Recoil
| F Gd 10 |
A Gd 10 |
S Ex 20 |
E Ex 20 |
R Gd 10 |
I Ex 20 |
P Rm 30 |
Res Gd 10 |
Pop Sh 0 |
| Health: Karma: |
60 60 |
Origin:
Like most of his fellow Joes, Recoil lacks special powers of any variety - he's a normal human, at least in a physical sense. On the other hand, he's quite strong, rather skilled, and eerily sneaky, not to mention the variety of high tech government hardware he wields in battle.
Known Powers:
(none)
Equipment:
Grenades: though the idea is for him to sneak into an area unnoticed, Recoil can cause quite a racket with these when he needs to. He can fling them at a target to inflict Remarkable (30) Edged Attack (fragmentary) damage to everything within its detonation area.
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.
Knives: all L.R.R.P. operatives carry a few blades into the field - never know when you need to end someone quietly. These can be used to inflict Edged Attack damage in melee, or to cut through items of up to Incredible (40) m.s., their own m.s., given enough time to do so.
Machine Gun: Recoil carries a powerful machine gun into battle. It is a modified M-16, which has a grenade launcher slung beneath (damage per his grenades, above), a bayonet on the front (damage per his knife, above), and a small scope to increase his effective firing range by one area.
Of course, those are all just accessories. The main attraction of his M-16 is that it can be fired to inflict Typical (6) Shooting damage in a single shot, raised to Good (10) Shooting damage in a semi-auto burst, or Excellent (20) Shooting damage when fired full auto.
Mines: Recoil carries a large amount of pre-prepared explosives into the field. He can set these charges to explode upon being triggered (usually by a trip wire), and they'll detonate to inflict Incredible (40) Edged Attack (fragmentary) damage upon being set off.
Radio: before the turn of the century, Recoil made use of a classic radio instead of his new-fangled Joe-com thing. He can use this radio with Typical (6) range (250 miles maximum), doing so with Remarkable (30) strength, Gi Joe style signal encryption.
Sidearm Contraption: finally, Recoil carries an odd device that is two guns in one. It has a semi-automatic pistol on top that can be fired to inflict Typical (6) Shooting damage in a single shot, raised to Good (10) Shooting damage when fired semi-auto.
It has a scope on top, for a +1 CS to its effective range. Slung beneath the handle of this gun, however, is a small shotgun on a separate arm. This pump-action weapon can be fired to inflict Good (10) Shooting damage to everything within a 30 degree arc in front of Recoil.
Quirks:
(none)
Talents:
Guns: if he's doing his job right, Recoil won't need this talent at all, but he's nonetheless well-versed in the use of modern firearms. He may fire any standard, semi-auto or fully automatic rifle or pistol, or even a shotgun, as if his Agy was +1 CS in rank.
Martial Arts type B: though he was in incredible shape before enlisting, Recoil wasn't all that much of a fighter. Now, he can readily engage in combat, adding a +1 CS to his Ftg when attempting any unarmed melee attacks, from punches to head butts.
Military / United States: the source of all his marketable skills, this talent serves as an origin of sorts for Recoil. It describes his ability to function in almost any fighting unit, as well as his instinctual understanding of the Standard Operating Procedure.
Stealth: Recoil is sneaky - it's part of his job description, and a way of life for the man. He should receive a +1 CS on any efforts to avoid notice, whether he's just acting nondescript or actively working to obscure himself against all the various senses.
Survival: being out in the field for long periods of time without support, Recoil needed training in survival techniques. Thanks to this education, he can persist in almost any environment with ease, finding the food, water or shelter he needs to survive handily.
Contacts:
Recoil is a member of the Gi Joe team, and as one of these elite military men he can rely upon his fellows for assistance should he but ask; the Joes are an incredibly tightly knit group. Of course, Recoil also has several additional contacts, in military and athletic circles.
Costume:
Recoil's Gi Joe field uniform is utilitarian in nature. It consists of a long sleeved, collared light green shirt with a dark green digital camouflage pattern, trousers of the same hue, brown leather boots and gloves, green belts and webbing for his gear, green sunglasses, and a green cap.
Personality:
Joseph prides himself on being the best he can be, either physically or mentally. He's constantly training his mind, body and practical job skills at every opportunity, which tends to make others think he's kind of weird... or downright spooky when he ambushes them!
Real Name: Joseph Felton, Grade E-5
Occupation: infantry L.R.R.P., R.T.O.
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'
Hair: strawberry blonde
Eyes: unrevealed
Weight: 210 lbs
Other Distinguishing Characteristics: none
Story:
Recoil has always been physically active. Before he enlisted in the Army, the man was both a marathon runner and a professional body builder. His great physical condition upon enlistment meant that he was a prime candidate to be one of the Army's elite Lurps!
Lurp is of course 'slang' for the Long Range Recon Patrol, or L.R.R.P., which is a job profile that involves hauling one hundred pounds of gear deep into enemy territory, digging up intelligence as he finds it, and extracting himself without being detected by said enemy.
It's not an easy job, no. But Recoil is good at it... almost too good. In addition to working out regularly, the man is constantly exercising his job skills - namely by sneaking up on people. All the time. Friends, foes, whatever... Recoil makes it a point to surprise at every opportunity.
This tends to unnerve just about everyone that serves with Recoil, because he tends to creep them out. Constantly. But on the other hand, it was this tendency that got him noticed by the Gi Joe team's recruiters. Liking what they saw, they scooped Recoil up in no time flat.
Once he breezed his way through the Gi Joe entrance exam (he's in great shape, physically and mentally, after all), the man was put to work by the Joes doing what he does best: being sneaky. His first recorded instance of this was during the Battle of Benzheen.
Recoil served on a recon team with a variety of other sneaky Joes, collecting information on Cobra fortifications and troop motions while they occupied the small, oil-rich desert nation. After this, Recoil served on various Special Missions for the team, details of which have yet to be revealed.
When the Gi Joe team was temporarily deactivated back in '94, Recoil returned to conventional military service, though when Cobra activity required a large number of Joes to deal with a problem, Recoil was more than happy to answer the call, as he did during the second Cobra Island Civil War.
He also lent his skills to the Gi Joe effort to defeat Cobra during World War III, that organization's last-ditch effort to conquer the entire planet! Recoil was seen in Uzbekistan alongside Outback and several other Joes, fighting off Cobra troops entrenched there.
With Cobra's seeming defeat, Recoil has returned to the Gi Joe team full time, as the government decided to stop fooling around against serious terrorist threats like Cobra. The team's first mission, of course, was to round up those Cobras who escaped justice at the end of the War!
Extra Goodies:
Gi Joe directories featuring a version of Recoil:
| 1989 |