Mega-Vipers
F Ex 20 |
A Gd 10 |
S Gd 10 |
E Ex 20 |
R Ty 6 |
I Rm 30 |
P Ex 20 |
Res Rm 30 |
Pop Gd -10 |
Health: Karma: |
60 56 |
Origin:
A second tier of his personal minions and soldiers, the Mega-Vipers are the creation of Doctor Mindbender! Cybernetically augmented brutes who are expert animal trainers, the Mega-Vipers train and lead the two varieties of Mega-Monster in battle against Cobra's foes!
Known Powers:
(none)
Cybernetics:
Far less augmented than the Cyber-Vipers, Cobra's Mega-Vipers are nonetheless enhanced by Doctor Mindbender. Though he has operated on their brains, Mega-Vipers retain their personalities and drive, likely because they need both for the job they're given. They have this implant:
* Direct Neural Interface: Mega-Vipers have a specialized port tied directly to their brains, allowing them to mentally control any devices with a compatible link. However, Mega-Vipers mostly use this Poor (4) computer link like an inherent cellular telephone connection.
By itself, the DNI only adds one point to a Mega-Viper's IPS (see below). However, items a Mega-Viper plugs into add their own IPS value to his or her own, which places them at a much greater risk of experiencing an 'episode' of ultra-violence while on the job.
Limitations / Enhancements:
Implant Psychosis Statistic: like all electromechanically augmented beings, Mega-Vipers are subject to this dreadful neurological condition. To avoid its side effects, a Mega-Viper must pass a Psyche FEAT against the intensity of their IPS whenever they are under duress.
This FEAT is never automatic, and its failure will cause a Mega-Viper to lose control of themselves. Such failure transforms them from their usual, brutish state into one fraught with manic panic! When they aren't plugged into other devices, a Mega-Viper has a base IPS of Feeble (1).
Equipment:
Bullet-resistant Vest: woven with advanced fabrics and bolstered by armored inserts, this vest acts to dampen the lethality of incoming rounds. Any Shooting damage striking a Mega-Viper in the chest is transduced into Blunt Attack damage, losing 1 CS of its power while doing so.
Flamethrower: since the beasts they work with often get twitchy, Mega-Vipers carry flamethrowers to keep them in line. The burning gel they fire can hose down anything within a thirty degree arc in their current area, gel that inflicts Excellent (20) 2x SD Energy damage.
Helmet: like most helmets, those worn by the Mega-Vipers protect their craniums from physical attack with Good (10) ability. But unlike the rest, Mega-Vipers' headgear contains a powerful computer system that greatly augments their abilities in real-time.
Their own computer link can be used via a Mega-Viper's DNI to directly connect with the internet via any available connection, allowing them to send data to and receive orders from headquarters, and lets them track the location of Bio- and Monstro-Vipers in their vicinity.
Furthermore, the visor on the Mega-Viper helmet greatly enhances their sensory perception. The imaging systems on these visors process information from the infrared and ultraviolet spectrums, functioning as Good (10) ranked Infravision and Ultravision. IPS addition: +3.
Knife: because sometimes you just need to cut a body, Mega-Vipers always carry a blade with them in the field. They can use these implements, of Remarkable (30) m.s., to cut through items of up to like m.s., given enough time, or to inflict Edged Attack damage in melee.
Machine Guns: Mega-Vipers always carry a fully automatic weapon in the field. They can discharge one round to inflict Typical (6) Shooting damage, a short burst of such to inflict Good (10) Shooting damage, or be fired continuously to inflict Excellent (20) Shooting damage.
Missile Launcher: when facing foes powerful enough to threaten defeat to Cobra's Bio- or Monstro-Vipers, it pays to bring heavy ordnance. Mega-Vipers are each issued a one-handed launcher, which they're strong enough to wield, whose projectiles function as follows:
C Ex 20 |
S Am 50 |
B Ex 20 |
Damage Rm 30 Edged Attack |
Passive Radar Bodysuit: the unique lining of the Mega-Vipers' skin-tight, yellow and purple bodysuit is sensitive to radio frequency emissions. It provides its wearer haptic feedback when it detects incoming radar signals, giving them a Good (10) rank passive radar sense.
Quirks:
(none)
Talents:
Animal Handling: though the Bio-Vipers and Monstro-Vipers they are responsible for aren't animals in the strictest sense of the word, Mega-Vipers are in charge of their care and training, and receive a +1 CS on any FEAT roll required when attempting such activities.
Guns: all Cobra operatives have the ability to wield firearms in combat, and Mega-Vipers are no exception to this rule. They may discharge any standard, semi-automatic, or fully automatic rifle or pistol as if their Agility was +1 CS higher than is listed above.
Martial Arts type A or B: furthermore, Mega-Vipers are well-versed in the art of self-defense. They either wield type a, allowing them to Slam or Stun foes regardless of their comparative Strength or Endurance, or b, granting them a +1 CS to hit in unarmed combat.
Military: Mega-Vipers most definitely have this talent, having proven themselves to Cobra before they earned this rank. It allows them to function effectively within a combat unit, and gives them considerable insight into Cobra's byzantine organizational structure.
Contacts:
Mega-Vipers are the product of Cobra training and cybernetic experimentation. They do a dirty, dangerous job for the organization, and are well compensated for it. They can readily consider Cobra a reliable contact, as the group and its minions overall look upon them favorably.
Costume:
The Mega-Viper field uniform consists primarily of a yellow, skin-tight bodysuit, one with pink dots scattered about, coupled with a yellow leather belt, metallic pink gauntlets, metallic pink boots, a pink vest, pink gear pouches, and a pink helmet with a large yellow visor.
Notes:
Mega-Vipers are frightening opponents no matter who they're facing. They're some of the toughest Cobra operatives there are, but they pretty much have to be, considering their job. And their job is to wrangle Cobra's Mega-Monsters into something resembling a coherent assault force.
To qualify for the job, a prospective Cobra must meet the stringent physical requirements. After all, when high tech toys fail you in the management of genetically engineered Cobra operatives with berserker rages and staggering might, you need to be able to physically overpower the things.
A secondary qualification for the position of Mega-Viper requires one be capable of training and handling animals of all types. Sure, Cobra's Bio-Vipers and Monstro-Vipers are ostensibly posthuman beings, but the animal bits in their genetic cocktail are running the show these days.
Thus, while the Cyber-Vipers act as officers in the Mega-Monster effort, serving directly under Doctor Mindbender, the Mega-Vipers directly lead their monstrous charges into battle. They fight together, they eat together, they play together. In short, they live with their creatures.
This tends to make other Cobras view the Mega-Vipers with awe. They're remarkably brave to fight alongside such hair-trigger abominations of science, and when they actually succeed in one of their military actions, the Cobras whose lives they save are always grateful.
For a while, at least.
Extra Goodies:
Cobra directories featuring a version of Mega-Vipers:
1993 |
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