Ice-Vipers

Melee
RV 10
Coordination
RV 10
Brawn
RV 6
Fortitude
RV 20
Intellect
RV 10
Awareness
RV 10
Willpower
RV 20
Lifestyle
RV 25
Repute
RV -5

Health:
Fortune:
46
40

Origin:

Ice-Vipers are Snow Serpents who have trained in vehicular operations and maintenance, in addition to their usual activities at the poles or under the ice. They lack super human powers of any stripe, but sometimes they're so effective in the cold that it's hard to tell.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Cold Weather Gear: Ice-Vipers are equipped to function indefinitely in sub-zero weather. Their uniform provides them rank value 30 protection against the cold from head to toe, even if they aren't wearing their usual, bullet-deflecting helmets.

Helmet: while most of an Ice-Viper's protective gear takes the form of their padded, fur-lined uniforms, they also wear helmets in the field, whether or not they're behind the wheel of their WOLF. This headgear provides their cranium rank value 10 protection from attack.

Sais: although most Cobra operatives carry more conventional blades on their person, Ice-Vipers instead carry sais. These long, thin metal implements are of m.v. 30, and allow them to either inflict Slashing damage to their opponents, or parry other bladed assaults.

Sidearms: with most of their heavier weaponry installed in their WOLF, Ice-Vipers only carry sidearms, one holstered on each hip. These weapons can inflict rank value 6 Piercing damage when discharging a single round, or rank value 10 Piercing damage when firing a burst of such.

the Wolf: after repeated defeats to enemies wielding specialized cold-weather vehicles, Cobra finally fielded its own! The WOLF, or Winter Operational Light Fighting vehicle, can easily match the Snow Cat's capabilities, and is described in its own vehicular entry.

Quirks:

Abnormal Attribute: it's neither good nor bad, really, but all Ice-Vipers are required to undergo regular depilatory procedures on their faces, in order to avoid growing beards, mustaches, or side burns that allow frost from their breath to build up on them.

Skills:

Boating: though their duties rarely see them at sea, Ice-Vipers nonetheless start out as Eels, and the two share a common skill set. As such, they can perform various duties on ships and submarines, and benefit from a +1 RS on ACTs called for when doing so.

Driving: in addition to their ability to operate almost any ship, gained while serving as Eels, Ice-Vipers are trained in the operation of every type of ground vehicle, at least in a general sense. They may resolve Handling ACTs when driving at a +1 RS.

Engineering: fully trained saboteurs, Ice-Vipers can make use of their ability to disassemble all manner of vehicles and structures with explosives, whether above or below the waves. They may resolve ACT rolls called for when doing so at a +1 RS.

Guns: like all Cobras, Ice-Vipers are trained how to effectively discharge firearms. Whether wielding standard, semi-automatic, or fully automatic rifles or pistols, Ice-Vipers do so as though their Coordination trait was +1 RS higher than is listed above.

Martial Arts style A or B: Ice-Vipers have one of these two fighting styles - if they have both, they may be promoted even further along. A allows them to Pound or Concuss foes regardless of their comparative Brawn or Fortitude, and B allows a +1 RS to hit in unarmed melee.

Military: Ice-Vipers most definitely have this skill, having proven themselves as Snow Serpents before they acquired this rank. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.

Repair / Tinkering: given thorough training by the Techno-Vipers in every facet of vehicular upkeep, Ice-Vipers can repair their rides in addition to operating them. They should receive a +1 RS on any ACT called for when attempting to maintain or repair vehicles.

Skill / Knives: a handy skill in any environment, Ice-Vipers maintain their knife fighting skills even if they never find themselves in the water again. They may assault their enemies at a +1 RS to their Melee trait any time they have a blade in hand.

Survival: trained in cold weather operations both as Eels and as Snow Serpents, Ice-Vipers are truly at home anywhere below freezing. These elite Cobra operatives may function indefinitely in sub-zero conditions, no matter how prepared (or not) they happen to be.

Underwater Combat: though their position no longer involves combat beneath the waves, Ice-Vipers have nonetheless been trained in deep sea combat while previously serving as Eels. They may attempt offensive and defensive maneuvers underwater without penalty.

Contacts:

Ice-Vipers are highly trained Cobra operatives who have proven themselves to the organization multiple times - or else, they'd never have survived to earn their current rank. As such, the group will generally lend aid to them unless it would specifically serve their interests not to.

Costume:

The Ice-Viper uniform has padded, fur-lined white coats and trousers as its base, coupled with black, fur-lined gloves, black and gray, fur-lined boots, black leather belts, brown leather sidearm holsters, an orange bandolier, and a red ski mask beneath an unpainted steel helmet.

Notes:

Ice-Vipers are Cobra operatives who have given a considerable amount of their time and effort to the organization. They've worked their way up through the ranks, usually starting as standard Cobra troopers and acquiring extensive training and experience along the way.

Having several Cobra uniforms in their closets, Ice-Vipers can perform numerous duties as the group sees fit, including their most recent role as operators of the WOLF vehicles. This makes them highly valued and sought-out, both within the organization and without.

It would take a lot to lure an Ice-Viper away from Cobra, however. They're heavily invested in the group, after all, and are paid extremely well to do what they love. That and, of course, Cobra handsomely rewards the loyalty and effectiveness of these, some of its most reliable operatives.

2007 Variations

Equipment:

Submachine Gun: when active without their WOLF, Ice-Vipers carry a firearm that inflicts rank value 6 Piercing damage when discharging a single round, rank value 10 Piercing damage when discharging several, and rank value 20 Piercing damage when it is fired continuously.

Costume:

The second Ice-Viper uniform has padded, fur-lined white and gray camouflage trousers and coats as its base, coupled with black, fur-lined gloves, black and gray, fur-lined boots, black leather belts and sidearm holsters, a blue bandoiler, a blue ski mask, and a white steel helmet.

2014 Variations

Equipment:

Submachine Gun: now added to their standard arsenal, Ice-Vipers carry a firearm that rank value 6 Piercing damage when discharging a single round, rank value 10 Piercing damage when discharging several, and rank value 20 Piercing damage when it is fired continuously.

Costume:

The third Ice-Viper uniform has padded, fur-lined white and gray camouflage trousers and coats as its base, coupled with black, fur-lined gloves, black and gray, fur-lined boots, black leather belts, brown sidearm holsters, an orange bandoiler, a red ski mask, and an unpainted steel helmet.

Extra Goodies:

Ice-Vipers 4C System: Edition 13 Text File Download

Cobra directories featuring a version of Ice-Vipers:

  1984 1984 2014  

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