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VIPER SCIENCE PACKAGES

In document VIPER 5E.pdf (Page 62-64)

Archaeologist

Major Science: Archae- ology

Minor Science: Anthro- pology

KS: one ancient culture of character’s choice Trained Skill: Bureau- cratics

Biologist

Major Science: Biology Minor Science: Zoology KS: Animals

Trained Skill: Animal Handler (3 points’ worth)

Botanist

Major Science: Botany Minor Science: Pharmacology/ Toxicology or Biology KS: Plants

Trained Skill: Survival (3 points’ worth) Chemist

Major Science: Chem- istry

Minor Science: Bio- chemistry

KS: Chemicals Trained Skill: Demoli- tions or Paramedic Cyberneticist

Major Science: Cyber- netics

Minor Science: Anat- omy

KS: Power Systems Trained Skill: Mechan- ics

Electronics

Major Science: Elec- tronic Engineering Minor Science: Com- puters

KS: Power Systems Trained Skill: Any Geneticist

Major Science: Genetics Minor Science: Bio- chemistry

KS: Genetically Engi- neered Creatures Trained Skill: Paramedics

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VEHICLE MAINTENANCE

SPECIALIST PACKAGE DEAL

Ability Cost +1 to Electronics 2 KS: Military Vehicles 3 +1 to KS: VIPER (making it an INT Roll) 1 Mechanics (INT +2) 7 TFs (7 points’ worth) 7 WF: Vehicle Weapons (3 vehicle types) 3 Weaponsmith (5 points’ worth) 5 +1 to PS: VIPER Agent (making it an INT Roll) 1 +1 to Fringe Benefit: Membership 1

Total Cost Of Package: 30

DRAYSHA PACKAGE DEAL

This Package adds to whatever Basic and Elite Package Deals the agent already has.

Ability Cost

Ability Boost: Aid 4d6, all Characteristics

except COM simultaneously (+2), Delayed Return Rate (points fade at the rate of 5 per Minute; +¼) (130 Active Points); OAF Fragile (specially-prepared king cobra venom; -1¼), Extra Time (Extra Segment; -½), 6 Charges (-¾) 37

Fangs: HKA ½d6 (10 Active Points); No STR

Bonus (-½), Only Works While Characteristics Are Increased By Ability Boost (-¼) 6

Poisonous Bite: Drain CON 2d6, Delayed

Return Rate (points return at the rate of 5 per Hour; +1) (40 Active Points); HKA Must Do BODY (-½), Must Follow Grab (-½), Only Works While Characteristics Are Increased By Ability Boost (-¼) 18

Slipping Through Tiny Cracks: Desolidification

(affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-½), Only Works While Characteristics Are Increased By Ability Boost (-¼) 14

Scaly Skin: Armor (4 PD/4 ED) (12 Active

Points); Only Works While Characteristics Are Increased By Ability Boost (-¼) 10

Immunity to Venom: Life Support (Immunity:

Ophidotoxins) 3 Disadvantages Value Distinctive Features: Completely Hairless (Easily Concealed) -5

tian cobra) are the subjects of VIPER’s most intense round of genetic experimentation to date. In this process, developed by VIPER scientist Dr. Timothy Blank, subjects selected for genetic compatibility with the treatments have their genes spliced with snake genes to produce people with modest super- human abilities — in exchange for some unpleasant side effects.

Unlike VIPER’s earlier genetic experiments, which attempted to create permanent mutations, the Draysha program succeeds because it creates only temporary superhuman powers. Draysha appear more or less like ordinary humans until they ingest king cobra venom. Drinking the venom sparks a physical transformation: they acquire superhuman characteristics; their skin becomes slightly scaly; their eyes turn from human to reptil- ian; their canine teeth extend into fangs; and they can inflict a venomous bite. This transformation lasts as long as the Aid to their Primary Character- istics remains in effect; when the effect of the Aid fades completely, the agent’s appearance returns to normal and he loses his special abilities. However, unless it’s been weeks since his last transformation, a Draysha agent is completely hairless, lacking even eyebrows.

Although the Draysha program has enjoyed far greater success than VIPER’s other superhu- man-breeding projects — candidates susceptible to the treatment have a 93% survival rate — it has one major drawback. Every year each Draysha agent must make a Constitution Roll; if he fails, he contracts a nasty strain of leukemia. Every month thereafter, he must make a CON Roll. Keep track of the failed rolls; the agent dies after three failures. This tends to drastically reduce the number of volunteers for the project. Draysha realize they’ve traded lifespan for power and the rush of experi- encing life as a superhuman, and are often VIPER’s hardest socializers and fighters.

NEST LEADER PACKAGE DEAL

VIPER has no handbook or formal train- ing for Nest Leaders (agents joke that the writer of Nest Leading For Dummies was shot), but most Nest Leaders acquire a set of essential skills early in their careers. Most come up through the ranks in the combat specialties — Superhuman Combat Specialist, Vehicle Combat Specialist, or Scarlet Serpents — but a few “earn” their post in other ways (see Chapter Four). Nevertheless, a good Nest Leader almost always has this Package Deal.

Nest Leaders have no set equipment package, but usually carry the best equipment VIPER can offer — including custom-made devices their Nests’ technicians create for them.

SERPENT MAGE PACKAGE DEAL

Although VIPER tends to frown on magic, some agents (particularly those outside America, such as in Africa and the Orient) practice serpent- themed magic that honors the legacy of the Snake. North American Nests rarely have Serpent Mages — they’ve acquired too much of a hatred of the likes of DEMON and Dark Seraph, along with a

strong distrust of the arcane — but elsewhere folks are less squeamish, and an agent who practices ser- pent magic can provide a very unexpected surprise for heroes who are only used to the technological aspects of VIPER.

This Package Deal requires the practitioner to be a member of one of VIPER’s serpent cults. Any character with the Serpent Mage Package Deal must take the Snake Cultist Package Deal as a pre- requisite.

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Psionics

Major Science: Psionic Engineering

Minor Science: Neurol- ogy

KS: The Psionic World Trained Skill: Paramedics Psychologist

Major Science: Psychol- ogy

Minor Science: Sociol- ogy

KS: Phobias

Trained Skill: Conversa- tion, Interrogation, or Persuasion

Roboticist

Major Science: Robotics Minor Science: Metal- lurgy

KS: Robots

Trained Skill: Mechanics

NEST LEADER

PACKAGE DEAL

Ability Cost +3 PRE 3 Bureaucratics 3 Interrogation 3 +2 to KS: The Superhuman World (making it at least an INT Roll) 2 +3 to KS: VIPER (making it at least an INT +2 Roll) 3 +1 to PS: VIPER Agent (making it an INT Roll) 1 Two KSs at 11- from the following list: ARGENT, DEMON, The IHA, L’Institut Thoth; PRIMUS, PSI, UNTIL 4 Oratory 3 +4 to Fringe Benefit: Membership 4

Total Cost Of Package: 26

Becoming a Serpent Mage requires a night of bloodletting (animal blood) and sacrifice in front of a statue of the great serpent Nama, as well as drunken orgiastic dancing. Thereafter the Serpent Mage must participate in similar ceremonies each month to maintain his powers.

SNAKE CULTIST PACKAGE DEAL

Many members of VIPER don’t just train to become skilled combatants — they immerse them- selves in the rituals of the cult of the Snake. The Snake Cultist represents the epitome of VIPER’s fascination with its namesake; he keeps pet ser- pents, treats them like family, and raises them as symbols of his personal strength. In combat, Snake

Cultists are often some of VIPER’s most fanatical agents, because VIPER isn’t just a career to them — it’s a religion.

TAKARA-SHINJA PACKAGE DEAL The deadly fighter-assassins known as the Takara-Shinja (or more formally, Shinja no Hebi, Japanese for “Believers of the Snake”) originated in tenth century China as the offshoot of an order of dragon worshippers. Through strongly persecuted by the lawful authorities, they survived in secret until the 1960s. At that time, they realized VIPER was the most potent incarnation of the Great Snake in the modern world, and offered their services to it

THE HIGH PRIEST

In document VIPER 5E.pdf (Page 62-64)