Sure, he lacks special powers of any sort, and possesses a manlike form and appearance, it's hard to consider the Headman human. He doesn't act like it, after all, and is more than happy to use everything at his disposal to get what he wants. And what he wants is MORE.
Hindrances / Augmentations:
Kevlar ™ Chest Lining (s): Headman's gaudy suit jacket serves to provide him considerable protection against ranged attack. Thanks to its Kevlar ™ lining, it transduces piercing damage into bashing damage, reducing its intensity by 1 in the process.
Sidearm (a): while he likes his bigger weaponry, Headman isn't too proud to wield this backup piece. He can discharge one round with it to inflict his Agility +4 in damage, or a semi-automatic burst of rounds to inflict his Agility +5 in damage.
Sophisticated Armaments Launcher System (i): a dual weapons platform, the SALS is primarily meant to fire door-busting projectiles into vehicles or structures, though it can wielded against individuals in a pinch. Its projectile inflicts intensity 10 fragmentary damage.
In addition to firing missiles, the SALS has a miniature chain gun mounted on top of its launching mechanism. It can either fire a short burst of ammunition to inflict his Agility +6 in damage, or instead be cycled continuously to inflict his Agility +7 in damage.
Submachine Gun (a): his standard armament, Headman can discharge one round from this 'mega blast' rifle to inflict his Agility +4 in damage, a short burst of rounds to inflict his Agility +5 in damage, or fire it continuously to inflict his Agility +6 in damage.
Steel-Tipped Boots (s): in addition to looking expensive, Headman's boots serve a practical use in combat. Their steel tips are sharpened, allowing him to inflict +1 slashing damage in melee, but are often coated with an intensity 9 paralytic poison.
Boxing (s): Headman has learned how to fight through brutal experience, a knack that has helped him claw his way to the top. He may divide his pre-card play action score between two unarmed attacks, the second of which he may attempt as a contingent action.
Business / Finance (w): more than just a violent thug, Headman has a head for business. He knows value when he sees it, has a keen nose for opportunity, and can manage even the most mundane of business operations, bringing his Willpower to bear when resolving applicable card play.
Crime 2 (i): having broken the law his entire life, Headman is a career criminal. Not only does he make a living as a scofflaw, but Headman is really, really good at it. He should receive a reduced difficulty on card play applicable to illegal activities, using either Intellect or Willpower.
Guns (a): sure, he's a competent brawler, but Headman prefers to let lead do the talking for him. Whether firing a standard, semi-automatic, or fully automatic rifle or pistol, Headman may hit his targets at one difficulty level lower than is normally necessary.
Marksman (a): whether his background or intense interest earned him mastery of this skill, Headman excels in the use of advanced weapons. He receives no range penalty when utilizing line-of-sight weaponry, resolving such attacks at a reduced difficulty.
Military (w): while much of his background is a mystery, Headman possesses serious combat discipline. Whether he picked it up elsewhere or developed it on his own, he seems capable of participating in large-scale combat, whether in charge of such or merely a participant.
Wrestling (s): on a successful, average difficulty Strength (strength) action, Headman can restrain a foe, inflicting damage normally. On every exchange afterward, he can inflict like damage if he can repeat that wrestling action - assuming he isn't dislodged beforehand.
The Headman, as the creator and leader of the Headhunters, can readily consider the Headhunters a reliable contact. A master criminal on a global scale, Headman has countless additional contacts in cities around the world, each of which ready to assist his criminal deeds.
Greed: his perpetual motivation, Headman does the things he does because of his boundless avarice. He has always craved riches beyond the dreams of most, and not willing to earn it legitimately, Headman will lie, cheat, steal, and even kill to get all that he desires.
The Headman's trademark ensemble includes a black suit featuring golden pinstripes on the jacket, a long sleeved, white collared shirt worn under the jacket, black leather boots with steel-tiped toes and heels, a black metal domino mask, and a black fedora.
It's difficult to justifiably call most people a monster, since almost everyone has some redeeming qualities. But Headman, he's probably as close to a literal monster as humanity can produce. A glaring sociopath, he cares about one thing and one thing only: Headman.
A slave to his own desires, Headman has commnitted innumerable crimes to get what he wants. Heedless of the danger to his person or his things, Headman will do absolutely anything to accumulate further riches, no matter who or what gets destroyed in the process.
Real Name: unrevealed
Occupation: smuggler, drug kingpin
Legal Status: citizen of the United States wanted for various criminal actions world-wide, legally deceased
Marital Status: unrevealed
Alias(es), if any: none
Group Affiliation: the Headhunters
Height: 6' 1"
Hair: platinum blonde
Weight: 190 lbs
Other Distinguishing Characteristics: Headman wears a moustache and a soul patch, both of which are black, implying he dyes his luscious long hair. He also sports numerous scars, including a long one under his right eye, earned through a life of violent crime.
The man came to be known as Headman has always been awful. Though incredibly smart, he had no intention of working for the richest he felt entitled to. He got his start robbing old ladies of their Social Security checks, then began to hold up convenience stores when those ran out.
Needless to say, he quickly found his way into the American penal system. There, instead of being reformed, Headman became a truly hardened criminal. Learning the ins and outs of the drug trade while incarcerated, he decided to build himself a drug empire upon his eventual release.
Knowing that's where the big money is, he set about recruiting those who would become the heart of his gang: the Headhunters. Drawn from the most ambitious and vicious criminals around the world, this band has a direct stake in the boss' success, which makes them highly motivated.
The promises of those riches, as well as the opportunity to indulge their every desire as long as such behavior didn't interfere with business, also makes Headman's Headhunters supremely loyal. After all, they get rich beyond their wildest dreams, without having to do the thinking!
Perhaps Headman's greatest scheme, which turned out to be ultimately fatal to him, was to use Broca Beach as a base for his illicit drug smuggling operations. Sure, that was currently Cobra's American base of operations, but what were they going to do, call the cops on him?
Moving in on Cobra's territory was wildly profitable for Headman, his Headhunters working their way through Cobra dependents like a forest fire, turning them into money-dispensing zombies in no time flat. That is, until a Fred-Series Crimson Guardsman's child got hooked on drugs.
While his wife sent an anonymous tip to GI Joe's Drug Elimination Force about the Headhunters' operation in Broca Beach, he directly assaulted the fake convenience store they were dealing out of. Unprepared for so many heavily armed goons, he was quickly taken out by the Headhunters.
By the time the DEF showed up, his wife also assaulted the Headhunters, meeting a similar fate. This lead to a running street battle in Broca Beach, with the Headhunters retreating to a nearby funhouse to ambush their Joe pursuers. A large firefight within then ensued.
Aided by several additional Cobra operatives who were trying to avoid revealing their true allegiance, the DEF managed to ultimately chase Headman and his goons out of the funhouse. However, they continued to utilize Broca Beach as their import site for various illicit drugs.
Feeling invincible, Headman borrowed a ludicrous amount of mob money, and purchased a cargo ship full of drugs. The DEF would've attempted to bust Headman and his Headhunter goons again, but were pulled off the sting at the last minute, due to a seemingly unrelated emergency.
This allowed Headman to sail his ship almost to the shores of Broca Beach, at which point it was sunk from orbit by the GI Joe laser weapon secreted within the Chrysler building. As it turned out, Cobra Commander was well aware of Headman and his scheme, and wasn't having it.
Having lured the Joes away from the Chrysler building and into the marshlands of New Jersey, they and the DEF routed several Cobras holding the facility as a distraction. Before they could make it back in time, the Commander had hijacked the Joes' laser projector.
Previous to being driven off, the Commander got off the one shot he needed with the orbital laser platform, annihilating Headman's drug ship before it could deliver a single joint or pill or powder or injectable. Headman and many of his lieutenants seemed to perish in the process.
Despite having the notoreity of being the only character ever killed off in GI Joe comic books, cartoons, and the very toyline itself, Headman inexplicably received another action figure ten years after his original. This implies that, somehow, he may have escaped all of his many dooms.
Possibly an alternate timeline version of Headman, the one who returned to plague GI Joe once more has seemingly gone solo, having reimagined himself as a costumed criminal who specializes in the theft of almost anything - perhaps having decided that drugs do, in fact, kill.
Since dealing them almost did him in once, after all!
Grenade Launcher (i): replacing Headman's bulky SALS, this implement can 'open doors' with similar ease. It can bloop grenades anywhere within far missile distance, inflicting intensity 10 slashing damage to all uncovered targets within near missile distance of their detonation.
Knife (s): a more conventional edged implement, Headman started carrying this weapon when he went solo again. Made from m.s. 12 materials, this blade can cut through items of up to like m.s., given enough time, or be used to inflict +2 slashing damage in melee.
In a timeline where he didn't die in 1992, Headman eventually adopted a neon orange suit, the jacket of which is worn over a long sleeved black, collared shirt, a white tie, black and white leather boots with steel-tiped toes and heels, a black metal domino mask, and an orange fedora.
Cobra directories featuring a version of Headman:
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