Gyro-Vipers

Strength
6x *
Agility
5b *
Intellect
3x
Willpower
6d

Hand Size:
Edge:
2 (10)
0

* Gyro-Vipers generally have either boxing or martial arts, but not both. If a Gyro-Viper has boxing, their Strength ability code is increased to d, while if they have martial arts, their Agility ability code is bolstered to a.

Origin:

While they may seem possessed of super-human skill, or possibly just possessed, Gyro-Vipers are completely normal humans. Well, normal in a physical sense, at least, in that their only access to the fantastic is the advanced technology available to them as Cobra operatives!

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Helmet (s): Gyro-Vipers wear a large, scarlet helmet when on the job, one with a full-frontal mirrored face shield. This head gear provides them intensity 8, or +2, protection against physical assaults striking them there, as well as like screened senses (hearing and vision).

Knife (s): useful for cutting parachute straps or GI Joes, Gyro-Vipers always have a blade on hand, usually in a convenient boot sheath. Of m.s. 12, it can be used to cut through items of up to like m.s., given the time, or to inflict +2 slashing damage in melee.

Mamba (i): equipped with two counter-rotating rotors, the Mamba is an insanely maneuverable helicopter. While any conventional pilot can operate them, only the Gyro-Vipers have the skill to maximize the Mamba's potential, which is detailed in its own vehicular description.

Sidearm (a): should they be shot down, or simply find themselves in combat before takeoff, Gyro-Vipers all carry at least one backup piece. They can fire a single round to inflict one's Agility +4 in damage, or a semi-automatic burst to inflict their Agility +5 in damage.

Skills:

Aerial Combat (a): not all Gyro-Vipers were fighter pilots before joining Cobra. Most were, however, because the position tends to weed out those who lack such experience before they earn their uniform. Gyro-Vipers may attempt aerial combat actions at a reduced difficulty.

Boxing (s): Gyro-Vipers can defend themselves to an extent. For some, this takes the form of the boxing skill, which lets them divide their pre-card play action score between two unarmed melee assaults, the second of which will occur as a contingent action.

Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Gyro-Vipers are no exception to this rule. They may discharge any standard, semi-automatic, or fully automatic rifle or pistol at one difficulty level lower than is normally necessary.

Martial Arts (a): Gyro-Vipers can defend themselves to an extent. For some, this takes the form of the martial arts skill, granting them a reduction in the difficulty of actions intended to dodge attacks, catch thrown weaponry, or to strike in unarmed melee.

Military (w): this skill allows Gyro-Vipers to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure. It also provides them a free military contact as well, whether in Cobra or their previous fighting force.

Piloting (a): the skill which Cobra recruited them for, Gyro-Vipers are all competent pilots, whether flying fixed or rotary-wing aircraft. They may attempt actions to control aircraft while in the air at one difficulty level lower than is usually required.

Contacts:

Gyro-Vipers are looked upon favorably by the Cobra organization overall, and can generally rely upon it for assistance should it be feasible - and not actively against their current interests. And, of course, assuming they have avoided making too many enemies within!

Calling:

Various Callings: the vast majority of Gyro-Vipers joined Cobra due to their insatiable Greed for material possessions. Others, however, reflect the nature of Soldiers attempting to prove themselves, or even Thrill-Seekers needing the rush only a Mamba can provdie!

Costume:

The Gyro-Viper uniform consists primarily of a beige flight suit, one adorned with red racing stripes and silver web gear. This is accented with brown leather boots, gloves, holsters, and sheathes, as well as a scarlet helmet with a large, mirrored visor covering its wearer's face.

Notes:

The Gyro-Viper is an accomplished helicopter pilot. They are generally cocksure and arrogant about their prowess at the stick of any rotary-wing aircraft, but this attitude is entirely earned through personal experience - not to mention their previous combat experience.

One of the few Cobras who can make the Mamba dance, Gyro-Vipers perform seemingly impossible maneuvers with this highly advanced aircraft regularly. But then, lacking armor as the Mamba does, it pays to keep the thing moving, especially in a manner that defies logic.

Drawn from the ranks of Air-Vipers, Gyro-Vipers are highly paid and virtually fearless Cobras. They are generally catered to by the organization, and it goes out of its way to keep Gyro-Vipers happy, because they excel at keeping other Cobras alive.

Extra Goodies:

Gyro-Viper Saga System 13 Text File Download

Cobra directories featuring a version of the Gyro-Viper:

  1987