Wild Card Strength Agility Intellect Willpower 7d 3b 3d 6d Hand Size: 4 (25) Edge: 2 Powers: Entropy Field (i): there's a certain something about Eric, something that causes things around him to break. It can be a delicate toggle switch, a high quality tool, or even the hull of an aircraft carrier. Eric's wishes seem to be irrelevant, for this field is always present. Whenever he touches or handles anything, it's quite possible that Eric will break it - or it will otherwise fail in some manner. This ability works at intensity 2, but can affect anything of any size or mass, from the small to the truly immense in scope. On the bright side, when he tries to focus his destructive tendencies through something, such as a weapon or his Mean Dog, Eric actually succeeds in doing so to some extent. Thanks to his 'skill', any damage he inflicts upon inanimate objects is increased by +2. Equipment: Helmet (s): an absolute necessity in his line of work, Eric always wears this head gear while on the job. Made from m.s. 8 materials, it provides the man +2 protection against physical attacks to his head - as long as they don't strike him in the face. 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 (which means Eric goes through a lot of these), and is described in greater detail in its own equipment entry. Machete (s): in the event that he has to clear a path through some brush - or unruly terrorists - Eric usually carries a long blade with him on the job, strapped onto a back holster. It can be used to cut through items of up to m.s. 12, or inflict +2 damage in melee. the Mean Dog (i): Eric's sweet ride, the Mean Dog is a 6WD heavy assault vehicle. Of course, it can split into three separate components when necessary, though Eric usually risks disaster if he divides the Mean Dog so. It is described fully in its own entry. Semi-automatic Pistol (a): in the event that he finds himself outside his Mean Dog for some reason, Eric can wield this smaller weapon instead. It can be fired to inflict his Agility +4 damage in a single shot, raised to his Agility +5 damage when fired semi-auto. Hindrances: Naive: despite being a Chaplain's assistant and his years in the military, Eric often seems naive in nature. He acts almost innocent until you irk him, has an ability score of zero for the purposes of making and detecting surprise attacks, and must declare his actions first. Skills: Artillery (a): supplementing his training in firearms, Eric has learned how to wield powerful, line of sight weaponry with relative ease. From mortars to rocket launchers to high-caliber cannons, Eric can wield such devices at one difficulty level lower than is usually required. Boxing (s): a skill everyone learns in the military, Eric has been taught how to defend himself should he find himself without weaponry. He may divide his pre-cardplay action score between two unarmed melee attacks, the last of which occurs as a contingent action. Marksmanship (a): Eric relished his firearms training, for it allowed him to finally wield his destructive potential in a manner that wasn't accidental. He may fire most standard, semi-automatic or fully automatic rifles or pistols at a reduced difficulty. Military / United States (w): the source of all his talents, this skill could almost be considered an origin for Eric - save for his strange, entropic nature. This skill nonetheless represents his inherent understanding of the Standard Operating Procedure. Theology (i): a Chaplain's assistant, Eric has been schooled in the fine arts of religious faith, practice and experience. He should receive a reduced difficulty on actions regarding the knowledge of religions - any religion - even those he does not practice. Vehicular Combat (a): his primary military specialty, Eric is well-versed in the advanced techniques of vehicle to vehicle combat. When engaged in such, he should attempt any offensive or defensive vehicular actions at one difficulty level lower than is normally necessary. Calling: Uncontrolled Power, with a secondary calling of Demolisher: Eric doesn't like being a walking engine of entropy, but he deals with it as best as he can. When his frustration gets the best of him though, he likes to take it out on enemy gear as brutally as possible. Costume: Eric's Gi Joe uniform is very simple - but then he wrecks it often. It includes a green shirt with the sleeves torn off (possibly by accident?), a burgundy pair of trousers, a burgundy leather belt, black leather boots, black wrist bands, and a futuristic green helmet. Personality: Eric has a youthful, almost naive aspect to his personality and behavior, and he truly seems to be an unwilling agent of unmitigated destruction most of the time. When he's driving something heavily armed and armored however, any enemy gear around him will readily feel his frustration! Real Name: Eric U. Scott, Grade E-4 Occupation: armored vehicle driver, chaplain's assistant 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' 1" Hair: 190 lbs Eyes: brown Weight: brown Other Distinguishing Characteristics: Eric usually wears a thick, bushy brown moustache at all times. Story: Eric Scott showed at an early age that he'd be perfect for a life in the military. This wasn't because he was incredibly violent, superbly organized or particularly patriotic, so much as the man can't help but destroy anything he gets his hands on for more than a few seconds. An uncanny and almost unnatural ability he has no control over, Eric has inflicted it upon everything he's encountered in life, from delicate toys to immovable objects of cast iron. Trying to direct this constructively, Eric enlisted and became an armored vehicle driver. Having a spiritual side most folks wouldn't readily guess at, Eric has also specialized as a chaplain's assistant, which comes in handy when his fellow soldiers need someone to talk to. Only being a chaplain's assistant, Eric can still make use of weaponry in the field. And he has, on numerous occasions. This particular history caused Eric to be noticed by the Gi Joe team, who often uses Chaplains as a sort of cover. Their first two bases were under the Fort Wadsworth Chaplain's Assistant school, and their third was designated a supply depot for such. Actually having a legitimate chaplain's assistant only helped the Gi Joe team's various covers, and Eric's uncanny ability behind the wheel of an armored vehicle didn't help either. Recruited onto the team, Eric quickly made it through their entrance exam, joining the Joes full time. He was then placed in charge of the Mean Dog, a powerful six wheeled vehicle that can actually split into two separate rides, though this is often dangerous; you see, while vehicles seem to become an extension of his destructive ability, they're still subject to it. Ever since his very first meeting with his new teammates, Eric has managed to demonstrate his bizarre 'talent' on both the Mean Dog and everything around it. Working under the code name of Wild Card, Eric has been involved in a bevy of high profile Gi Joe missions. His very first day on the job, alongside Skidmark and Windmill, saw the team's new Pit headquarters infiltrated by Cobra's Star-viper. Eric also saw serious action against Cobra in New Jersey, near the town of Broca Beach, as well as during the Battle of Benzheen. In fact, Eric arrived there before the Battle of Benzheen became such, being sent there with Clutch and Rock 'n Roll to provide support for a heavily out-gunned Joe team working in the area. He even got to ride on the Gi Joe shuttle en route - much to his teammates' dismay. They were worried he'd touch something and cause the vehicle to come crashing down to earth. Eric continued on with the Gi Joe team for the duration of its first incarnation, working with its heavily armed and armored vehicles right up to the end. His last assignment saw him testing out the Monster Blaster APC, once it was outfitted with an experimental rail gun! After the Joes disbanded for the first time, Eric resumed conventional military service, and didn't rejoin his fellow Joes until they fully reassembled to participate in the second Cobra Island Civil War. He's presumably worked with them on and off ever since. With the seemingly ultimate defeat of Cobra in the wake of World War III, a conflict Cobra itself instigated, Eric has plenty of work alongside his fellow Joes. To this day he works with them to round up escaped Cobra fugitives, as well as stopping new groups from taking its place...