* Ice-Vipers will generally have either Boxing or Martial Arts as a skill, but not both - unless they are truly exceptional. If an Ice-Viper goes with Boxing, he or she will have a c code for their Strength, but if they choose Martial Arts, their Strength will have a d code, instead.
Either way, Ice-Vipers possess an a+ ability code for their Agility, due to their extensive skill set.
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.
Hindrances / Augmentations:
Cold Weather Gear (s): Ice-Vipers are equipped to function indefinitely in sub-zero weather. Their uniform provides them intensity 16, or +4, protection against the cold from head to toe, even if they aren't wearing their usual, bullet-deflecting helmets.
Helmet (s): 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 intensity 8, or +2, protection from attack.
Sais (s): although most Cobra operatives carry more conventional blades on their person, Ice-Vipers instead carry sais. These long, thin metal implements are of m.s. 12, and allow them to either inflict their Strength +3 in Slashing damage, or parry other bladed assaults.
Sidearms (a): with most of their heavier weaponry installed in their WOLF, Ice-Vipers only carry sidearms, one holstered on each hip. These weapons can inflict their Agility +4 in damage when discharging a single round, or their Agility +5 in damage when firing a burst of such.
the Wolf (i): 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.
Boating (a): 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 reduced difficulty on actions called for when doing so.
Boxing (s): some Ice-Vipers are trained in the sweet science. Those who have been are able to divide their pre-card play action score between two distinct, unarmed attacks. The first of these occurs normally, while the second occurs as a contingent action.
Driving (a): 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 control actions when driving at a reduced difficulty.
Engineering (i): 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 card play called for when doing so at a reduced difficulty.
Guns (a): 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 at one difficulty level lower than is normally required.
Martial Arts (a): some Ice-Vipers are trained in the martial arts proper, instead of just how to strike quickly. They may reduce the difficulty of actions intended to strike others in unarmed melee, catch weapons thrown at them, or dodge incoming assaults.
Military (w): 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 (a): 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 reduction in the difficulty on card play called for when attempting to maintain or repair vehicles.
Skill / Knives (s): a handy skill in any environment, Ice-Vipers maintain their knife fighting skills even if they never find themselves in the water again. With blades in hand, they may assault their enemies at one difficulty level lower than is normally necessary.
Survival (w): 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 (a): 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.
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.
Various Callings: the majority of Ice-Vipers join Cobra for their own, evil purposes. The money is nice, so Greed is a powerful motivator, as is World Domination, for those Ice-Vipers who wish to force others to bow to their whims. But anything goes, really.
After all, Ice-Vipers are elite Cobra operatives, and may very well go with Peace of Mind if attempting to exceed their personal best, Vengeance if they're working towards some enemy's end, or even Gloryhound if particularly proud of themselves.
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.
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.
Submachine Gun (a): when active without their WOLF, Ice-Vipers carry a firearm that inflicts their Agility +4 in damage when discharging a single round, their Agility +5 in damage when discharging several, and their Agility +6 in damage when it is fired continuously.
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.
Submachine Gun (a): now added to their standard arsenal, Ice-Vipers carry a firearm that inflicts their Agility +4 in damage when discharging a single round, their Agility +5 in damage when discharging several, and their Agility +6 in damage when it is fired continuously.
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.
Cobra directories featuring a version of Ice-Vipers:
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