G.I.Joe: The New Recruits (M&M2)

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Cool. I just wanted to see which SMG/Pistol I have as core gear and be military accurate. :grin:
I’m going to be kind of loose with the equipment anyway as the comic didn’t really center on the specifics. Most Joes that used SMGs were either using an Uzi or Mac-10. Some Joes like Stalker used an M-32, which didn’t even exist in real life. As long as you are using an “SMG”, you’ll be fine.
 
Oh I think I finished him up stat wise. I updated the original post.

Well, I just counted 96 points for your character. You had spent points on his toughness save, which wasn’t necessary. So you still have four to spend.
 
I would maybe bump up his Will save by a couple and then spent two more points on skills (8 ranks total).
 
So if we don’t get a fourth player, I can set you up with an NPC Joe named Burnout, who’s specialty is Transportation/Armor.
 
I dropped the M203 and added Luck x1, Evasion x1 (bringing it to rank 2), and Improved Grab. The character post has been edited.
 
I started an OOC thread. All characters have been entered as finished. I will update the first post with any pertinent information. I also added another resource to the Google drive folder.

 
If you guys are still looking for a fourth, I'd play.
I can squeeze you in when I get the opportunity in the story, which should be soon. In the meantime, if you want to create a Joe, it’s 100 points with a PL 6 limit. Based on the other characters, put at least five points in the Equipment feat.
 
I can squeeze you in when I get the opportunity in the story, which should be soon. In the meantime, if you want to create a Joe, it’s 100 points with a PL 6 limit.
Sweet. I'll start banging out a character right now. I'll take a look at who we have already and go from there. I may not be able to resist the idea of building baby Snake Eyes.
 
Sweet. I'll start banging out a character right now. I'll take a look at who we have already and go from there. I may not be able to resist the idea of building baby Snake Eyes.
Well, Quick Kick came along a couple years later in the series, so I don’t think I would be averse to having a Martial Arts character. Send me your email address in a PM and I’ll add you to the Google drive.
 
Hmm, yeah, we have a recon guy a field medic and a K9 guy so far. I'll give this some thought. Snake Eyes might be stepping on the Recon spotlight a little.

So mechanics-wise we're doing PL6, but what else do I need to know? There was some discussion of which skills are in play upstream that I wasn't sure about.
 
We are just using skills from the core rulebook. Any feats from another book (like the Mastermind’s Manual, need my approval. I recommend putting at least five points in the Equipment feat. You need the feat Benefit: Security Clearance (G.I.Joe) and the feat Benefit: Rank (1 or 2 points depending on what your pay grade is).
 
We are just using skills from the core rulebook. Any feats from another book (like the Mastermind’s Manual, need my approval. I recommend putting at least five points in the Equipment feat. You need the feat Benefit: Security Clearance (G.I.Joe) and the feat Benefit: Rank (1 or 2 points depending on what your pay grade is).
Are Attack/Defense trade-offs in play? Not that I was planning on it, just curious.

Edit - also, the templates form Agents of Freedom seem to escape the gravity of the PL caps somehow (some ATT+ higher than +6 for example). Is that OK, or would we need to modify them?
 
Are Attack/Defense trade-offs in play? Not that I was planning on it, just curious.

Edit - also, the templates form Agents of Freedom seem to escape the gravity of the PL caps somehow (some ATT+ higher than +6 for example). Is that OK, or would we need to modify them?
I believe those write-ups use trade-offs. I would allow them.
 
We don't seem to have anyone with the pilot skill. Or computers. I don't know how important that second one is in 1984, but I think I'll get some ranks in Pilot for those special occasions when a fast exfil is the party theme.
 
Computers aren’t too important in that era but they might come in handy occasional. The Pilot skill is very handy though.
 
A question about Feats that have ranks. Does each rank give the listed bonus? So rank one in Improved Initiative grants a +4 to Init, and each additional rank grants an additional +4?
 
A question about Feats that have ranks. Does each rank give the listed bonus? So rank one in Improved Initiative grants a +4 to Init, and each additional rank grants an additional +4?
In that particular case, I believe so.
 
OK, so I have a rough cut but I want to make sure I'm doing the math right...

Faceless – Infiltration Expert
File Name: Rathborne, Jason
Primary Military Speciality: Military Intelligence
Secondary Military Speciality: Pilot
Place of Birth: Poughkeepsie, NY
Pay Grade: E-5

Attributes: STR: 10 DEX: 16 CON: 14 INT: 16 WIS: 14 CHA: 16 (28 points)

Saves: TGH: +6 FORT: +4 RFLX: +6 WILL: +4 (11 points)

Combat: +6 Att, +6 Def (24 points)

Skills: 30 points/120 ranks
Bluff 6; Disguise 6, Disable Device 6; Stealth 6; Diplomacy 4; Gather Info 6; Acrobatics 2; Climb 4; Investigate 4; Notice 6; Pilot 4; Search 6; Survival 2; Swim 2; Drive 4; Profession (Military Police) 4; Language (Arabic, French, German) 3; Computers 4; Pilot 4; Escape Artist 6 [89]

Feats: Benefit (GIJ Security Clearance); Equipment 1; improved Initiative 1; Eidetic Memory; Endurance 1; Improvised Tools; Skill Mastery (Stealth, Disable Device; Disguise, Bluff) [7 points]

Da Math: Attributes 28 + Saves 11 + Combat 24 + Skills 30 + Feats 7 = 100 (with 11 skill ranks left to assign)
 
You only have 26 points in attributes which gives you two points to spend there. You need to take the feat Benefit: Rank 2 for your pay grade so those two points are spent.

Toughness saves can only be bought up with the Defensive Roll feat or by using equipment like armor. You have only spent seven points in saves taking that into consideration. I would put some of those four points in the Equipment feat and maybe a couple in the Defensive Roll feat.
 
OK, second kick at the cat:

Attributes: STR: 10 DEX: 16 CON: 14 INT: 16 WIS: 14 CHA: 18 (28 points)

Saves: TGH: +2/+5 FORT: +4 RFLX: +6 WILL: +4 (7 points)

Combat: +6 Att, +6 Def (24 points)

Skills: 30 points/120 ranks
Bluff 10; Disguise 10, Disable Device 10; Stealth 10; Diplomacy 4; Gather Info 8; Acrobatics 2; Climb 4; Investigate 8; Notice 8; Pilot 5; Search 8; Survival 2; Swim 2; Drive 4; Profession (Military Police) 6; Language (Arabic, French, German) 3; Computers 4; Pilot 6; Escape Artist 6 [120]

Feats: Benefit 2 (GIJ Security Clearance); Equipment 1; improved Initiative 1; Eidetic Memory; Endurance 1; Improvised Tools; Skill Mastery (Stealth, Disable Device; Disguise, Bluff); Defensive Roll +3 [11 points]

Da Math: Attributes 28 + Saves 7+ Combat +24 Skills 30 + Feats 11 = 100

Equipment:

What does Equipment 1 get me? I don't mind finding room for more there.
 
So I'd like to take one super power, I want to able to flick a quarter from between my thumb and index finger really hard, but with a power range of 20 (so anywhere in the universe). Is that doable?
 
If you look at the other character builds in the OOC thread, you’ll see what I’m talking about with the feat selection and what they have for equipment, which are “bought” with the equipment feat.
 
So this is how I would do your feats section:

Feats: Benefit: Rank 2 (E-5), Benefit: Security Clearance (G.I.Joe), Equipment 5, Eidetic Memory, Endurance, Improvised Tools, Improved Initiative, Skill Mastery (Stealth, Disable Device; Disguise, Bluff), Defensive Roll 2 (15 points)

Then to get the four points you need for the feats, I would shave off four points from your skills (16 ranks) and you would be all set.
 
I faffed about a little and ended up with this:

STR: 10 DEX: 16 CON: 14 INT: 16 WIS: 14 CHA: 16 (26 points)

Saves: TGH: +2/+4 FORT: +4 RFLX: +6 WILL: +4 (7 points)

Combat: +6 Att, +6 Def (24 points)

Skills: 29 points/116 ranks

Bluff 10; Disguise 10, Disable Device 10; Stealth 10; Diplomacy 4; Gather Info 8; Acrobatics 2; Climb 4; Investigate 8; Notice 10; Pilot 5; Search 8; Survival 2; Swim 2; Drive 4; Language (Arabic, French, German) 3; Computers 4; Pilot 6; Escape Artist 6 [29]

Feats: Benefit Rank 2 (E-5); Benefit 1 (GIJ Security Clearance); Equipment 5; improved Initiative 1; Eidetic Memory; Improvised Tools; Skill Mastery (Stealth, Disable Device; Disguise, Bluff); Defensive Roll +2 [14]


I may still try to carve out one more feat point for sneak attack.

Edit: so the equipment is essentially 1 item per point from the Feat?
 
No the equipment feat provides five points for each rank. A pistol costs like eight points, an SMG around 12 and an assault rifle is like 16. It’s basically what you would have on your person at any one time.
 
No the equipment feat provides five points for each rank. A pistol costs like eight points, an SMG around 12 and an assault rifle is like 16. It’s basically what you would have on your person at any one time.
Ahhh, no I see. So with five ranks in Equipment I have 25 points to spend on kit.

So Heavy Pistol w suppressor (9), Hold-Out Pistol (4), K-Bar (3), Camo (1), Survival Kit (1), Parabolic Mic (1), Burglar's Kit (1) [total 20]

I'll drop to Equipment 4 and add Sneak Attack in and I think I'm about done.
 
Wow, that’s very filecard-esk!
That was the goal. I can do the rest of the PCs up if people want. I'd just need some clip art.

Edit: I could also just share the word doc, but everyone would need the same fonts and stuff as I used to make it.
 
I feel like there's a couple of things missing. Initiative Bonus for one, and Luck, which I'm not even sure we're using. Is there anything else you'd add from a functional perspective?

Edit - Defense
 
If anyone wants to flesh out their background, there's a list of American miltary actions here. I used that to come up with the following. Just for giggles really.
1653322177645.png
 
Hey there is a chance Swamp Cat and Faceless worked together in El Salvador.

I feel like there's a couple of things missing. Initiative Bonus for one, and Luck, which I'm not even sure we're using.
What do you mean? Luck is a strong feat that grants additional hero points. I am fairly certain we are using those.
 
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Hey there is a chance Swamp Cat and Faceless worked together in El Salvador.
That would be very cool. Let's work that in character. We need a couple of "remember the time when..." stories.
What do you mean? Luck is a strong feat that grants additional hero points. I am fairly certain we are using those.
I was more asking about Hero Points in general. Do we start with some, etc etc. Does it need to be on the sheet really. IDK.
 
G.I.Joe members have worked together before being on the team, an example being Snake-Eyes, Storm Shadow and Stalker during the Vietnam War in 1970-1971. Also, it is possible to work on G.I.Joe operations before becoming a member, as Doc and Wild Bill did.
 
The one thing I would say is that if your character has been serving since 1970, he/she is probably an E-6. Duke had been in since 1967 and he was an E-8.
 
The one thing I would say is that if your character has been serving since 1970, he/she is probably an E-6.
Now you're messing with my points build. :tongue: I'll stick with E-5 based on bull-puckey political fallout from the El Salvador thing.

The pay grade seems very peripheral to actual play. I spent 3 points on Rank and Clearance, and I feel like that's lots. IDK...

Edit: I'll take a random Senator as an enemy if that sounds useful to actual play...
 
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