Combat Boy - Has the option of killing Marshall, which, if seen by New Canaanites, will result in combat from all males. However, if it goes undetected, this will "solve" the problem. However, the combat boy gets no material reward, since admitting to the deed is admitting to murder.
Diplomacy Boy Can use Deception on the south gate deputy to distract him while Marshall escapes. They can also use Persuasion to convince the guard to let Marshall go, since the ghoul just wants to go die in peace.
Science Boy - Can give six doses of RadAway or Rad-X (or any similar combination) to Jude.
Stealth Boy - Can tell Marshall they will distract the gate guard with noise. They can do this through the use of timed traps or thrown weapons. However, if the gate guard detects the PC at the same time as the noise, he won't be moved from his spot. He'll just yell at the PC and tell them to knock it off.