Nitro-Vipers

Strength
7x *
Agility
3a *
Intellect
4x
Willpower
4d

Hand Size:
Edge:
2 (10)
0

* Nitro-Vipers generally know either Boxing or Martial Arts. Nitro-Vipers generally lean towards Boxing, granting him or her a d code for Strength and a for Agility, but if they instead go with Martial Arts, they will have an x code for Strength and an a+ code for Agility.

Origin:

Most Cobra operatives are normal humans, in a strictly anatomical sense, and Nitro-Vipers are no exception to this rule. Sure, they're typically larger than their fellows, due to the physical requirements of their job, but aside from their high tech gear they're ordinary folks.

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

the Detonator (i): armed with three ICBMs and multiple machine gun turrets, the Detonator is a singularly powerful missile transport. The Nitro-Vipers' pride and joy, these Cobra blue vehicles can attack almost anywhere on earth, and are described in their own vehicular entry.

Helmet (s): the distinctive Nitro-Viper helmet is primarily oragne in hue, and has a conspicuous, cube-like shape - its mirrored, chromed faceplate aside. It provides the heads of these vehicular combatants intensity 8, or +2, protection against physical attack.

Knife (s): as do almost all other Cobra operatives, Nitro-Vipers carry a blade with them while in the field. Made from m.s. 12 materials, they can use this implement to slice through items of up to like m.s., given the time, or to inflict +2 slashing damage in melee.

Sidearm (a): holstered and at the ready for use when their other hardware fails them, Nitro-Vipers may discharge a single round from this firearm to inflict their Agility +4 in damage, or a three-round burst to inflict their Agility +5 in damage.

Skills:

Boxing (s): Nitro-Vipers are well-versed in the art of self-defense. For most, 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 they may attempt as a contingent action.

Guns (a): all Cobra operatives have the ability to wield firearms in combat, and Nitro-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): on top of their skills and experience as Track-Vipers, Cobra's Nitro-Vipers are given extensive training in the use of non-adjacent weapon systems. Whether firing a mortar, a rocket launcher, or even their Detonator's ICBMs, Nitro-Vipers do so at a reduced difficulty.

Martial Arts (a): Nitro-Vipers are well-versed in the art of self-defense. For a few, 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): Cobras who previously lacked this skill upon joining the organization have definitely earned it by the time they become Nitro-Vipers. It allows them to function effectively within a combat unit, and gives them insight into Cobra's byzantine organizational structure.

Repair / Tinkering (a): while most Cobras who operate vehicles for their organization can maintain their rides, Nitro-Vipers are expected to repair them as well. As such, they may reduce the difficulty of card paly required when doing precisely that, whether in a garage or under fire.

Vehicular Combat (a): like their predecessors, the Track-Vipers, Nitro-Vipers are well-versed in the fine art of vehicle-to-vehicle combat. This skill allows them to reduce the difficulty of combat card play attempted in such battle, whether offensive or defensive in nature.

Contacts:

Like all members of Cobra, Nitro-Vipers can theoretically consider the organization they work for their contact. Individual members of Cobra tend to shun Nitro-Vipers, however, because their gleeful predilection for mass murder via fire tends to put others off.

Calling:

Demolisher: aside from the technical ability required of Track-Vipers, it is pretty much mandatory that would-be Nitro-Vipers possess this calling. Unrepentant arsonists and murderers, Nitro-Vipers gleefully use their Detonators to kill as many people as possible.

Costume:

The Nitro-Viper uniform is somewhat abstract. It is comprised of a black and orange jacket, orange trousers, silver boots, black leather gloves, a black leather belt, an orange leather shoulder strap, and an orange helmet that is primarily cubical save for its mirrored face plate.

Notes:

Operators of Cobra's Detonator, the Nitro-Vipers dispense mass destruction at the drop of a hat. Each of them is a proven Track-Viper, with all the qualifications that job requires, in addition to a staggering and overwhelming need to destroy things, with fire in particular.

Those Track-Vipers who are suitably sociopathic are given marksman training, the keys to their very own Detonator, and their new uniform. Those who get the job officially are those who complete their training regimen by demolishing an amusement park or arcade with their ride.

Much more conspicuously colored than their old field outfit, the Nitro-Viper ensemble is especially conspicuous, which is by design. Colored for their favorite thing, Nitro-Vipers gleefully wear their fire-hued costumes into battle, as if daring others to destroy their payloads.

Being big, dumb, and homicidal, Nitro-Vipers aren't especially liked by their fellows. It's sort of telling that even other Cobras tend to avoid Nitro-Vipers, but then someone happy with blowing up a building full of kids probably doesn't make for the best of roommates.

Extra Goodies:

Nitro-Vipers Saga System 13 Text File Download

Cobra directories featuring a version of Nitro-Vipers:

  1993  

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