Action Man

Strength
7c
Agility
6a
Intellect
7b
Willpower
8b

Hand Size:
Edge:
5 (30)
3

Powers:

A.M.P. Factor (w): a secret government agency chose Action Man as a recipient of an experimental procedure that would greatly expand his cognitive powers. The result of this experiment saw Action Man acquiring, in time, the A.M.P. (Advanced Macro Probability) Factor.

This ability allows Action Man to look at a situation and, with unbelievable speed, calculate the probabilities of every possible outcome that may result. Armed with this knowledge, he can attempt actions as if he possessed an Agility score of 15!

Of course this special skill is limited somewhat, in that it only seems to work for Action Man when he's under extreme duress, and his adrenaline is flowing free. So while he can't use it to analyze the stock market, Action Man can wield this skill to resolve almost any combat situation.

Equipment:

Glider Pack (i): used either when engaging in extreme sports competitions or when fighting Doctor X, Action Man has a small backpack he can opt to wear that can extend glider wings out in just a turn. He can use this high tech flight gear as per a normal glider.

Grenades (i): Action Man carries three grenades with him in the field, strapped to his web gear. They can be flung out to near missile distance, and detonate to inflict intensity 10 fragmentary damage to all uncovered targets within near missile distance of where they explode.

the Joe-Com (i): 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.

Roller Blades (a): in addition to his glider pack, Action Man is often adorned with roller blades. He can use these to move about at up to intensity 1 ground speeds, or thirty miles per hour, once he gets up to speed - and he can perform truly insane maneuvers while doing so!

Semi-automatic Pistols (a): Action Man carries at least one of these weapons on him, the first being on a chest holster. He can wield such firearms to inflict his Agility +4 damage in a single shot, raised to his Agility +5 damage in a semi-automatic burst of lead.

Submachine Gun (a): his primary weapon in the field, Action Man can fire this weapon to serious effect when necessary. It inflicts his Agility +4 damage in a single shot, his Agility +5 damage in a semi-automatic burst, and his Agility +6 damage when fired full auto.

Hindrances:

(none)

Skills:

Boxing (s): supplementing his various martial arts techniques, Action Man can strike foes rapidly when he needs to. He can divide his pre-card play action score between two unarmed melee attacks, the second of which will occur as a contingent action.

Climbing (s): his time with the Akesh Maharishis taught Action Man how to climb almost any surface - useful, since they lived on a mountain! He should receive a reduced difficulty on any attempt to climb a vertical surface, not including any additional bonuses for climbing equipment.

Computers (i): the Action Man is well-versed in most computer technology - he's in fact a bit ahead of the curve, considering some of his gear. He should receive a reduced difficulty on actions required while designing, building, programming, repairing or operating computers.

Cryptography (i): a bonus of his A.M.P. Factor, Action Man is great at breaking codes and patterns of any variety. He should be considered a master level cryptographer, and can use either his Intellect or Willpower as he sees fit to resolve such actions.

Marksmanship (a): Action Man's time posing as one of Doctor X's Skullmen allowed him to learn how to fire most modern firearms. Whether wielding a standard, semi-automatic or fully automatic rifle or pistol, Action Man may do so at a reduced difficulty.

Martial Arts (a): Action Man knows kung-fu. He may resolve unarmed attacks with either his Strength or his Agility, and should receive a reduced difficulty on actions to dodge attacks, lower falling damage or catch thrown weaponry.

Military (w): when posing as one of his brother's Skullmen, Action Man was trained in a variety of military and terror tactics. He's well-versed in fighting with organized groups of men, and knows how to plan an execute combat maneuvers with practiced ease.

Physics (i): the adopted son of an astronaut, it would've been difficult for Action Man to not actually absorb some scientific knowledge. He should receive a reduced difficulty on physics actions, whether in a passive or active sense (and as you can guess, he's usually quite active).

Sports (a): Action Man is a true sportsman. He's always pushing his body to its utter limits, and spends his spare time practicing at any number of different sports. He should receive a reduced difficulty on any sports actions, whether playing them or just recalling knowledge about such.

Survival (w): the Akesh Maharishis taught Action Man how to survive in the wilderness, so he may be beholden to no man but himself. He can easily scrounge up enough food, water and shelter to survive in almost any terrestrial environment, from tropical jungles to Arctic tundra.

Trance (w): while with the Akesh Maharishis, Action Man learned how to meditate deeply. He can do this so intently that he appears dead to the naked eye, his breathing and heart rate slowing down to their absolute minimum. Proving otherwise requires an average difficulty Willpower (intellect) action.

Vehicular Combat (a): the Skullmen of Doctor X taught Action Man how to handle most vehicles - particularly in an offensive fashion. He should receive a reduced difficulty on applicable actions when fighting behind the wheel (or stick) of almost any vehicle.

Calling:

Thrill-seeker with a secondary calling of Vengeance: Action Man loves to experience one thrill after another, as it keeps him on his toes - and lets him use his A.M.P. Factor. Of course, Doctor X brings out the worst in him, what with their violent past.

Costume:

Action Man's GI Joe field uniform is similar to his normal garb. It includes black trousers with a GI Joe logo printed on, black leather boots, gloves and belts, an orange sleeveless shirt with the Akesh Maharishis logo printed on, green webbing, and silver and green holsters for his sidearms.

Personality:

Action Man is something of an adrenaline junky - but considering how his powers work, can you blame him? The man loves pushing himself to the extreme, both athletically and professionally. He likes nothing more than to be functioning at the extreme limits of his capabilities!

Real Name: Matthew Exler, rank classified
Occupation: international Man of Action
Legal Status: citizen of the United Kingdom with no known criminal record
Marital Status: single
Alias(es), if any: Alex Mann
Group Affiliation: GI Joe, Night Force (GI Joe sub-group), Action Force, Team Xtreme

Height: 6'
Hair: black
Eyes: blue, sometimes brown (thanks to contact lenses)
Weight: 170 lbs
Other Distinguishing Characteristics: Matthew has a long, distinctive scar down the side of his right cheek.

Story:

Matthew is the adopted son of renowned rocket scientist Alfred Exler. Both he and Alfred's genetic child, Dorian, were incredibly smart, thanks to education given to them by their amazing father. While Matthew was rather well balanced though, Dorian was clearly not.

A psychopathic nutcase, Dorian killed his parents in a fire at the family home, and led Matthew to believe he was responsible for the deed. Mortified, Matthew left the country and attended school in England, throwing himself into science in order to forget his past.

Though he graduated with flying colors, Matthew couldn't bury the ghosts of his past, and left to wander the world after college. He eventually wound up in the Himalayas, where he was adopted by a strange cult known only as the Akesh Maharishis - and spent years with them.

Studying their ways all the while, Matthew mastered their ninja-like martial arts, their wilderness survival and mountain climbing skills, and even their yoga-like meditations. Eventually, he earned the right to wear their mark, a tattoo of their initials: A.M.!

Meditating on his past, Matthew eventually pieced together the night that shattered his life, and realized that he wasn't at all to blame for the death his parents - Dorian was! Leaving the monastery where he'd lived for so long, Matthew returned to 'civilization'.

Obsessed with bringing Dorian to justice, Matthew began to seek him out... but Dorian had been quite busy. Having been reborn as the diabolical Doctor X, Dorian had arranged to have all records of his past erased. Nonetheless, Matthew knew his brother, and knew how to find him.

Infiltrating Doctor X's organization, Matthew posed for a while as one of the Skullmen, one of his brother's faceless minions. While in this guise, Matthew was trained in the group's methods, and gained knowledge of military strategy, vehicular combat and terror tactics.

He was also gathering the information he needed to put his brother down, once and for all, though this plot was waylaid by love. You see, Matthew fell for Ursula, another of his brother's recruits (though she was there legitimately). This came to a head when he had to face down the Action Force.

Those heroes were on scene to stop Doctor X and his Skullmen from doing whatever they were up to at that Swiss hamlet, and Matthew was forced to choose between saving their lives and the love of Ursula. Making the right choice, he abandoned his scheme and tried to save the Force.

This didn't go as well as he would've liked though, and an explosion during the fallout of this rescue attempt severely concussed Matthew. This, combined with lingering traces of Doctor X's drugs, caused Matthew to lose his memories of everything preceding the explosion.

Collected by the Action Force, Matthew (though he no longer knew himself by that name) was put to work as he tried to recover his past. Experiencing only maddening, random flashes of memory as he went through his daily business, Matthew decided (again) to work against Doctor X.

The evil doctor, meanwhile, had learned that his brother, who had come so close to defeating all of his ludicrous schemes, had lost his memory - along with everything he knew that made Matthew so dangerous to himself. But that wasn't good enough.

Bringing all of his resources to bear, Doctor X ensured that every possible trace of Matthew's identity was erased, ensuring nothing would come close to reminding him of his past... and any of the dark secrets contained in his broken little brain. Moo hoo haa haa.

Taking the name of Action Man after resigning himself to his lack of a past, Matthew continued his war with Doctor X. William knew not why he hated the man so much, but he was willing to roll with it, and was happy to wield his tremendous skills (which he retained) against the madman.

Matthew engaged in battle with Doctor X for quite some time, but never managed to permanently defeat the madman. In time, fragments of his memories return, but Matthew realizes with no evidence of his former existence, he has to start over from scratch in the 'civilian' world.

He does this by assuming the alias of Alex Mann, and becomes an extreme sports athlete. In time, he manages to attract a crew to support his activities, the so-called Team Xtreme. This group helped him in the extreme competitions he participated in, performing various mundane tasks.

Of course, weirdness found him anew when, during one event against friend and competitor Brandon Caine calamity struck. When Brandon's reckless behavior puts the Action Man and the crews of both athletes at risk, something strange happened... and he calculated a mad plan to save them all.

Indeed saving the day, however improbably, Action Man was hailed as a hero - though his friend Brandon wasn't too happy about how things turned out. This is why, when Doctor X offered to 'enhance' both athletes in Brandon's hospital room later that night, Brandon took him up on it.

In their next competition, Brandon managed to stomp Action Man cold - though his out of control adrenaline soon caused the strange nano-technology bolstering his body to rampage out of control. Narrowly escaping his fury, Action Man got on with his life soon after.

But he kept having strange, mathematical flashes in his head. As it turned out, the Action Man was experimented on by his former gym coach, one Scott Grey, as part of a secret government experiment to create super-humans with unbelievable abilities to predict and prevent disasters.

The Action Man slowly grew to master this talent, this so-called A.M.P. (Advanced Macro Probability) Factor, and used it both as a competitor in extreme sports and to fend off further actions by Doctor X, who wanted to duplicate the A.M.P. and use it to remake humanity itself!

Eventually, Action Man's Team Xtreme, Desmond 'Grinder' Sinclair, Agnes 'Fidget' Wilson and Rikki Syngh-Baines, were joined by Flynt and Red Wolf of the Action Team, and these adventurers finally managed to halt the mad schemes of Doctor X and his menagerie of minions.

Things weren't completely resolved on that front, however. In time, Action Man came to the United States in pursuit of one of Doctor X's former minions - but he needed help. To this end, Action Man was given the assistance of the GI Joe team's elite Night Force group.

Working with them for a time, Action Man was made an honorary member of the team, and thus the GI Joe organization as a whole; he wouldn't be the first foreign national to join the Joes, after all. Adding their logos to his uniform, he's proud to be considered one of the elite Joes!

Extra Goodies:

Action Man Saga System 13 Text File Download

Return to the Night Force main page!

GI Joe directories featuring a version of Action Man:

  2004  

If you're not seeing this content within the technohol.com domain, it's been stolen by someone who doesn't respect others' work.