TEXT:  
   
   
   
   
  Cobra  
   
   
  Commander 
   
  The deviously brilliant 
  leader of COBRA demands 
  complete allegiance from 
  his 
  followers 
  as 
  he 
  works toward his ulti-
  mate goal of controlling 
  the world. He hides a 
  deadly secret few others 
  know, just as his mask 
  covers disfiguring dam-
  age from a fiery acci-
  dent. 
   
   
   
  Characteristics 
   
   
  Smarts: 8 
   
   
  Willpower: 6 
   
   
  Presence: 8 
   
   
  Hand‐Eye Coordination: 4 
   
   
  Reflexes: 4 
  Strength: 4 
  Body: 5 
  Constitution: 5 
  Movement: 4 
  Derived 
  STUN: 50 
  HITS: 50 
  Initiative: 12 
  Actions: 4 
  Attack: 12 
  Evade: 12 
  Education: 16 
  Perception: 16 
  Tiers: Basic Civilian: 6, Basic Terrorist: 8, Army Career: 8, Col‐
  lege <Medical>: 8, College <Computer Programming>: 8, Spe‐
  cialty <Military Intelligence>: 8, Specialty <Experimental Weap‐
  ons>: 8, Military Officer: 8, COBRA: 8 
  Nanomites: Rapid Healing (5 points per turn, Rapid Recovery: 
  Can recover from poisons and toxins in seconds, Ignores Pain: 
  There are no penalties for massive traumatic injuries) 
  Gear: Mask: 20 KD (Built in Communications, Explosive Booby‐
  Trap: 1d10x10 LETHAL Damage, Environmental Seal), 
  Nanomite Injector and Kill switch 
  Armor: Kevlar Uniform: 10 KD 
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
   
   
   
   
   
  DESTRO 
   
   
  James McCullen  
   
   
  Destro XXIV 
   
  DESTRO is the arrogant, 
  egotistical founder of 
  M.A.R.S. Industries and, 
  like his ancestors, a 
  brilliant 
  designer 
  of 
  military weapons that he 
  sells 
  to 
  the 
  highest 
  bidder. His burned face 
  is repaired with an in-
  jection 
  of 
  nanomites 
  that heals the burns but 
  changes the skin into a 
  silver mask. 
   
   
   
  Characteristics 
   
   
  Smarts: 7 
   
   
  Willpower: 7 
   
   
  Presence: 8 
   
   
  Hand‐Eye Coordination: 5 
   
   
  Reflexes: 5 
  Strength: 8 
  Body: 8 
  Constitution: 8 
  Movement: 5 
  Derived 
  STUN: 80 
  HITS: 80 
  Initiative: 12 
  Actions: 5 
  Attack: 12 
  Evade: 12 
  Education: 14 
  Perception: 14 
  Tiers: Basic Civilian: 6, Basic Terrorist: 7, College Career 
  <Engineering>: 7, General Military Career: 7, Specialty 
  <Weapon Development>: 7, Specialty <Combat Engineering>: 
  7, COBRA: 7 
  Nanomites: Rapid Healing (5 points per turn, Rapid Recovery: 
  Can recover from poisons and toxins in seconds, Ignores Pain: 
  There are no penalties for massive traumatic injuries) 
  Armor: Nanomite Battle Mask: 30 KD  
  Micro‐Armor: 12 KD 
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
   
   
   
   
   
  Baroness 
   
   
  Anastasia Decobray 
   
   
  As dangerous as she is 
  beautiful, BARONESS is a 
  master spy for CORA and 
  a powerful, high-ranking 
  figure at M.A.R.S. In-
  dustries. 
  She 
  carries 
  out her plans with icy 
  efficiency, 
  but 
  her 
  cold, cruel personality 
  hides a painful secret 
  from her past. 
   
   
   
  Characteristics 
   
   
  Smarts: 5 
   
   
  Willpower: 5 
   
   
  Presence: 5 
   
   
  Hand‐Eye Coordination: 5 
   
   
  Reflexes: 5 
   
   
  Strength: 4 
  Body: 4 
  Constitution: 5 
  Movement: 5 
  Derived 
  STUN: 40 
  HITS: 40 
  Initiative: 10 
  Actions: 5 
  Attack: 11 
  Evade: 11 
  Education: 11 
  Perception: 11 
  Tiers: Basic Civilian: 4, Basic Terrorist: 6, General Military Career: 
  6, College <International Studies>: 6, Special Forces: 6, Specialty 
  <Espionage>: 6, Specialty <Military Intelligence>: 6, Military 
  Officer: 6, COBRA: 6 
  Nanomites: Rapid Healing (5 points per turn, Rapid Recovery: 
  Can recover from poisons and toxins in seconds, Ignores Pain: 
  There are no penalties for massive traumatic injuries) 
  Armor: Ceramic Anti‐Ballistic Plates: 20 KD 
  Weapons:  
  Combat Knife: 1d6+STR 
  MARS EE Electromagnetic Pistol: 1d10x10 STUN Damage (Energy 
  Based), 100 RNG, 20 Shots 
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
   
   
   
   
   
  STORM SHADOW 
   
   
  A ninja mercenary hired 
  by COBRA, STORM SHADOW 
  can be counted on to 
  carry out his employer’s 
  orders. 
  The 
  ruthless 
  martial arts master is 
  sent to Paris to make 
  sure a destructive dem-
  onstration of powerful, 
  new nanomite technology 
  goes according to plan.  
   
   
   
  Characteristics 
   
   
  Smarts: 5 
   
   
  Willpower: 8 
   
   
  Presence: 8 
   
   
  Hand‐Eye Coordination: 7 
   
   
  Reflexes: 7 
  Strength: 6 
  Body: 8 
  Constitution: 8 
  Movement: 8 
  Derived 
  STUN: 80 
  HITS: 80 
  Initiative: 12 
  Actions: 7 
  Attack: 14 
  Evade: 14 
  Education: 12 
  Perception: 12 
  Tiers: Basic Civilian: 4, Basic Terrorist: 7, Martial Arts Career: 7, 
  Martial Arts Expert: 7, Martial Arts Master: 7, General Military 
  Career: 7, COBRA: 7 
  Nanomites: Rapid Healing (5 points per turn, Rapid Recovery: 
  Can recover from poisons and toxins in seconds, Ignores Pain: 
  There are no penalties for massive traumatic injuries) 
  Weapons:  
  Throwing Stars (4): 1d6 LETHAL Damage 
  Knife: 1d6+STR LETHAL Damage 
  Swords: 4d6+STR LETHAL Damage 
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
   
   
   
   
   
  ZARTAN 
   
   
   
   
  ZARTAN, who has been in-
  jected with nanomites, 
  is a master of disguise 
  and expert mimic  who 
  can impersonate anyone; 
  he’s also a COBRA merce-
  nary and covert agent. 
  He impersonates a G.I. 
  Joe agent to infiltrate 
  the Pit and retrieve the 
  nanomite weapon proto-
  types, but it’s his next 
  impersonation that will 
  be the culmination of 
  his devious career. 
   
   
   
  Characteristics 
   
   
  Smarts: 5 
   
   
  Willpower: 6 
   
   
  Presence: 6 
   
   
  Hand‐Eye Coordination: 5 
   
   
  Reflexes: 5 
   
   
  Strength: 5 
   
   
  Body: 6 
  Constitution: 6 
  Movement: 5 
  Derived 
  STUN: 60 
  HITS: 60 
  Initiative: 10 
  Actions: 5 
  Attack: 11 
  Evade: 11 
  Education: 11 
  Perception: 11 
  Tiers: Basic Civilian: 5, Basic Terrorist: 6, General Military Career: 
  6, Martial Arts Career: 6, Special Forces: 6, Specialty 
  <Espionage>: 6, Specialty <Military Intelligence>: 6, Specialty 
  <Disguise>: 6, Linguist <Speaks 20 Languages>: 6, COBRA: 6 
  Special Ability: Chameleon Skin <+10 to Hide> 
  Nanomites: Rapid Healing (5 points per turn, Rapid Recovery: 
  Can recover from poisons and toxins in seconds, Ignores Pain: 
  There are no penalties for massive traumatic injuries) 
  *Special: Zartan can change his appearance using the 
  nanomites. ‐5 to all rolls attempting to tell him apart from the 
  person he is portraying.  
  Weapons: 
  Combat Knife: 1d6+STR LETHAL Damage 
  Automatic Pistol: 3d6 LETHAL Damage, 10 Ammo 
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
   
   
   
        NEO-VIPER 
   
   
   
  Neo-Vipers 
  are 
  cold-
  blooded 
  commandos 
  whose 
  minds and instincts have 
  been altered to change 
  them into warriors inca-
  pable of fear or pain. 
  Their 
  enhanced 
  physical 
  abilities make them inhu-
  manly strong, fast and 
  deadly, 
  and 
  their 
  ad-
  vanced composite body ar-
  mor resists most ammuni-
  tion.  
   
   
   
  Characteristics 
   
   
    Smarts: 3 
   
   
    Willpower: 4 
   
   
    Presence: 4 
   
   
    Hand‐Eye Coordination: 6 
   
   
    Reflexes: 6 
   
   
    Strength: 10 
  Body: 10 
  Constitution: 6 
  Movement: 6 
  Derived 
  STUN: 100 
  HITS: 100 
  Initiative: 9 
  Actions: 6 
  Attack: 12 
  Evade: 12 
  Education: 9 
  Perception: 9 
  Tiers: Basic Civilian: 5, Basic Terrorist: 6, General Military Career: 6, Martial 
  Arts Career: 6, Specialty <Espionage>: 6, COBRA: 6 
  Special: Rapid Healing: 5 points per turn, Rapid Recovery: Can recover from 
  poisons and toxins in seconds, Ignores Pain: There are no penalties for mas‐
  sive traumatic injuries. 
  Gear: 2 Clips (Assault Rifle), 2 Clips (SMG), 1 Clip (Pistol) 
  Armor:  
  Neo‐Viper Helmet: 15 KD w/ Built in Communication, Night Vision, Light 
  Filter (vs. Flash Attacks) 
  ‐Eye pieces offer no protection. 
  Neo‐Viper Anti‐Ballistic Chest Armor: 25 KD w/ Heat/Cold Resistance (20 KD) 
  Neo‐Viper Under‐Armor: 10 KD w/Heat/Cold Resistance (20 KD) 
  Weapons: 
  Combat Knife: 1d6+STR LETHAL Damage 
  MARS D57‐B Extreme Environment Electromagnetic Rifle: 2d10x10 STUN 
  Damage (Energy Based) 
  MARS Extreme Environment Electromagnetic Pistol: 1d10x10 STUN Damage 
  (Energy Based)  
  Jay Libby Presents: 
  The Rise of Cobra Plug-In 
  For GI Joe the RPG 
  
SOURCE: textdata/thevault/G.I. Joe/G.I.Joe RPG -Roc-Mars1.pdf