Spirit Melee: RV 20 Coordination: RV 20 Brawn: RV 6 Fortitude: RV 20 Intellect: RV 20 Awareness: RV 30 Willpower: RV 40 Health: 66 Fortune: 90 Lifestyle: RV 20 Repute: RV 0 Origin: As are most of his fellow GI Joes, Spirit lacks ascendant powers of any stripe - there's no mutant genetics, cybernetic implants, or alien background here. While he may have a mystical outlook on life, and seems to be a supernaturally effective tracker, Spirit's completely normal. Known Powers: (none) Limitations / Enhancements: (none) Equipment: Arrow Launcher: a unique weapon, Spirit carries this curiosity with him on all missions. It fires miniature arrows at an opponent at a truly remarkable rate of speed, each of which will inflict rank value 10 Piercing damage per rather painful shot. Cluster Bomb Grenades: Spirit often carries at least one grenade on missions. These weapons can be thrown (or dropped) to cause a series of explosions on a target, explosions that inflict rank value 30 Slashing (fragmentary) damage. Knives: Spirit always has at least two blades with him, one of which is occasionally a machete. Made from m.v. 50 metals, he can use these to cut through items of like m.v., and can also inflict Slashing damage with them in melee or ranged combat. Sidearm: though he rarely utilizes it, Spirit nonetheless carries this weapon with him while on duty. He can wield it to inflict rank value 6 Piercing damage in a single shot, or rank value 10 Piercing damage in a short, controlled burst of fire. Shaman's Medicine Bag: while he is a trained psychologist, Spirit believes in the old ways as well as the new as far as treating injuries, both physical and spiritual. As such, he usually has a collection of odd herbs and other concoctions he can use to help folks in a pinch. Quirks: (none) Skills: Guns: when he joined the Army, Spirit was trained how to use most guns in battle. Whether he's wielding a standard, semi-automatic, or fully automatic rifle or pistol, or even his arrow launcher, Spirit may do so as though his Coordination was +1 RS higher than is listed above. Martial Arts styles A and B: Spirit is quite dangerous in melee, armed or otherwise. He can inflict Pound or Concuss results upon an opponent regardless of his comparative Brawn or Fortitude, and he receives a +1 RS to hit in unarmed melee. Military / United States: the source for most of his talents, this skill serves as a handy 'origin' for Spirit. Thanks to his rigorous Army training, Spirit knows military protocols and procedures like the back of his hand, and he can lead soldiers into battle when necessary. Psychology: after he left the military the first time, Spirit went to college and got himself a degree. As such, he knows a lot about how people think, and can easily help folks work through their mental issues - or manipulate others when necessary. Skill / Knives: though he knows how to use most guns thanks to the Army, Spirit prefers to wield knives. He can use most short blades at his Melee trait +1 RS, making him rather deadly in up close and personal combats - especially with his two weapons skill! Survival: a talent he possessed before joining the Army, this skill represents Spirit's ability to keep going no matter how dismal the circumstances. Given time, the man can easily scrounge up enough food, water and shelter to get by - if not thrive! Theology: complementing his psychology degree, this skill represents Spirit's beliefs and knowledge of his people's history. A spiritual man, Spirit is well-versed in the tribal ways of most Native American cultures, and can often use this knowledge to subtly help himself or others. Tracking: another skill that helped him get by when growing up, Spirit has been trained by his elders in the fine art of following others. Using a broken blade of grass here, overturned pebbles there, and other subtle signs of passage, Spirit can easily follow others when tracking them. Two Knives: supplementing his skill with short blades, Spirit has learned how to effectively use two such weapons in combat. As such, when wielding a knife in each hand, Spirit should receive an extra attack each turn - assuming both are knife strikes, that is. Contacts: Spirit has been associated with the GI Joe team for a very long time, and can naturally rely upon members of that group for assistance in a pinch; the Joes look after their own, you know. Spirit also has additional contacts in military circles, not to mention his extended family. Costume: Spirit's first GI Joe field uniform is somewhat unconventional, but then most Joes' work suits are. His first ensemble includes tan trousers, a collared blue shirt over a red T-shirt, a tan belt, dark brown leather boots, various knife and pistol holsters, and a red headband. Personality: Spirit is one deep fellow. Everything is profound to him, and he can seemingly find meaning in even the most insignificant of events. However, he does delight in using his skills to make life better for everyone, whether it be on the psychologist's couch or in a knife-fight with Cobra goons! Real Name: Charlie Iron-Knife, grade E-4 (later E-6) Occupation: GI Joe tracker 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' 2" Hair: black Eyes: brown Weight: 190 lbs Other Distinguishing Characteristics: Spirit always wears his hair exceptionally long, usually braided or pulled back into a pony tail, though he's gone to just letting it flow wild of late. He also has a large tribal tattoo on his chest. Story: Spirit came from a family that was so far below the poverty line, it didn't even realize it was poor. The point is that they got by, even if by the standards of normal folks they were positively destitute. It was in this environment that Spirit learned all he knows about the wilderness. Born in Taos, Spirit quickly learned how to get by in the wild, mostly through the teachings of his tribal elders. He became quite a woodsman during his formative years, and acted as both a hunting guide and, later, a tour guide at the Grand Canyon, where his family moved for some time. Spirit enlisted in the Army for a challenge in life, and did plenty of time in Southeast Asia. There, he led various reconnaissance and scout patrols, and thanks to his extensive skills in wilderness travel, tracking, and survival, he was very good at bringing his men home. After leaving the armed forces, Spirit went back to school to complete his education, eventually earning a psychology degree. This, coupled with the healing knowledge handed down by his elders, made Spirit a rarity in western medicine: a shrink that can actually help people! For reasons known only to himself, though, Spirit didn't get a high-paying job in the private sector - instead, he re-enlisted. Furthermore, though he could've gotten an officer's commission, he continued to serve with the enlisted men, a path that eventually led him to GI Joe. A large portion of the Joes' early recruits were men of exceptional skill that served in Vietnam, and Spirit would be no exception to this. Knowing of his great tracking skills and his mental prowess, the GI Joe high-ups were more than happy to have a man like Spirit on board. On one of his very first missions, Spirit accompanied Airborne to the High Sierras, where Snake-Eyes was taking a break from the GI Joe team. They were there to protect their fellow Joe, who was out of sorts both physically and mentally, should Cobra come after him in this state. They did, and Spirit and Airborne had to deal with a murder attempt by Destro, Firefly, and Crimson Guardsman Fred I. Spirit and Airborne fended this assault off with the help of the so-called Soft Master, Snake-Eyes' ninja master, who had arrived to deliver a message to him. Though he was wounded during this fight, Spirit stayed on with GI Joe, even after a run-in with an apparently resurrected Fred (actually Fred II) in a New York City mall, and several other bizarre misadventures. His skill and dedication even earned him a high position on the team. This originally came in the form of membership in Slaughter's Marauders, a team of crack Joe operatives assembled and trained by the Sarge himself, with the intention of making them even better! Spirit thrived in this environment, and did well by his teammates while with the group. He was later put in command of a small squad known as the Air Commandos, glider-operating Joes who could be stealthily dropped into nearly any hostile area to scout - or dish - out trouble. This lasted until the Joe team was taken apart in '94 by government silliness. When this occurred, Spirit left the Army again, this time returning home to help his family dig its way out of poverty some. He was successful at this too, and as such, he was ready to answer the call of duty when the Joe team was put back together recently. (Historical Divergence) Hanging with the team through all of its active and inactive stages, Spirit was present for all of its major operations against a renewed Cobra, including the second Cobra Island Civil War, and Cobra's final scheme, the instigation of World War III itself. With Cobra finally defeated, he continues on with the Joes, mopping up those Cobras who escaped in the wake of their defeat. He also helped to provide security to a badly damaged world which was more vulnerable to terrorist threats than ever before! * 1989 VARIATIONS * Costume: Spirit's second, Slaughter's Marauders costume is the same, save for the color scheme. It consists of two-toned green trousers, a collared brown, dark green and light green shirt over a blue T-shirt, blue leather boots and gloves, a black leather belt, and a blue headband. * 1992 VARIATIONS * Equipment: Air Commando Glider: his principal transportation when commanding the three man Air Commandos, this stealthy vehicle is useful for gaining intelligence on a foe without them knowing Spirit is around - or for attacking from above. it is described in its own vehicular entry. Costume: Spirit's third uniform was a new design, one he donned upon becoming the leader of the Air Commandos. It includes blue jeans, a green vest with black trim, brown leather boots, a black leather belt, red leather gloves, and a red headband with tribal decorations woven in. * 1993 VARIATIONS * Costume: Spirit's fourth uniform is similar to his third, save for the differences in its color. It consists of brown trousers, a red vest with white trim, black leather boots and gloves, a golden belt, and a black headband with tribal decorations woven in. * 2005 VARIATIONS * Costume: Upon rejoining GI Joe, Spirit donned another new uniform. It includes green trousers, a long-sleeved green shirt, khakis colored wrist guards, khakis colored leather belts, webbing and holsters to hold his various gear, and an animal teeth necklace. * 2006 VARIATIONS * Costume: Spirit's sixth GI Joe uniform is a bit... darker. It includes black, stretch fabric pants, a black, stretch fabric long-sleeved shirt, gray leather boots and gloves, a brown belt, sheath, and webbing to hold his gear, green-gray knee pads, and an animal teeth necklace. * 2010 VARIATIONS * Equipment: Assault Rifle: his principal firepower this year, Spirit can discharge a single shot to inflict rank value 6 Piercing damage, a short burst of ammo to inflict rank value 10 Piercing damage, or a fully automatic spread to inflict rank value 20 Piercing damage. Furthermore, Spirit's underslung shotgun attachment can fire birdshot to inflict rank value 6 Piercing damage in a thirty degree arc, buckshot to inflict rank value 10 Piercing damage to adjacent targets, or slugs to inflict rank value 20 Piercing damage to a single foe. Compound Bow: instead of carrying his arrow rifled in 2010, Spirit carried a compound bow. He can use this weapon to inflict his Brawn rank value in Piercing damage to anything within range of this incredibly accurate and deadly weapon. Hatchet: supplementing his collection of daggers, knives, and machetes, Spirit occasionally carries a hatchet with him in the field. He can use this weapon to inflict his Brawn rank value in Slashing damage with each deadly chop. Costume: Spirit's seventh GI Joe uniform is more green in coloration. It includes a lime green tank top beneath a dark green equipment vest, green and white trousers, dark green leather boots and gloves, a green and a black knee pad, green arm and wrist bands, and a green headband. * 2011 VARIATIONS * Costume: Spirit's eight uniform, his second with the Marauders, bares more skin. It includes black web gear over his bare chest, camouflaged green and blue trousers, black knee pads, black leather boots, blue leather gloves, blue arm bands, and a blue headband. * 2015 VARIATIONS * Costume: Spirit's ninth uniform was of a more arid color scheme. It includes a tan T-shirt beneath a dark brown, accessorized vest, camouflaged tan and brown trousers, brown leather boots and gloves, a brown leather belt, brown knee pads, and a brown headband. Freedom Melee: RV 10 Coordination: RV 10 Brawn: RV 4 Fortitude: RV 20 Intellect: RV 4 Awareness: RV 6 Willpower: RV 4 Health: 44 Fortune: n/a Lifestyle: RV 0 Repute: RV 0 Like all eagles, Freedom possesses a sharp beak and claws, allowing it to inflict its Brawn value rank in Slashing damage. Furthermore, it possesses the power of Flight, being able to move up to four sectors per turn - or, in other words, it can fly at rank value 4 air speed.