Switch Gears

F
Ex 20
A
Gd 10
S
Gd 15
E
Gd 10
R
Ty 6
I
Ty 6
P
Rm 30
Res
Gd 10
Pop
Sh 0

Health:
Karma:
55
42

Origin:

As are the vast majority of his fellow Joes (except weird cases like the super-ninja, Snake-Eyes, and that weirdo Robo-Joe), Jerome is but a normal human, lacking ascendant powers of any variety. No, he fights the forces of evil with either his fists or at helm of anything with bogey wheels.

Known Powers:

(none)

Equipment:

Helmet: a must for most standard arenas of battle, this headgear has saved Jerome's life more than once. It provides him Good (10) protection from physical attacks that strike him in the head - assuming that they do not hit him in the face, of course; this is no Viper helmet...!

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.

Knife: in the event that he needs to cut something in the field, Jerome carries a blade on him at all times. Made from Incredible (40) m.s. materials, this serrated metal blade can be used to cut through items of like m.s., and allows Jerome to inflict Edged Attack damage in melee.

Machine Gun / Grenade Launcher Combo: Jerome can fire this handy automatic machine gun to inflict Good (10) Shooting damage in a short burst, +1 CS in a full-auto spread. It can also launch fragmentary grenades that inflict Remarkable (30) Edged Attack damage with a scatter effect around their target.

Semi-Automatic Pistol: a backup for his main gun, this one-handed firearm is nonetheless just as valuable as his main gun. Jerome can fire this hand cannon to inflict Typical (6) Shooting damage in a single shot, or raise this to Good (10) in a semi-auto, clip-burning hail of leaden pain.

Spy Troops Disguise: arguably the part of his job Jerome likes the most, this disguise allows him to play 'dress up' and impersonate Overkill, Cobra's Battle Android Trooper commander. It even includes a hand attachment that duplicates the function of his semi-auto pistol, too!

Quirks:

High Pain Threshold: in addition to being stubborn and tenacious, Jerome has an incredibly high pain threshold; he even foregoes Novocaine at the dentist! He can make all FEAT rolls related to pain, and resist the effects of pain-inducing powers and weapons, at a +2 CS.

Talents:

Detective / Espionage: his secondary military specialty, Jerome works as a field op to collect information on enemy forces. As such, he should make any FEAT required in regards to the collection of information - or to determine if someone is spying on him - at a +1 CS.

Guns: since he is prone to leaving his tank to gather intelligence on Cobra's activities, this talent comes in very handy. Jerome can fire any standard, semi-automatic, or fully automatic rifle or pistol, or even a shotgun, as though his Agility score was +1 CS higher than is listed above.

Marksman: supplementing his tank driving skills, this talent represents Jerome's ability to effectively target and obliterate an opponent with a tank's main gun. Whether using automated systems or calculating trajectories manually, Jerome should receive a +1 CS to such efforts.

Martial Arts type B: while he's more than adept in the use of tanks and machine guns to tear enemy forces apart, Jerome truly prefers to rough his opponents up with his bare hands. He can make unarmed melee strikes of any variety as though his Fighting score was +1 CS in rank.

Military / United States: the source of all his training (except maybe his martial arts b), Jerome has been well trained by the Army in the fine art of combat. Furthermore, he knows military protocols like the back of his hand, and can lead fighting men and women into battle when necessary.

Pilot / Ground Vehicles: his primary military specialty, Jerome is a tank jockey, and can drive most any tank the Army has put together with ease. He should receive a +1 CS to any FEAT required while piloting any treaded vehicle, except for cannon attacks (that's what his marksman skill is for).

Contacts:

As a member of the GI Joe team, Jerome can naturally rely upon his fellows for assistance should he need it; he's more than willing to save their bacon, after all. Furthermore, as an intel field op, Jerome likely has several contacts in espionage circles (even if he doesn't use them very often).

Costume:

Jerome's field uniform is a curious one. It includes tan trousers, an off-white T-shirt beneath a green vest, steel knee pads, steel thigh pads, steel shoulder pads, steel wrist guards, black leather boots, a black leather belt, and of course his life-saving, Army green battle helmet.

All the steel plates make sense when he dons his Spy Troops disguise, however. This adds a different, red helmet on, not to mention various false robotic parts that allow him to pose as the evil Overkill, Cobra's strange cybernetic Battle Android Trooper commander - it even has a built in hand-cannon!

Personality:

Jerome is a surprisingly straight-forward fellow for a guy who worked with Army intelligence. Whether he's using the Patriot tank or his fists, Jerome is an incredibly tenacious combatant who doesn't know the meaning of 'surrender' or 'give up'. He just believes in toughing life out, for better or worse.

Real Name: Jerome T. Jivoin, grade E-5
Occupation: GI Joe tank jockey
Legal Status: citizen of the United States (though born in Columbia) with no known criminal record
Marital Status: single
Alias(es), if any: Overkill (Jerome poses as him with special Spy Troops gear now and then)
Group Affiliation: G. I. Joe

Height: 6' 1"
Hair: brown
Eyes: brown
Weight: 200 lbs
Other Distinguishing Characteristics: none

Story:

Jerome got where he is in life thanks to his incredibly tenacious nature. Thanks to both his innate stubbornness and an incredibly high pain threshold, the man has proven the better of many would-be enemies throughout his life. Of course, being exceptionally strong helped him out in that regard.

Large and solid, Jerome was seen as an ideal tank jockey upon joining the Army; sometimes it takes considerable strength to repair a slipped tank tread out in the rain and mud while the Bad Guys are dropping mortar shells on you, after all. Naturally, this suited Jerome just fine.

Trained to operate all the tanks the Army has in service (and several that have been retired), Jerome can drive anything with treads and bogey wheels if he puts his mind to it. He's also competent in the use of all heavy machine guns, though he truly prefers to fight not with tanks or guns, but with his bare hands.

This is how he's dealt with troublemakers his whole life, you know. Seeing a special potential in him, Jerome's superiors had him put through intelligence training, and when he had finished this, the man was carted off to work with the GI Joe team, where his indomitability would serve his country well.

Having an opportunity to use his skills constantly with the Joes, Jerome has found the team to be to his liking. He tends to think in an unorthodox fashion, though, and will occasionally pose as an Cobra courier with written orders to retreat; when this works, he often ends a battle before it can begin.

The man usually poses as Overkill, though. As this Cobra operative gives most of his fellows the creeps, they are unlikely to give Jerome serious scrutiny as he walks through their ranks in his Overkill get-up. Should this villain meet him while he's at work, though, Jerome could be in for the fight of his life...!

Extra Goodies:

Switch Gears Classic Text File Download

Switch Gears Imagery

GI Joe directories featuring a version of Switch Gears:

  2003 2004