being children, didn't fully recognize their own mortality. To reflect that part of their bravery stemmed from ignorance, the high Will has been given a “Brittle” limitation, which means it counts normally for any Will roll, but if the roll still fails it's not counted for determining the results. Example A typical Hitler Youth with Will 13 makes a fright check at -4, rolling a 12. Normally, this would count as a failure by 3 points, but since the Will 13 is Brittle, it counts as a failure by 6 points. Hausfrau 18 pointsSee p. WIC51. Attributes ST 10 (0); DX 10 (0); IQ 10 (0); HT 10 (0). Advantages A total of 15 points in Animal Empathy (5); Appearance (Attractive) (4); Common Sense (10); Danger Sense (15); Empathy (15); High Pain Threshold (10); Less Sleep (2/level); Single Minded (5); Status (5/level), Will (5/level); or +1 to ST or HT. Disadvantages Social Stigma (Female) (-5); and a total of - 20 points in Dependant (varies); Duty (Particularly risky job “suitable” for a woman) (6 or less) (-2); Fanaticism (Patriotism) (-15); Reputation (Married to a Jew early in the war, abuser of forced labor after Allied advance, etc.) (varies); Social Stigma (Slav or other minority) (-10); Status (-5/level); Wealth (Struggling) (-10) or (Poor) (-15). After the Allied advances, Enemy (Some Allied soldiers, 9 or less) (-10) would be appropriate. Primary Skills Area Knowledge (Home Region) (IQ/E) IQ+1 (2)-13; Farming/TL6 or appropriate professional skill (Housekeeping, Child Care, Telephone Operator, etc.) (IQ/A) IQ (2)-10; Cooking (IQ/A) IQ+1 (4)-11; Merchant (IQ/A) IQ (2)-10; Scrounging (Per/E) Per+1 (2)-11. Secondary Skills Bicycling (DX/E) DX (1)-10; Diagnosis (IQ/H) IQ-2 (1)-8; First Aid/TL6 (IQ/E) IQ+1 (2)-11; Naturalist (IQ/H) IQ-2 (1)-8. Background Skills Spend 6 points on improving primary and secondary skills, or on any of Swimming, (HT/E); Animal Handling (any), Boating/TL6(Unpowered), any additional Professional Skills (Seamstress, Hairdresser, etc.), Teaching or Teamster (any), all (Avg); or Musical Instrument (any) (IQ/H). Intelligence Agent 124 pointsSee p. WAKM49. Attributes ST 10 (0); DX 11 (20); IQ 13 (60); HT 10 (0). Advantages Legal Enforcement Powers (5); Legal Immunity (5); Military Rank 3 (15); Status 2 (0); Wealth (Wealthy) (20); and 10 points in National Advantages (see above). Disadvantages Duty (15) (FBI) (-15); Secret (Agent) (-10); and (-20) points from National Disadvantages (see above). Primary Skills Acting (IQ/A) IQ-1 (1)-12; Administration (IQ/A) IQ-1 (1)-12; Area Knowledge (any) (IQ/E) IQ (1)-13; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-12; Intelligence Analysis/TL6 (IQ/H) IQ-1 (2)-12; Leadership (IQ/A) IQ-1 (1)-12; Navigation/TL6 (Land or Sea) (IQ/A) IQ-1 (1)-12; Research/TL6 (IQ/A) IQ-1 (1)-12; Savior-Faire (High Society) (IQ/E) IQ+2 (4)-15; Savior-Faire (Military) (IQ/E) IQ (1)-13; Tactics (IQ/H) IQ-2 (1)-11; and any language at (Native) (6 points). Secondary Skills Guns/TL6 (Pistol) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+1 (2)-12; Holdout (IQ/A) IQ-1 (1)-12; Shadowing (IQ/A) IQ-1 (1)-12; Streetwise (IQ/A) IQ-1 (1)-12; and Soldier/TL6 (IQ/A) IQ+1 (4)-12. Background Skills Spend 2 points on any of Scrounging, all (Per/E); Disguise/TL6, Explosives/TL6 (Demolition), Fast-Talk, Lockpicking/TL6, Photography/TL6, and Stealth, all (Avg); Cryptography/TL6, Detect Lies, Forgery/TL6 all (Hard). Jedburgh 131 pointsSee p. WRH34. Attributes ST 11 (10); DX 13 (60); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). As part of their National Advantages, US Jedburghs may upgrade from Fit to Very Fit (15), and British Jeds may include Daredevil (15). Jedburghs of any nationality may take Perception (5/level) and Fearlessness (2/level) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12;Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-15; Guns/TL6 (Pistol) (DX/E) DX+2 (4)-15; Guns/TL6 (Rifle) (DX/E) DX+1 (2)-14; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-13; Melee Weapon (Knife) (DX/E) DX (1)-13; Melee Weapon (Spear) (DX/A) DX-1 (1)-12; Parachuting/TL6 (DX/E) DX (1)-13; Savior-Faire (Military) (IQ/E) IQ (1)-12; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Stealth (DX/A) DX-1 (1)-12; Tactics (Guerrilla) (IQ/A) IQ (2)-12; Throwing (DX/A) DX-1 (1)-12; Traps/TL6 (IQ/A) IQ (2)-12. Secondary Skills Brawling (DX/E) DX (1)-13; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX+1 (2)-14; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; Scrounging (Per/E) Per (1)-12; Survival (Urban, Forest or Plains) (Per/A) Per-1 (1)-11; Swimming (HT/E) HT (1)-11; or Telegraphy (accented) (4). Background Skills Spend 4 points on any of Area Knowledge (France or Low Countries), Bicycling, Carousing, Gunner (Cannon or Mortar), Guns (Grenade Launcher or LAW), Liquid Projector (Flamethrower), or Savior-Faire (High Society), all (Easy); Armoury/TL6 (Small Arms), Boating/TL6(Unpowered or Motorboat), Cooking, Driving (Motorcycle or Automobile), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, Intimidation, Leadership, Mechanic/TL6 (Gasoline Engine), NBC Suit/TL6, Riding (Horse), Shadowing, or Tracking all (Avg); or Language (Belgian, Dutch or French) (Accented) (4). Legionnaire 115 pointsSee p. WRH35. Attributes ST 11 (10); DX 12 (40); IQ 11 (20); HT 12 (20). Advantages Fearlessness +1 (2/level), Fit (5) and 20 points in National Advantages (see above). Legionnaires may also take additional levels of Fearlessness (2/level), add Damage Resistance (Tough Skin -40%) (3/level); or High Pain Threshold (10); or upgrade Fit to Very Fit (15) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-20) points in National Disadvantages (see above). Men often joined the Legion to escape from a checkered past. An appropriate Secret (varies) can be included as part of a legionnaire's National Disadvantages. Not having one might merit a Reputation (Crazy) among other legionnaires! Primary Skills Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-13; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-14; Hiking (HT/A) HT-1 (1)-11; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; Soldier/TL6 (IQ/A) IQ+2 (8 points)-13; Stealth (DX/A) DX-1 (1)-11; Survival (Desert) (Per/A) Per-1 (1)-10; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX (1)-12; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; Navigation/TL6 (Land) (IQ/A) IQ (2)-11; Scrounging (Per/E) Per (1)-11. Background Skills Spend 6 points on any of Area Knowledge (North Africa or other), Carousing, Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Grenade Launcher, LAW or Pistol), Liquid Projector (Flamethrower), Savior-Faire (Military), all (Easy); Animal Handling (any), Driving (Automobile, Motorcycle or Construction Equipment), Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Freight Handling/TL6, Gambling, Intimidation, Leadership, Mechanic/TL6 (Gasoline Engine), Packing, Riding (Horse), Streetwise, Teamster (Equines) or Tracking, all (Avg); or Telegraphy (accented) (4). Long Range Desert Group Trooper 136 pointsSee p. WAKM51. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 15 points in National Advantages (see above). As part of their National Advantages, LRDG soldiers may take Daredevil (15); Fearlessness (2/level); or upgrade Fit to Very Fit (15). Disadvantages Code of Honor (Enlisted Man's or Officer's) (-10); Duty (15) (Service) (Extremely Hazardous) (-20); Sense of Duty (Mates in Troop) (-5); and (-15) points in National Disadvantages (see above). Primary Skills Area Knowledge (Western Desert) (IQ/E) IQ (1)-12; Camouflage (IQ/E) IQ (1)-12; Cartography/TL6 (IQ/A) IQ (2)-12; Climbing (DX/A) DX-1 (1)-11; Driving/TL6 (Truck) (DX/A) DX-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-14; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-13; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-14; Hiking (HT/A) HT (2)-11; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; Mechanic/TL6 (Gasoline Engine) (IQ/A) IQ-1 (1)-11; Navigation/TL6 (Land) (IQ/A) IQ+1 (4)-13; Savior-Faire (Military) (IQ/E) IQ (1)-12; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Survival (Desert) (Per/A) Per+1 (4)-13; Tactics (Guerrilla) (IQ/A) IQ-1 (1)-11; Throwing (DX/A) DX-1 (1)-11. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Brawling (DX/E) DX (1)-12; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-12; Gunner/TL6 (Machinegun) (DX/E) DX+1 (2)-13; Jumping (DX/E) DX (1)-12; Scrounging (Per/E) Per (1)-11; Stealth (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-11. Background Skills Spend 5 points on any combination of Carousing, Gunner/TL6 (Cannon, or Mortar), Guns/TL6 (Grenade Launcher, or LAW), Parachuting, Liquid Projector/TL6 (Flamethrower), or Swimming, all (Easy); Boating/TL6(Unpowered or Motorboat), Cooking, Explosives (EOD), Forward Observer/TL6 (NC Os and Officers only), Gambling, Intimidation, NBC Suit/TL6, Tracking, all (Avg); Engineer/TL6 (Combat) (IQ/H)or Telegraphy (accented) (4) or other non-native languages. Marine 104 pointsSee p. W75. Attributes ST 11 (10); DX 12 (40); IQ 11 (20); HT 11 (10). Advantages Fearlessness +1 (2/level), Fit (5) and 25 points in National Advantages (see above). Marines may always take additional levels of Fearlessness as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-13; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-15; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; Soldier/TL6 (IQ/A) IQ+3 (12)-12; Stealth (DX/A) DX-1 (1)-11; Swimming (HT/E) HT (1)-11; Throwing (DX/A) DX-1 (1)-11. Secondary Skills Brawling (DX/E) DX+1 (2)-13; Climbing (DX/A) DX-1 (1)-11; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (Island/Beach) (Per/A) Per-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Background Skills Spend 3 points on any of Camouflage, Carousing, Cooking, Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Grenade Launcher, LAW or Pistol), Liquid Projector/TL6 (Flamethrower), or Savior-Faire (Military) all (Easy); Administration, Animal Handling (Equines), Armoury/TL6 (Small Arms); Boating/TL6 (Motorboat), Driving/TL6 (Automobile, Construction Equipment, or Motorcycle), Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Freight Handling, Gambling, Intimidation, Mechanic/TL6 (Gasoline Engine), NBC Suit/TL6; Riding (Horse), Streetwise or Teamster (Equines), all (Avg); or Engineer/TL6 (Combat), or Skiing; both (Hard); or Telegraphy (accented) (4). Military Policeman 100 pointsSee p. WD58. Attributes ST 12 (20); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5); Legal Enforcement Powers (10); and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20); Reputation - 1 (Rear echelon bruiser, to everyone, all the time) (-5) and (-25) points in National Disadvantages (see above). Primary Skills Brawling (DX/E) DX+1 (2)-12; Criminology/TL6 (IQ/A) IQ (2)-11; Detect Lies (Per/H) Per-2 (1)-9; Driving/TL6 (Automobile) (DX/A) DX (2)-11; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-10; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Pistol) (DX/E) DX (1)-11; Guns/TL6 (Rifle) (DX/E) DX (1)-11; Guns/TL6 (Shotgun) (DX/E) DX (1)-11; Melee Weapon (Shortsword) (DX/A) DX (2)-11; Interrogation (IQ/A) IQ (2)-11; Intimidation (Will/A) Will (2)-11; Leadership (IQ/A) IQ (2)-11; Savior-Faire (Military) (IQ/E) IQ (1)-11; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Stealth (DX/A) DX-1 (1)-11; Streetwise (IQ/A) IQ (2)-11. Secondary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-11; Hiking (HT/A) HT-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Throwing (DX/A) DX-1 (1)-10. Background Skills Spend 5 points on any of Area Knowledge (any), Guns/TL6 (Pistol), Savior-Faire (Military), or Seamanship/TL6, all (Easy); Administration, Boating/TL6 (any), Driving/TL6 (Motorcycle), Mechanic/TL6 (Gasoline Engine), Photography/TL6, or Riding (Horse), all (Avg); Forensics/TL6, Law (Military police), or Tactics (Police) all (Hard) Mobster 86 pointsSee p. WD61. Attributes ST 11 (10); DX 12 (40); IQ 10 (0); HT 11 (10). Advantages A total of 20 points chosen from Charisma (5/level); Contacts (Street; skill-18, 9 or less, somewhat reliable) (3/contact); Damage Resistance (Tough Skin -40%) (3/level);High Pain Threshold (10); Patron (Crime Boss, reasonably powerful, 9 or less. Equipment) (15); Perception (5/level); Wealth (10 or 20). Disadvantages Callous (-5); Social Stigma (Outlaw) (-5); and a total of 25 points chosen from Bad Temper (-10); Berserk (12) (-10); Bloodlust (12) (-10); Bully (12) (-10); Code of Honor (Never Betray the Family) (-5); Enemy (Law Enforcement Agencies) (6 or less) (-15); Greed (12) (-15); Illiteracy (-3); Light Sleeper (-5), Overconfidence (12) (-5); Reputation (varies); Secret (any) (varies); Semi-Literacy (-2) Primary Skills Area Knowledge (Neighborhood or City) (IQ/E) IQ+1 (2)-11; Brawling (DX/E) DX+1 (2)-13; Detect Lies (Per/H) Per-1 (2)-9; Guns/TL6 (Light Auto) (DX/E) DX (1)-12; Guns/TL6 (Pistol) (DX/E) DX (1)-12; Holdout (IQ/A) IQ-1 (1)-9; Interrogation (IQ/A) IQ-1 (1)-9; Law (U.S. criminal) (IQ/H) IQ-2 (1)-8; Shadowing (IQ/A) IQ (2)-10; Stealth (DX/A) DX (2)-12; Streetwise (IQ/A) IQ+3 (12)-13; and one of Fast Talk (IQ/A) IQ+1 (4) or Intimidation (Will/A) Will+1 (4)-11. Secondary Skills Carousing (HT/E) HT (1)-11; Driving/TL6 (Automobile) (DX/A) DX (2)-11. Background Skills Spend 3 points on any of Fast Draw (any), Guns/TL6 (any), Melee Weapon (Knife), Savior-Faire (any), all (Easy); Boating/TL6(Motorboat), Cooking, Gambling, Leadership, Lockpicking/TL6, all (Avg); Accounting or Physician, both (Hard). Old-Guard Officer 123 pointsSee p. W81. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fit (5); Military Rank 3 (15); Status 2 (5) and 15 points in National Advantages (see above). Old-Guard Officers may always take Charisma (5/level) and Fearlessness (2/level) as part of their National Advantages. Disadvantages Code of Honor (Extreme Officer's) (-15); Duty (15) (Service) (Extremely Hazardous) (-20) and (-25) points in National Disadvantages (see above). Primary Skills Administration (IQ/A) IQ (2)-12; Guns/TL6 (Pistol) (DX/E) DX+2 (4)-14; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-14; Leadership (IQ/A) IQ (2)-12; Melee Weapon (Broadsword or Smallsword) (DX/A) DX (2)-12; Riding (Horse) (DX/A) DX (2)-12; Savior-Faire (Military) (IQ/E) IQ+1 (2)-13; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Strategy (Land) (IQ/H) IQ-2 (1)-10; Tactics (IQ/H) IQ (4)-12. Secondary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-12; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Jumping (DX/E) DX-1 (1)-12; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Stealth (DX/A) DX-1 (1)-13; Swimming (DX/E) DX (1)-13; Throwing (DX/A) DX-1 (1)-12; Traps/TL6 (IQ/A) IQ-1 (1)-11. Background Skills Spend 3 points on any of Area Knowledge (any), Gunner/TL6 (Cannon, Machinegun or Mortar), Guns/TL6 (Light Auto), all (Easy); Armoury (Small Arms), Boating/TL6 (any), Driving/TL6 (Automobile), Electronics Operation (Communications), Explosives/TL6 (Demolition), Forward Observer/TL6, Gambling, Hiking, Intimidation, Survival (any), all (Avg); Skiing (Hard). Most also speak two or more non-native languages. OSS Agent 146 pointsSee p. WD60. Attributes ST 11 (10); DX 12 (40); IQ 13 (60); HT 11 (10). Advantages Fit (5); Security Clearance (need to know access, narrow range) (5); and 15 points in National Advantages (see above) or Contacts (any; skill-15, 9 or less, somewhat reliable) (2/contact); Fashion Sense (5); Patron (Family) (varies); Status (5/level); and Wealth (varies). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Acting (IQ/A) IQ-1 (1)-12; Area Knowledge (target country) (IQ/E) IQ-1 (1)-12; Camouflage (IQ/E) IQ (1)-12; Cartography/TL6 (IQ/A) IQ-1 (1)-12; Detect Lies (Per/H) Per-2 (1)-9; Disguise/TL6 (IQ/A) IQ-1 (1)-12; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-10; Escape (DX/H) DX-2 (1)-10; Fast Talk (IQ/A) IQ (2)-13; First Aid/TL6 (IQ/E) IQ (1)-11; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-13; Holdout (IQ/A) IQ-1 (1)-12; Intelligence Analysis/TL6 (IQ/H) IQ-2 (1)-11; Interrogation (IQ/A) IQ-1 (1)-12; Psychology (IQ/H) IQ-1 (2)-12, Scrounging (Per/E) Per+1 (2)-14; Shadowing (IQ/A) IQ (2)-13; Stealth (DX/A) DX-1 (1)-11; Swimming (DX/E) DX (1)-13; Teaching (IQ/A) IQ-1 (1)-12; Throwing (DX/A) DX-1 (1)-12 and French, German, Chinese, or Japanese (native) (6 points). Secondary Skills Brawling (DX/E) DX (1)-12; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-13; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; Survival (any) (Per/A) Per-1 (1)-11; Tactics (IQ/H) IQ-1 (2)-12; Traps/TL6 (IQ/A) IQ-1 (1)-11 and Telegraphy (accented) (4). Background Skills Spend 6 points on any of Carousing, Savior-Faire (any), both (Easy); Cooking, Boating/TL6(Motorboat or Unpowered), Driving (Automobile or Motorcycle), Gambling, Intimidation, Leadership, Photography, Riding (Horse), Sports (Golf, Polo or Tennis), or Tracking, all (Avg); Economics, History, Literature or Physician/TL6, all (Hard). Paratrooper 118 pointsSee p. W77. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-14; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-15; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; Parachuting/TL6 (DX/E) DX+1 (2)-13; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Stealth (DX/A) DX-1 (1)-11; Throwing (DX/A) DX-1 (1)-11. Secondary Skills Brawling (DX/E) DX (1)-12;Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-11; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-12; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11. Background Skills Spend 3 points on any of Carousing, Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Grenade Launcher, LAW or Pistol), Savior-Faire (Military), Scrounging, or Swimming, all (Easy); Administration, Armoury/TL6 (Small Arms), Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, Intimidation, NBC Suit/TL6; Survival (any), or Traps/TL6, all (Avg); or Engineer/TL6 (Combat), or Skiing; both (Hard); Telegraphy (accented) (4). Recon Trooper 100 pointsSee p. W76. Attributes ST 11 (10); DX 11 (20); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Recon Troopers may always take Acute Vision (2/level) and Perception (5/level) as part of their National Advantages. Disadvantages Duty (15)(Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-10; First Aid/TL6 (IQ/E) IQ (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-13; Guns/TL6 (Rifle) (DX/E) DX+3 (8 points)-14; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Navigation/TL6 (Land) (IQ/A) IQ (2)-12; Soldier/TL6 (IQ/A) IQ+1 (4)-13; Stealth (DX/A) DX (2)-11; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Brawling (DX/E) DX (1)-11; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Forward Observer/TL6 (IQ/A) IQ-1 (1)-11; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Survival (any) (Per/A) Per-1 (1)-11; Swimming (HT/E) HT (1)-11. Background Skills Spend 3 points on any of Bicycling, Guns/TL6 (LAW or Pistol), Gunner/TL6 (Cannon, Machinegun, or Mortar), Carousing, Area Knowledge (any), or Savior-Faire (Military), all (Easy); Armoury/TL6 (Small Arms), Driving/TL6 (Automobile or Motorcycle), Explosives/TL6 (EOD), Gambling, or Riding (Horse), all (Avg); Skiing, (Hard); or Telegraphy (accented) (4). Resistance Fighter 83 pointsSee p. W85. Attributes ST 10 (0); DX 11 (20); IQ 12 (40); HT 12 (20). Advantages A total of 25 points in National Advantages (see above) or appropriate civilian advantages. Disadvantages Enemy (Occupying forces, 6 or less) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Area Knowledge (Home Region) (IQ/E) IQ+1 (2)-13; Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Camouflage (IQ/E) IQ+1 (2)-13; Farming/TL6 (or other civilian skill) (IQ/A) IQ (2)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Scrounging (Per/E) Per (1)-12; Soldier/TL6 (IQ/A) IQ (1)-12; Stealth (DX/A) DX (2)-11; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Climbing (DX/A) DX-1 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-11; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; Survival (usually Woodland) (Per/A) Per-1 (1)-11. Background Skills Spend 5 points on any of Bicycling, Brawling, Gunner/TL6 (Cannon, Machinegun, or Mortar), Guns/TL6 (Grenade Launcher, LAW, Light Auto, or Pistol), or Swimming, all (Easy); Boating/TL6 (Unpowered), Cooking, Driving/TL6 (Automobile or Motorcycle), Explosives/TL6 (EOD), Hiking, Intimidation, NBC Suit/TL6, Riding (Horse), Streetwise, or Teamster (Equines) all (Avg); or Telegraphy (accented) (4). Rifleman 75 pointsSee p. W72. Attributes ST 11 (10); DX 11 (20); IQ 11 (20); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-11; Climbing (DX/A) DX-1 (1)-10; First Aid/TL6 (IQ/E) IQ (1)-11; Gunner/TL6 (Machinegun) (DX/E) DX (1)-11; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-12; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-13; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-11; Melee Weapon (Knife) (DX/E) DX (1)-11; Melee Weapon (Spear) (DX/A) DX-1 (1)-10; Soldier/TL6 (IQ/A) IQ+1 (4)-12; Stealth (DX/A) DX-1 (1)-10; Throwing (DX/A) DX-1 (1)-10; Traps/TL6 (IQ/A) IQ-1 (1)-10. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-10; Brawling (DX/E) DX+1 (2)-12; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-10; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-9; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-10; NBC Suit/TL6 (DX/A) DX-1 (1)-10; Scrounging (Per/E) Per (1)-11; Survival (any) (Per/A) Per-1 (1)-10; Swimming (HT/E) HT (1)-11. Background Skills Spend 4 points on any of Area Knowledge (any), Bicycling, Carousing, Cooking, Explosives/TL6 (EOD), Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Grenade Launcher, LAW or Pistol), Liquid Projector/TL6 (Flamethrower), or Savior-Faire (Military) all (Easy); Administration, Animal Handling (Equines), Boating/TL6, Driving/TL6 (Automobile, Construction Equipment, or Motorcycle), Electronics Operation/TL6 (Communications), Forward Observer/TL6, Freight Handling, Gambling, Intimidation, Mechanic/TL6 (Gasoline Engine), Riding (Horse), Streetwise or Teamster (Equines), all (Avg); or Skiing (Hard) or Telegraphy (accented) (4). Sailor 62 pointsSee p. W84. Attributes ST 10 (0); DX 10 (0); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Boating/TL6 (Unpowered) (DX/A) DX (2)-10; Boating/TL6 (Motorboat) (DX/A) DX (2)-10; First Aid/TL6 (IQ/E) IQ (1)-12; Savior-Faire (Military) (IQ/E) IQ (1)-12; Seamanship/TL6 (IQ/E) IQ (1)-12; and one of Commanding Officer Leadership (IQ/A) IQ (2)-12; Meteorology/TL6 (Earthlike) (IQ/A) IQ (2)-12; Navigation/TL6 (Sea) (IQ/A) IQ (2)-13; Shiphandling/TL6 (Ship) (IQ/H) IQ (4)-12. Ship's Surgeon Diagnosis/TL6 (IQ/H) IQ-1 (2)-11; Physician/TL6 (IQ/H) IQ (4)-12; Surgery/TL6 (IQ/VH) IQ-1 (4)-11. Gunnery Officer Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-11; Electronics Operation/TL6 (Sensors) (IQ/A) IQ (2)-12; Explosives/TL6 (EOD) (IQ/A) IQ-1 (1)-11; Forward Observer/TL6 (IQ/A) IQ (2)-12; Gunner/TL6 (Cannon, Depth Charge, or Torpedo) (DX/E) DX+2 (4)-12. Navigation Leadership (IQ/A) IQ (2)-12; Meteorology/TL6 (Earthlike) (IQ/A) IQ (2)-12; Navigation/TL6 (Sea) (IQ/A) IQ+1 (4)-13; Shiphandling/TL6 (Ship) (IQ/H) IQ-1 (2)-11. Chief Engineer Armoury/TL6 (Vehicular) (IQ/A) IQ (2)-12; Engineer/TL6 (Ships) (IQ/H) IQ+1 (4)-13; Leadership (IQ/A) IQ (2)-12; Mechanic/TL6 (Ocean Going Vessel) (IQ/A) IQ (2)-12. Petty Officer Armoury/TL6 (Vehicular) (IQ/A) IQ-1 (1)-11; Brawling (DX/E) DX (1)-11; Explosives/TL6 (EOD) (IQ/A) IQ-1 (1)-11; Freight Handling/TL6 (IQ/A) IQ-1 (1)-11; Gunner/TL6 (Cannon, Depth Charge, or Torpedo) (DX/E) DX+2 (4)-12; Mechanic/TL6 (Ocean Going Vessel) (IQ/A) IQ-1 (1)-11; Scrounging (Per/E) Per (1)-11. Ordinary Seaman Armoury/TL6 (Vehicular) (IQ/A) IQ-1 (1)-11; Brawling (DX/E) DX+1 (2)-11; Carpentry (IQ/E) IQ (1)-12; Climbing (DX/A) DX (2)-10; Freight Handling/TL6 (IQ/A) IQ-1 (1)-11; Gunner/TL6 (Cannon, Depth Charge, or Torpedo) (DX/E) DX+1 (2)-11; Mechanic/TL6 (Ocean Going Vessel) (IQ/A) IQ-1 (1)-11. Secondary Skills Guns/TL6 (Pistol) (DX/E) DX+1 (2)-11; Guns/TL6 (Rifle) (DX/E) DX+1 (2)-11; Melee Weapon (Knife) (DX/E) DX (1)-10. Background Skills Spend 10 points improving on any primary or secondary skill, or purchasing any of Area Knowledge (Ocean or Ports of Call), Carousing, Gunner/TL6 (Machinegun or Rocket Launcher), Guns/TL6 (Light Auto), Scrounging, or Swimming, all (Easy); Cartography/TL6, Cooking, Diving Suit/TL6, Driving/TL6 (Automobile or Construction Equipment), Electronics Operation/TL6 (Communications or Sensors), Explosives/TL6 (Demolition), Gambling, Intimidation, NBC Suit/TL6, or Survival (Island/Beach), all (Avg); Engineer/TL6 (any), Intelligence Analysis/TL6, or Intelligence Analysis/TL6 (Traffic Analysis), all (Hard); or Telegraphy (accented) (4). Scientist/Engineer 113 pointsSee p. WD59. Attributes ST 10 (0); DX 10 (0); IQ 14 (80); HT 10 (0). Advantages A total of 30 points chosen from National Advantages (see above) or any of Eidetic Memory (5); Less Sleep (2/level); Lightning Calculator (2/level); Mathematical Ability (10/level); Patron (University or Government) (varies); Reputation (Noted Scientist or Engineer) (varies); Security Clearance (free access, narrow range) (10). Disadvantages A total of (-30) points in National Disadvantages (see above) or Bad Back (-15 or - 25); Bad Sight (-25); Curious (12) (-5); Hard of Hearing (-10). Primary Skills Option 1 Research/TL6 (IQ/A) IQ (2)-14; and two of Chemistry/TL6 (IQ/H), Engineer/TL6 (any) (IQ/H), Geology/TL6 (IQ/H), Physician/TL6 (IQ/H), or Physics/TL6 (IQ/H), all IQ+1 (8 points). Option 2 Mathematics/TL6 (Applied) (IQ/H) IQ+1 (8 points)-15, Physics/TL6 (IQ/VH) IQ (8 points)-14, and Physics/TL6 (Nuclear) (IQ/VH) IQ-2 (2)-12. Option 3 Armoury/TL6 (any) (IQ/A) IQ+2 (8 points)-16, Metallurgy/TL6 (IQ/H) IQ+1 (8 points)-15, and Mechanic/TL6 (Machinist) (IQ/A) IQ (2)-15. Secondary Skills Select two of Public Speaking (IQ/A), Teaching (IQ/A), or Writing (IQ/A) all IQ-1 (1)-13; and two of Computer Programming/TL6 (IQ/H) IQ-2 (1)-12, Literature (IQ/H) IQ-2 (1)-12, Mathematics/TL6 (Applied) (IQ/H) IQ-2 (1)-12, Mechanic/TL6 (any) (IQ/A) IQ-1 (1)-13, Metallurgy/TL6 (IQ/H) IQ-2 (1)-12, Physiology/TL6 (Human) (IQ/H) IQ-2 (1)-12, Psychology (IQ/H) IQ-2 (1)-12, or Research/TL6 (IQ/A) IQ-1 (1)-13; and one of Latin, French or German (accented) (4). Background Skills Spend 7 points on any of Area Knowledge (any), Savior-Faire (any), Scrounging, Seamanship/TL6, or Swimming, all (Easy); Administration, Driving (Automobile or Motorcycle), Photography/TL6, Piloting (Light Airplane), or Riding (Horse), all (Avg). Ski Trooper 119 pointsSee p. WFH31. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Camouflage (IQ/E) IQ (1)-12; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+2 (4)-14; Guns/TL6 (Rifle) (DX/E) DX+2 (4)-14; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/A) DX-1 (1)-11; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; Skiing (DX/H) DX (4)-12; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Survival (Arctic) (Per/A) Per (2)-12; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Brawling (DX/E) DX (1)-13; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; NBC Suit/TL6 (DX/A) DX-1 (1)-11; Scrounging (Per/E) Per (1)-12; Survival (any) (Per/A) Per-1 (1)-11. Background Skills Spend 1 point on any of Area Knowledge (any), Carousing, Gunner (Machinegun, Mortar), Guns (Grenade Launcher, LAW or Pistol), Liquid Projector (Flamethrower), Savior-faire (Military), Swimming, all (Easy); Administration, Cooking, Electronics Operation/TL6 (Communications), Explosives/TL6 (EOD), Forward Observer/TL6, Gambling, Intimidation, NBC Suit/TL6, all (Avg). SOE-F Operative 127 pointsSee p. WRH36. Attributes ST 10 (0); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fearlessness plus 2 (2/level=4); Will +2 (5/level=10); Language (French or English) (Accented) (4) and 25 points in National Advantages (see above). SOE-F operatives also may take Common Sense (10), Danger Sense (15), Fit (5), Intuition (15), or additional levels of Will (5/level) as part of their National Advantages. Disadvantages Enemy (German/Vichy security forces, 6 or less) (-20) and (-30) in National Disadvantages (see above). Primary Skills Acting (IQ/A) IQ-1 (1)-11; Area Knowledge (France) (IQ/E) IQ (1)-12; Camouflage (IQ/E) IQ (1)-12; Cartography/TL6 (IQ/A) IQ-1 (1)-11; Disguise/TL6 (IQ/A) IQ-1 (1)-11; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-11; Escape (DX/H) DX-2 (1)-10; Fast-Talk (IQ/A) IQ (2)-12; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-13; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-13; Holdout (IQ/A) IQ-1 (1)-11; Intelligence Analysis/TL6 (IQ/H) IQ-2 (1)-10; Interrogation (IQ/A) IQ-1 (1)-11; Leadership (IQ/A) IQ (2)-12; Parachuting/TL6 (DX/E) DX (1)-12; Scrounging (Per/E) Per+1 (2)-13; Stealth (DX/A) DX-1 (1)-11; Swimming (HT/E) HT (1)-12; Tactics (Guerrilla) (IQ/A) IQ-1 (1)-11; Teaching (IQ/A) IQ-1 (1)-11; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Brawling (DX/E) DX (1)-12; Climbing (DX/A) DX-1 (1)-11; Driving/TL6 (Automobile) (DX/A) DX-1 (1)-11; Engineer/TL6 (Combat) (IQ/H) IQ-2 (1)-10; Explosives/TL6 (Demolition) (IQ/A) IQ-1 (1)-11; Forgery/TL6 (IQ/H) IQ-2 (1)-10; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11; Survival (Urban) (Per/A) Per-1 (1)-11. Background Skills Spend 5 points on any of Bicycling, or Savior-Faire (High Society), both (Easy); Boating/TL6 (Unpowered or Motorboat), Cooking, Driving/TL6 (Motorcycle), Intimidation, Mechanic/TL6 (Gasoline Engine), Riding (Horse), Sex Appeal, Shadowing, or Tracking, all (Avg); or Skiing (HT/H). Sniper 120 pointsSee p. W79. Attributes ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10). Advantages Fit (5) and 25 points in National Advantages (see above). Snipers may always take Acute Vision (2/level) as part of their National Advantages. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above). Primary Skills Armoury/TL6 (Small Arms) (IQ/A) IQ-1 (1)-11; Camouflage (IQ/E) IQ (1)-12; Climbing (DX/A) DX-1 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12; Guns/TL6 (Rifle) (DX/E) DX+4 (12)-16; Hiking (HT/A) HT-1 (1)-10; Jumping (DX/E) DX (1)-12; Melee Weapon (Knife) (DX/E) DX (1)-12; Melee Weapon (Spear) (DX/E) DX-1 (1)-11; Soldier/TL6 (IQ/A) IQ+2 (8 points)-14; Stealth (DX/A) DX (2)-12; Tactics (Infantry) (IQ/H) IQ-2 (2)-10; Throwing (DX/A) DX-1 (1)-11; Traps/TL6 (IQ/A) IQ-1 (1)-11. Secondary Skills Brawling (DX/E) DX (1)-12; Gunner/TL6 (Machinegun) (DX/E) DX+1 (2)-13; Guns/TL6 (Light Auto) (DX/E) DX+1 (2)-13; Navigation/TL6 (Land) (IQ/A) IQ-1 (1)-11. Background Skills No points are allocated for these, but extra points may go to Guns/TL6 (Pistol), Scrounging, Swimming, all (Easy); Explosives/TL6 (Demolition), Explosives/TL6 (EOD), Forward Observer/TL6, Intimidation, NBC Suit/TL6, Survival (any); Tracking, all (Avg); Engineer/TL6 (Combat), Skiing, both (Hard). Spiv 30 pointsSee p. WAKM48. Attributes ST 10 (0); DX 10 (0); IQ 11 (20); HT 10 (0). Advantages 10 points in Contacts (variable); plus 5 points in any of Acute Vision (2/level); Perception (5/level); Charisma (5/level); additional Contacts (varies); Favors (varies); Reputation (for usefulness) (varies); Above Suspicion (1); or Sensitive (5) Disadvantages A total of -15 points from any of Code of Honor (Stays Bought) (-5); Cowardice (12) (-10); Greed (12) (-15); Laziness (-10); Reputation (as Shady Character) (varies); Secret (Illegal Activities) (varies) or Will (-5/level). Primary Skills Holdout (IQ/A) IQ-1 (1)-10; Merchant (IQ/A) IQ+1 (4)-12; and Streetwise (IQ/A) IQ-1 (1)-10. Secondary Skills None. Background Skills Spend 4 points to increase any of the above or on any of Area Knowledge (Neighborhood or City), Brawling, Carousing , Fast Talk, Filch,Melee Weapon (Knife), or Scrounging, all (Easy); Acting, Intimidation, all (Avg); Accounting, Detect Lies, Diplomacy, or Forgery/TL6,all (Hard). Submariner 118 pointsSee p. WIC49. Attributes ST 11 (10); DX 11 (20); IQ 13 (60); HT 11 (10). Advantages Fit (5); Military Rank 3 (15) and 15 points in National Advantages (see above). Perception (5/level) and Will (5/level) are appropriate. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-30) points in National Disadvantages (see above) or Compulsive Behaviors with a - 65% limitation (Only while ashore). Fanaticism (Patriotism) could qualify for an additional Reputation (Fervent Nazi) (-5) in the early war years. Primary Skills Administration (IQ/A) IQ-1 (1)-12; Electronics Operation/TL6 (Communications) (IQ/A) IQ-1 (1)-12; Electronics Operation/TL6 (Sensors) (IQ/A) IQ-1 (1)-12; Engineer/TL6 (Ships) (IQ/H) IQ-2 (1)-11; First Aid/TL6 (IQ/E) IQ (1)-12; Gunner/TL6 (Cannon) (DX/E) DX+1 (2)-12 Gunner/TL6 (Torpedo) (DX/E) DX+1 (1)-12; Intelligence Analysis/TL6 (IQ/H) IQ-2 (1)-11; Leadership (IQ/A) IQ-1 (1)-12; Mechanic/TL6 (Ocean Going Vessel) (IQ/A) IQ (2)-12; Meteorology/TL6 (Earthlike) (IQ/A) IQ-1 (1)-12; Navigation/TL6 (Sea) (IQ/A) IQ (2)-13; Savior-Faire (Military) (IQ/E) IQ (1)-13; Shiphandling/TL6 (Ship) (IQ/H) IQ (4)-12; Swimming (HT/E) HT (1)-11; Tactics (Submarine) (IQ/A) IQ-1 (1)-12; Telegraphy (accented) (4). Secondary Skills Boating/TL6 (Unpowered) (DX/A) DX-1 (1)-10; Boating/TL6 (Motorboat) (DX/A) DX-1 (1)-10; Guns/TL6 (Pistol) (DX/E) DX+1 (2)-12; Melee Weapon (Knife) (DX/E) DX (1)-12. Background Skills Spend 3 points in any of Area Knowledge (Ocean or Ports of Call), Carousing, Driving/TL6 (Automobile), Gunner/TL6 (Machinegun), Guns/TL6 (Light Auto), or Scrounging, all (Easy); Cartography/TL6, Cooking, Explosives/TL6 (Demolition), Gambling, Intimidation, or NBC Suit/TL6, all (Avg); Engineer/TL6 (any), Intelligence Analysis (Traffic Analysis), or Law (International Maritime) all (Hard). Volksturmmann 12 pointsSee p. WIC46. Attributes ST 10 (0); DX 10 (0); IQ 10 (0); HT 10 (0). Advantages A total of 30 points in National Advantages (see above) or appropriate advantages for the Volksturmmann's civilian life, or improved attributes. Disadvantages Duty (15) (Service) (Extremely Hazardous) (-20) and (-25) points in National Disadvantages (see above) and at least one Volksturmm disadvantage that disqualifies the character from regular service. These include any attribute reduced to 8 or lower; Bad Sight (-25); Fat (-3); Hard of Hearing (-10); Lame (-10 to - 20); One Arm (-20); One Eye (-15); or Very Fat (-5). Any of the -25 points remaining after a Volksturmm disadvantage is picked should be applied to the National Disadvantages. Very young Volksturmm members usually should have Fanaticism (Patriotism). Primary Skills Area Knowledge (Home Region) (IQ/E) IQ+1 (2)-13; Farming/TL6 (or other civilian skill) (IQ/A) IQ+1 (4)-11; Guns/TL6 (LAW) (DX/E) DX (1)-10;Guns/TL6 (Light Auto) (DX/E) DX (1)-10; Guns/TL6 (Rifle) (DX/E) DX (1)-10; Scrounging (Per/E) Per+1 (2)-11; Soldier/TL6 (IQ/A) IQ-1 (1)-9; Stealth (DX/A) DX-1 (1)-9; Throwing (DX/A) DX-1 (1)-9. Secondary Skills First Aid/TL6 (IQ/E) IQ (1)-10. Background Skills Spend 12 points on improving other skills or Bicycling, Brawling, Gunner/TL6 (Cannon or Mortar), Guns/TL6 (Grenade Launcher or Pistol), or Swimming, all (Easy); Boating/TL6 (Unpowered), Cooking, Driving/TL6 (Automobile or Motorcycle), Hiking, Riding (Horse), Streetwise, or Teamster (Equines) all (Avg). |
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