Recoil F A S E R I P Res Pop Gd 10 Gd 10 Ex 20 Ex 20 Gd 10 Ex 20 Rm 30 Gd 10 Fe 2 Health: 60 Karma: 60 Origin: Like most of his fellow Joes, Recoil lacks special powers of any variety; he's a normal human, at least in a physical sense. On the other hand, he's quite strong, rather skilled, eerily sneaky, and wields a wide variety of high tech government hardware while on the job. Known Powers: (none) Limitations / Enhancements: (none) Equipment: Dual Guns: Recoil carries an odd device that is two guns in one. It has a semi-automatic pistol on top that can discharge a single round to inflict Typical (6) Shooting damage, raised to Good (10) Shooting damage when firing a three-round burst. This weapon has a scope on top, which adds a +1 CS to its effective firing range. Slung beneath the handle of this firearm, on a separate arm, is a small shotgun. It inflicts Typical (6) Shooting damage in a thirty degree arc when firing birdshot, Good (10) Shooting damage to adjacent targets when firing buckshot, or Excellent (20) Shooting damage when firing slugs. Grenades: though the idea is for him to sneak into an area unnoticed, Recoil can cause quite a racket with these when he needs to. He can fling them at a target to inflict Remarkable (30) Edged Attack (fragmentary) damage to everything within their detonation area. Knives: all LRRPs carry a few blades into the field - you never know when you need to end someone quietly. These can either be used to inflict Edged Attack damage in melee, or to cut through items of up to Incredible (40) m.s., their own m.s., given enough time to do so. Machine Gun: Recoil carries a powerful machine gun into battle. It is a modified M-16, which has a grenade launcher slung beneath (damage per his grenades, above), a bayonet on the front (damage per his knife, above), and a small scope to increase his effective firing range by one area. Of course, those are all just accessories. The main attraction of his M-16 is that it can either fire a single shot to inflict Typical (6) Shooting damage, a semi-auto burst to inflict Good (10) Shooting damage, or be fired continuously to inflict Excellent (20) Shooting damage. Mines: Recoil carries a large amount of prepared explosives into the field. He can set these charges to explode upon being triggered (usually by a trip wire), and they'll detonate to inflict up to Incredible (40) Edged Attack (fragmentary) damage upon being set off. Radio: when he needs to report to base or others in the field, Recoil made use of a classic radio. This equipment can send and receive signals with Good (10) ability, having a maximum coverage of 25 miles, doing so with Remarkable (30) strength GI Joe signal encryption. Quirks: (none) Talents: Guns: if he's doing his job right, Recoil won't need this talent at all, but he's nonetheless well-versed in the use of modern firearms. He may fire any standard, semi-automatic, or fully automatic rifle or pistol, or even a shotgun, as if his Agility was +1 CS in rank. Martial Arts type B: though he was in incredible shape before enlisting, Recoil wasn't all that much of a fighter. Now, he can readily engage in combat, adding a +1 CS to his Fighting when attempting any unarmed melee attacks, from punches to head butts. Military / United States: the source of almost all his marketable skills, this talent serves as an origin of sorts for Recoil. It describes his ability to function in almost any fighting unit, as well as his instinctual understanding of the Standard Operating Procedure. Sports / Professional Lifting: as much performance art as it is self-perfection, professional lifting is a sport unto itself. A former participant in this activity, Recoil is well-versed in building up muscle and showing it off, and should receive a +2 CS on such efforts. Stealth: Recoil is sneaky - it's part of his job description, and a way of life for the man. He should receive a +1 CS on any efforts to avoid notice, whether he's just acting nondescript or actively working to obscure himself against the various senses. Survival: being out in the field for long periods of time without support, Recoil needed training in survival techniques. Thanks to this education, he can persist in almost any environment with ease, handily finding the food, water, or shelter he needs to survive. Contacts: Recoil is a member of the GI Joe team, and as one of these elite military operatives, he can rely upon his fellows for assistance should he but ask; the Joes are an incredibly tightly-knit group. Recoil also has several additional contacts, in both military and athletic circles. Costume: Recoil's GI Joe field uniform is utilitarian in nature. It is mainly comprised of a long-sleeved, collared light green shirt and trousers with a dark green, digital camouflage pattern, with brown leather boots and gloves, green belts and web gear, green sunglasses, and a green cap. Personality: Joseph prides himself on being the best he can be, either physically or mentally. He's constantly training his mind, body, and practical job skills at every opportunity, which tends to make others think he's kind of weird... or downright spooky when he ambushes them! Real Name: Joseph Felton, Grade E-5 Occupation: infantry LRRP, RTO 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: strawberry blonde Eyes: unrevealed Weight: 210 lbs Other Distinguishing Characteristics: none Story: Recoil has always been physically active. Before he enlisted in the Army, the man was both a marathon runner and a professional body builder. His great physical condition upon enlistment meant that he was a prime candidate to be one of the Army's elite Lurps! Lurp is of course 'slang' for the Long Range Recon Patrol, or LRRP, which is a job profile that involves hauling one hundred pounds of gear deep into enemy territory, digging up intelligence as he finds it, and extracting himself without being detected by said enemy. It's not an easy job, no. But Recoil is good at it... almost too good. In addition to working out regularly, the man is constantly exercising his job skills - namely by sneaking up on people. All the time. Friends, foes, whatever... Recoil makes it a point to surprise at every opportunity. This unnerves just about everyone that serves with Recoil, and he tends to creep them out. Constantly. But on the other hand, it was this tendency that got him noticed by the GI Joe team's recruiters. Liking what they saw, they scooped Recoil up in no time flat. Once he breezed his way through the GI Joe entrance exam (he's in great shape, physically and mentally, after all), the man was put to work by the Joes doing what he does best: being sneaky. His first recorded instance of this was during the Battle of Benzheen. Recoil served on a recon team with several other sneaky Joes, collecting information on Cobra fortifications and troop motions while they occupied the oil-rich desert nation. After this, Recoil served on various Special Missions for the team, details of which have yet to be revealed. (Historical Divergence) When GI Joe was temporarily deactivated back in '94, Recoil returned to conventional military service. When Cobra activity required a large number of Joes to deal with a problem, though, Recoil happily answered the call, as he did during the second Cobra Island Civil War. He also lent his skills to the GI Joe effort to defeat Cobra during World War III, that organization's last-ditch effort to conquer the entire planet! Recoil was seen in Uzbekistan alongside Outback and several other Joes, fighting off Cobra troops entrenched there. With Cobra's seeming defeat, Recoil has returned to the GI Joe team full time, as the government decided to stop fooling around against serious terrorist threats like Cobra. The team's first mission, of course, was to round up those Cobras who escaped justice at the end of the War! * 2018 VARIATIONS * Costume: Recoil's second GI Joe field uniform like his first. It consists of a long-sleeved, collared light green shirt and trousers with a dark green, digital camouflage pattern, brown leather boots and gloves, green belts, web gear, and knee pads, green sunglasses, and a green cap.