COMICS-DERIVED CHARACTER ADAPTATIONS

NEO-VIPER

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift:  400 kg, 4d6 HTH Damage
15	DEX	15	12-	OCV:  5/DCV:  5
20	CON	20	13-
15	BODY	10	12-
13	INT	3	12-	PER Roll:  12-
10	EGO	0	11-	ECV:  3
15	PRE	5	13-	PRE Attack:  3d6
10	COM	0	11-
4	PD	0		Total:  9 PD (5 rPD)
4	ED	0		Total:  9 ED (5 rED)
3	SPD	5		Phases:  4, 8, 12
8	REC	0
30	END	0
35	STUN	0
Total Characteristics Cost:  68

Movement:	Running:  9"/18"
		Swimming:  3"/6"

Cost	Powers & Skills
36	 Multipurpose Rifle:  Multipower, 73-point reserve, 30 shots (+1/4), OAF (-1)
4	1) u Assault Mode:  2d6 RKA, + 2 OCV, +1 RMod, Autofire (5 shots;+1/2), Increased 
	Stun Multiplier (+1/4)
4	2) u Sniper Mode:  2d6+1 RKA, +1 OCV, +2 RMod, Increased Stun Multiplier (+1/4)

8	Generic Pistol:  1d6+1 RKA; 12 shots (-1/4), OAF (-1)
8	Armored Body Suit:  Armor (5 PD/ 5 ED); Activation 14- (-1/2), OIF (-1/2),
6	Built-In Gas Mask:  Life Support (Self Contained Breathing); 1 charge of 1 hour (-1/4),
	OIF (-1/2)
4	Environmental Adaptation:  Life Support (Safe Environment [Intense Heat/Cold])
2	Built in Communicator:  Radio Perception/Transmission; OIF (-1/2)
6	Genetically Enhanced:  +3" Running (9" total), END 2
1	Genetically Enhanced:  +1" Swimming (3" total), END 1

	Perks
6	Prerequisite:  Access to Cobra Facilities, Computer link to Cobra computer
2	Membership:  Cobra

	Talents
2	Environmental Adaptation:  Environmental Movement:  Ice/Snow, Desert

	Skills
8	Combat Skill Levels:  +1 with all combat
3	Acrobatics 12-
3	Acting 12-
0	AK:  Cobra Island 8-
3	Climbing 13-
3	Combat Driving 13-
3	Concealment 12-

3	Demolitions 12-
0	Language:  English (Native)
3	Persuasion 12-
0	PS:  Terrorist 11-
3	Security Systems 12-
3	Shadowing 12-
3	Stealth 12-
3	Tactics 12-
2	TF:  Small Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles
4	WF:  Common Melee Weapons, Small Arms
136	Total Powers and Skills Cost
204	Total Character Cost

100+	Disadvantages
5	Distinctive Features:  Uniform (Noticed and recognizable, concealable)
15	Hunted:  Cobra (More Powerful, NCI, 11-, Watching)
25	Hunted:  GI Joe team (More Powerful, NCI, 11-, Capture)
15	Psychological Limitation:  Greedy (Common, Strong)
15	Social Limitation:  Secret ID (Frequent, Major)
20	Social Limitation:  Subject to orders (Very frequent, Major)
9	 Neo-Blueshirt Bonus
204	Total Disadvantages Cost
Neo-Viper

Background: Since about 1986, the Viper had been the standard trooper/terrorist in the forces of Cobra, a ruthless terrorist organization bent on world conquest. The Viper boasted excellent training and equipment, and was easily better than most conventional soldiers on a one for one basis. However, numerous clashes with the US government's special Anti-Terrorism Taskforce, GI Joe, had shown that against elite forces, specialist troopers, ninja commandos and the like, their abilities were somewhat lacking. When he began rebuilding his army in early 2000, Cobra Commander set about rectifying this fault.

Realizing that the problem lay not with the training or the equipment, he turned towards improving the soldiers themselves. Using genetic engineering, Cobra Scientists were able to improve the abilities of the soldiers far beyond those of a normal human.

Neo Vipers were first seen in action in early 2002, in action against Destro's Iron Grenadiers. The Neos performed well against the Grenadiers, considered to be Elite troops. It is expected that the neo Viper will replace the Viper as the standard Cobra trooper within a few years - the expenses of the genetic modifications permitting.

Personality/Motivation: Cobra's troops are drawn from across the world for various reasons. Many are angry or dissatisfied by their lives, their governments or situations in their homelands and want to do something about it. A good deal of them, however, are motivated simply by greed. Cobra promises big rewards for its troops, however those rewards rarely eventuate.

Powers/Tactics: The Genetic modifications make the Neo Vipers far more capable than a normal soldier. The average Neo Viper is twice as strong as a normal soldier, and considerably faster, more agile and more resilient. Additionally, the genetic modifications allow them to work equally as well in desert and Arctic environments as they do in normal conditions without any special survival gear.

Neo Vipers usually carry a specially designed dual-purpose assault rifle. Normally an automatic weapon, the Rifle can be converted with a simple switch to a semiautomatic sniper rifle. Their uniforms are armored, and feature a built in gas mask. While most Neo Vipers function as basic infantry soldiers, some are assigned as drivers for the new HISS IV tank. It is also possible that specialized Neo Vipers will be created in future to replace other specialized Vipers, like the HEAT, Frag and SAW Vipers.

Appearance: Cobra recruits come from all across the world, but the majority seem to come from dissatisfied middle-American backgrounds, especially small towns. Neo-Vipers are no exception to this. As a result of their genetic modifications, all Neo-Vipers are somewhat muscular in appearance, with broad shoulders, muscular bodies and thick arms and legs.

The Neo-Viper's standard uniform consists of a blue uniform with an armored gray chestpiece, waist protector, boots and gloves, with a Cobra Logo on the chest. Their helmet features a built in gasmask and one-way visor that makes individuals unidentifiable. The standard uniform is a light blue color. Neo Vipers working in Arctic conditions wear white or gray uniforms, while those assigned as drivers of the HISS IV tank wear dark blue uniforms.

In past, there have been female Cobra Soldiers and Vipers, but no female Neo Vipers have been spotted as yet.

Conversion Notes/Disadvantages Notes/Campaign Use: This conversion was derived from the text on the Neo Viper's filecard and their introduction in the comic. Cobra Commander stated that they were "Twice as strong as a normal man, and far faster and tougher". I based this conversion around that idea; the average man has a STR of 10, and the Vipers that they were replacing were Trained Normals with guns (Only Iron Grenadiers are cool enough to be Competent Normals). The write-up of the gun was based on the stats of an AK-47 and Duranov SVD (the weapons used by the original Cobra soldiers) in a multipower.

The Neo Viper could be used as a genetically modified "super thug" in a Superhero, Cyberpunk or SF campaign. In the former case, the gun could be replaced with an energy weapon (Energy blast), depending on the campaign's lethality rating. You might want to up their DEX and SPD, depending on the campaign.


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