Pathfinder Strength Agility Intellect Willpower 7d 7d 5x 7c Hand Size: 4 (25) Edge: 2 Origin: Like most of the GI Joe team, Pathfinder is but a normal human, lacking ascendant powers of any kind. In other words, he's just a regular Joe, and hasn't been blessed with benevolent genetic mutations, an occult background, power-granting happenstance, or what-have-you. Powers: (none) Hindrances / Augmentations: (none) Equipment: Knife (s): Pathfinder carries one of these implements in the event that his weed whacker is on the fritz - or it would be overkill in a given situation. Made from strength 12 metals, this blade can cut through items of like m.s., and allows Pathfinder to inflict +2 damage in melee. Sidearm (a): while his other weaponry may vary from time to time, Pathfinder's always got one of these handy during a mission. He can fire a single round from this pistol to inflict his Agility +4 in damage, or a semi-auto burst of leaden doom to inflict his Agility +5 in damage. Twin Machine Gun Harness (a): Pathfinder can fire a small burst from one of these powerful, back-mounted weapons to inflict his Agility +5 in damage, or fire it continuously to inflict his Agility +6 in damage. If both are used in either mode, this damage is raised by +1. Weed Whacker (s): this device, which draws power from his backpack weapons platform, allows Pathfinder to clear large amounts of flora in a jiffy. The whirling blade of this large device can inflict damage per a +5 weapon in melee, or slice through plants like butter. Skills: Boxing (s): one talent Pathfinder picked up during Basic, this skill represents his hand-to-hand fighting ability. When engaging in unarmed combat, Pathfinder can divide his pre-card play action score between two melee attacks, the last of which occurs as a contingent action. Guns (a): the other talent that Pathfinder picked up in Basic, this skill describes his ability to use most modern firearms. Whether it be a standard, semi-automatic, or fully automatic rifle or pistol, Pathfinder may discharge such weapory at a reduced difficulty level. Military / United States (w): a source for many of his talents, this skill primarily serves as a 'background' for Pathfinder. In addition to providing him an inherent understanding of military protocols and procedures, it lets him lead fighting men into battle if he must. Survival (w): Pathfinder grew up in the Florida Everglades, and was taught how to get by there thanks to his father, a decorated Korean War veteran. He can get around in jungle environs with unnerving ease, and additional training has spread this ability to any terrain on earth. Contacts: As a member of the GI Joe team, Pathfinder can obviously depend on them in a pinch, should he need their assistance. After all, he rarely needs help, so Pathfinder's allies listen when he asks for it! Furthermore, the man has several additional, as-of-yet unrevealed military contacts. Calling: Soldier: more than anything else, Pathfinder loves a challenge. While he's rather independent, he's happy to take orders when they provide him a new hurdle to overcome. Especially one that's well-suited to his environment of choice - the jungle - which is brutal and unforgiving. Costume: Pathfinder's first GI Joe field uniform consists of black trousers with cyan and orange 'camo' stripes on them, a black short-sleeved, collared shirt worn under an orange vest, black leather boots, a light green leather belt, a green boonie hat, and dark green sunglasses. Personality: Willuam is very self-sufficient, having learned early in life how to take care of himself in most any situation. Furthermore, he's about as tenacious as they come, not liking to leave any task unfinished - no matter how difficult it may be, or what hardships may lie in his wake as he does so. Real Name: William V. Ianotti, grade E-6 Occupation: jungle combat expert Legal Status: citizen of the United States with no known criminal record Marital Status: single Alias(es), if any: none Group Affiliation: GI Joe Height: 6' Hair: brown Eyes: unrevealed Weight: 165 lbs Other Distinguishing Characteristics: none Story: Growing up in the treacherous Florida Everglades, Pathfinder had no choice but to learn how to deal with swamps and other tropical environs. He was taught how to do so by his father, a decorated recon grunt from the Korean War, who knew exactly how to deal with such terrain. Thanks to his father, Pathfinder learned how to make trails where there aren't any, how to ambush unsuspecting folks in the brush, and other aspects of jungle survival - all before he enlisted in the Army! When he did that, it became apparent that he'd be a perfect jungle assault specialist. On the job, he proved just how well-versed in such techniques he was, and quickly became the Army's premier jungle operations specialist. This naturally attracted the attention of the GI Joe team, who recruited Pathfinder into their ranks as soon as he could get through the entrance exam. Once he managed this, Pathfinder was put in charge of many Cobra Island operations the Joe team conducted. Pathfinder handled them all with glee, and happily served the Joes in this capacity until they were shut down back in '94. (Historical Divergence) The Cobra threat only became worse without GI Joes to check them, though, and the team was reactivated a short time later. A few years into GI Joe's new incarnation, the team convinced Pathfinder to return to the fold, this time behind the wheel of one of their AWE Strikers. Liking a good challenge, Pathfinder couldn't resist re-upping with the Joes. He hung with the 'new' team through thick and thin, participating in the second Civil War and Cobra's single greatest bid for world domination, none other than World War III itself! Once Cobra was defeated (again), Pathfinder stayed on with the Joes, since they weren't prematurely disbanded this time. No, the government thought it'd be a good idea to have GI Joe finish the job this time, and collect all the world's stray Cobra outlaws, not to mention hold things together while everyone rebuilds. Cobra did a lot of damage, after all! * 2001 VARIATIONS * Equipment: AWE Striker (i): when he was drawn back into the GI Joe team at the beginning of the millennium, Pathfinder was given his very own AWE Striker with which to punish the forces of Cobra while on jungle missions. This vehicle is described in its very own equipment entry. Costume: Pathfinder's second Joe uniform is less conspicuous than his first, but otherwise the same. It includes dark gray trousers, a dark gray short-sleeved, collared shirt with a dark gray vest on top, black leather boots, a black leather belt, black sunglasses, and a dark gray boonie hat. * 2004 VARIATIONS * Equipment: VAMP, Mark 5 (i): occasionally, Pathfinder works with Big Brawler and Torpedo, usually when dirty wilderness tricks are in order. While so teamed, the trio makes use of a Mark 5 VAMP, which can be used to get in and out of an area in a jiffy - and to augment the team's firepower. The VAMP is described in its own entry. Costume: Pathfinder's third Joe uniform is almost identical to his second. It is comrpised of dark gray trousers, a dark gray short-sleeved, collared shirt with a dark gray vest on top, black leather boots, a black leather belt, black sunglasses, and a dark gray boonie hat. * 2016 VARIATIONS * Equipment: Hatchet (s): when his weed whacker fails him, and his blade isn't enough for the foliage before him, Pathfinder breaks out his hatchet! He can use this one-handed implement to inflict his Strength +3 in slashing damage, doing so on anything impeding his forward movement. Costume: Pathfinder's fourth Joe uniform is like his first, and consists of black trousers featuring cyan and orange 'camo' stripes, a black short-sleeved, collared shirt worn under an orange vest, black leather boots, a dark green leather belt, a green boonie hat, and silver sunglasses.