Robo-Joe

Strength
11d
Agility
3d
Intellect
9c
Willpower
8d

Hand Size:
Edge:
4 (25)
2

Origin:

Unlike most of his fellow Joes, Greg D. Scott is a cyborg. Plugged into his own prototype space combat armor suit after being fatally wounded by Destro, he was reborn as the one and only Robo-Joe: a heavily armed and armored, terrorist-smashing machine!

Powers:

(none)

Cybernetics:

Cyber-eye (w): the left side of Robo-Joe's face, including his eye, seem to have been destroyed in the attack that almost killed him when he was originally 'just' a high tech genius. While the rest was replaced with steel plates and hydraulics, Robo-Joe's eye needed more delicate work.

Robo-Joe's new, bionic ocular organ allows him to see just as well as he could originally, with likely additions such as Infravision (at intensity 6), which would allow him to track any living thing in space, in or out of a protective suit. IPS: +2

Star Brigade Battle Armor (i): left for dead by the villainous Destro, Robo-Joe was plugged into one of his own, experimental space armors by the GI Joe team to save his life. Of course, the damage to Robo-Joe's body was extensive, so this took some... permanent modification.

Both to the armor and to Robo-Joe himself. Since it keeps him alive, Robo-Joe cannot remove the Star Brigade battle armor, and he is physically wired into the suit. On the other hand, to compensate for his loss of humanity, Robo-Joe now has access to the following artificial abilities:

* Body Armor (s): the seemingly obvious benefit of his being trapped in a space combat suit, this ability represents Robo-Joe's considerable protection from injury. Robo-Joe's armor offers him intensity 12, or +3, protection against various attack forms.

* Communications Gear (i): as do all of the Star Brigade battle armor suits, Robo-Joe has access to powerful comm gear; you can't just shout to your allies out in space, after all. His gear has intensity 12 communications range (5,000 miles) with intensity 10 signal encryption.

* Environmental Independence (s): if he dons his helmet, Robo-Joe's armor can seal itself off from the outside environment, allowing him to breathe even in environments without air. This power functions at intensity 2, giving Robo-Joe a two day maximum air supply.

* Lead Foot Magnetized Boots (i): the Star Brigade battle armor suits are equipped with special electromagnets in the boot housings, allowing them to 'stick' to ferrous objects when lacking proper gravity. They can grip a metallic surface with 10 Strength.

Resistance to Cold and Pressure Variance (s): in addition to the standard protections the Star Brigade armor provides its wearer, it also offers intensity 20, or +5, resistance to both cold and pressure variance, guarding Robo-Joe against the rigors of deep space.

* Rocket Launcher (i): this shoulder-mounted weapon allows Robo-Joe to fire considerable ordnance at anything which offends him... and terrorists offend him a whole lot. The projectiles fired by this launcher inflict intensity 11 damage each. IPS: +7.

Total Implant Psychosis Statistic: intensity 9.

Hindrances / Augmentations:

Implant Psychosis Statistic: as a cyborg, Robo-Joe is subject to the effects of his Implant Psychosis Statistic, or IPS. When under duress, he must pass an easy difficulty Willpower ation against his IPS or temporarily succumb to neurological instability, likely causing him to go berserk!

Unattractive: the Joes tried hard to save Robo-Joe's life and to rebuild him after Destro blew him up, but their work was mostly improvisational. While he's alive, Robo-Joe is frightening to look upon, and he resolves card play to influence others at an increased difficulty.

Equipment:

Laser Cannon (a): when conventional rounds just won't cut it, Robo-Joe breaks out the directed energy weapons. The beam fired by this weapon can inflict his Agility +5 in Armor Piercing energy damage per blast, though it can fire a continuous beam to add +1 damage each round.

Machete (s): in the event that he finds himself without firepower, Robo-Joe usually carries a long blade with him on the job - and in his hands, this thing is very deadly. It allows him to inflict his Strength +2 slashing damage, or to cut through items of up to m.s. 15.

Machine Gun (a): Robo-Joe may fire a single round from this weapon to inflict his Agility +4 in damage, a three-round burst of ammunition to inflict his Agility +5 in damage, or fire it continuously to inflict his Agility +6 in damage.

Shotgun (a): this weapon, whose use is dubious in space, can inflict his Agility +4 damage in a thirty degree arc by firing birdshot, his Agility +5 damage to adjacent foes by firing buckshot, and his Agility +6 damage to a single foe when firing slugs.

Skills:

Boxing (s): though his new body is a bit more unwieldy than his original, Robo-Joe nonetheless knows how to use it in combat if otherwise disarmed. He can divide his pre-card play action score between two unarmed attacks, the last of which occurs as a contingent action.

Electronics (i): studied to supplement his engineering work, Robo-Joe has also mastered the fine art of electronics. Whenever designing, building or repairing powered equipment, Robo-Joe should make applicable Intellect actions at one difficulty level lower than is usually required.

Guns (a): an essential portion of his military training, Robo-Joe has been taught how to wield most conventional firearms. Whether he's holding a standard, semi-automatic, or fully automatic rifle or pistol, or even a shotgun, Robo-Joe may do so at a reduced difficulty.

Repair / Tinkering (a): a mechanical genius, Robo-Joe has developed combat armor above and beyond anything else used on earth (at least, before Cobra stole partial plans of his). A world-class tinker, Robo-Joe gains the benefit of an autotrump when repairing or modifying things.

Military / United States (w): Robo-Joe joined the military to get advanced technological training, and has ultimately become the very work he was assigned to! Despite his 'condition', he's well-versed in the SOP, and can function effectively in a fighting unit.

Contacts:

Robo-Joe theoretically has several contacts in academic circles, particularly electronics and engineering experts. Of course, most of them think Robo-Joe is dead, and these days the only people Robo-Joe can rely on to help him in a pinch are his fellows on the GI Joe team.

Calling:

Vengeance, with a secondary calling of Explorer: Robo-Joe still feels it is his job to expand the boundaries of technology for his country, but his motivations for such are a bit more muddled now, what with his wanting payback from Destro for his disfigurement.

Costume:

Robo-Joe doesn't wear a costume so much as inhabit his Star Brigade battle armor! This bulky suit has a black upper torso, an orange lower torso, orange upper arms featuring black gauntlets, black upper legs armed with orange and black boots, and Robo-Joe's black helmet.

Personality:

Greg is an incredibly bright young man, who was forever changed by an act of Cobra terrorism / thievery. Since his rebirth at the hands of the GI Joe team, Greg is bent on ending Cobra's threat to outer space - particularly that posed by the diabolical Destro - forever.

Real Name: Greg D. Scott, Grade E-3
Occupation: infantry, engineer
Legal Status: citizen of the United States with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: GI Joe, Star Brigade (GI Joe sub-group)

Height: 6' 6"
Hair: light brown
Eyes: brown
Weight: 400 lbs
Other Distinguishing Characteristics: Greg's body is intrinsically tied into the Star Brigade armor suit he was developing for GI Joe. He's trapped within, as it maintains his vital systems, and some of the left side of his head has been replaced by steel plates and electronics.

Story:

A scientific genius, Greg was one of many such individuals assigned to work on advanced, space-worthy combat gear for the GI Joe team, who knew Cobra was working hard to extend their reach beyond earth. Greg's particular area of expertise involved combat armor.

Greg tended to work above and beyond the call of duty on his assigned project, the creation of battle armor that would allow soldiers to fight effectively in space, pulling double shifts and all nighters when he felt like he was on the verge of a breakthrough.

It was on one such night that his laboratory was raided by none other than Destro and his troops, who wanted the plans for his space armor. Greg managed to stop Destro from making off with all of his plans (just some), but wound up being fatally wounded as a result.

Found dying in his destroyed lab by the GI Joe team, Greg was taken into their headquarters. Using what was left of his plans for the Star Brigade battle armor, the GI Joe team rebuilt Greg. Plugging him into the prototype suit, they caused him to be reborn... as Robo-Joe!

Given a new lease on life - not to mention a much more personal motivation, Robo-Joe quickly completed the work on his Star Brigade suits for the GI Joe team. Of course, he was one of the first members to officially sign on to this brand new team as a normal life was behind him now.

Having been reborn as a cyborg, much less one with no hope of passing as a 'normal' human, Robo-Joe threw himself into the work of stopping Destro - and by extension Cobra - from conquering space itself. Feeling he had nothing to lose, he threw himself into combat with wild abandon.

Of course, he had the body to back such action up now. Robo-Joe continued his work against Cobra's space-based minions until the GI Joe team was deactivated for a time in '94. What he did after this is something of a mystery, but it's likely he continued his work on space armors.

After all, Cobra continues to menace the world to this very day, and you never know when the Joes will have to take the fight against them back into orbit... or beyond! And if the Joes have need of Robo-Joe, he'd be more than happy to help them out anew!

Extra Goodies:

Robo-Joe Saga System 13 Text File Download

Robo-Joe Imagery

GI Joe directories featuring a version of Robo-Joe:

  1993  

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