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Short-Fuze
Strength 6d |
Agility 4c |
Intellect 6x |
Willpower 4d |
Powers:
(none)
Equipment:
Bazooka (v2): his secondary weapon, this device is most often loaded with shells that inflict damage per a +7 weapon per hit, affecting everybody within striking (near missile) distance of the impact with like damage. He can only fire this bazooka once before it needs to be reloaded; this takes one full exchange.
Colt M1911A1 Pistol: Eric also carries a simple pistol on his person, as his mortar is mostly effective against long-range targets. This hand-cannon acts as a +4 weapon with a single shot, +5 semi-auto, and Eric can fire eight shots with it before he has to reload it.
Helmet: since he works with explosives, Eric wears a helmet as a general matter of course, should something... bad happen while on the job. This metal device offers him +3 protection to any non-facial head assault, and it has a clear visor handy to shield his eyes, as well.
Machine Gun (v3): replacing his bazooka while working in the Night Force, this weapon is still quite destructive. Eric can fire his machine gun to inflict his Agility +5 damage in a short burst of fire, or his Agility +6 damage in a withering, fully automatic firing pattern.
Mortar: this weapon allows Eric to launch various projectiles, with significant (line of sight) range, at a target. The shells that this mortar can fire typically work at intensity 12, causing similar damage or effect, and Eric can load several types of canisters into it, such as:
* Explosive Canisters: these dangerous shells cause intensity 12 damage to everything within striking (near missile) range of their impact, making them excellent weapons for the purposes of destroying tanks, buildings, secret terrorist headquarters, etc...
* Incendiary Canisters: these deadly shells detonate to coat everybody within striking (near missile) distance of their impact with horrible napalm, which burns at intensity 12 the first exchange, and decreases by 2 every exchange after that until the target's inherent defense can counter it.
* Smoke Canisters: these shells can obscure a target area with exceptional ability. Eric must make an average difficulty mortar action (score of 12) against the Strength of people in the target area; if he does so, he can rob them of an action. Regardless, the smoke reduces visibility to striking distance.
Hindrances:
(none)
Skills:
Artillery: somewhat odd in his love for math, Eric can easily perform complex geometric and trigonometric calculations in his head, allowing him to utilize his mortar at one difficulty level lower than is usually required. This makes him very dangerous in battle, since he has the biggest portable explosives...
Boxing: not known for his subtlety, Eric has learned a more offensive form of self-defense; in other words, he's learned how to turn his unarmed body into a weapon. In unarmed melee, he can divide his pre-cardplay action score between two attacks, the last of which will occur as a contingent action.
Marksmanship: a basic skill that comes with his military training, this talent allows Eric to utilize any standard, semi-automatic, or fully automatic rifle or pistol, at one difficulty level lower than is usually required. This skill doesn't extend to advanced, energy-based weaponry, however.
Military: a third generation military man, Eric knows the Army like the back of his hand. He intuitively understands military protocols, can easily interpret the chain of command and military instructions, and can thus lead a body of fighting men (and women) if necessary.
Calling:
Soldier: Eric comes from a long line of soldiers, so the military mindset has been virtually stamped into his mind. He doesn't mind all that much, though, because he enjoys his duty as a member of the armed forces - especially because being a Joe allows him to blow lots of things up!
Costume:
While on a mission, or often when simply lounging around, Eric wears a standard pair of Army field greens, as well as a gun harness wrapped around his shoulders. Also, he's most often got a green helmet with a blast visor on, as well, to keep mortar launch debris out of his eyes, and brown boots.
After rejoining the G.I.Joe team in the late nineties, though, Eric began to wear a slightly modified version of his original 'union suit' however. His shirt was a lighter green, his pants donned a green camouflage pattern, and his boots changed to a glossy, leather black color. Same helmet, though.
When he joined the elite Night Force, Eric then donned his third field uniform. This outfit includes black pants with a gray camo pattern, a green and black long sleeved shirt, black leather boots and gloves, a black leather belt, and green webbing to hold grenades and other gear.
Personality:
While he is a capable combatant, very effective with artillery in the field, and quite a logical person in general, Eric does have his one downfall: his impressive temper. He can't help but blow his top at least once a day, even if it's rather inconvenient for him to do so.
Such temper tantrums usually occur when one of his fellow Joes poke fun at his odd mathematical capabilities, or when somebody says something that offends his particular sensibilities. Of course, most of the Joes know better than to do this while he's 'on the job'...
Real Name: Eric W. Friestadt, Grade E-4 (later E-5)
Occupation: G.I.Joe artillery expert
Legal Status: American citizen with no known criminal record
Marital Status: presumably single
Alias(es), if any: none
Group Affiliation: G.I.Joe, Night Force (a G.I. Joe sub-group)
Height: 5' 9"
Hair: strawberry blond
Eyes: blue
Weight: 170 lbs
Other Distinguishing Characteristics: his plastic, horn-rimmed glasses sort of stand out, but other than that, none.
Story:
Eric is a tried and true military man. He can hardly help it; two previous generations of Friestadt men were career Sergeants, and he just sort of made his way into the job via osmosis. Not that he minds, as he thoroughly enjoys what he does.
And what he does makes lots of satisfying explosions.
You see, Eric is a trained artillery operative, meaning that it is his job to blow things up with mortar fire. He has an edge over most such folks, however, in that he's a natural math whiz; he can calculate target azimuths in his head faster than a body with a compass can.
This natural aptitude gained the attention of one Colonel Hawk as he was assembling a covert, anti-terrorist force. Looking for the best of the military's best, he homed in on Eric's preternatural skill with mortar fire, and offered him a job on the nascent G.I.Joe team!
Glad to be part of such a prestigious unit, Eric didn't have to even think about his answer, and has been with the team ever since. For instance, he participated in the rescue of Dr. Adele Burkhart from the evil Cobra Commander, the Joe's first public operation.
He was also involved with several other missions over the next three years, after which he was pulled off active duty and given a desk job in order to facilitate the Joe's self-administration; over time, the team had expanded to the point that such a move was needed.
However, Eric was nonetheless called in to help with several other high-profile missions, such as the Joe's invasion of Cobra's secret U.S. headquarters, Springfield, and their participation in the Cobra Island civil war, between Serpentor and a false Cobra Commander.
However, things change, and the Joe team was deactivated in 1994, as the threat Cobra - the team's arch-nemesis - posed was then considered small enough to be handled by conventional forces. A military man at heart, Eric simply returned to his Army post for several years.
However, Cobra eventually got it's act back together, and renewed its attempts to conquer the world. As such, the Joe team was reactivated, and since he was already in the armed forces still, Eric gladly hooked up with his old pals, in order to fight the good fight.
Extra Goodies:
Return to the 1982 G.I. Joe main page!
Return to the Night Force main page!
Other G.I. Joe directories featuring a version of Short-Fuze:
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