Fast Draw

Strength
8d
Agility
6c
Intellect
4x
Willpower
4d

Hand Size:
Edge:
3 (17)
1

Origin:

Eliot Brown is Fast Draw, the GI Joe team's FAFNIR operative. He lacks superhuman powers of any stripe, but is definitely a man you can consider a high tech hero, since he's literally wearing a high tech missile delivery system while on the job!

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

FAFNIR Missile System (i): Fast Draw's primary claim to fame is that he's the GI Joe team's FAFNIR (Fire And Forget Non-tube-launched Infantry Rocket) operator. Which is all well and good, but just what on earth is the FAFNIR system, you ask?

FAFNIR consists of a heat-resistant, padded suit that the operator dons before strapping the missile launch system onto their back, and donning the high tech targeting helmet. The suit itself offers intensity 20, or +5, resistance to Cold, Fire, and Heat, as it is highly insulative.

This insulation works both ways, however, and as a result Fast Draw must rest or engage in sparse activity while hauling his gear around lest he overheat. On the other hand, it allows him to function normally in extreme environments without any special considerations, as well.

The helmet projects a lock-on heads-up display onto Fast Draw's visor, giving him a +2 to hit his targets, as well as threat/malfunction indications. Furthermore, all of the target acquisition and homing circuitry is housed in the missiles themselves, allowing incredible safety.

In other words, Fast Draw can fire a missile and duck behind cover, the projectile continuing on after whatever he fired it at even while he's no longer maintaining line of sight with the target. The missiles are incredibly fast and ECM (Electronic Counter-Measure) resistant.

The helmet on Fast Draw's gear is also protective in the traditional sense, above and beyond its thermal properties. It offers him intensity 8, or +2, protection against conventional physical attacks, no matter where on the head they strike him - even in the reinforced visor.

Finally, the FAFNIR missiles themselves inflict intensity 11 damage per projectile, an amount that can be increased by 1 if Fast Draw fires both at the same time. He doesn't do this too often however, for he'll naturally requires a reload at this point.

Sidearm (a): a handy back-up should FAFNIR prove to be overkill, Fast Draw carries this small hand cannon on the job. It can discharge a single round to inflict his Agility +4 in damage in a single shot, or his Agility +5 in damage when firing a semi-automatic burst.

Skills:

Boxing (s): an ability that everyone learns in their Basic Training, Fast Draw can easily defend himself should he find himself without weapons. He may divide his pre-card play action score between two unarmed melee attacks, the last of which occurs as a contingent action.

Guns (a): a skill everyone picks up in the military these days, Fast Draw can easily operate most conventional firearms. Whether he's handling a standard, semi-automatic or fully automatic rifle or pistol, Fast Draw may do so at one difficulty level lower than is usually necessary.

Marksman (a): Fast Draw is naturally well-versed in all line of sight weaponry, from mortars to light anti-tank weapons. Though his FAFNIR does most of the targeting work for him, Fast Draw has the skills to back it up, and fires all such weapons at a reduced difficulty.

Military / United States (w): serving as an origin of sorts for Fast Draw, this talent is the source of almost all his other skills. It describes how he knows the SOP like the back of his hand, and how he can effortlessly function in a military environment.

Calling:

Soldier, with a secondary calling of Demolisher: Fast Draw didn't necessarily join the military in order to blow things up spectacularly, but having fallen into that general line of work, it would be difficult to argue that he doesn't really, really enjoy his job.

Costume:

Fast Draw's GI Joe field uniform is his protective FAFNIR suit. It mainly consists of an olive drab padded suit with layers of additional gray padding layered over the olive components on his upper and lower legs, as well as his torso (both front and back).

It's further accented by thick red gloves, thick red knee pads, cyan webbing and straps to hold his actual missile launcher on his back, a cyan belt, a gray thigh holster for his backup sidearm, and of course his large red helmet with its even larger red targeting visor.

Personality:

Fast Draw has fun with his job, likening himself to an Old West gunslinger. He's a bit arrogant, but then he's got considerable firepower to back up his attitude at most times, so it's hard for his fellow Joes to think badly of him for this - especially when he produces results so readily.

Real Name: Eliot Brown, Grade E-4
Occupation: ordnance, artillery, typist
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: unrevealed
Eyes: light brown
Weight: 185 lbs
Other Distinguishing Characteristics: none

Story:

Fast Draw is strong and tough, two qualities that point you towards heavier weaponry upon enlisting in the military. Sure, he could've been a mechanic or the like, but Fast Draw didn't have the temperament for that sort of thing. No, he gravitated towards explosions.

With his particular skill set and physical attributes, Fast Draw was chosen to be one of the first men in the armed forces to carry the new FAFNIR missile system, which includes a full body suit to protect oneself from the hot rocket exhaust the thing produces when fired while worn.

Fast Draw proved to be very good in handling his particular equipment, and was elated that his skill had seemingly got him noticed by GI Joe's recruiters. He was told that he'd been inducted onto the team, and was assigned to guard a top secret installation with several other new recruits.

The only problem was, his assignment was a sham. He and his fellow new 'Joes' figured this out quickly enough, and in order to bring their deceivers to justice, went about letting the actual Joes know about their situation - which kind of involved kidnapping their leader, Hawk.

They told him what had happened to them and what they knew about their 'Joe' commander, thanks to Chuckles' investigative work. When Cobra got wind of the installation they were guarding, which had a missile illegally aimed at Cobra Island, Fast Draw and company showed their mettle.

They stopped it from launching when their 'Joe' boss panicked, and as a result Hawk made them real Joes after all. Now on the team for real, Fast Draw has served with distinction for years, only stopping for a short period when the Joes were deactivated, from 1994 through 1997.

(Historical Divergence)

What he did in the mean time is unknown.

Perhaps Fast Draw continued testing new missile technology for the government, or instead retired to found his own plastics company. But eventually, when the Joes reassembled and requested his help anew in the fight against Cobra, he didn't hesitate.

Fast Draw came back as soon as he was called, and has assisted his fellow Joes in their fight against terrorism - whether that fostered by Cobra or by other villains - to this very day!

Extra Goodies:

Fast Draw Saga System 13 Text File Download

GI Joe directories featuring a version of Fast Draw:

  1987