Possible Disadvantages
Psychological Limitation: Slavishly Devoted To VIPER (Very Common, Strong) (20 points) 6. THE COWARDLY LIAR
Treachery is the forte of the Cowardly Liar, who joined VIPER because he likes an opportunity for skullduggery. He manipulates others (“let’s you and him fight”) for his own amusement. If anything serious happens, he tries to get someone else to take the fall for him, otherwise he runs away.
The Cowardly Liar exists at all levels of VIPER. Possible Disadvantages
Enraged: when directly confronted with evidence of his manipulations (Common), go 8-, recover 11- (10 points)
Psychological Limitation: Compulsive Manipulator (Very Common, Strong) (20 points)
Psychological Limitation: Refuses To Take Respon- sibility For His Own Actions (Common, Moderate) (10 points)
7. DESTRUCTO-MAN
This agent loves bombs, big guns, and the explosions they make. He likes to destroy things — including people. However, he’s much less enthu- siastic about his work when his target actually fires back; then he often runs away.
In VIPER, most Destructo-Men are General Combat Specialists, though the more capable ones become Demolitions Specialists.
Possible Disadvantages
Hunted: Local Arson Investigator 8- (Less Power- ful, Non-Combat Influence) (5 points)
Psychological Limitation: Casual Killer (Common, Moderate) (15 points)
Psychological Limitation: Loves To Commit Prop- erty Damage (Common, Strong) (10 points) 8. THE GUY WITH BIG PLANS
This agent joined VIPER for the big break — he’s either a future Nest Leader or a supervil- lain in training, and he’s waiting for something to happen that will carry him into the Big Time. Meanwhile, he makes as many contacts as possible and keeps a careful eye on everything and every- one around him.
This guy’s often found in the upper end of VIPER’s ranks, since nothing’s more important than advancement. He’s also one of the best personality types to use if you’re trying to foster a rivalry with one of the PCs — he’s a good person to use in the role of a punk agent whom the PC busts early in his career, then shows up again later and asks “remem- ber me?”... right before he pulls the trigger. Possible Disadvantages
Psychological Limitation: Ambitious And Oppor- tunistic (Very Common, Moderate) (15 points) Psychological Limitation: Compulsive Schemer (Common, Moderate) (10 points)
Rivalry: Professional (with other Guys With Big Plans) (5 points)
9. THE KID
This type of VIPER agent is notable for his extreme naivete. He joined VIPER because VIPER made extravagant promises, and he believed them. He’s usually not solid VIPER material, but because of the difficulties involved in recruiting large numbers of agents, occasionally a Nest gets a Kid assigned to it. He really doesn’t belong there; he may try to escape, or do something stupid while trying to prove himself; he may hate the world, but really doesn’t want to do anything bad. The Kid is the sort of agent that (some) superheroes like to identify and convert from VIPER.
The Kid is usually found at the bottom of VIPER; dumb Kids are General Combat Special- ists, smart Kids are General Technical Specialists. When the Kid grows up, he often turns into the Company Man.
Possible Disadvantages
Enraged: when ridiculed about his mistakes (Uncommon) go 8-, recover 11- (10 points) Psychological Limitation: Gullible, Believes What He’s Told (Very Common, Strong) (20 points) Psychological Limitation: Takes Foolish Risks To Earn The Respect Of The Gang (Very Common, Moderate) (15 points)
10. MR. ANGRY AT THE WORLD
This person believes society is out to get him and the world wants to destroy his life. Joining VIPER is his way of protecting himself and getting even. Mister Angry often comes from a life of pov- erty, or was laid off and has nowhere else to go, or has a radical philosophy and sees VIPER as the best way to achieve his goals against the Enemy (i.e., everyone else).
It’s amazing how often these guys turn into Nest Leaders and intelligence specialists. Possible Disadvantages
Psychological Limitation: Contempt For Ordinary People, Considers Them Puppets (Common, Mod- erate) (10 points)
Psychological Limitation: Hatred Of Traditional Institutions Of Authority, Will Never Cooperate With Them (Very Common, Strong) (20 points) Psychological Limitation: Refuses to Take Respon- sibility For His Own Actions (Common, Moderate) (10 points)
11. THE PROFESSIONAL
The Professional has a military mindset — he’s the consummate soldier. Prior to joining VIPER, he belonged to the military (or really, really wanted to); he may even have been a mercenary. The Professional joins VIPER because VIPER fosters military efficiency, and its missions give him many opportunities to experience combat and shoot at people. The Professional is often a natural leader, but has a low tolerance for inefficiency.
Most Professionals are Combat Specialists (especially Air Cavalry, Superhuman Combat and Scarlet Serpents) or Espionage Specialists. Possible Disadvantages
Distinctive Features: Preternaturally Neat, Nothing Is Unpolished Or Out Of Place (Easily Concealable, Noticed and Recognized) (5 points)
Psychological Limitation: Unable To View People As Anything More Than Tactical Weapons And Targets (Very Common, Strong) (20 points) Psychological Limitation: Dismissive Of Non- Military Or Quasi-Military Personnel (Common, Moderate) (10 points)
Rivalry: Professional (with traditional members of rival service) (5 points)
12. THE TERRIBLE TOADIE
A born follower, the Terrible Toadie enjoys being insulted, abused, and humiliated; that means others are paying attention to him! The Terrible Toadie latches himself onto a VIPER authority (such as a Nest Leader or a Bully) and becomes a sycophant’s sycophant. When abandoned (a vir- tual inevitability), the Toadie becomes lost, like a child in a department store without his mother. At these times his disillusionment may make him ripe for conversion to the forces of Good... if he can develop some gumption.
The Toadie rarely rises above the bottom ranks of VIPER, but that doesn’t prevent him from graft- ing himself to the Nest Leader’s side.
Possible Disadvantages
Enraged: when master is physically hurt (Uncom- mon), go 11-, recover 11- (15 points)
Psychological Limitation: Slavishly Devoted To His Master’s Welfare (Very Common, Strong) (20 points)
Psychological Limitation: Lacks Personal Initiative (Common, Moderate) (10 points)
13. THE THREE-TIME LOSER
This ex-con fights harder than most agents to avoid getting caught, because he’s done hard time and he’s never going back. He joined VIPER because he was directed to it by people in the joint, and who else would hire someone with his record? The Three-Time Loser has no place left to go, and acts like it.
The Three-Time Loser usually works as a Gen- eral Combat Specialist, though the more talented ones (i.e., those who learned a trade in prison) may enter the Technical services.
Possible Disadvantages
Enraged: Berserk when backed into a corner (Common) go 8-, recover 11- (25 points) Hunted: Local Authorities 8- (As Powerful, NCI) (10 points)
Psychological Limitation: Will Never Surrender (Common, Moderate) (15 points)
Social Limitation: Ex-Con (Frequently, Minor) (10 points)