Mutt

F
Gd 10
A
Gd 10
S
Ty 6
E
Ex 20
R
Gd 10
I
Ex 20
P
Ex 20
Res
Ex 20
Pop
Sh 0

Health:
Karma:
46
50

Origin:

Like most of his fellow Joes, Mutt is naught but a normal human, lacking anything bizarre in his background that would give him fantastic abilities. Aside from a natural knack for dog handling, Mutt has nothing but his high tech military equipment to paint him as 'special'.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Dog Handling Gear: while he doesn't have to worry about Junkyard biting him these days, Mutt has to train other dogs as well, and sometimes they're not always so well behaved. As such, while on the job Mutt will wear a padded left glove, jacket, and knee pads.

Helmet: supplementing his dog handling gear, and doubling as protection from humans in the field, this helmet provides Mutt Good (10) protection from physical attacks that strike him in the cranium. This helmet has a built in set of goggles and a sort of muzzle that Mutt likes.

Knife: often worn strapped onto his chest with a handy sheath, Mutt always carries one of these with him in the field; you never know when your gun or dog is going to fail you. He can use this to inflict Edged Attack damage in melee, or cut through items of up to Incredible (40) m.s.

Mac-11 Submachine Gun: his favorite firearm, Mutt always carries this weapon with him on duty. He can fire it to inflict Typical (6) Shooting damage in a single shot, +1 CS in a short burst of ammo. It has a silencer to reduce the intensity of gunfire sound to Feeble (2).

Night Stick: when shooting or stabbing someone just isn't practical, Mutt will often use his night stick on them; one of his many specialties is in security work, after all. He can use this implement to inflict his Strength +1 CS in Blunt Attack damage to his opponents.

Pistol: a back-up for his Mac-11, Mutt always carries a standard, M1911A1 on him as well. He can also fire this weapon to inflict Typical (6) Shooting damage in a single shot or Good (10) Shooting damage in a semi-auto spread, but it lacks a silencer like his Mac 11.

Quirks:

Natural Talent / Animal Handling: while it's not quite a power, Mutt has demonstrated an uncanny knack with the handling of dogs since he was very young. As such, he should be allowed an additional +1 CS while attempting FEATs to train them (though not other animals).

Talents:

Animal Handling 2: his primary military specialty, Mutt is good at training dogs - very good at it. He should receive a +2 CS on any FEAT roll involved with the training of dogs (or any animals really), whether or not he does so in a military capacity.

Guns: a skill taught during his basic training, this talent is an indicator of just how well Mutt can fire a gun. A qualified expert in the M-14, M-16, Mac 11, and M1911A1, Mutt may fire standard, semi-automatic, or fully automatic rifles or pistols at his Agility +1 CS.

Law Enforcement: one aspect of his duties as a K-9 controller is to provide security, and Mutt is well trained in doing so. While acting in this capacity, Mutt may detain anyone he feels is a security threat or acting contrary to what is legal on a military base.

Martial Arts type B: another essential skill taught during his basic training, this talent describes Mutt's ability to defend himself without any weapons (or dogs) handy. He may launch any unarmed melee attacks as though his Fighting was +1 CS higher than is listed above.

Military / United States: the source of all his many skills, this talent serves both as an origin and a useful profession. Thanks to his military training, Mutt can efficiently function in a military environment, and knows the SOP like the back of his gloved hand.

Survival: one aspect of Mutt's military training has involved learning effective combat skills in hostile environments. A graduate of the Jungle Warfare Training school, he can easily get by in these or other environs, with little or no support if necessary.

Contacts:

Mutt has been a member of GI Joe for a very long time, and has participated in several of the unit's most harrowing missions against Cobra. As such, he can definitely rely upon his fellow Joes for assistance in a pinch. He's on particularly good terms with Spirit, Law, and Order.

Costume:

Mutt's first GI Joe uniform consists of an Army green, collared short sleeve shirt under a brown vest with red shoulder pads, Army green trousers, brown leather boots, brown leather knee pads, black belts and holsters, a black padded left glove, and a black helmet with a muzzle.

Personality:

Mutt gets along with animals well - it's just people he has a problem with. He just doesn't mix well with other human beings, though the dogs he trains simply love him. He seems to take on canine personality traits on occasion, sometimes even biting people he doesn't like!

Real Name: Stanley G. (sometimes shown as R.) Perlmutter, Grade Sp-4 (later E-5, then E-6)
Occupation: dog handler, GI Joe infantryman
Legal Status: citizen of the united stated with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: GI Joe, Sergeant Slaughter's Marauders, the Drug Elimination Force, the Anti-Venom Squad

Height: 5' 8"
Hair: black
Eyes: brown
Weight: 180 lbs
Other Distinguishing Characteristics: Mutt typically wears a long mustache, and he tends to growl a lot.

Story:

Mutt grew up with five dogs in his home, and demonstrated an uncanny knack for getting them to obey his commands ever since he could walk. In fact, one time a burglar broke into his home, he told them to silently creep up on and surround the perpetrator - and they did!

His ability to control dogs only grew with age, and when Mutt enlisted in the Army years later, he went in for advanced animal control training - not to mention various security and special warfare schools. Everywhere that animals could be utilized in the field, Mutt received training.

His amazing skill and dedication got him noticed, and eventually Mutt was selected to join an elite anti-terrorist unit desperately needing new staff: the GI Joe team. Coming in with his best dog, Junkyard, Mutt jumped right in to action and showed his talent in Florida.

There he was sent on a mission to investigate an address Storm Shadow had sent a package to, only to find that Cobra Commander and a large array of his new flunkies, like Zartan, were hiding out there. While Mutt and Junkyard captured a bunch of Cobras, they ultimately got away.

Mutt went on to perform admirably in subsequent missions, and even wound up being chosen to serve on Sergeant Slaughter's Marauders team. Of course, things went a bit sour for Mutt when, during another run-in with Zartan's stooges, Junkyard was cut up with a chain saw.

Wanting some payback, Mutt hitched a ride with the Battle Force 2000 when they went after the Dreadnoks, and wound up causing more than a little bit of trouble for that team. Of course, Battle Force 2000 did manage to get their hands on those rowdy bikers as a result of Mutt's antics.

Later, when visiting his uncle in Millville with Spirit, Mutt tripped over a massive Cobra operation! Right after their arrival, Cobra Commander himself led a huge invasion of the town, and the two Joes watched helpless as he took over and brainwashed the entire populace.

Leading a resistance for a time, he and Spirit caused Cobra no end of trouble, but in the end Cobra stymied the two Joes by rolling out the regular, brainwashed police and having them arrested. Though it took several years, Mutt and Spirit were ultimately cleared of all charges.

Mutt and Junkyard stuck with the team until its first deactivation in 1994, though he returned to the fold every time the Joes had a subsequent reactivation due to increasing Cobra activity. Knowing just how evil they are, Mutt wasn't about to let them win without one heck of a fight.

(Historical Divergence)

He presumably remains with the GI Joe team to this very day, training dogs for the team and regular military operatives as well. Though the first Junkyard passed away a few years ago, he's trained several of his puppies as a replacement for field work.

Mutt even gave one the same name as his parent, in order to honor the original!

1989 Variations

Costume:

Mutt's second, Slaughter's Marauders uniform is a recoloring of his first.

It includes a brown, collared short sleeve shirt with green sleeves under a blue vest, Army green trousers with brown and light green stripes, black leather boots, green leather knee pads, black belts and holsters, a black padded left glove, and a gray helmet with a muzzle.

1992 Variations

Equipment:

Flak Vest: in addition to providing padding for Mutt whilst training young dogs, this gear also protects him from enemy fire. Whenever he's shot in the chest, Mutt receives the benefit of Good (10) protection from physical attack - which can easily deflect small arms fire.

Headset: replacing his helmet for a time, this cap is instead wired with communications gear so that Mutt can keep in touch with his fellows in the field. Functioning at Poor (4) rank, Mutt's comm gear has a 5 mile range - more than enough, really.

Net Launcher: this large, bulky item can launch a large net capable of completely wrapping a target up; beats shooting them when you'd like to ask them a few questions. For practical purposes, treat this as a grappling attack based on Remarkable (30) Strength.

Smoke Grenade: when you need to obscure an area in a jiffy, these bombs come in handy. Mutt can throw one to inundate an area in vision-clouding smoke, and foes must pass an Intuition FEAT roll versus Excellent (20) intensity to see anything within it for 1d10 turns.

Costume:

Mutt's third Joe uniform is an odd mix of his first two. It includes a dark green sweater under a blue vest, khakis trousers, black leather gloves, padded tan wrist guards, black leather boots with brown padding on the front, and a black cap with a small headset built in.

1993 Variations

Equipment:

Flak Vest: in addition to providing padding for Mutt whilst training young dogs, this gear also protects him from enemy fire. Whenever he's shot in the chest, Mutt receives the benefit of Good (10) protection from physical attack - which can easily deflect small arms fire.

Headset: replacing his helmet for a time, this cap is instead wired with communications gear so that Mutt can keep in touch with his fellows in the field. Functioning at Poor (4) rank, Mutt's comm gear has a 5 mile range - more than enough, really.

Missile Launcher: in '93 Mutt abandoned his net launcher for a far more aggressive weapon, an XL-66 hyper-powered rocket launcher. This weapon can fire one rocket before needing to be reloaded, rockets which have these vehicular capabilities:

C
Gd 10
S
In 40
B
Gd 10
Damage
Rm 30 Edged Attack

Smoke Grenade: when you need to obscure an area in a jiffy, these bombs come in handy. Mutt can throw one to inundate an area in vision-clouding smoke, and foes must pass an Intuition FEAT roll versus Excellent (20) intensity to see anything within it for 1d10 turns.

Costume:

Mutt's fourth Joe uniform is a recoloring of his third. It includes a dark green sweater under a neon orange vest, blue jeans, black leather gloves, padded tan wrist guards, black leather boots with brown padding on the front, and a black cap with a small headset built in.

2004 Variations

Equipment:

Flak Vest (v1): in addition to providing padding for Mutt whilst training young dogs, this gear also protects him from enemy fire. Whenever he's shot in the chest, Mutt receives the benefit of Good (10) protection from physical attack - which can easily deflect small arms fire.

Headset (v1): replacing his helmet for a time, this cap is instead wired with communications gear so that Mutt can keep in touch with his fellows in the field. Functioning at Poor (4) rank, Mutt's comm gear has a 5 mile range - more than enough, really.

Smoke Grenade (v1): when you need to obscure an area in a jiffy, these bombs come in handy. Mutt can throw one to inundate an area in vision-clouding smoke, and foes must pass an Intuition FEAT roll versus Excellent (20) intensity to see anything within it for 1d10 turns.

Costume:

Mutt's fifth uniform is a recoloring of his third, worn with Tiger Force.

It includes an orange and black sweater under a green vest, brown trousers, green leather gloves, padded green wrist guards, orange and black leather boots with green padding on the front, and a green cap with a small headset built in.

His sixth GI Joe uniform is another recolor of his first. It includes a brown collared, short sleeve shirt under a gray vest with red shoulder pads, desert camouflage trousers, brown leather boots, knee pads, belts, and holsters, black padded gloves, and a black helmet.

2005 Variations

Equipment:

Smoke Grenade: when you need to obscure an area in a jiffy, these bombs come in handy. Mutt can throw one to inundate an area in vision-clouding smoke, and foes must pass an Intuition FEAT roll versus Excellent (20) intensity to see anything within it for 1d10 turns.

Costume:

Mutt's seventh GI Joe uniform is based on his first. It includes a an Army green T-shirt beneath a red vest, Army green trousers, brown leather boots, knee pads, belts, and holsters, a pair of heavily padded gray gloves, and a large gray muzzle that Mutt likes to wear in the field.

Junkyard

F
Gd 10
A
Ty 6
S
Ty 6
E
Gd 10
R
Fe 2
I
Gd 10
P
Fe 2

Health:
Karma:
32
n/a

Mutt's trusty companion, Junkyard is a large, black Rottweiler that has worked with him for years and years. Junkyard has the ability to inflict Edged Attack damage in melee (in a bite), move at two areas per turn, and Track (scent-based, per the power) at Remarkable (30) rank.

Extra Goodies:

Mutt and Junkyard Universal Heroes Text File Download

GI Joe directories featuring a version of Mutt and Junkyard:

  1984 1989 1992 1993 2004 2005  

Note: 2004 saw two different versions of Mutt (Versions 5 and 6).

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