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

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Endless Flight

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I’ve always had the urge to run a G.I.Joe campaign. It would be sort of like Special Missions where the PCs exist in the Marvel Comics continuity and do missions that run concurrent with the events of the comics. Some of these may actually tie into what the PCs are doing, but only if it’s a part of their mission. They have an important part to play as members of the team, even as new recruits.

I was thinking of using Mutants & Masterminds second edition. PCs would be PL5 to start. I plan on using the core rulebook, of course, and bits from Agents of Freedom. I would think a group of four to five players would work.

If anyone finds this interesting, please feel free. If you know the Marvel Comics series, fantastic. If you know M&M, fantastic. I will help with character creation if necessary and can share what information I might have.
 
Hmm. I watched a little of the cartoon and I have 1st edition of M&M. My sense is GI Joe is heroic military done as street level superheroes with an area of expertise focus. I think 8 could get on board with playing that.
 
Hmm. I watched a little of the cartoon and I have 1st edition of M&M. My sense is GI Joe is heroic military done as street level superheroes with an area of expertise focus. I think 8 could get on board with playing that.
I think that’s pretty accurate. The comic series had quite a different feel than the cartoon though.
 
If there’s enough interest, I think we will start right around the time of issue #22, “Like Chimney Sweepers Come to Dust…” which took place in April, 1984. A good place for new team members to come on board.

D78AF83B-8FA0-4D83-BB25-39BBACC682C6.jpeg
 
If you handle chargen, I'd be happy to play.
Don't have M&M2E (I did playtest it some.)
 
If you handle chargen, I'd be happy to play.
Don't have M&M2E (I did playtest it some.)
Sure, I can help with that.

I also have a Google drive folder with resources if it helps anyone.
 
Code Names: Tripwire (Specialist, Survival/Trapmaker), Airhead (In joke, Drone operator/Computers), Watchdog or Steelwolf? (MWD/MP, HTH specialist), or if we can come up with an unusual martial artist who isn't a ninja (aka he's trained in Savate. Need a code name though) Unless we're going toy-centric and want to do wilder things...I always loved Sci Fi. :grin: What could we do that's like that?
 
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Tripwire is already a member. It’s funny, because he’s clumsy with anything besides explosives.
 
Heartbeat the Medic also good with knives?
 
Code Names: Tripwire (Specialist, Survival/Trapmaker), Airhead (In joke, Drone operator/Computers), Watchdog or Steelwolf? (MWD/MP, HTH specialist), or if we can come up with an unusual martial artist who isn't a ninja (aka he's trained in Savate. Need a code name though) Unless we're going toy-centric and want to do wilder things...I always loved Sci Fi. :grin: What could we do that's like that?
Let's go with Ironhound (MWD dog specialist who also runs the bot that carries gear and looks freaky?)
 
Let's go with Ironhound (MWD dog specialist who also runs the bot that carries gear and looks freaky?)
I think a dog handler is fine because Mutt hasn’t joined the team yet, but I don’t think the robot would work because of the expense.
 
A sample NPC:
8F2AE38E-ABEA-43DB-85C8-FD676B5970A9.jpeg
DUKE Field Commander
First Appearance G.I.Joe: A Real American Hero #22 (April, 1984)
File Name Conrad S. Hauser
Birthplace St. Louis, MO
Primary Military Specialty Infantry
Secondary Military Specialty Small Arms Armorer
Pay Grade E-8

Power Level 7
Abilities Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 15
Saves Toughness +5 (+3 flat-footed), Fortitude +7, Reflex +6, Will +9
Combat Attack +7, Defense +7
Skills Bluff 7 (+9), Climb 4 (+6), Computers 2 (+4), Concentration 6 (+9), Diplomacy 8 (+10), Disable Device 3 (+5), Drive 4 (+6), Gather Information 5 (+7), Intimidate 5 (+7), Investigate 4 (+6), Knowledge (civics) 5 (+7), Knowledge (history) 5 (+7), Knowledge (tactics) 8 (+10), Knowledge (technology) 2 (+4), Language 2 (French, German), Notice 6 (+9), Pilot 3 (+5) Search 4 (+7), Sense Motive 7 (+10), Stealth 4 (+6), Survival 7 (+10), Swim 3 (+5)
Feats Assessment, Defensive Attack, Defensive Roll 2, Equipment 7, Evasion, Inspire, Language 2 (French, German), Leadership, Rank 2 (US Army), Security Clearance (G.I.Joe), Seize Initiative, Set-Up, Teamwork, Ultimate Effort (Diplomacy skill), Uncanny Dodge (sight)

Power Points: Abilities 32, Saves 15, Combat 28, Skills 26, Feats 22, Total 113. Duke is PL7 as he is a more experienced soldier.

Duke enlisted in the United States Army in 1967. He served in Southeast Asia for several years. He turned down an officer’s commission in 1971. He joined the G.I.JOE team as its field commander in 1984 following the death of General Flagg.
 
They're only 75K USD, that's cheaper than some missiles! :grin: (It's fine. Whichever.)
 
We’ll see if it gets any more interest before I go any further.
 
@ Endless Flight Endless Flight I am not familiar with M&M 2 but read the comics.* Here is a character concept in the form of the classic file cards for your approval.



Code Name: Swamp Cat
File Name: King, Apollo
Primary Military Specialty: Reconnaissance
Secondary Military Specialty: Medic
Birthplace: Venice Beach, CA
Grade: E-5

One of the newest members of the GI Joe Team, Sgt. King was born in 1962 to hippie parents on the sun-drenched beaches of Southern California. Before he joined the USMC in 1979 as an infantryman, Sgt. King was a surfer and first-class swimmer. After his first deployment out of SOI he was tapped for Force Recon, participating in advisory roles across South and Central America before distinguishing himself as a squad leader in Operation Urgent Fury.

"Every Force Recon Marine can swim like a fish, run like a deer, and stay cool under fire. It's a special kind of cat who's actually more chill under pressure. He's one of the hardest guys you’d ever meet, but prefers to be gentle. He'd put sentries down but not kill them, because they had families too."



*For those of you unfamiliar with the OG Larry Hama GI Joe Comics, here is issue #22, “Like Chimney Sweepers Come to Dust…
 
Version 1.0

SWAMP CAT
Recon
File NameKing, Apollo
Primary Military Specialty Reconnaissance
Secondary Military Specialty Medic
Birthplace Venice Beach, CA
Grade E-5

Power Level 6
Abilities Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 10
Saves Toughness +5/+4 (+3 flat-footed), Fortitude +8, Reflex +6, Will +6
Combat Attack +5 (melee), +7 (ranged), Defense +5 (+3 flat-footed)
Skills Acrobatics 4 (+6), Bluff 2 (+2), Climb 4 (+7), Computers 2 (+3), Diplomacy 2 (+2), Disable Device 2 (+3), Drive 3 (+5), Gather Information 3 (+3), Intimidate 6 (+6), Investigate 5 (+6), Knowledge (behavioral sciences) 3 (+4), Knowledge (civics) 2 (+3), Knowledge (streetwise) 2 (+3), Knowledge (tactics) 2 (+3), Medicine 2 (+3), Notice 6 (+7), Profession (military) 6 (+7), Search 4 (+5), Sense Motive 2 (+3), Sleight of Hand 2 (+4), Stealth 7 (+9), Survival 7 (+8), Swim 6 (+9)
Feats All-out Attack, Assessment, Attack Focus (ranged) 2, Benefit (rank) 1, Defensive Attack, Defensive Roll, Equipment 5, Evasion, Improved Aim, Improved Critical (rifle), Improved Grab, Improved Overrun, Improved Pin, Leadership, Move-by Action, Prone Fighting, Security Clearance (G.I.Joe), Set-Up, Sneak Attack, Stunning Attack, Teamwork
Equipment Assault rifle (+8 damage), fragmentation grenades (Blast Explosion 5), armored uniform (+1 Toughness), handcuffs, commlink.

Power Points: Abilities 20, Saves 13, Combat 28, Skills 21, Feats 26, Total 100.
 
It’s actually not that hard to create characters in M&M if you don’t have to worry about powers. Even then, it’s not as hard as some people have made it out to be over the years.
 
It’s actually not that hard to create characters in M&M if you don’t have to worry about powers. Even then, it’s not as hard as some people have made it out to be over the years.
Right? Creating characters was about 10x easier than I expected especially with the templates. I stalled at feat selection not because it was difficult but because I was falling asleep at the keyboard poring over feat descriptions.
 
Hey Silverlion Silverlion there are more templates on page 101 of Agents of Freedom. Even though says "supporting characters" I found them a useful guide to what a top tier operator (Power Level 5) would look like in M&M 2. It covers a lot of the classic tropes like sniper, "strong guy," Navy SEAL, environmental specialist (e.g. jungle warfare commando), face man etc.

Bunch Bunch there is a Field Medic on page 104 that looks pretty cool
 
Remember to make sure you spend 100 point with a Power Level 6, which just affects how high you can go with numbers. Agents of Freedom is a really nice book for this type of campaign. I’ve found it very helpful.
 
I have a couple questions about character generation, I hope this thread is the appropriate place for them.

Appraise, Demolitions, Forgery, Gamble, Navigate, Repair, and Research from the Mastermind's Manual are referred to in Agents of Freedom. Could you please tell me the key ability for Demolitions?

Please clarify what Profession (soldier) covers. I assumed it represents overall competency at their job and includes things not covered by the skills like navigating the military bureaucracy, passing an inspection, clearing a jammed rifle, and using a parachute. Is this correct? Points are getting tight and I need to judge how important this would be.

I took Concentration to represent "coolness under fire" and the ability to take action under trying conditions. This would be a defining characteristic for Swamp Cat and I want to know how to properly represent that.
 
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Hey guys on page 65 of M&M 2 I there is a nice little block of "fighting styles" to help with feat selection. For example I want Swamp Cat to be good at non-lethal takedowns so the Wrestling package looks useful.
 
I have a couple questions about character generation, I hope this thread is the appropriate place for them.

Appraise, Demolitions, Forgery, Gamble, Navigate, Repair, and Research from the Mastermind's Manual are referred to in Agents of Freedom. Could you please tell me the key ability for Demolitions?

Please clarify what Profession (soldier) covers. I assumed it represents overall competency at their job and includes things not covered by the skills like navigating the military bureaucracy, passing an inspection, clearing a jammed rifle, and using a parachute. Is this correct? Points are getting tight and I need to judge how important this would be.

I took Concentration to represent "coolness under fire" and the ability to take action under trying conditions. This would be a defining characteristic for Swamp Cat and I want to know how to properly represent that.
I actually wasn’t planning on using those skills, unless you guys think they are necessary for a Joe campaign.

As far as the Profession skill, it covers everything not covered by other skills. In the case of Soldier, it is exactly as you described.
 
Hey Silverlion Silverlion there are more templates on page 101 of Agents of Freedom. Even though says "supporting characters" I found them a useful guide to what a top tier operator (Power Level 5) would look like in M&M 2. It covers a lot of the classic tropes like sniper, "strong guy," Navy SEAL, environmental specialist (e.g. jungle warfare commando), face man etc.

Bunch Bunch there is a Field Medic on page 104 that looks pretty cool
I was looking at those and that's what inspired my question about playing a Psyops/Intelligence Joe.
 
I’m glad the books are helping you guys.

Everybody should be taking at least five ranks of the Equipment feat to cover the gear they use. Some may want to take even more. The team members may be able to requisition items from HQ but that’s not always a guarantee.
 
Everybody should be taking at least five ranks of the Equipment feat to cover the gear they use. Some may want to take even more. The team members may be able to requisition items from HQ but that’s not always a guarantee.
Endless is right on the money. I have little idea what Force Recon was using in the 80's but it took Equipment Rank 7 to purchase a basic Marine Corps loadout from same period.

  • M16A2 assault rifle (15 points)
  • M203 grenade launcher (16 points)
    • HE grenades, Smoke marker grenades
  • Cammie fatigues (+5 stealth) (1 point)
  • ALICE harness with rucksack (+5 STR for carrying equipment only) (1 point)
  • First aid kit (+2 medicine) (1 point)
  • Survival kit (+2 survival) (1 point)
 
Str 12 Dex 12 Con 12 Int 18 Wis 16 Cha 12

Skills: Bluff 4 (+5), Computers 4 (+8), Concentration 2 (+5), Diplomacy 3 (+4), Drive 2 (+3), Gather Information 6 (+7), Investigate 2 (+6), Knowledge (behavioral sciences) 2 (+6), Knowledge (civics) 8 (+12), Knowledge (current events) 4 (+8), Knowledge (streetwise) 2 (+6), Knowledge (tactics) 2 (+6), Knowledge (technology) 4 (+8). Medicine 2 (+5), Notice 6 (+9), Profession (agent) 3 (+6), Search 4 (+8), Sense Motive 3 (+6), Sleight of Hand 2 (+3), Stealth 3 (+4).

Feats: Assessment, Benefit (rank) 1, Connected, Contacts, Equipment 4, Jackof-All-Trades, Master Plan, Taunt, Skill Mastery (Computers, Investigate, Knowledge (tactics), Sense Motive), Well-Informed Combat: Attack +4, Damage +1 (unarmed), Grapple +5, Defense +4 (+2 flatfooted), Knockback –0, Initiative +1 Saving Throws: Toughness +1, Fortitude +5, Reflex +5, Will +8 Abilities 22 + Skills 17 (68 ranks) + Feats 13 + Powers 0 + Combat 16 + Saves 13 = 81

I could use this for Psyops/Intelligence, but I need suggestions for the other 19 Points What do you suggest?
 
Feat: Benefit (Security Clearance (G.I.Joe)) is necessary. Sorry didn’t mention it before.
 
I could use this for Psyops/Intelligence, but I need suggestions for the other 19 Points What do you suggest?
Benefit: Rank. I am pretty sure all the Joes are at least noncoms (Rank 2) and if he is Psyops/Intel in the field he's probably a junior officer (Rank 3)
Toughness Saving Throw is used instead of hit points so you want it at a decent level.
 
Toughness, of course, can only be improved by Attribute increases or Feats like Defensive Roll. You can’t buy it up like the other saving throws. Also, you can buy your attributes over 18.
 
Toughness, of course, can only be improved by Attribute increases or Feats like Defensive Roll. You can’t buy it up like the other saving throws. Also, you can buy your attributes over 18.
My apologies for the bad advice @ Silverlion Silverlion it's right there in black and white on page 33.
 
Since a friend is talking about running GI Joe (official game.) I'm going to swap for animal handler. since that role in his game is semi-taken. Apologies if I'm waffling, just don't want to steal someone's thunder

Code Name: Watchdog

File Name: Rockwell, Tyler

Primary Military Specialty: MWD Dog Handler (MOS 31 K)

Secondary Military Specialty: Ordinance Disposal


Animal Handler
Power Level 5

Str 12 Dex 16 Con 13 Int 16 Wis 12 Cha 18

Skills: Acrobatics 2 (+5), Bluff 4 (+8), Climb 2 (+3), Concentration 5 (+6), Diplomacy 1 (+7), Demolitions 1 (+7), Disable Device 3 (+6), Gather Information 2 (+6), Handle Animal 8 (+12), Intimidate 4 (+8), Knowledge (behavioral sciences) 1 (+3), Knowledge (current event) 2 (+4), Knowledge (life sciences) 1 (+3), Knowledge (tactics) 2 (+4), Medicine 1 (+2), Notice 4 (+5), Ride 4 (+7), Sense Motive 4 (+5), Stealth 2 (+5), Survival 4 (+5), Swim 2 (+3)

Feats: Animal Empathy, Assessment, Benefit (Rank 2), : Benefit (Security Clearance (G.I.Joe 2), , Endurance, Equipment 6, Inspire, Sidekick 10 (animal companion), Speak with Animal*, Teamwork *A limited version of the Comprehend (Animals) power as a feat; see the Mastermind’s Manual for details.

Combat: Attack +5, Damage +1 (unarmed), Grapple +6, Defense +5 (+3 flatfooted), Knockback –0, Initiative +3 Saving Throws: Toughness +1, Fortitude +4, Reflex +8,Will +6

Abilities 25 + Skills 21 (64 ranks) + Feats 26 + Combat 20 + Saves 13 = 98??


Gear: SMG (12 points), Pistol (6), (body armor (Toughness +2, 2 points), Comlink/Walkie Talkie/Cellphone (not sure what we're using; 1 point), night vision goggles (1 point), Binoculars (1), handcuffs (1)


I hope that math is right...
 
I think you should only need 5 points max for
an attack dog sidekick. Animals are listed in the core rulebook in the back. I think a dog might be 20 PP total.

I’ll check it out when I get the coffee in my system.
 
Code Name: Swamp Cat
File Name: King, Apollo
Primary Military Specialty: Reconnaissance
Secondary Military Specialty: Medic
Birthplace: Venice Beach, CA
Grade: E-5

One of the newest members of the GI Joe Team, Sgt. King was born in 1962 to hippie parents on the sun-drenched beaches of Southern California. Before he joined the USMC in 1979 as an infantryman, Sgt. King was a surfer and first-class swimmer. After his first deployment out of SOI he was tapped for Force Recon, participating in advisory roles across South and Central America before distinguishing himself as a squad leader in Operation Urgent Fury.

"Every Force Recon Marine can swim like a fish, run like a deer, and stay cool under fire. It's a special kind of cat who's actually more chill when under pressure. He's one of the hardest guys you’d ever meet, but prefers to be gentle. He'd put sentries down but not kill them, because they had families too."

Abilities
Str 14 (+2), Dex 16 (+3), Con 18 (+4), Int 10 (0), Wis 12 (+1), Cha 12 (+1)

Saving Throws
Toughness +6 (+4 flat footed), Fortitude +6, Reflex +6, Will +6

Combat
Attack Bonus +6, Defense Bonus +6 (+3 flat-footed)

Skills
Acrobatics +6 (+9) , Climb 4 (+5), Concentration 6 (+7), Diplomacy 2 (+3). Drive 2 (+5), Intimidate 2 (+3), Knowledge (tactics) 6 (+6), Language 2 (Spanish, Portuguese). Medicine 6 (+7), Notice 8 (+9), Profession (soldier) 6 (+6), Search 4 (+5), Sense Motive 4 (+5), Stealth 10 (+13). Survival 4 (+5) , Swim 8 (+9)

Feats
Assessment, Benefit: Rank x2 (E-5), Benefit: Security Clearance (G.I. Joe), Chokehold, Defensive Roll x2, Endurance, Equipment x4, Evasion x2, Improved Pin, Improved Grab, Instant Up, Leadership, Luck x1, Move-by Action, Prone Fighting, Skill Mastery (Concentration, Medicine, Notice, Stealth), Sneak Attack, Uncanny Dodge (hearing)

Equipment
  • M16A2 assault rifle
  • Cammie fatigues (+5 stealth)
  • ALICE harness with rucksack (+5 STR for carrying equipment only)
  • Medical Kit (+2 medicine)
  • Survival kit (+2 survival)

Power Points: Abilities 22, Saves 12, Combat 24, Skills 20, Feats 24, Total 100.
 
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Please check my character to make sure the math is squared away. I welcome comments and criticism. I haven't worked with d20 for a long term and there was a concern the numbers won't match the fiction if that makes sense. If anyone can think of a way to shave off some points, I really want Instant Up and Leadership. The M203 is a huge point sink and I could buy 3 feats instead!

Oh and his prominent civilian possessions are a 1974 VW Bus and surfboard.
 
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