Range-Vipers Strength Agility Intellect Willpower 7d * 3c * 3x 7c Hand Size: 2 (10) Edge: 0 * Range-Vipers generally know either Boxing or Martial Arts, but usually not both. If a Rock-Viper goes with Boxing, he or she will have a d code for Strength and a c code for Agility, but if they go with Martial Arts, they will have an x code for Strength and a b code for Agility. Origin: As are most Cobra operatives, Range-Vipers are but normal humans. These elite survivalists easily bedevil their foes, along with just about anyone in their vicinity, but they lack special powers of any variety. No, they only have their skills, wits, and equipment with which to commit crimes. Powers: (none) Hindrances / Augmentations: High Pain Threshold: Range-Vipers have an uncanny tolerance for pain and discomfort, which helps them on the job considerably. As a result, they may resist the direct effects of pain, as well as stunning attacks, at one difficulty level lower than is otherwise indicated. Equipment: Grenade Launcher (i): this small, hand-held device can fire a grenade anywhere within far missile distance of a Range-Viper. Its projectiles detonate to inflict intensity 10 fragmentary damage to all uncovered targets within near missile disatnce of where they explode. Helmet (s): designed to instill fear in their enemies, Range-Vipers wear stylized head protection. Protecting their entire head, this implement deflects physical damage of intensity 8 or less, and their red lenses provide one's vision Screened Senses of like capability. Knife: like almost all Cobras, Range-Vipers carry a blade with which they can cut whatever needs cutting. Made from m.s. 12 materials, this weapon can cut through items of up to like m.s., given the time, or be used to dish out +2 slashing damage in melee. Missile Launcher (i): stored on their back when not in use, this weapon allows Range-Vipers to inflict staggering damage to enemy personnel, equipment, and fortifications. Carring numerous rounds for extended bombardment, its mini-missiles inflict intensity 9 damage each. Sidearm (a): in the event that their primary hardware fails them, Range-Vipers carry a backup piece. They may discharge a single round from this firearm to inflict their Agility +4 in damage, or a semi-automatic burst of such to inflict their Agility +5 in damage. Skills: Boxing (s): Range-Vipers are well-versed in the art of self-defense. 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 may be attempted as a contingent action. Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Range-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 usually required. Marksman (a): as most of their weaponry has considerable range to it, Range-Vipers have been trained as marksmen. They may wield RPGs, grenade launchers, mortars, and even ICBMs at a reduced difficulty, disregarding penalties to range while attempting to do so. Martial Arts (a): Range-Vipers are well-versed in the art of self-defense. 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): Range-Vipers most definitely have this skill, having proven themselves as Vipers 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. Survival (w): their principal job skill, Range-Vipers can not only survive anywhere on earth, but thrive! Whether dumped in fetid swamps, desert highlands, or even the bottom of the world, a Range-Viper can scrounge up enough food, clothing, and shelter to persist indefinitely. Contacts: Though generally loathsome beings who despise their fellow man, Range-Vipers are valued by the Cobra Command, who appreciate both their guerilla warfare efforts and the low cost with which they wage it. The common Cobra tends to avoid them whenever possible, however. Calling: Various Callings: pick a villainous calling and run with it! Sure, most members of Cobra are driven by Greed or aspirations of World Domination, but some have other motivations. For instance, several Range-Vipers seek Peace of Mind, away from other people altogether. Costume: The original Range-Viper uniform is comprised of a cerulean and dark blue jacket, black trousers, an orange belt, orange shoulder straps, gray leather gloves, black boots with gray shin guards, a dark blue ascot, and a cerulean, skull-faced helmet with gray 'brain' detailing. Notes: Loners who loathe other people, those Cobras who have a predilection for extended periods of time away from society and its trappings are often tapped to become Range-Vipers. Not everyone who is offered the position accepts, though, for it is a physically and mentally demanding job. Those who accept membership within the ranks of the Range-Vipers must withstand grueling training to survive in any terrain, from the steamiest of jungles to the iciest of tundras. This teaches them to thrive anywhere on earth, and to wage war with no support whatsoever. Cobras who don't wash out are given a considerable layout of equipment, though many Range-Vipers leave it at base when deployed. This is because they're trained to seize all their gear from targets behind enemy lines, weakening them while continuing their reigns of terror. And this is why, though most of the teeming masses of Cobras avoid Range-Vipers due to their bad smell and worse attitude, the Cobra Command simply loves these guys. After all, they cost nothing to keep out in the wilderness, aside from paying their salaries, at least. Which Cobra doesn't even have to do if a given Range-Viper either gets killed in action or eventually wanders off to live a life of solitude. * 2005 Variations Equipment: Rifle (a): when picking off prey from a distance, Range-Vipers make use of this weapon. It can fire a single round at a time to inflict their Agility +5 in damage, and features a scope which effectively doubles the range with which Range-Vipers may effectively wield it. Submachine Gun (a): during closer fights, Range-Vipers can fire a single round from this weapon to inflict their Agility +4 in damage, a semi-automatic burst to inflict their Agility +5 in damage, or fire it continuously to inflict their Agility +6 in damage. Costume: The second Range-Viper uniform consists of a blue and gray jacket, blue and gray trousers, a brown belt, brown knee pads, light gray leather gloves, blue boots with gray shin guards, blue sidearm holsters, and a bone-white, skull-faced helmet with blue 'brain' detailing. * 2006 Variations Costume: The third Range-Viper uniform includes a tan camouflage jacket, tan camouflage trousers, a brown belt, brown shoulder straps, brown leather gloves, black boots with brown shin guards, a black ascot, and a tan, skull-faced helmet with brown 'brain' detailing. * 2009 Variations Equipment: Rifle (a): when picking off prey from a distance, Range-Vipers make use of this weapon. It can fire a single round at a time to inflict their Agility +5 in damage, and features a scope which effectively doubles the range with which Range-Vipers may effectively wield it. Costume: The fourth Range-Viper uniform features a blue and black jacket, black trousers, an orange belt, orange shoulder straps, dark gray leather gloves, black boots with dark gray shin guards, dark gray knee pads, and a blue, skull-faced helmet with gray 'brain' detailing.