Sci-Fi

Strength
6d
Agility
8b
Intellect
8d
Willpower
7d

Hand Size:
Edge:
4 (25)
2

Powers:

(none)

Equipment:

Blaster (a): a handy back-up side-arm in the event his other, more powerful weaponry get disabled, Seymour carries this strange weapon on him as well. Able to fire a 'cloud' of charged particles at a foe, it will inflict Seymour's Agility +6 damage per deadly blast.

Grenades (i): Seymour's usually got four grenades on his person while 'on the job', helping him to blow up heavy opposition (such as vehicles) that gets in his way. These explosive devices can be thrown to inflict intensity 10 damage to all within near missile range of where they 'pop'.

Sonic Climbing Back Pack (i): this oddly named unit is a back pack that Seymour can use in many fashions. Primarily, it allows him to attach a large number of devices to it, and subsequently operate them without physically handling them. These devices include the following:

* Laser Rifle (a): his signature (and primary) weapon, this powerful device can emit a beam of coherent light particles that can inflict devastating damage upon Seymour's foes. This beam can inflict Seymour's Agility +5 with each deadly blast.

More dangerously, however, it can be used to cut through items of much higher material strength, given time. For each doubling of the time he holds a beam on a precise location (challenging difficulty Agility action each exchange), Seymour can increase the beam's effective rank vs said target.

For example, if he holds his beam on a point for two exchanges, the effective damage of its power becomes +6, while four exchanges gives it +7 might, to an upper limit of +10 for the purposes of burning through or destroying a target.

* Magnetic Grappler (a): this device allows Seymour to latch onto a space craft for boarding or other purposes. It is essentially a magnet Seymour tosses at a ferrous object, which will latch on with intensity 10 Strength - easily enough to tow him along.

* Rocket Launcher (i): Seymour's back pack also has the use of a powerful rocket launcher, if he doesn't have time for his laser rifle to 'heat' up a target. Its projectiles inflict intensity 10 damage to all within near missile range of where they hit.

Space Suit (s): in addition to his versatile Sonic Climbing Back Pack, Seymour wears a space suit while on the job, since the man is always hopping in and out of his Starfighter while on missions. Seymour's space suit is equipped with the following abilities:

* Body Armor (s): numerous areas of Seymour's suit are heavily plated, offering him significant protection from enemy attacks. His helmet, his 'G-Force chest plate', and more combine to offer him an effective +2 protected senses and protection from injury.

* Life Support (s): furthermore, Seymour's helmet has a built in oxygen rebreather within, which helps to recycle his air - so that he need not carry about a bulky supply of pressurized, breathable atmosphere. He has this power at intensity 2 for air (two day supply).

* Resistance to Cold and Pressure Variance (s): finally, Seymour's uniform is a self-sealing, pressurized suit, offering him +10 protection against these damage forms - a necessity when working in the cold, hard vacuum of space (if you want to last a while, at least).

Hindrances:

(none)

Skills:

Boxing (s): a skill everyone learns during military training, Seymour has the ability to defend himself should he be rendered unarmed. He may divide his pre-cardplay action score between two unarmed melee attacks, the last of which occurs as a contingent action.

Construction (a): having gained his Master's degree in electronics engineering, Seymour has begun to develop his own field gear, sometimes far enough that he can use it in the field. He should make applicable actions at one difficulty level lower than is normal.

Electronics (i): an area that has always fascinated him, Seymour is usually tinkering with electronic devices - whether fixing those of his fellow Joes or building his own from scratch. He should make related Intellect actions at a reduced difficulty.

Marksmanship (a): Seymour has the ability to wield guns - both standard and advanced - with ease. Whether firing standard, semi-automatic or fully automatic rifles or pistols, or even energy weaponry, Seymour does so at one difficulty level lower than is usually necessary.

Military / United States (w): Seymour is, oddly, a product of the United States military; it's hard to tell with his slow, relaxed demeanor. The man knows the S.O.P. like the back of his hand, and can readily function in a military environ with ease.

Piloting (a): upon joining the Gi Joe Star Brigade, Seymour was trained in the use of the team's advanced, yet experimental space combat vehicle: the Starfighter. As such, Seymour can operate this vehicle, and likely other space craft, at a reduced difficulty.

Calling:

Explorer: there's no doubt about it, Seymour is the consummate exemplar of this calling. He loves pushing electronics as far as they possibly can go, and also enjoys a literal exploration of space when his duties on the Gi Joe team allow him to do so.

Costume:

Seymour's fourth uniform is actually a space suit. It is a vacuum-sealed, gray padded suit that is accented with bright yellow boots, a neon orange belt, a bright yellow left glove, an armored steel right glove, a bright yellow, accessorized vest, and a metallic helmet with a pink visor.

Personality:

Seymour is a very slow, relaxed fellow - supremely easy going. Though he's somewhat socially inept, what with his having a mad-on for anything on a printed circuit above all else - Seymour has shown a true passion for space flight, and loves every second he spends out there.

Real Name: Seymour P. Fine, Grade E-4
Occupation: laser infantryman, electronics expert
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-team)

Height: 5' 10"
Hair: black
Eyes: brown
Weight: 170 lbs
Other Distinguishing Characteristics: none

Story:

Seymour has always had a love for electronics and high tech gadgetry, a love he has carried with him to the military. Always a slow and thoughtful fellow, the man managed to get himself enrolled in an experimental program intended to test out laser weaponry in the field.

Having found his Nirvana, Seymour took to laser weapons like no one else, and before long his expertise earned him a position on the Gi Joe team. Since the team's other laser experts, Flash and Grand Slam, were serving in an administrative capacity, the Joes needed him.

In one of his very first missions, Seymour was drafted to fly in the Gi Joe team's space shuttle, the Defiant, in order to oppose a Cobra operation in outer space. This experience changed Seymour, and though he served on the Joe team for a bit longer, he eventually left for a time.

Studying up in school, Seymour gained his Master's degree in electronics engineering and quickly returned to the Gi Joe team, ready to try out a new wave of advanced weapons - many of which he'd built or at least designed himself - out in the field.

Soon enough, when the Joes were assembling their space-based team, the Star Brigade, Seymour leaped at the chance to return to space. More than qualified, Seymour earned his place on that team, and trained up to pilot its Starfighter Space Jet.

Able to use its advanced weaponry like none other, Seymour managed to easily do battle with Cobra's similar space-bound vehicles, such as the Invader. He continued to pull his weight as a major member of the Star Brigade team until the Joes were disbanded a few years later.

At least, temporarily disbanded. When Cobra activity resurged in a global fashion without the Joes to oppose them, the team was quickly pulled back together. Seymour didn't initially return to the fold - the man aggressively pursuing his own high tech aims - but he did eventually.

As such, Seymour was around in time to help the group with several of its major operations, including interference in the second Cobra Island Civil War, not to mention the supposed 'ultimate' defeat of Cobra during World War III, a conflict Cobra itself instigated.

Whether or not Seymour remains with the team after Cobra's latest defeat has yet to be seen. While there's a lot more money in the private sector, Seymour can test out his bleeding-edge gear in the field with the Joes, saving him years of development time...

Extra Goodies:

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