Binoculars (w): kept in a pants pocket while not in use, Earl can use this to spy on targets beyond a standard visual range. These military-grade binoculars extend Earl's vision with intensity 5 ability, extending his useful visual range by two categories.
Chemical Warfare Mask (s): stored in his backpack in the event of an emergency, Earl relies on this equipment when his enemies play dirty. It can filter out poisons with intensity 8 power, assuming the filters are replaced with some regularity.
Grenade (i): you never know when you need to blow something up in a hurry. Earl keeps this explosive for just such an occasion, which he can fling to inflict intensity 10 damage to all uncovered targets within near missile range of where it detonates.
Helmet (s): just one of the ways that Earl plays it safe while in the field, he wears this head gear at all times. It provides him +2 protection against physical attacks, and has a comm system with intensity 2 range (2.5 miles) built in.
the Joe-Com: this is a new device given to all Joes since the group's reactivation. This high-tech wristband functions as an audio/video transceiver with various other goodies built in to help a soldier on the go, and is described in greater detail in its own equipment entry.
Machine Gun: his main weapon against ordinary targets, Earl can use this weapon to extreme effect. It may be fired to inflict his Agility +4 damage in a single shot, his Agility +5 damage in a short burst, or his Agility +6 damage fired full auto.
Missile Launcher (i): when his machine gun just doesn't cut it, Earl breaks out this monster. A portable, recoilless missile launcher, this weapon fires heat seeking, surface to surface missiles, projectiles which inflict intensity 11 damage, per the grenade above.
Semi-automatic Pistol (a): his back-up piece, Earl carries this weapon in the event that his other gear is rendered inoperable. He can fire this hand cannon to inflict his Agility +4 damage in a single shot, raised to his Agility +5 damage in a semi-auto burst.
Boxing (s): a skill he's picked up by way of necessity while working with the government, Earl can easily defend himself - even when he's completely unarmed. He may divide his pre-card play action score between two unarmed attacks, the second occurring as a contingent action.
Law (i): trained in the niceties of the law due to his work with the D.E.A., Earl knows just what is legal and just what isn't in the U.S.A., particularly where drugs are concerned. He should attempt law-based Intellect actions at a reduced difficulty level.
Law Enforcement (w): his original career path, Earl originally intended to work for the government in a civilian capacity. While he's working as a member of the D.E.A., Earl can legally carry a firearm and make arrests on a federal level for drug charges.
Marksmanship (a): whether working for the D.E.A. or the D.E.F., Earl always has need of an ability to use his firearm effectively. Whether holding a standard, semi-automatic or fully automatic rifle or pistol, Earl may wield it at a reduced difficulty.
Military / United States (w): though Earl was a competent law enforcer before enlisting, the Air Force has helped him polish his skills some. He can now effectively function in almost any fighting unit, and knows the SOP like the back of his hand.
Piloting (a): one skill Earl mastered after enlisting, he's gained the ability to fly most conventional aircraft with ease - the GI Joe AH-74 Desert Apache in particular. Whenever operating such vehicles, Earl should make applicable actions at a reduced difficulty.
Protector: Bullet-Proof does what he does because he believes in protecting those unable to save themselves. He also believes in caring for those under his command, and will do everything he can to save them from undue injury or death if possible.
Earl's second GI Joe uniform is slightly more... conspicuous. It includes a collared green, long sleeved shirt with a yellow 'urban' camouflage pattern, green trousers with that same pattern printed on, yellow leather boots and gloves, a yellow bandoiler, and a green helmet.
Earl takes his job very seriously, believing himself to be the front line in the War on Drugs. He feels responsible for each and every man in his crew, and goes out of his way to be careful in the field - both for his own sake and to keep his troops alive!
Real Name: Earl S. Morris, Grade O-4
Occupation: D.E.F. leader, former Federal Marshall
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: GI Joe, the D.E.F. (GI Joe sub-group)
Height: 6' 2"
Weight: 190 lbs.
Other Distinguishing Characteristics: none.
Earl got his start as a member of the Drug Enforcement Agency, a federal officer who saw more than his fair share of combat against the world's drug lords and their heavily armed thugs. As you can guess, most of his work was south of the border.
He's done his time in Central America, the Golden Triangle and even the Caribbean. Over the years, Earl gained the nick-name of Bullet-Proof, because that's what he seems to be. It's not that he's super-human or anything; the man is just very, very careful while on the job.
His due diligence and undeniable results got Earl noticed by the military powers that be, who convinced him to sign up for an advanced GI Joe program. This group, the Drug Elimination Force, would treat foreign drug dealers as terrorists, and deal with them accordingly.
Liking the idea of this, Earl enlisted in the Air Force and got himself trained up enough to qualify as a GI Joe - not too hard, considering his own experience to date. After passing the grueling GI Joe entrance exam, ol' Bullet-Proof got himself a new command.
Working with experienced GI Joe operatives Cutter, Mutt and Junkyard, and Shockwave, Earl was put to work against the despicable and demented dealer known only as the Headman. This drug-addled freak, alongside his Headhunter army, were quickly becoming a national threat.
Earl and company narrowed down their search for the man to Broca Beach, a town that was currently under Cobra control. The Joes had no clue about Cobra's presence, but Headman found them to be the perfect patsies because hey - it wasn't like they were going to call the feds on him.
After an extended firefight in a Broca Beach amusement park, Earl and company pursued Headman and his cronies, who were bringing a huge shipment of drugs into Broca Beach by ship. Little did the Joes (or Headman) know, but Cobra Commander was tired of Headman disrupting his plans.
Wanting to end his influence in Broca Beach once and for all, the Commander infiltrated the GI Joe team's particle beam facility in the Chrysler building, and used the Joes' own orbital weapons platform to sink the Headman's ship down before anyone was the wiser.
Taking Headman and most of his goons into custody, Earl had completed his primary job with the D.E.F., though the GI Joe team kept him on for the duration of its original incarnation. When the team was disbanded a few years later, Earl returned to his work with the D.E.A.
Though he's been working to stem the die of illegal drugs into our country, he nonetheless has time for his fellow Joes when they need him for some special operation or another, now that they've been reactivated. Whenever they make the call, Bullet-Proof is ready to answer it!
GI Joe operative Bullet-Proof (Earl S. Morris) should not be confused with C.O.P.S. operative BulletProof (Baldwin P. Vess), even though the two organizations seem to have marginal ties through the years; for instance, Beach-Head's son is (or will be) C.O.P.S. operative Checkpoint.
Who himself shouldn't be confused with the GI Joe operative Checkpoint...
GI Joe directories featuring a version of Bullet-Proof:
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