TEXT: Scott Bennie & Steven S. Long
  
  VIPER: Coils Of The Serpent
  An Organization Book for Champions
  Author:  Scott Bennie, Steven S. Long
  Editing and Development:  Steven S. Long
  Layout and Graphic Design:  Andy Mathews,  
  Allen Thomas
  Cover Art:  Eric Lofgren
  Interior Art:  Nate Barnes, Storn Cook,   
  Bob Cram, Jr., Jeﬀerson Cram, Andrew  
  Cremeans, Keith Curtis, Jonathan Davenport, 
  John Grigni, Eric Lofgren, Nick Ingeneri, Erik 
  Roman, Scott Ruggels, Greg Smith, Derrick 
  Thomas
  A WORD OR TWO  
  OF APPRECIATION
  Special Thanks:  
  Steve would like to thank Scott for his numerous 
  ideas about and keen perspective on VIPER, and the 
  many fans who oﬀered their comments and sugges-
  tions for what this book should contain.
  Scott would like to thank Cliﬀ Christiansen, Shelley 
  MacTyre, and the gang from the AOL Hero Games 
  board from the mid-1990s, for feedback and sup-
  port.
  We’d also like to thank the Digital Hero playtesters 
  and testreaders who reviewed the VIPER manu-
  script. We may not have hordes of agents willing 
  to obey our every command, but we’ve got a great 
  bunch of fans who help us correct typos, inconsis-
  tencies, and dropped words in our books, and we 
  deﬁnitely appreciate it.
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  VIPER: Coils Of The Serpent © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Dark Champions, Fantasy Hero, Pulp 
  Hero, Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the U.S.A. First printing August 2003
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO206 • ISBN Number:  1-58366-019-4
  http://www.herogames.com
  
   VIPER TABLE OF CONTENTS
  INTRODUCTION ................................4
  CHAPTER ONE:  THE  
  HISTORY OF THE SNAKE
  FROM THE VALDORIAN AGE,  
  IT COMES... ....................................6
  BIRTH OF A VIPER ............................9
  VIPER AFTER DEVRIES ...................11
  VIPER’S REBIRTH ...........................13
  VIPER TODAY .................................14
  CHAPTER TWO:   
  A THOUSAND VENOMS
  VIPER PHILOSOPHY AND GOALS ....16
  AGENTS’ GOALS ............................16
  VIPER’S CURRENT PROJECTS ........17
  VIPER RECRUITMENT .....................20
  VIPER ACADEMY ............................21
  THE VIPER HIERARCHY ...................24
  THE SUPREME SERPENT ................24
  THE COUNCIL OF THIRTY ...............28
  THE DIVISIONS ..............................32
  AGENT RANKS ...............................35
  VIPER WORLDWIDE ........................36
  NORTH AMERICA ...........................36
  ASIA .............................................37
  AFGHANISTAN AND THE  
  MIDDLE EAST .............................38
  AFRICA .........................................39
  EUROPE ........................................39
  SOUTH AND CENTRAL AMERICA .....40
  OCEANIA AND AUSTRALIA ..............40
  OUTER SPACE ...............................40
  DUCHESS INDUSTRIES ...................40
  VIPER AND WORLD SUBCULTURES .43
  VIPER INTERNAL POLITICS .............44
  THE VIPER ECONOMY ....................45
  CHAPTER THREE:  FANGS  
  OF THE SERPENT
  AGENT TRAINING ............................47
  STAGES OF AGENT TRAINING .........47
  VIPER PACKAGE DEALS ..................50
  VIPER ACADEMY SELF- 
  IMPROVEMENT PACKAGE DEAL ...50
  COBRA DIVISION (COMBAT)  
  PACKAGE DEALS .........................50
  CONSTRICTOR DIVISION  
  (INTELLIGENCE) PACKAGE DEALS ...57
  ADDER DIVISION (TECHNICAL)  
  PACKAGE DEALS .........................60
  SPECIALIZED AGENTS ....................62
  AGENT CHARACTER TYPES AND  
  MOTIVATIONS ...............................66
  NEST LEADER MOTIVATIONS ..........69
  CHAPTER FOUR:  NESTS  
  OF THE VIPER
  NEST CHARACTERISTICS ...............73
  LOCATION .....................................73
  SECURITY ......................................73
  FACILITIES .....................................74
  NEST CLASSIFICATIONS .................75
  NEST ORGANIZATION AND  
  STRUCTURE .................................77
  NEST HIERARCHY AND PERSONNEL 77
  THE NEST AND GREATER VIPER ......81
  EXAMPLE NESTS ............................84
  SUPREME NESTS ...........................84
  THE AERIE .....................................86
  THE NINE DRAGON PALACE ...........89
  OTHER NESTS AND NEST LEADERS ..91
  CHAPTER FIVE:   
  THE VIPER ARMORY
  VIPER WEAPONS ............................95
  PISTOLS ........................................95
  RIFLES ..........................................97
  VIPER HEAVY WEAPONS ...............105
  MISCELLANEOUS PERSONAL  
  WEAPONS ................................107
  VIPER DEFENSIVE AND  
  MISCELLANEOUS EQUIPMENT ...113
  Defensive Equipment .................114
  Movement Devices ....................115
  Reconnaissance Devices ............116
  Miscellaneous Devices ...............116
  THE SERPENTINE COMPUTER  
  NETWORK .................................117
  VIPER VEHICLES ...........................120
  GROUND VEHICLES ......................120
  AIR VEHICLES ..............................125
  MISCELLANEOUS VEHICLES .........128
  VIPER ROBOTS ............................129
  VIPER SCIENCE ............................132
  STATE OF THE VIPER ART .............132
  THE FIX:  THE STARS OF  
  TECHNICAL DIVISION .................133
  CHAPTER SIX:  DRAGON 
  BRANCH
  Boa Constrictor .........................137
  Diamondback ............................139
  Draconis ...................................141
  Freon ........................................143
  Halfjack ....................................145
  Oculon ......................................148
  Ripper ......................................150
  Sidewinder ................................152
  Viperia ......................................155
  VIPER-X ....................................157
  CHAPTER SEVEN:  
  VIPER CAMPAIGNING
  VIPER SCENARIOS ........................162
  Anatomy Of A Master Plan .........162
  Scenario Problem And How To  
  Fix Them ................................162
  Other Advice .............................164
  AGENTS IN COMBAT .....................165
  MAKING AGENTS EFFECTIVE ........165
  AND AS WE BEGIN HOUR FIVE,  
  THREE AGENTS GET POST- 
  SEGMENT 12 RECOVERIES.... ....166
  LUCKY AGENTS ...........................166
  ENNUI, THE ENEMY ......................167
  VIPER-SPECIFIC TACTICS .............169
  THE CHAMPIONS UNIVERSE .........171
  MASTER AND MAJOR VILLAINS ....171
  VILLAIN TEAMS AND  
  ORGANIZATIONS .......................172
  INDIVIDUAL VILLAINS ...................173
  VIPER’s TEN MOST WANTED ........174
  VIPER AS A HUNTED ....................174
  VIPER GENRE BY GENRE ..............176
  CHAMPIONS ................................176
  COMMANDO HERO ......................177
  FANTASY HERO ...........................178
  PULP HERO .................................178
  CYBER HERO ...............................179
  STAR HERO .................................179
  VIPER AS THE GOOD GUYS ...........180
  Green VIPER Liberator ................180
  Lost VIPERs ...............................180
  VIPERs In The Dust ....................182
  AGENT TEMPLATES ......................183
  
  4 
  Hero System 5th Edition
  S
  ince the earliest days of the Champions 
  Universe, they have been there — garbed in 
  green, armed with blasters, living in secret 
  Nests, and directed from afar by a mysterious 
  and supremely powerful leader. They are the agents 
  and evil scientists of VIPER, a criminal organization 
  devoted to the acquisition of power and wealth by any 
  means necessary.
  VIPER has a long and proud history as a part of 
  Champions. It was created by George MacDonald, one 
  of the creators of the HERO System itself; Hero’s ﬁrst 
  published adventure for Champions, titled VIPER’s 
  Nest, featured VIPER as the main opposition. Since 
  then, VIPER has involved itself in countless plots 
  and schemes, directly or indirectly created dozens of 
  supervillains and superheroes, and remained one of 
  the deﬁning elements of every version of the  
  Champions Universe.
  After over a decade of being a common, but 
  undeﬁned, part of the world of Champions, in 1993 
  VIPER ﬁnally received an in-depth look in the aptly-
  titled VIPER, by Scott Bennie and Cliﬀ Christiansen. 
  Filled with weapons, villains, Nests, plot hooks, and 
  lots of wonderful little details about the organization, 
  VIPER was an instant hit with Champions gamers 
  everywhere. To this day, many GMs and players refer 
  to the book fondly as one of their favorites.
  When Hero Games “rebooted” the Champions 
  Universe as Champions: The New Millennium in the 
  late 1990s, it brought VIPER along as part of the new 
  setting, albeit in a somewhat diﬀerent form. The com-
  pany hired Steve Long and Scott Bennie to create a 
  new book about the new VIPER. Unfortunately, after 
  the two of them wrote most of the book, the company 
  was no longer in a position to publish it, so the manu-
  script sat quietly on their respective hard drives for 
  several years.
  In 2002, after DOJ, Inc. bought the Hero Games 
  assets and began the process of revitalizing the Hero 
  product line, Steve and Scott started planning a newer, 
  bigger, better book about VIPER for the new Cham-
  pions Universe. Outlines were written, ideas were 
  bandied back and forth by e-mail, a plan emerged, and 
  work on the book began. The ﬁnal result of that col-
  laboration you now hold in your hands; we hope you 
  enjoy it and ﬁnd it useful for your Champions games.
  HOW TO USE THIS BOOK
  VIPER, like Conquerors, Killers, And Crooks, 
  is designed primarily for GMs. It’s a book about an 
  organization player characters oppose, and thus falls 
  within the GM’s province. For that reason, it doesn’t 
  have a GM’s Vault or other section of GM-only mate-
  rial; for most games, the entire book constitutes GM-
  only material — so if you’re a player, stop reading 
  unless you have your GM’s permission! Some GMs 
  let players read parts of this book that pertain to their 
  characters’ origin or the like; others keep the entire 
  thing oﬀ-limits.
  Chapter One, History Of The Snake, details the origins 
  and history of VIPER, beginning in the nineteenth 
  century and progressing all the way up to its current 
  incarnation under the leadership of the Supreme 
  Serpent. Using this information, you can incorporate 
  VIPER into a Golden or Silver Age Champions cam-
  paign if you wanted — or, in an earlier form, into a 
  Pulp Hero game.
  Chapter Two, A Thousand Venoms, describes the 
  organization, structure, and hierarchy of VIPER. After 
  reviewing VIPER’s recruitment and training pro-
  cedures, it showcases VIPER’s iron-ﬁsted leader the 
  Supreme Serpent, the ruling Council Of Thirty, the 
  various branches and ranks of the organization, and 
  so forth. The chapter also discusses VIPER activities 
  around the world and VIPER’s oft-poisonous internal 
  politics.
  Chapter Three, Fangs Of The Serpent, describes over 
  thirty diﬀerent types of VIPER agents, ranging from 
  the low-level Basic Agents to highly-trained agents 
  like Draysha, Takara-Shinja, and Air Cavalry. By 
  applying the appropriate Package Deals to standard 
  agent templates, you can create any sort of agent you 
  need for a scenario.
  Chapter Four, Nests Of The VIPER, reviews VIPER’s 
  local bases — its Nests. It discusses the beneﬁts (and 
  drawbacks) of the Nest system, as well as how VIPER 
  establishes and controls a Nest. It also provides details 
  about numerous Nests in America and around the 
  world.
  Chapter Five, The VIPER Armory, describes VIPER’s 
  technology. From blasters, to vehicles, to robots, 
  VIPER has it all — and the snakes are ready to use it 
  against your heroes!
  Chapter Six, Dragon Branch, provides information 
  on VIPER’s cadre of superhuman agents. It includes 
  writeups for approximately a dozen new supervillains, 
  including Oculon, Ripper, Freon, and the infamous 
  Viperia.
  Chapter Seven, Gamemastering VIPER, discusses how 
  to use VIPER in your game — or even run an entire 
  VIPER-oriented campaign. In addition to information 
  about VIPER’s combat tactics and how VIPER relates 
  to other characters and organizations in the Champi-
  ons Universe, it discusses how to incorporate VIPER 
  into other genres, such as Fantasy, Science Fiction, or 
  Pulp.
  So, you’d better tell your heroes to look out! 
  — they’re about to ﬁnd themselves caught in the 
  coils of the serpent, and they may not escape....
  INTRODUCTION
  CHARACTER SHEET 
  NOTATION
  Generally, the text of 
  the character sheets 
  in this book should be 
  pretty straightforward 
  and easy to understand. 
  Consult the Glossary 
  in the HERO System 
  5th Edition, and the 
  example powers in 
  that book, if you have 
  any questions about 
  abbreviations, terms, or 
  notations. The Writer’s 
  Guidelines, available on 
  the Hero Games website 
  (www.herogames.com), 
  also provide some infor-
  mation about character 
  sheet formatting.
  In a Multipower, a “u” 
  next to the cost indicates 
  a Fixed (or “ultra”) slot, 
  and an “m” a Flexible (or 
  “multi”) slot.
  Under the END column, 
  a number in brack-
  ets indicates Charges 
  (however, the bracketed 
  number next to STR is 
  an END cost).
  
  VIPER: chapter one
  HISTORY OF THE SNAKE
  
  6 ■ History Of The Snake
  Hero System 5th Edition
  S
  ometime toward the beginning of the Val-
  dorian Age, 50,000 years ago, there were 
  three great serpents who lived in a cave in 
  the lands that would one day be known as 
  West Africa. Beneath the cave, volcanoes gave oﬀ 
  a combination of rare gasses that suspended the 
  aging process; these gasses wafted into the cave and 
  the snakes who lived there did not die. These snakes 
  were pythons, a breed that keeps growing from the 
  day it’s born until the day it dies... but what would 
  happen if a python never died?
  After a thousand years of life, these three 
  snakes, now huge beyond reckoning, somehow 
  became sentient. The local tribes named them 
  Beda, Xoruba, and Nama, and worshipped them. As 
  the snakes’ awareness grew, so did their curiosity 
  and their desire to become mighty among the crea-
  tures of the world.
  Beda made himself ruler of a vast empire. A 
  merciless tyrant even by the barbarous standards 
  of his times, he was slain by a great hero from the 
  north during the Atlantean Age. Beda’s rule had 
  cast such an appalling shadow over the land that 
  even today, one hundred and ﬁfty centuries after 
  his death, a few superstitious Africans still sacriﬁce 
  their daughters to the Mighty One to appease him.
  Beda ruled even the other great serpents. 
  Xoruba, tiring of her brother’s company, traveled 
  into the east, made herself a great nest, and slept for 
  millennia. She awoke in the days long after Atlantis 
  fell, at the dawn of recorded history, when the great 
  Sahara grasslands were turning to sand. Finding 
  herself alone in a strange land, she made a pact 
  with the forces of chaos and became their agent. In 
  Egypt, they called her Apep and Apophis, greatest 
  foe of the gods, the serpent who tried to swallow 
  the sun. Xoruba was slain by a hero in the days 
  before Egypt’s First Dynasty, but like her brother 
  she was not forgotten. Small cults of Apep worship-
  pers endure to this day.
  Nama was the wisest of the three serpents, 
  though he also possessed a malicious spirit and 
  preferred the role of trickster to that of conqueror. 
  Rather than trying to become the embodiment of a 
  primal power, he learned sorcery. For amusement, 
  he loosed evils into the world, to see how mankind 
  dealt with them, and delighted in the destruc-
  tion they caused. But Nama also had a soft spot 
  for heroes, a self-important breed whose eﬀorts 
  provided him with endless hours of amusement. 
  Sometimes the great serpent used his sorcery to aid 
  human champions (particularly against creatures 
  like Sharna-Gorak, who were as much of a threat 
  to him as he was to humanity). He was especially 
  revered for his gift of prophecy, and many heroes 
  performed great deeds only because Nama directed 
  them to the time and place where they were 
  needed. At other times, however, Nama became 
  bored and restless; at such times he unleashed 
  things upon the Earth that wrought only chaos and 
  destruction.
  “Vipers Upon The Land”
  In the ages after the death of Xoruba, Nama 
  considered it wise to forsake his serpentine form, 
  so he used his sorcery to take the shape of a great 
  African warrior. In the guise of Nunyamo, the 
  warrior-scholar, he wandered the world from 
  Africa to China, an apostle of the cult of the 
  snake. Wherever Nunyamo went, he taught the 
  practices of snake worship and snake-handling. 
  Many legends followed in his wake.
  At the height of the Dark Ages, in the lands 
  now known as Armenia, Nama decided the world 
  was ripe for conquest. He gathered six barbarian 
  chieftains, the mightiest warriors he could ﬁnd 
  in lands as far west as Germany and as far east as 
  Mongolia. He forged an enchanted serpent-blade 
  for each warrior, then brought the great dragon 
  Bludrinkig under his heel and commanded him to 
  serve as the warriors’ vassal. Nama told his prote-
  ges the fates had selected them to restore order to 
  the world.
  The Six raised large armies to pursue this 
  goal; they became known as “vipers upon the 
  land,” and villages shuddered at the rumor of 
  them. But before they could achieve any major 
  success, a hero slew Bludrinkig. Blaming each 
  other for the loss of their greatest weapon, the 
  chieftains quarreled among themselves... and the 
  quarrel only ended with their deaths. Most of the 
  Swords of Nama were destroyed over the ages, but 
  a few of these legendary weapons remain buried 
  under ruins across Eastern Europe, waiting to be 
  rediscovered.
  This was Nama’s ﬁrst attempt to act as a 
  catalyst for an army of conquerors, and he regret-
  ted that it failed so quickly. Geiskivaro, son of 
  Bludrinkig, later confronted Nama and demanded 
  compensation for his father’s death. Nama’s 
  enchantments transformed Geiskivaro into the 
  greatest dragon of his day. As further recompense, 
  Nama gave him a three foot tall pure gold statue 
  of a python, the Golden Serpent, which became 
  the centerpiece of his hoard. But the Golden Ser-
  pent was cursed. Its power attracted the greedy 
  and desperate; treasure-hunters from Northern 
  FROM THE  
  VALDORIAN AGE
  VIPER AND  
  “REALISM”
  For many gamers, the 
  existence of an enor-
  mous criminal organiza-
  tion like VIPER raises 
  all sorts of uncomfort-
  able questions. How 
  does VIPER recruit, 
  train, and equip its army 
  without the government 
  ﬁnding out and stop-
  ping it? How can it build 
  a secret headquarters 
  without the govern-
  ment seeing the project 
  via spy satellites? Why 
  hasn’t VIPER already 
  taken over a bunch of 
  Third World countries? 
  How can VIPER survive, 
  and maintain any level 
  of respect in the under-
  world, when heroes keep 
  defeating it and smash-
  ing its Nests?
  The answer to all these 
  questions, and others 
  like them, is:  “Who 
  cares?” This is a comic 
  book criminal organiza-
  tion, in a comic book 
  world, in a comic book 
  roleplaying game. Evil 
  organizations do these 
  sorts of things all the 
  time in the comic books 
  without it bothering 
  anyone, so it shouldn’t 
  bother you that VIPER 
  can do the same. After 
  all, we’re talking about 
  a world where people 
  can teleport, ﬂy, and ﬁre 
  blasts of energy from 
  their eyes. Given all that, 
  it’s perfectly plausible 
  that VIPER could build 
  a secret headquarters 
  or assemble and train 
  a small army without 
  anyone the wiser.
  If you feel you absolutely 
  have to, you can devise 
  Continued on next page
  
  7 
  VIPER ■ Chapter One
  Europe suddenly felt a compulsion to hunt the 
  dragon. Eventually a band of Viking warriors slew 
  Geiskivaro and seized the Serpent. These Vikings 
  fell victim to the same curse, but one of their 
  number, of pure and honest heart, resisted the 
  compulsion and eventually learned he could neu-
  tralize the statue’s power by sealing the object in a 
  box with the bones of a Christian saint.
  Despite great temptation, the Vikings 
  achieved their quest. Then they took the box con-
  taining both Serpent and bones across the ocean 
  to get it as far away from Europe as possible. 
  The ship sank oﬀ the coastal waters of America 
  sometime around the turn of the millennium, and 
  the box containing the Golden Serpent was lost 
  forever.
  After the loss of the Golden Serpent, Nama 
  grew tired (as he periodically does). He returned 
  to his caverns beneath the Mbang Mountains and 
  rested for centuries while the world changed. Prior 
  to falling asleep, he took human form and fathered 
  one of his three known oﬀspring, the woman who 
  would eventually become known as Viperia.
  The Serpent’s Wheel
  In Renaissance Italy, a cabal of heretical schol-
  ars discovered records of the cult of Nama and 
  the so-called “six vipers” — and decided to form 
  their own version of the cult. This decadent group 
  became known as Rota Vipereus, the Serpent’s 
  Wheel. They held snakebite parties, where drunken 
  patrons willingly allowed poisonous snakes to bite 
  them; they kidnapped children and threw them 
  into viper-ﬁlled pits; they schemed to acquire 
  power. They also experimented with snake venom 
  and used alchemy to turn it into elixirs they hoped 
  would cure diseases, provide them with awesome 
  (if monstrous) abilities, and grant the ultimate gift 
  — immortality.
  A band of brave Church inquisitors inﬁltrated 
  their ranks, bound their summoned demon guard, 
  halted their sacriﬁces, and stopped them from seiz-
  ing control of Milan and Naples. The leader of the 
  cult, Giovanni Pontormo, died in the assault, and 
  his masterwork, the Librum Blasphemare, a book of 
  alchemical secrets involving snake venom, was lost 
  forever.
  Nonetheless, the Church did not completely 
  destroy the cult; several of these Italian sorcerers 
  combined magic with snake venom to achieve an 
  unlimited lifespan. The discovery, however, came at 
  a severe price:  as the years lengthened, so did the 
  sorcerer’s need for sleep, and that need drastically 
  increased as the centuries passed. During the late 
  nineteenth century (the last time these villains were 
  active) they could remain awake for less than four 
  hours per day; today, at the start of the twenty-ﬁrst 
  century, they’re fortunate if they can remain awake 
  for two hours each day. The Slumbering Serpents, 
  as they’re now called, have spawned a number of 
  legends, and one of them was among the Thirty 
  Founders of VIPER.
  A Snake You Say?
  The next thread in the tapestry of VIPER’s his-
  tory dates to nineteenth century England, where 
  British explorers, returning from expeditions into 
  “Darkest Africa,” came home from the continent 
  bearing artifacts of ancient snake cults (speciﬁcally 
  the cults of Beda and Nama) and stepped into the 
  middle of a scholarly controversy. In the 1860s, 
  after the publication of Darwin’s Origin Of Species, 
  turmoil and numerous public feuds arose among 
  members of the Royal Geographic Society over the 
  truth (and implications) of Darwin’s work. One of 
  the most vicious vendettas was between Sir Robert 
  Evan-Jones and Lord Hubert Lancelyn Essec (a pair 
  of pro-Darwinists) and Reverend Evan Fowler, an 
  Anglican bishop and naturalist. Angered by Fowl-
  er’s constant slurs, Evan-Jones and Essec formed a 
  secret society to mock Anglican conventions and 
  venerate ancient African snake cult practices. They 
  called themselves “the Unholy Order of the Grand 
  Reptile,” and they were the direct forebears of the 
  modern incarnation of VIPER.
  The Order went from hosting decadent parties 
  to building criminal empires; its crimes included 
  the murder of several members of the Royal Geo-
  graphic Society and the American-based Empire 
  Club. They sponsored eccentric scientists like the 
  original Dr. Moreau and Professor Myron Klauss 
  (a.k.a. Professor Clock, the Swiss clockwork roboti-
  cist who allegedly inspired some of the more fanci-
  ful creations of L. Frank Baum, and one of whose 
  marvels, the robot butler “Dalhousie,” still functions 
  140 years after his creation).
  Then there was the notorious Dr. Victor Vul-
  caine, whose sonic experiments, backed by the 
  Order, produced prototypes even modern science 
  cannot eﬀectively analyze. In his most famous 
  experiment, he blanketed a twenty mile radius 
  with the ampliﬁed music of the London Symphony 
  Orchestra using a series of “sonic reﬂectors” that 
  kept the volume evenly distributed throughout 
  the region. Another time, he broadcast a sub-sonic 
  vibration that broke every piece of glass in London. 
  These days he’s accorded the same degree of quasi-
  scientiﬁc awe later shown to Nikola Tesla. Unfor-
  tunately during the 1890s, he experienced bouts 
  of madness, spending days crawling naked on 
  his belly imitating a snake. Vulcaine died in 1899 
  after being stabbed multiple times by an unknown 
  assailant; his attacker stole his notes and some of 
  his advanced prototypes, which the authorities have 
  never recovered.
  The Order also became obsessed with the 
  West African cult of the snake-god Nama. While 
  exploring darkest Africa in the 1870s through 
  the 1890s, they encountered many legends that 
  Nama the Great, living in a cave somewhere in 
  the depths of Africa, guarded great treasure and 
  the secret of immortality while the bowels of the 
  world sung to him. Occultists in the service of the 
  Order cast spells that allowed them to commune 
  with Nama, though these spells were dangerous 
  (several members of the society went mad). A few 
  managed to contact him and received the serpent’s 
  Continued from last page
  some sort of “realistic” 
  explanation for VIPER’s 
  continued secrecy that 
  involves super-technol-
  ogy or superpowers. For 
  example, perhaps VIPER 
  has hacked into the 
  world satellite networks 
  and interfered with their 
  systems so they view 
  ordinary ground where 
  VIPER Academy exists. 
  Or maybe they bribe a 
  nation’s government to 
  gain permission to build 
  a secret factory. What-
  ever the justiﬁcation you 
  decide on, the important 
  thing is this:  use VIPER 
  to have fun in your 
  game. Don’t worry about 
  the “realistic” details, 
  unless everything in 
  your game is about 
  “realism.”
  ANCIENT ARTIFACTS 
  AND EVIL PLOTS
  While VIPER’s activities 
  are more in the tech-
  nological sphere than 
  the mystical, the “race 
  the bad guys to uncover 
  the mystical artifact” 
  scenario is one of the 
  classics of the adventure 
  genres to which VIPER 
  belongs. Ancient arti-
  facts like the Swords of 
  Nama and the Golden 
  Serpent are merely 
  “MacGuﬃns” for this 
  type of scenario; these 
  “serpent motif” items 
  provide players with 
  opportunities to keep 
  VIPER from getting 
  its hands on some very 
  dangerous relics.
  Also, you’ll notice 
  several instances of 
  evil plots stopped by 
  unnamed adventurers 
  throughout the his-
  tory of VIPER. Those 
  unnamed adventurers 
  could either be PCs (in 
  Fantasy Hero or Pulp 
  Hero campaigns set in 
  the appropriate milieu) 
  or the ancestors of 
  Champions player char-
  acters.
  
  8 ■ History Of The Snake
  Hero System 5th Edition
  advice, though he refused to reveal his hiding place. 
  During their relentless search for Nama’s cave, the 
  Order plundered ancient tombs and burial places, 
  pillaged villages, and ruthlessly exploited the native 
  population.
  But despite numerous expeditions (and even a 
  few tribal wars instigated in the hope of improving 
  access to various African sacred sites), the Unholy 
  Order never found Nama’s hiding place. As the cult 
  founders aged, they became more desperate to meet 
  the great serpent and wrest the secret of immortal-
  ity from his jaws.
  Finally, at midnight on the eve of the new cen-
  tury (January 31, 1900), the leaders of the Unholy 
  Order kidnapped “seven maidens of impeccable 
  purity” and gathered in Greenwich, England to 
  perform a mystic rite to summon Nama and “wel-
  come him to the modern world.” A group of bold 
  adventurers inﬁltrated the gathering and rescued 
  the women; when Nama appeared and found no 
  sacriﬁces waiting for him, he ate the summoners 
  (including the aging Evan-Jones) and returned to 
  his lair.
  Lord Essec was one of the few leaders to sur-
  vive this debacle, though he suﬀered a humiliating 
  defeat in a sword duel at the hands of an old rival 
  — an American adventurer named James Harmon, 
  who dealt him a crippling leg wound. Essec vowed 
  that one day the entire Harmon family would pay 
  dearly for his injury. However, Lord Essec’s nephew 
  Albert supplanted his now crippled uncle as the 
  Essec patriarch; embarrassed by the family’s asso-
  ciation with the Order, he took great pains to dis-
  tance the Essecs from it. However, old Hubert con-
  tinued to tell tales to Albert’s children, urging them 
  to venerate the Great Serpent, and thus passed on 
  the quest to ﬁnd Nama to his descendants.
  In 1910, a few of the Unholy Order’s last sur-
  viving (and looniest) members gathered in the 
  Canary Islands to perform a rite that would pull 
  Halley’s Comet toward Earth, believing that an 
  event of such astrological signiﬁcance would ruin 
  their enemies. Once again, a band of heroic adven-
  turers foiled the Order’s plans.
  The Unholy Order lay fallow for decades, 
  though adventurers occasionally encountered vari-
  ous snake cults in the Middle East whose origins 
  they could trace to it. In the late 1920s, when fascist 
  movements began their rise to power in Europe, 
  the sons and grandsons of the Unholy Order lent 
  them their support; these dictatorships were more 
  to their liking than “the chaos of democracy” or 
  “that socialist rabble.” Many of the Unholy Order’s 
  families were the backbone of the Nazi war 
  machine during WWII, and some served as oﬃcers 
  in the German and Italian armies. A few in Brit-
  ain and America spied for the Axis powers; these 
  included the infamous saboteurs Dr. Scorpion and 
  the Spider Lady.
  Amid the chaos preceding the war, one of the 
  members of the Unholy Order ﬁnally achieved its 
  most highly cherished dream. Lord Essec’s grand-
  nephew, Edgar Lancelyn Essec, had “gone traveling” 
  to avoid various scandals that plagued him in Eng-
  land. He journeyed to Africa, where (after making 
  a vast fortune exploiting the native populations) 
  he felt the call of Nama draw him to the serpent’s 
  stronghold in the Mbang Mountains. He fell asleep 
  for decades, but when he woke, a new serpent 
  would be born.
  
  9 
  VIPER ■ Chapter One
  BIRTH OF A VIPER
  The families of the Unholy Order proﬁted 
  mightily from the Second World War and took the 
  opportunity to seize control of major industrial 
  ﬁrms in Europe and America. The defeat of the 
  Nazis dealt a tremendous blow to many of them, 
  and it took them awhile to recover.
  In the late 1940s, descendants of the Unholy 
  Order began to experience dreams. They saw a 
  lantern made of crystal and jade serpents, from 
  which a pale light emanated. They saw themselves 
  placing their hands inside the lantern, and when 
  they pulled them out again, there was a serpent 
  tattoo on their wrists. When the dream reoccurred 
  at frequent intervals, some of the dreamers sent out 
  agents to locate “the Serpent Lantern.”
  The quest to ﬁnd the Lantern did more than 
  just spur the dreamers’ curiosity — it brought the 
  chosen together for the quest. When they ﬁnally 
  recovered the Lantern in 1954, thirty men and 
  women held a meeting in Zurich to consummate 
  their victory. The people at this gathering included:  
  the Duchess Henrietta Von Drotte, head of Ger-
  many’s Duchess Industries (a corporation that had 
  consolidated many German industrial ﬁrms after 
  the war); Roger Essec, Edgar’s son and head of the 
  Essec fortune; Willem DeVries, a Dutch-American 
  banker with widespread interests in Asia and Ocea-
  nia; Phillipe Belanger, a prominent French arms 
  dealer with many connections in the mercenary 
  world; Kamimura Kiyomora, ace pilot and Japanese 
  war hero; Alexandra Petsalnikos, daughter of a 
  Greek shipping magnate and an amateur archae-
  ologist; Patrick McGivin, aspiring Irish athlete (and 
  terrorist); exiled Peruvian revolutionary Roberto 
  Danini; and twenty-two others.
  Each person placed his left hand into the 
  Lantern. Nama, remembering how the barbarian 
  chieftains had turned against one another, was 
  determined that this new group would not turn on 
  itself, so each person who joined the alliance swore 
  an oath never to betray (directly or indirectly) 
  either the other founders or the organization they 
  created. The power of the Lantern sealed the oath, 
  promising certain death to anyone who violated it. 
  In token of their oath, the Lantern tattooed each of 
  them with the sign of the Serpent on his left inner 
  wrist, and granted them extended lifespans.
  After the thirty people placed their hands 
  into the Serpent Lantern, they received Nama’s 
  vision of the future. The shocked gathering beheld 
  many threats to the world in the years to come:  
  demons summoned by evil sorcerers laying 
  waste to regions; alien invasions threatening the 
  entire world; a madman who wedded his body to 
  machines and brought death from the sky. They 
  witnessed the collapse of the world’s great colonial 
  empires and elected governments fomenting end-
  less cycles of war because of their weak policies 
  (rather than doing what a government is supposed 
  to do:  enforcing peace and order with a ﬁrm hand). 
  Then Nama himself appeared to the gathering and 
  made a proclamation:
  “The world is about to become a cauldron of 
  such chaos that it will be beyond even my ability to 
  tolerate. Only snakes can prosper in such a world 
  — and your task is to nurture them. You must build 
  a new nest for snakes in the modern world. Its 
  foundation will be money and technology, and its 
  goal will be power and perpetuity. You must seize 
  the world by the throat and dominate it, or it will 
  be lost!”
  Convinced by the vision of Nama, the thirty 
  began to put together plans in place to build a 
  secret army. They called this army VIPER, which 
  DeVries declared stood for “Venomous Imperial 
  Party of the Eternal Reptile.” Not everyone agreed 
  on the acronym, but the name reﬂected a colonial-
  ist attitude which represented their common inter-
  ests, so it stuck. But everyone in attendance agreed 
  on the name “VIPER” — a name destined to spread 
  to every corner of the Earth.
  The Early Years
  The original VIPER had four goals:  Per-
  sonal Wealth, Economic Inﬂuence, Technologi-
  cal Supremacy, and Global Stability (achieved by 
  VIPER control of the world). It gathered its forces 
  slowly, uncertain as to how to achieve its goals. 
  Though the early years may seem fallow, they 
  weren’t; the Founders maintained contact with each 
  other, and their economic alliances opened numer-
  ous commercial opportunities.
  But DeVries, who saw himself as VIPER’s 
  leader, was unhappy. He felt the organization was 
  not proceeding quickly enough on its major mis-
  sion of global stability, which required the creation 
  of a VIPER Army and the conquest of nations. The 
  others were reluctant to declare themselves openly 
  until 1959, when colonialism in Africa began 
  to unravel. They realized Nama’s prophecy was 
  coming to fruition faster than they’d anticipated. 
  DeVries became de facto leader of VIPER, and he 
  structured it in the manner he envisioned:  an orga-
  nization of spies, soldiers, and technocrats able to 
  conquer and rule Earth. He knew exactly what he 
  wanted and what he had to do to achieve it.
  His ﬁrst step was to have his small corps of 
  agents and mercenaries conduct a recruiting drive. 
  World conquest takes manpower, and he didn’t 
  have enough. Soon a steady stream of thugs, mal-
  contents, and killers made its way to DeVries’s 
  secret “training academy” in the American West. 
  But his agents wouldn’t choose just anyone to join 
  VIPER; DeVries gave them speciﬁc criteria:  intel-
  ligence, ruthlessness, quick-wittedness. He didn’t 
  want a gang of legbreakers in green jumpsuits — he 
  wanted the most advanced, well-trained, well-
  equipped ﬁghting and criminal force in the world. 
  Only with such a weapon could he win the throne 
  he sought.
  Well aware of the extent of “honor among 
  thieves,” and determined not to lose control of 
  what he was building, DeVries set out to make his 
  followers loyal to him personally, as the ultimate 
  embodiment of VIPER philosophy and the orga-
  nization’s Supreme Leader. Each agent-in-training 
  received a copy of a document penned by  
  THE NAME  
  OF VIPER!
  VIPER’s acronym was an 
  obvious anachronism, 
  even at the time it was 
  founded, and reﬂects the 
  organization’s Victorian 
  roots. When agents 
  (even the most thor-
  oughly indoctrinated 
  ones) are told what 
  VIPER really stands for, 
  the reaction of many of 
  them is:  “Say what?”
  As a result, many Nest 
  leaders have changed 
  what the acronym 
  stands for (though 
  the Council Of Thirty 
  steadfastly refuses to 
  acknowledge these 
  changes). Other 
  invented names for 
  VIPER include:
  “Venom, Industry, 
  Power, Evil, and Ruler-
  ship”
  “Victory In Perpetu-
  ity through Eternal 
  Resolve” (the favorite 
  among current Nest 
  Leaders).
  “Vicious Inevitable 
  Power of Everlasting 
  Rule”
  PRIMUS, UNTIL, and 
  many superheroes have 
  unoﬃcial versions of 
  the acronym, including: 
  “Vapid Imbeciles Pre-
  tending to be an Eﬀec-
  tive Regiment”; “Victims 
  of Incompetent Person-
  nel and Egomaniacal 
  Retards”; and “Violent 
  Idiots in Pajamas, Exter-
  minate them Right away 
  (please).”
  Most people, though, 
  have forgotten that an 
  acronym ever existed. To 
  the majority of the gen-
  eral populace, VIPER is 
  simply VIPER, and that’s 
  all you need to know. As 
  one Nest Leader put it: 
  “We’re the brand name 
  of evil!”
  
  10 ■ History Of The Snake
  Hero System 5th Edition
  DeVries, “The VIPER Manifesto,” which described 
  the privileges and duties of a VIPER agent. A 
  VIPER agent, it said, was one of the elite, a member 
  of an organization destined to seize world power 
  under the leadership of DeVries. Through unswerv-
  ing loyalty to VIPER, and success in assigned 
  missions, an agent could expect to receive power 
  and riches. But if the beneﬁts of membership were 
  great, so were the penalties for failure or betrayal; 
  a traitor or incompetent agent would receive harsh 
  punishment, up to and including a painful death at 
  the hands of VIPER’s skilled torturers. To accom-
  pany the Manifesto, DeVries issued each agent a 
  uniform, thus further building a sense of camara-
  derie and a feeling of personal superiority.
  DeVries tried to make each agent feel as if 
  he belonged to something mystical, something 
  unstoppable, something much larger than himself 
  that he could ride to the heights of power — if only 
  he obeyed and remained loyal. For the most part, 
  his plan worked admirably. He and his most trusted 
  lieutenants sifted their recruits carefully, choosing 
  only those who were susceptible to DeVries’s cult 
  of leadership and arranging the deaths of any they 
  deemed untrustworthy or unreliable.
  DeVries assigned each of his lieutenants a ter-
  ritory in which they established “Nests,” or secret 
  bases. As each trainee proved himself worthy, 
  VIPER’s taskmasters assigned him to a speciﬁc 
  Nest. Competition among the lieutenants for the 
  best recruits, and among the recruits for the best 
  postings, helped to boost the organization’s morale.
  Once he had gathered his “force of VIPERs,” 
  DeVries was ready to make his move. On August 22, 
  1962, a day that law enforcement oﬃcials around 
  the world eventually came to call “Green Monday,” 
  DeVries struck. Beginning precisely at 7:00 AM 
  Greenwich Mean Time, his carefully-trained agents 
  and elaborate conspiratorial mechanisms lashed 
  out, killing dozens of underworld, political, and 
  industrial ﬁgures in one swift, poisonous stroke. 
  Some died in staged accidents the authorities never 
  realized were assassinations; others were brutally 
  snuﬀed out of existence by bombs or squads of 
  armed men dressed in green; a few were subjected 
  to blackmail so ruinous they committed suicide. 
  But the end result was always the same:  they died, 
  and through carefully planned legal and extra-legal 
  arrangements, DeVries and the other Thirty Found-
  ers (also known as the “High Serpents”) came into 
  possession of their riches and power.
  Early Contact  
  With Paranormals
  As paranormals became more and more 
  common in the post-war world, DeVries studied 
  them carefully. Here was a rogue element, some-
  thing he could use to accelerate his rise to power 
  — or which, if not carefully handled, could ruin 
  him. He realized he needed superpowered assets of 
  his own, both to use in his schemes and to protect 
  him from the “heroes” who would undoubtedly 
  oppose his aims.
  The ﬁrst of VIPER’s paranormals was the super-
  human agent Valery Gurzhy, a major in the Soviet 
  Air Force who defected to VIPER in 1964. Gurzhy 
  had gained  superpowers as the result of a radia-
  tion accident while training for the Soviet space 
  program; he possessed the ability to turn himself 
  invisible or intangible which, combined with low 
  levels of telepathy and the training of an elite soldier, 
  made him the ideal operative. Gurzhy was the most 
  powerful weapon in VIPER’s arsenal for many years. 
  Known by the codename “VIPER-X,” he battled such 
  heroes as Vanguard, MeteorMan II, and Beowulf. 
  But as Gurzhy grew older, his powers became more 
  diﬃcult to control; not only was he emitting danger-
  ously high levels of radiation, he discovered it was 
  becoming harder for him to shift from an intangible 
  to a corporeal state. Gurzhy inﬁltrated American 
  nuclear plants to access their nuclear control rods, 
  the only objects capable of absorbing the radiation 
  and keeping him stable. Naturally, American super-
  heroes misinterpreted these actions as sabotage. In 
  1971, VIPER-X and Vanguard fought inside the main 
  reactor of the Trojan nuclear plant near Portland, 
  Oregon. There, Gurzhy completely lost control of his 
  form, got sucked into the control rods, and has not 
  been seen since.
  The original VIPER-X was the most famous 
  of VIPER’s early supervillains, but he did not stand 
  alone. In addition to employing the services of 
  mercenary villains like Revenger, Plague, Grave, 
  Cyclotron, and Agone the Smasher, VIPER also 
  employed home-grown villains like Darkbolt, 
  Fatalla, Dr. Snake, and Cottonmouth. But even with 
  this impressive roster, DeVries decided to launch 
  a project to create his own supervillains. With the 
  full support of the Thirty Founders, he assigned Dr. 
  Francis Camille and Prof. Kelly Bryant the task of 
  creating superhumans for VIPER’s new “Dragon 
  Branch.” Their early eﬀorts to create stable superhu-
  mans were fruitless (with the exception of Cotton-
  mouth), and the backbone of the agency remained 
  its agent corps.
  Operation Coil
  By 1968, with the world destabilized by wars 
  and assassination, DeVries felt conﬁdent enough 
  in the power and eﬀectiveness of his organiza-
  tion to begin his conquest of the world in earnest. 
  Teams of agents struck at carefully selected targets, 
  stealing technology and data, destroying potential 
  enemies and enemy resources, and generally test-
  ing their skills and methods. At ﬁrst, all went well; 
  conventional authorities could not cope with an 
  organization like VIPER.
  Pleased with his success so far, DeVries 
  launched Operation Coil, an attempt to conquer 
  the United States — the ﬁrst of many nations that 
  would fall before VIPER’s power! And he might 
  have succeeded, too, had one of his lieutenants, 
  Nest Leader “Darius” of the Detroit Nest, not made 
  a fatal error. Moving too soon, he attracted the 
  attention of several of the Motor City’s superheroes, 
  including Microman, MeteorMan II, and (then 
  newcomer) Scarlet Shield. After a tremendous 
  
  11 
  VIPER ■ Chapter One
  battle, the heroes defeated VIPER. Learning of 
  the organization’s plans, they alerted the authori-
  ties and short-circuited Operation Coil altogether. 
  DeVries, furious, rescued Darius from jail so he 
  could have him publicly tortured to death as an 
  example to all other agents. 
  The Fall Of DeVries
  But no scapegoat could save DeVries from 
  the fate awaiting him. The Thirty Founders were 
  annoyed with both DeVries’s attitude and his fail-
  ures. Though they had rescued him after Operation 
  Coil fell apart, they warned him they would not 
  help him if he were captured again (the oath they’d 
  sworn to Nama did not compel their assistance, 
  it merely prevented betrayal). DeVries scoﬀed at 
  the threat and embarked on an elaborate scheme 
  to replace the First Lady with the shapechanging 
  android Fatalla. But Fatalla had secretly fallen in 
  love with Vanguard, and Vanguard eventually per-
  suaded her to reveal the location of DeVries’s New 
  Jersey Nest. In a raid conducted on May 12, 1969, 
  Vanguard and the Justice Squadron smashed their 
  way into the base, capturing DeVries, several super-
  humans, and scores of agents.
  In what was billed as “the trial of the century,” 
  the United States government tried and convicted 
  DeVries of numerous crimes, ranging from con-
  spiracy to murder. DeVries was sentenced to death 
  and executed in a Florida electric chair (one of 
  VIPER’s killings had occurred in Florida). The 
  Duchess promised the desperate DeVries she would 
  arrange to rescue him at the last minute, but that 
  was a ploy designed to ensure his silence. However 
  the VIPER leader’s body disappeared within min-
  utes of the execution, and some have speculated 
  DeVries’s death was one of VIPER’s many elaborate 
  hoaxes. Even so, if DeVries ever commanded a 
  VIPER Nest again, no one acknowledged it. VIPER 
  had lost its most eﬀective leader, the Head of the 
  Snake, and the authorities proudly boasted it would 
  never be a major threat to the world ever again.
  They were wrong, of course... very wrong.
  VIPER AFTER DeVRIES
  With DeVries gone, VIPER threatened to 
  crumble into squabbling fragments. Each Nest 
  leader and oﬃcer struggled to seize control of the 
  organization — or at least his little part of it. But 
  VIPER was already too large, too powerful, and 
  too important to fall apart simply for lack of a 
  single leader. After months of internecine conﬂict 
  and uncertainty, the Thirty Founders stepped for-
  ward and presented the mysterious “Serpent-One” 
  as VIPER’s new leader. Serpent-One was merely 
  a propaganda tool, a ﬁgurehead selected by the 
  Founders as their mouthpiece. Rather than destroy 
  VIPER (and thus deprive themselves of power), the 
  leaders of the organization supported him; the few 
  who did not were summarily executed. Nests that 
  supported “Serpent-One” were generally left alone 
  by the leadership; most VIPER crimes in the 1970s 
  and ’80s were the work of Nest Leaders lining their 
  own pockets.
  The High Serpents retained control of their 
  personal Nests and a few other key Nests, using 
  them to pursue more dangerous goals. VIPER ﬁrsts 
  during this era included the construction of the 
  organization’s ﬁrst undersea base (Sea Snake Cita-
  del, abandoned in 1983 when an undersea earth-
  quake irreparably cracked its protective dome), 
  VIPER’s ﬁrst ventures into space (VIPERSAT-1, 
  a plot which ended disastrously but yielded rich 
  technological fruits), and VIPER’s ﬁrst multi-billion 
  dollar crime (a successful raid on certain military 
  and commodities stores of France).
  Operation Oroborous
  VIPER’s most ambition crime during this 
  era was Operation Oroborous, the 1979 attempt 
  to implant mind control devices into every major 
  world leader simultaneously — a plot performed 
  in conjunction with the highly-feared supervillain 
  Dr. Destroyer. Though enmity had arisen between 
  Destroyer and VIPER in the past, most of the 
  Thirty Founders felt the goal was worth the risk 
  (the Duchess, whose loathing of Zerstoiten had its 
  roots in the Second World War, violently opposed 
  it). But Destroyer betrayed his allies. Oroborous 
  was merely a cover to disguise his true goal:  to 
  seize the Serpent Lantern and wrest from it the 
  secret of immortality. In the chaos that followed, 
  the Lantern was ﬂung out into space, and either fell 
  back to Earth or bounced oﬀ the atmosphere into 
  deep space. In either case, VIPER’s greatest treasure 
  was lost. To say that the Thirty Founders were out-
  raged would be to put it mildly — even with the 
  Lantern’s eﬀects mitigating the aging process, they 
  were beginning to feel the eﬀects of time. Hence-
  forth, Destroyer was VIPER’s most hated enemy, 
  and any VIPER who (willingly or unwillingly) 
  helped him was sentenced to death. After Opera-
  tion Oroborous, VIPER increased its reliance on 
  scientists allied solely to the organization.
  The Thirty Founders also commissioned the 
  development of special squads of elite agents. One 
  of these was the Death Adders, founded in 1973 
  — a squad where VIPER sent any agent too wild 
  to control, but who showed extraordinary compe-
  tence. Another notable squad was the so-called Sui-
  cide VIPERs, agents who injected themselves with 
  a time-release poison prior to an operation, with 
  an antidote available only if they succeeded on the 
  mission (this squad did not survive for very long, 
  though it had a very storied history).
  THAT SEVENTIES 
  VIPER
  VIPER suﬀered a bit of 
  a technological decline 
  during the ’70s and ’80s 
  — its penchant for tech-
  nical innovation slacked 
  after the death of DeVr-
  ies. It did develop sev-
  eral inventions; VIPER’s 
  arsenal of “VL”-class 
  laser weapons dates to 
  this period, as does the 
  “VFL” series of jetpacks. 
  The VFL-2, VIPER’s ﬁrst 
  working jetpack (VIPER 
  does not talk about the 
  VFL-1), dates to 1973 
  and allowed an agent to 
  ﬂy at 10” with a ½ DCV 
  penalty; the VFL-3, 
  which went into service 
  in 1980, increased the 
  ﬂight speed to 15” with 
  no DCV penalty.
  Another innovation 
  during this period 
  was the construction 
  of the ﬁrst of VIPER’s 
  so-called “doomsday 
  devices.” A Nest Leader 
  who called himself “the 
  Destronomer” built a 
  Weather Intensiﬁer that 
  was supposed to turn a 
  little breeze into a hur-
  ricane — but like many 
  VIPER prototypes, it 
  didn’t perform to specs. 
  In 1982, VIPER built 
  the world’s largest fac-
  tory in an artiﬁcially 
  created underground 
  cavern in Greenland; 
  this complex, considered 
  a masterpiece of indus-
  trial engineering even 
  by VIPER’s enemies, 
  provided VIPER Nests 
  in Europe and North 
  America with most of 
  its weapons and vehicles 
  until it was ﬁnally dis-
  covered in 1997. The 
  New Knights of the 
  Round Table and a force 
  of British commandos 
  captured the factory, 
  and later turned it over 
  to local authorities (it 
  has boosted Greenland’s 
  GNP by over 300%).
  In 1980, VIPER’s ﬁrst 
  version of the Serpen-
  tine computer network 
  Continued on next page
  
  12 ■ History Of The Snake
  Hero System 5th Edition
  The Demonﬂame Incident
  In 1986, Nama received a prophetic warning 
  that some foolish humans — a Boston DEMON cell 
  — were about to resurrect one of his greatest ene-
  mies, Sharna-Gorak the Destroyer. First, they raised 
  an object known as the Tower of Destruction (a 
  10,000-foot-tall monolith) in the center of the city as 
  a precursor to his coming, then summoned an army 
  of demons to secure the site. Nama directly contacted 
  the Founders and ordered — for the ﬁrst and only 
  time — that VIPER intervene on his behalf.
  Many Nest Leaders hesitated; DEMON was 
  already ﬁghting a number of VIPER’s enemies, 
  including the Justice Squadron and the US Air Force, 
  and they thought it advantageous for DEMON to 
  weaken their foes. But after the Thirty Founders deto-
  nated a self-destruct device they’d placed in a rebel-
  lious New York Nest, the others fell into line. The Jus-
  tice Squadron was defeated and DEMON was on the 
  verge of summoning Sharna-Gorak’s essence through 
  the mystical Edom Gate when a ﬂeet of VIPER vehi-
  cles and agents, in numbers not seen since Operation 
  Coil, unexpectedly arrived in Boston and turned the 
  tide of battle for the heroes.
  A state of open war has existed between 
  DEMON and VIPER ever since “the Demonﬂame 
  Incident,” for which VIPER has shed very few tears. 
  VIPER’s oﬃcial stance on the operation (as men-
  tioned in a press release it issued after the incident) 
  was:  “the world belongs to VIPER, and this is a 
  sample of how eﬀectively we can protect it when it 
  ﬁnally has the wisdom to embrace the snake.” Most 
  superheroes had mixed feelings about VIPER’s inter-
  vention. A few Nests actually used this rare window 
  of opportunity to establish informal relations with 
  local superheroes, making under-the-table arrange-
  ments to cooperate against mutual enemies (includ-
  ing obvious threats to the whole of humanity, like the 
  Gadroon). These Nests, however, were in the minor-
  ity. Some VIPER leaders feared the Demonﬂame Inci-
  dent had “tamed” VIPER’s image and that people no 
  longer gave them the respect they deserved, so they 
  went out of their way to commit crimes and wreak 
  havoc on their home cities. In the words of Washing-
  ton, D.C. Nest Leader Frank Detweiler:  “Even when 
  the snake is a benefactor, it still must be feared.”
  Cottonmouth
  One of the people who was most heavily 
  oﬀended at the idea of a “kinder, gentler snake nation” 
  was Frank Detweiler. For years a loyal agent of VIPER, 
  Detweiler’s ambitions took him to positions of greater 
  power, wealth, and inﬂuence as the years wore on. He 
  ﬁnally gained control of VIPER’s prestigious Wash-
  ington, D.C. Nest in 1982, but that wasn’t enough to 
  satisfy him. By 1990 he had wiggled his way into con-
  trol of eight major Nests in Washington, Maryland, 
  Virginia, and the Carolinas. Detweiler was now one of 
  the key players in VIPER.
  But pride goeth before a fall. Detweiler’s opera-
  tions taxed the Nest’s resources to the limit. He sent 
  his men on too many dangerous operations in too 
  short a time; to replace the men he lost on raids, he 
  took in more men than he could adequately screen, 
  and his Nests became riddled with moles. He also 
  made superhumans his lieutenants, for he thought 
  the sight of the VIPER Commander standing tall and 
  proud next to men of wonder elevated his status. His 
  went into operation. 
  This was part of an 
  eﬀort by the Thirty 
  Founders to keep a 
  closer eye on Nest 
  activities, but most Nests 
  sidestepped it through 
  skillful computer pro-
  gramming (or more 
  commonly, feeding it 
  false data).
  Continued from last page
  
  13 
  VIPER ■ Chapter One
  favorite superhuman was Cottonmouth, who could 
  talk a great game and who was (at least in his own 
  mind) one of VIPER’s greatest military leaders.
  In 1990, Detweiler ﬁnally decided to make his 
  move. He launched an invasion of Washington, D.C., 
  hoping to seize the White House, the Capitol, and the 
  Supreme Court in one bold stroke. But the authori-
  ties were alerted to the operation; not only did they 
  foil it, they made a well-prepared counterstrike. They 
  captured most of Detweiler’s attacking force before 
  it could even threaten its targets, then they invaded 
  Detweiler’s Nests.
  The authorities tried to access Serpentine, but 
  only a handful of people knew the control codes. Det-
  weiler wouldn’t talk. Cottonmouth, the other person 
  who knew the access codes, sang like a canary. Feeling 
  pressured and threatened at the prospect of a long 
  prison sentence, Cottonmouth agreed to cooperate 
  with the authorities in every way possible. Using the 
  information he provided, PRIMUS and other govern-
  ment agencies launched a massive raid against over 
  ﬁfty Nests. Overnight, VIPER was wiped out on the 
  East Coast and in the mid-western United States. 
  Cottonmouth also turned state’s evidence at trial and 
  implicated some of the backers of VIPER who lurked 
  behind the scenes, including a prominent business-
  man and a politician. The United States government 
  even indicted one of the Thirty Founders.
  VIPER was on the verge of unraveling (though 
  it did manage to have Cottonmouth killed). Nests 
  unhooked themselves from the Serpentine Network 
  and completely divorced themselves from the chain 
  of command. The Thirty Founders (a name that was 
  no longer appropriate, for many of its members were 
  the heirs of the original Founders and their hands had 
  not been touched by the Lantern) panicked. VIPER 
  devoted many of its resources during the next two 
  years to replacing its infrastructure in the United 
  States, and lost the chance to seize control of the 
  nations which arose after the collapse of the Soviet 
  Bloc — a loss now considered the greatest “missed 
  opportunity” in VIPER history.
  VIPER’S REBIRTH
  In 1992, Nama, sensing the turmoil among his 
  children, again intervened. In suspended animation 
  in his cave was a British explorer, the long miss-
  ing Edgar Lancelyn Essec. During his sleep, Nama 
  whispered words of wisdom into his ear, teaching 
  him how to be a master of men. Now he let Essec 
  loose from his coils, and Essec went forth and took 
  control of VIPER. The Thirty Founders became the 
  Supreme Serpent’s Council Of Thirty.
  The ﬁrst thing Essec did was develop a new 
  Serpentine Network, which all VIPER Nests were 
  forced to install in their main headquarters. To 
  gain the conﬁdence of the Nests, VIPER landed an 
  airplane in downtown Manhattan, and the Supreme 
  Serpent publicly announced that the plane’s com-
  puter had details on his identity and location, as 
  well as an account bearing one billion dollars in 
  cash. If any hacker who entered the plane could 
  decrypt the account within six hours, not only 
  could the authorities capture the Supreme Serpent, 
  the hacker could transfer the account and keep it 
  for himself. On the other hand, if any hacker took 
  longer than six hours to decrypt the ﬁle, or tried 
  to leave the plane after he entered, or removed the 
  computer, a lethal poison would ﬂood the plane.   
  After three of the FBI’s best hackers died trying to 
  crack the Serpent’s encryption scheme, the Nests 
  were convinced; VIPER had scored a major pro-
  paganda victory and the Supreme Serpent won the 
  loyalty of most of VIPER’s Nests — and those that 
  didn’t follow Essec’s directives were quickly wiped 
  out.
  Essec also restored VIPER to its early level 
  of technical innovation (and cruelty, for the new 
  VIPER had no problems with human experimen-
  tation when it served “the greater good of the 
  snake”). Numerous new weapons and vehicles were 
  produced. But the Supreme Serpent’s most sweep-
  ing changes were to the nature of the VIPER agent 
  Continued on next page
  NAMA
  Nama is not the 
  Supreme Serpent, and 
  it’s a mistake to think 
  of him as such. He’s a 
  god-like ﬁgure in the 
  classical sense:  full of 
  mischief and malice, but 
  also benign when he’s 
  in the right mood or his 
  interests are at stake. But 
  he doesn’t rule VIPER 
  or direct its policies. In 
  fact, if he intervenes in 
  VIPER aﬀairs more than 
  once a decade, he’s being 
  unusually active. 
  Nama was quite relieved 
  that VIPER prevented 
  the resurrection of 
  Sharna-Gorak, for this 
  was the major reason he 
  had brought the Found-
  ers together. With his 
  prophetic abilities, Nama 
  saw that great powers 
  would become active in 
  the world after the 1960s, 
  and that for the ﬁrst time 
  in millennia, humans 
  would walk the earth 
  who had the power to 
  destroy him. In truth, the 
  main reason VIPER was 
  brought together was 
  to serve as an unwitting 
  bodyguard for a very 
  frightened god.
  This book does not 
  include a character 
  sheet for Nama — even 
  if the heroes somehow 
  discover and directly 
  confront him, he won’t 
  become involved in 
  battle. In addition to 
  being a giant, 50,000 
  year old snake, Nama 
  possesses a very large 
  Variable Power Pool 
  (magic), which he can 
  use to avoid a ﬁght.
  To those few people who 
  have heard of him in the 
  Champions Universe, 
  Nama is known only 
  as an obscure African 
  snake god. The authori-
  ties know some VIPER 
  Nests have turned to 
  snake worship, but asso-
  ciate it with “voodoo 
  cults trying to gain a 
  foothold in VIPER.” A 
  
  14 ■ History Of The Snake
  Hero System 5th Edition
  himself. Before Essec became the Supreme Serpent, 
  VIPER had degenerated into a bunch of criminals in 
  green-and-yellow costumes who were out to rob the 
  establishment and become rich. After Essec took over, 
  things changed in two fundamental ways that, to 
  many older members, harked back to the earliest days 
  of the organization.
  First, VIPER adopted a more military demeanor 
  for its agents’ costuming and training. VIPER took 
  young criminals and ne’er-do-wells and turned them 
  into professional-grade criminal-soldiers. The aver-
  age VIPER agent of today is a far more responsive, 
  educated, disciplined, and capable individual than the 
  average VIPER agent of 1992.
  Second, to help indoctrinate the new generation 
  of VIPER agent, VIPER became more like a cult. The 
  leaders encouraged agents to “embrace the serpent 
  within,” take snake venom to develop immunities, 
  and keep poisonous snakes as pets. VIPER’s venera-
  tion of snakes sometimes took on religious over-
  tones:  many VIPER agents now see themselves as 
  members of the Nest of the Great Serpent, and their 
  beliefs lend them a fanaticism that makes them much 
  more dangerous opponents than pre-1992 VIPER 
  agents. (Some veteran agents, who see brainwashed 
  kids streaming into VIPER with their strange beliefs, 
  shake their heads and wonder just what they’re teach-
  ing these days at VIPER Academy.)
  Operation Fever Dream
  To further announce VIPER’s return to the 
  world stage, in 1994 the Supreme Serpent initi-
  ated an uncharacteristically open and ﬂamboyant 
  scheme:  Operation Fever Dream. Harking back to 
  VIPER’s nature under DeVries as a quasi-terror-
  ist organization, Fever Dream consisted of a fairly 
  simple plan — biological warfare bombs hidden 
  in locations in several major American and world 
  cities to hold those cities “hostage” pending the 
  payment of multibillion dollar ransoms. Over ﬁve 
  tense days in July, the world waited anxiously as 
  superheroes and the authorities struggled against 
  VIPER, trying desperately to stop the impending 
  apocalypse. Two nations, France and Mexico, actu-
  ally paid the ransom, though some question remains 
  as to whether the governments or certain wealthy 
  private individuals actually made the payments. By 
  the narrowest of margins, the angels won; the heroes 
  defeated VIPER and saved millions of people from a 
  lingering, painful death.
  But the Serpent did not lose. Even his most 
  overt plot contained a hidden agenda. The real 
  purpose of Operation Fever Dream was not to 
  obtain ransom money, but to study and evaluate 
  the strength and eﬃciency of VIPER’s enemies. 
  The organization’s scientists and scholars carefully 
  observed the superheroes and law enforcement 
  groups ﬁghting it, gathering valuable tactical data in 
  the process. VIPER sacriﬁced some assets, including 
  the supervillains Smoke and Mirrors (twin mutates 
  with powers of darkness and illusion), but consid-
  ered the information it obtained well worth the 
  price. It also allowed the Supreme Serpent to assess 
  VIPER’s tactical strengths and weaknesses.
  War In Europe
  Following Operation Fever Dream, Essec made 
  one major change to VIPER’s goals. He ordered that 
  no Nest should ever launch a campaign of open 
  conquest in the United States, Canada, or Western 
  Europe unless authorized by the Council Of Thirty. 
  He wanted to leave those regions in (relative) peace 
  so they could serve as cash cows for the remainder 
  of VIPER’s operations... until VIPER could conquer 
  them with overwhelming force. Eastern Europe, 
  Asia, and Africa were another matter entirely. But 
  at least in Europe, one major rival stood in VIPER’s 
  way:  Eurostar.
  VIPER decided to wipe Eurostar out. In 1996, 
  it used a telepath to control one of Eurostar’s most 
  highly trusted contacts, then lured the team into 
  an ambush. A number of VIPER special operatives 
  and teams (including the Serpent’s hand-picked 
  VMS-Alpha team) launched an assault. Their pri-
  mary target was Fiacho, but Bora (perhaps at Men-
  talla’s psionic behest) threw herself in the way of 
  the barrage, and was killed. The Whip also died in 
  the attack, but the rest of Eurostar escaped, vowing 
  revenge.
  What followed were two years of bloodshed 
  and collateral damage not seen in Europe since 
  Dr. Destroyer’s 1980 rampage in Berlin. Eurostar 
  destroyed three Nests and killed dozens of agents in 
  Prague, Munich, and Amsterdam. VIPER inﬂicted 
  a few injuries on Eurostar, but failed to kill any 
  more of its members. Finally, VIPER and Eurostar 
  called a truce in 1998, and VIPER allegedly ceded 
  its dream of dominating Europe to Fiacho and 
  company. But VIPER used the chaos of the VIPER-
  Eurostar War to insinuate agents into the European 
  intelligence community, especially in France, so it 
  did not fare as poorly as it might have.
  The ﬁnal battle of the VIPER-Eurostar War 
  is also noteworthy because it was the ﬁrst public 
  appearance of VIPER’s ultimate weapon — Viperia, 
  daughter of the Serpent. Some suspect it was Vipe-
  ria’s unexpected show of force persuaded Eurostar 
  to agree to a truce.
  VIPER TODAY
  Today, with more eﬀective direction, more 
  highly trained and better armed agents than ever, 
  and the most extensive resources it has ever had, 
  VIPER is one of the most serious threats to world 
  peace and security. The serpent has its coils on 
  every continent, and may soon have access to outer 
  space. If VIPER were a country, its technologi-
  cal production and military might would place it 
  among the top twenty nations on earth (and with-
  out the expense of health and social programs). Its 
  infrastructure is pernicious and almost impossible 
  to completely uproot; its head is extremely well 
  protected in his African stronghold. The Supreme 
  Serpent has boasted that “when you crush the head 
  of one snake, two eggs hatch,” and as far as the 
  authorities are concerned, it’s a boast that’s proving 
  increasingly accurate.
  few archaeologists know 
  VIPER has actively 
  sought artifacts associ-
  ated with the snake god 
  Nama, and some in the 
  Mystic World know 
  Nama exists — but no 
  one outside the Coun-
  cil Of Thirty knows 
  VIPER’s patron is actu-
  ally the wise and terrify-
  ing snake god of West 
  Africa. (And in fact, not 
  even all members of 
  the Thirty know about 
  Nama.)
  Nama has three known 
  oﬀspring, but only two  
  are named.  One is 
  Viperia (page 152). The 
  second is the Serpent 
  Of The Lantern, a spirit-
  snake who dwells within 
  the Serpent Lantern, 
  emerging only at its 
  father’s behest. The third 
  scion is reserved for you 
  to work into your own 
  campaign, or for a player 
  to incorporate into a 
  character’s background. 
  (There’s no reason a 
  hero can’t secretly be the 
  estranged son of Nama 
  — happens all the time 
  in the comics.)
  Continued from last page
  
  VIPER: chapter two
  A THOUSAND VENOMS
  
  16 ■ VIPER Structure
  Hero System 5th Edition
  “Human nature is predatory, and rather than 
  reject it, we should recognize it for the virtue 
  that is. Is the scavenger capable of greatness? 
  Never! Only the predator achieves anything 
  of value, so we must cultivate our predatory 
  nature whenever possible. 
  “So what is a VIPER agent? Criminal? Terror-
  ist? Snake? We are all these things, and much, 
  much more. VIPER is a forge where human 
  weaknesses are milled and hammered until 
  they’re turned into strengths. In VIPER, lies, 
  fear, and hate — normally the qualities of cow-
  ards and weaklings — become tools to improve 
  the human species.” 
  —Augur Maxwell,  
  Commandant, VIPER Academy
  To those who wear the green and yellow uni-
  form of a VIPER agent, VIPER is a religion, and 
  they are its apostles. For many years, they were 
  pirates who plundered society for personal gain. In 
  recent years, though, this has changed. The current 
  VIPER isn’t just a criminal organization — it is a 
  belief system, a way of life. Its primary goal, like 
  any great and aggressive religion, is to convert the 
  world to the truth — VIPER’s version of the truth.
  The truth according to VIPER is as follows:  
  humanity in the late twentieth and early twenty-
  ﬁrst centuries, instead of wisely husbanding its 
  resources and improving itself, has squandered 
  its birthright and become pathetic and weak. 
  But that time is passing. Now is the time of the 
  snake, and of the serpent within man. Serpents 
  know the strong can only survive at the expense 
  of the weak. Serpents realize the virtues of civi-
  lized society — honor, charity, and compassion 
  — are merely excuses used by parasites and the 
  incompetent to maintain their existence, and that 
  humanity would be better oﬀ without them. Since 
  VIPER rejects human “weaknesses,” its members 
  are the elite. They tell themselves their spirit is 
  “pure,” and that they’re the best that humanity has 
  to oﬀer, because they have removed society’s lies 
  from their souls.
  It requires a lot of indoctrination to get a 
  person to reject most of his values (even people 
  from backgrounds as tragic as that of the aver-
  age VIPER agent), but VIPER long ago became 
  skilled at brainwashing. VIPER even tells its 
  agents they’re being brainwashed, “for you must 
  be burned in a crucible before you can remove 
  society’s cancerous inﬂuences from your soul.” 
  In short, VIPER fosters a culture of contempt for 
  ordinary citizens and the “heroes” who protect 
  them, making criminal traits into “virtues” to 
  improve organizational morale. 
  VIPER also perpetuates the Supreme Ser-
  pent’s cult of personality. His (helmeted) image, 
  portrayed using a number of classical and fascist 
  motifs, hangs in a proud and prominent loca-
  tion in most VIPER Nests. VIPER commanders 
  frequently address their troops with a Roman 
  style chest-pounding salute and the exclamation:  
  “Mighty is VIPER, Supreme is the Snake!” VIPER 
  holds the Supreme Serpent up to all agents as the 
  ideal man — perfect in mind and body, and abso-
  lute embodiment of VIPER’s ideals. VIPER has 
  woven an elaborate body of myth and false histo-
  ries around him:  how he often sneaks into UNTIL 
  headquarters, strangles UNTIL agents, and leaves 
  unscathed; how Dr. Destroyer retreated from 
  him; how Menton bowed down before him to 
  acknowledge “his perfect mind”; how he’s a master 
  of snake magic as well as science, and can raise 
  particularly eﬀective VIPER agents from the dead. 
  VIPER exposes agents to these tales at VIPER 
  Academy, but reinforces them with daily brieﬁngs 
  and propaganda showings. Many VIPER agents 
  really believe the Supreme Serpent is invincible.
  Ultimately, though, VIPER’s philosophy is 
  just a means to an end, and that end is power. The 
  Supreme Serpent and Augur Maxwell (who can 
  take credit for much of VIPER’s current perspec-
  tive) believe that for VIPER to transform (i.e., 
  conquer) society, it ﬁrst must break society, like a 
  colt or a new recruit. VIPER calls this its “snake 
  dance” policy:  just as a snake cautiously dances 
  and gauges its enemy with subtle motions before 
  it strikes, VIPER carefully measures society before 
  striking at its jugular.
  AGENTS’ GOALS
  The goals of each individual VIPER agent 
  vary. The most heavily indoctrinated “snakes” just 
  want to belong to something bigger than them-
  selves — something that makes them feel tough 
  and powerful, that lets them hurt people with 
  impunity. Most VIPER agents also have a streak 
  of pragmatism and greed — they want good 
  pay (money), they want respect from their Nest 
  Leader and fellow agents, and they want to enjoy 
  the good life.
  Most Nest Leaders belong to VIPER for even 
  more selﬁsh reasons. They like it when they can 
  treat the city as their piggy bank, spread fear and 
  terror throughout the populace, take revenge 
  against an element of society that wronged them 
  VIPER GOALS
  AND PHILOSOPHY
  
  17 
  VIPER ■ Chapter Two
  in the past, or perform a favor for VIPER’s leaders 
  in exchange for credits (which they use to pur-
  chase deadlier weapons, better vehicles, and the 
  like.)
  For most campaigns, a good general rule is 
  that a VIPER Nest’s complement should follow 
  standard criminal motivations, but have an agent 
  or two who aren’t as predictable. These agents have 
  hidden agendas ranging from revenge against 
  another VIPER agent, to a desire to become a 
  snake-man or technologically gifted super, to a 
  PRIMUS agent’s kid brother trying to prove him-
  self to his family by taking down the local Nestl.
  VIPER’S CURRENT  
  PROJECTS
  VIPER’s Council Of Thirty, on the other 
  hand, is far more ambitious than the average Nest. 
  The “High Serpents” have many special projects 
  in the works, from weapons research, to the 
  assassination of enemies, to control of the world 
  economy. You can read about the scientiﬁc/tech-
  nological ones on page 131; a few other major 
  ones include:
  The Black Page Project:  Not an oﬃcially sanc-
  tioned VIPER project, this is an informal com-
  petition by Nests in the United States to get the 
  most print coverage of their crimes. The par-
  ticipating Nests each put $250,000 into a pool, 
  choose three non-competing Nests at random to 
  judge, and select ﬁve national newspapers and 
  magazines as the bellwether. Whichever Nest gets 
  the most ink about its exploits within the deﬁned 
  time period wins the pool.
  Project Paragon:  A scientiﬁc analysis of human 
  victory and the genetic, psychological, and prob-
  ability-manipulation factors that make people go 
  into unlikely situations and emerge victorious. 
  This extensive project involves kidnapping cham-
  pion athletes, authors, artists, and academics and 
  taking DNA and brain scan samples, combined 
  with various soft science analyses of crisis condi-
  tions and how people perform in them. This par-
  ticular project is Lorelei Tannhauser’s baby; she 
  hopes that by isolating “the Champion Factor,” 
  she can engineer a retrovirus to turn her (and her 
  private guard) into natural champions — people 
  who can emerge victorious from the worst situa-
  tions.
  Project Scavenger:  An ongoing search for arti-
  facts from VIPER’s mystical past, especially the 
  Serpent Lantern of Nama, which was lost because 
  of the actions of Dr. Destroyer. Unbeknownst to 
  the rest of the organization, the Supreme Ser-
  pent has learned the location of the Lantern. But 
  he knows if he reveals this fact, the Council Of 
  Thirty will force him (and other newcomers) to 
  swear an oath of loyalty to VIPER. He’d rather not 
  weaken his position that way, preferring to main-
  tain the capacity to betray his underlings and 
  otherwise act as he sees ﬁt.
  VIPER:  LIVING THE DREAM
  
  18 ■ VIPER Structure
  Hero System 5th Edition
  OPERATION HUMAN POTENTIAL
  Some people wonder why VIPER hasn’t made 
  a more concerted eﬀort to conquer the world, given 
  its massive paramilitary resources. The answer:  the 
  conquest — Operation Human Potential — is a 
  work in progress. Broken down into projects code-
  named New Venom, Spearhead, Shadow, Neptune, 
  and Unity, it’s just the ﬁrst part of the Supreme 
  Serpent’s plans for power.
  Project New Venom:  The upgrade of the aver-
  age VIPER soldier to even higher performance 
  standards (as agreed on by both the Supreme 
  Serpent and Serpent-General Warren Cliﬀe) and 
  the establishment of a large, elite VIPER Force 
  directly under the Supreme Serpent’s command. 
  Some in VIPER believe the organization has done 
  well enough at this project to declare it a success, 
  though the Supreme Serpent seems to think the 
  VIPER force is not yet large enough.
  Project Spearhead:  The development of VIPER 
  weapons of mass destruction. Spearhead has not 
  attempted to create nuclear, biological, or chemi-
  cal weapons — such things tend to make the 
  West nervous, and the Supreme Serpent feels he 
  can obtain those weapons from rogue nations at 
  the appropriate time. Instead, Project Spearhead 
  investigates a number of technological break-
  throughs regarding “doomsday weapons.” The 
  ones it’s expending the most eﬀort on include the 
  Orbital Blaster Cannon and a Seismic Bomb, but 
  it will gladly research others. (See page 132 for 
  more information.)
  Project Shadow:  VIPER’s search for a “cloaking 
  device” — an energy-eﬃcient invisibility screen 
  large enough to shield Nests and vehicles from 
  visual and radio detection. When VIPER can 
  quickly establish hidden bases, it can greatly 
  expand its operations.
  Project Shadow has enjoyed some signiﬁcant 
  successes. It has established several prototype 
  Nests with invisibility cloaks, but it cannot yet 
  keep the cloaks stable or reduce their power con-
  sumption to acceptable levels. But the project has 
  yielded one major dividend — the Stealth Matrix 
  Suit (page 116) evolved as a byproduct of Shadow 
  experiments.
  Project Neptune:  VIPER’s plan to gain a pres-
  ence in outer space. The ﬁrst step of this plan 
  is the production of VIPER Shuttle-1. Once it’s 
  perfected this technology, VIPER will train some 
  of its pilots to become VIPER’s ﬁrst generation 
  of astronauts. Once VIPER has access to outer 
  space, combined with orbital weapons created by 
  Project Spearhead cloaked with stealth technol-
  ogy developed by Project Shadow, it can strike 
  whenever it likes.
  Project Unity:  VIPER’s search for a secure politi-
  cal base. Rather than attacking the United States 
  and the western world, Project Unity wishes to 
  unite much of Western and Central Africa into 
  a large empire. VIPER has exploited many of 
  the conﬂicts in Sub-Saharan Africa to recruit a 
  new generation of soldiers and gain access to 
  VIPER:  THE UNPLEASANT REALITY
  
  19 
  VIPER ■ Chapter Two
  vast reserves of mineral wealth, thus gaining a 
  signiﬁcant foothold in the region. Within several 
  years, VIPER hopes to sponsor from behind the 
  scenes a “regional peace conference” to serve as 
  the catalyst for the VIPER Nation. Two things 
  hold this Project back:  ﬁrst, VIPER hasn’t found 
  an appropriately charismatic ﬁgurehead who can 
  unite these countries; second, Joseph Otanga 
  of Lugendu has proven to be an unexpectedly 
  implacable enemy to VIPER’s eﬀorts to dominate 
  the region.
  When VIPER completes all ﬁve projects of 
  Operation Human Potential, it plans to launch 
  Operation Human Achievement, its euphemis-
  tically-named campaign of world conquest. 
  Its armies will sweep north out of Africa into 
  Europe, capturing France, Spain, and Italy before 
  bombing the rest of Europe into submission. It 
  will indoctrinate conquered peoples into VIPER 
  using established techniques, thereby gaining 
  millions of new soldiers. Simultaneously, VIPER 
  will use its orbital weapons to take out key targets 
  in America, Russia, and China; it also plans to use 
  squads of superhumans to neutralize the world’s 
  nuclear weapon arsenal by securing missile 
  launch sites. Without the ability to respond tacti-
  cally, the world’s governments will quickly fall 
  before VIPER’s technological superiority.
  OPERATION HUMAN DESTINY
  VIPER’s third major planned project is code-
  named Operation Human Destiny. It involves two 
  phases:  Project Mars is the Supreme Serpent’s 
  planned interstellar campaign of conquest against 
  the Mandaarians and any other nearby alien spe-
  cies; the other, Project Cold Iron, is the Supreme 
  Serpent’s planned invasion of the Faerie Realm 
  and the closing of all magical conduits to “dark 
  dimensions” (along with the elimination of 
  anyone with the ability to reopen them). 
  Yes, Essec is an imperialist on that big a scale.
  THE TWENTY  
  SCALES OF VIPER
  Augur Maxwell, Commandant of VIPER Academy, is 
  also VIPER’s philosophical guru. When he developed 
  the curriculum of VIPER Academy, he created the 
  Twenty Scales — twenty sayings that encapsulate the 
  VIPER philosophy. To graduate from VIPER Academy, 
  all agents must recite all Twenty Scales... while under-
  going torture.
   1.   Life is Struggle; Victory is All.
   2.   The inability to endure pain is 
  Defeat; the ability to inﬂict pain, Victory.
   3.   Bring pain unto others, before 
  they can bring pain unto you.
   4.   Honor is just another weakness 
  to exploit.
   5.   Weakness is meant to be 
  exploited or destroyed as ruthlessly as possible.
   6.   Society is weak and deserves to 
  be conquered by VIPER.
   7.   Take pleasure in the breaking of 
  weak things.
   8.   Always strike against your ene-
  mies, but never strike from a vulnerable position.
   9. Defeat your enemies in both mind and body.
   10. Decadence is the father of discontent in those that 
  have, of envy in those that have not. Use it wisely.
   11. Feed your enemy a diet of falsehoods, but never 
  accept anything but the truth from him.
   12. The wise snake always has a locked back door... 
  and the only key to it.
   13. Suﬀering is life, as long as you’re not the one 
  doing the suﬀering.
   14. Cultivate cynicism like a garden, for heroes 
  cannot live in it.
   15. Ignorance is preferable to paranoia in one’s ene-
  mies, but paranoia has its uses.
   16. Always keep a sharp blade in hand. You never 
  know when you’ll need to slit someone’s throat.
   17. Know your enemies, for only when you know 
  someone well can you truly hold them in con-
  tempt.
   18. Respect and obey the Supreme Serpent, for he will 
  crush you if you do not.
   19. There are two types of people:  snakes and rats. 
  Snakes eat rats. It’s better to be a snake.
   20. The new millennium belongs to VIPER.
  
  20 ■ VIPER Structure
  Hero System 5th Edition
  O
  ne of the things people wonder most about 
  VIPER is:  “Where the hell do they ﬁnd all 
  those agents? Don’t you have to be brain 
  damaged to put on that costume and go 
  out and ﬁght honest-to-god superheroes?”
  The truth is, VIPER has numerous sources of 
  potential agents. First, there’s the military. VIPER 
  sources get a list of individuals who leave military 
  service in the United States, Canada, Great Britain, 
  and elsewhere; they also spend a lot of eﬀort trying 
  to access military records, looking for dishonorable 
  discharges and personnel with discipline problems. 
  VIPER also monitors Internet message boards fre-
  quented by servicemen and their ilk. At all times 
  it looks for signs of contempt for government 
  and authority, greed, violent tendencies, or other 
  personality traits that might make an individual a 
  target for recruitment. VIPER likes recruiting ex-
  military personnel because they’re already accus-
  tomed to the sort of training and discipline VIPER 
  provides.
  Second, there’s prison. If someone’s committed 
  two or more violent crimes and has just gotten out 
  of prison, there’s a good chance VIPER’s keeping 
  an eye on him and may try to recruit him. In fact, 
  VIPER may recruit a prisoner before he’s released. 
  More than one prison has an underground network 
  of incarcerated VIPER agents (and guards who owe 
  their loyalty to VIPER) who evaluate new prisoners 
  and direct the best candidates into the organization. 
  Worse, however, are VIPER-sponsored jailbreaks. 
  VIPER has caused numerous small escapes since 
  its inception, but the most serious actions involve 
  VIPER raids on major penal institutions. Three 
  times in the last ten years, VIPER launched full-
  scale assaults on prisons and freed hundreds of 
  prisoners, many of whom then received plastic 
  surgery, new identities, and a spot in the next class 
  at VIPER Academy.
  Third, there are the ranks of disgruntled sci-
  entists, academics, and technicians. The collapse 
  of the Soviet Union has left numerous scientists 
  without the resources they need to conduct their 
  experiments, and scientists working for restrictive 
  regimes like North Korea may prefer the compara-
  tive freedom of a VIPER laboratory. More than one 
  scientist has abandoned conventional society in 
  favor of VIPER when scorned by other scientists 
  — or when prevented from conducting “proper 
  experimentation and analysis” due to “idiotically 
  restrictive” regulations regarding safety and human 
  testing. The scientiﬁc freedom VIPER oﬀers these 
  renegades is an intoxicating lure.
  Finally, but perhaps most importantly in the 
  long term, there’s the Third World (and, similarly, 
  inner cities in the United States). While life in 
  VIPER may not be the epitome of Western comfort 
  and leisure, it’s light-years better than dying of star-
  vation, disease, or genocide; to millions of potential 
  VIPER recruits from the Third World, life as a 
  VIPER agent promises immense wealth, power, and 
  opportunities compared to staying home. Despite 
  the Supreme Serpent’s general disdain for “lesser 
  peoples,” recent waves of “immigrants” to VIPER 
  from Africa, Asia, Russia, and South America 
  have invigorated VIPER and greatly expanded its 
  manpower resources. If these recruits already have 
  useful skills from early careers in organized crime, 
  the military, or espionage, so much the better.
  VIPER’s philosophy appeals far more to men 
  than to women. Nonetheless, VIPER goes out of 
  its way to recruit competent female agents, since 
  VIPER needs strong female leaders to achieve its 
  goal of world conquest. VIPER Nests remain over-
  whelmingly male, but not exclusively — though 
  most female agents have to act more male than 
  male to survive in the rough environment of a Nest. 
  According to UNTIL, female VIPER agents are 
  even more vicious than their male counterparts.
  RECRUITMENT PROCEDURES
  When VIPER spots a potential recruit, a 
  recruiter subtly tests him for philosophical com-
  patibility with VIPER’s goals, then determines the 
  recruit’s attitude toward VIPER. If the potential 
  recruit seems in synch with VIPER generally, 
  he gets “tagged,” in organization parlance — he 
  receives a recruitment pitch. If he rejects the oﬀer, 
  VIPER has him killed. If he accepts — and most do 
  — VIPER extracts him from society and tests his 
  physical and mental strength (see page 48). Those 
  who fail these tests are killed. Those who pass 
  (which most recruits do) are sent to VIPER Acad-
  emy (see below) for training. Those who undergo 
  the training but fail to meet the Academy’s physi-
  cal and mental standards are usually killed, but if 
  VIPER fears someone will notice that a recruit per-
  manently “disappeared,” it may brainwash him and 
  return him to the world.
  Recruits who graduate from the Academy 
  receive an assignment to a Nest. The Nest arranges 
  a new identity for the agent, ﬁnds him a cover job 
  (that is, a place where he pretends to work while 
  really performing VIPER duties), and pays the 
  agent wages and beneﬁts using the cover job as a 
  smokescreen. VIPER agents receive a broad pack-
  age of health, dental, and funerary beneﬁts, as well 
  as various investment options such as 401Ks.
  If a VIPER agent works for 10-20 years with-
  out being imprisoned for life, maimed, or killed, 
  VIPER
  RECRUITMENT
  
  21 
  VIPER ■ Chapter Two
  he usually gets to retire to a planned community, 
  either in Florida or (in the case of agents who pose 
  a security risk) a beautiful (but utterly isolated) 
  Caribbean island known as Ophidia. To date, 
  VIPER has kept the existence of these retirement 
  communities totally secret from law enforcement.
  VIPER ACADEMY
  In a resort town in southern Wisconsin, not 
  far from Milwaukee, there’s a newly built planned 
  community named “Honor, Wisconsin.” The cen-
  terpiece of the community is a large complex called 
  “The Greene Hill Lodge and Spa.” It claims to be the 
  latest in modern resorts for overstressed business 
  travelers, but it’s actually a front for VIPER. The 
  community is a VIPER base, and the Lodge is actu-
  ally VIPER Academy, the place where all VIPER 
  recruits go to become full-ﬂedged VIPER agents.
  This is the third incarnation of VIPER Acad-
  emy. Two other installations were busted by UNTIL 
  (including VIPER’s so-called “Cobra College,” a 
  raised island in the Caribbean) in 1992,  and the 
  Champions located and destroyed a lesser college 
  in Millennium City in 2000. The authorities know 
  VIPER has built a new training facility, but no one 
  has ﬁgured out its location yet.
  Honor, WI has a population of 800. Thirty of 
  its citizens, all community leaders, are full-ﬂedged 
  members of VIPER, but VIPER has conditioned all 
  Honor residents to serve it. They’re (excessively) 
  friendly, but do their damnedest to get visitors out 
  of town as quickly as possible, and report all strang-
  ers to the mayor. The mayor of Honor (also the 
  head of the spa and the Academy Superintendent) 
  is Augur Maxwell, one of the cruelest and most 
  inﬂuential people in VIPER.
  All VIPER cadets who pass through town 
  receive pseudonyms and alterations on their 
  records to conceal the fact they stayed there. The 
  cover of a “planned community” has worked 
  extraordinarily well to hide VIPER’s presence 
  — perhaps the authoritarian nature of such com-
  munities does a better job of masking VIPER than 
  anything else VIPER could have chosen.
  VIPER Academy has a large underground 
  facility and wide areas of woodlands. The spa has 
  a pool, a golf course, and Big Snake Lake. Security 
  remains extremely tight at all times:  in addition to 
  a very tall barbed wire fence surrounding the entire 
  complex, hidden cameras cover virtually every 
  inch of ground. Agents dressed like rent-a-cops 
  and wielding conventional ﬁrearms guard the outer 
  perimeter; inner perimeter security includes not 
  only more guards, but concealed automated blasters 
  controlled by agents from inside the underground 
  facility.
  VIPER brings prospective agents into the 
  main spa area, where it pampers them for two to 
  three days. The pampering actually serves as cover 
  for elaborate mental conditioning, which includes 
  drugs and hours of exposure to subliminal mes-
  sages. Once VIPER feels it’s properly primed the 
  would-be agent, it transfers him to “The Snake 
  Factory,” a complex located under Big Snake Lake. 
  Here, agents receive indoctrination, an extensive 
  and grueling 24-week training regimen, and (in 
  the most radical cases) even low-grade mutagenic 
  treatments designed to improve them physically 
  Woods
  Building
  VIPER Academy
  Scale in Game Inches
  0
  50
  100
  150
  Scale in Feet
  0
  300
  600
  900
  Stables
  Boat
  Dock
  Cabins and
  Campgrounds
  Pool
  Helipad
  Service Road
  Service Road
  Auger
  Maxwell
  House
  Supply
  House
  Inner Perimeter
  Outer Perimeter
  Outer Perimeter
  Hunting
  Woods
  Athletic
  Field
  Golf Course
  Main
  House
  Big
  Snake
  Lake
  
  22 ■ VIPER Structure
  Hero System 5th Edition
  and mentally (sometimes to near peak-human 
  levels). Criminals with recognizable features receive 
  cosmetic surgery and new identities.
  They’re also tortured without mercy. Augur 
  Maxwell believes a person can only ﬁnd his true 
  self when someone pushes him to his physical 
  limits. When someone’s “true self” does not meet 
  with Augur Maxwell’s approval, he disposes of the 
  “failed recruit” as described above. Those who pass 
  Augur’s tests become VIPER agents and leave the 
  Academy for a Nest.
  Some features of the Snake Factory include:
  Main House:  Guests stay in the main house. The 
  building resembles a large nineteenth century haci-
  enda, with twenty bedrooms, several luxury suites, 
  libraries, saunas, weight rooms, ballrooms, a movie 
  theater, and other luxury accommodations. A secret 
  elevator to the basement leads to a security room 
  (where all cameras feed to, and from which agents 
  can ﬁre all automated weapons) and an access 
  tunnel to the “Snake Factory.”
  Big Snake Lake:  The name predates VIPER by 
  decades. Beneath Big Snake Lake is a huge, well-
  armed VIPER complex, complete with training 
  facilities. There are three entrances:  the previously 
  mentioned tunnel; a tunnel that leads to a hangar 
  bay located below the helipad; and a “lake scoop” 
  for boats (a shaft comes out of the bottom of the 
  lake, and boats and hydrofoils may drive down it).
  Maxwell’s House:  Augur’s residence is fairly ordi-
  nary, and rather spartan. He does have a perfectly 
  manicured zen garden, a huge collection of West 
  African art, and a basement ﬁlled with dozens of 
  poisonous snakes, which he raises in his spare time.
  Supply House:  Over a dozen vehicles, with VIPER 
  markings, and an arsenal of VIPER weapons and 
  ammunition are stored here.
  Helipad:  VIPER stations an unmarked helicopter 
  here at all times, but the pad opens to reveal a cav-
  ernous hangar below where VIPER stores six of its 
  aircraft.
  Golf Course:  This eighteen hole course is particu-
  larly well monitored; its security features include 
  hidden land mines (which agents in the Main 
  House’s security room can arm and activate elec-
  tronically).
  Cabins and Campgrounds:  With the press of a 
  switch in the security room or the cabin itself, each 
  cabin converts into a small bunker with thick walls 
  and emplaced weapons capable of hurting even a 
  superhero.
  Stables:  A stable of twelve thoroughbreds, com-
  pletely normal.
  Pool:  This connects to a shark tank, hidden in the 
  basement of the hacienda. Maxwell can release the 
  shark into the pool to kill unwanted guests.
  VIPER ACADEMY 
  PLOT SEEDS
  Someone has stolen an 
  endangered Eastern 
  Indigo Snake (a non-
  poisonous snake native 
  to the American south-
  east that can grow up 
  to eight feet in length) 
  from a herpatorium 
  in Milwaukee. Upon 
  investigating, the heroes 
  can trace it to the reptile 
  shop in Honor, Wiscon-
  sin, where the insane, 
  snake-loving owner 
  keeps a large collection 
  of illegally-obtained rep-
  tiles in his personal zoo.
  A friend of the PCs 
  decides to try out a 
  new spa. After return-
  ing home, he or she has 
  said some (possibly) 
  uncharacteristically fas-
  cist things, and is having 
  late night meetings with 
  disreputable-looking 
  people.
  A publisher has gotten 
  his hands on a copy of 
  VIPER’s philosophical 
  handbook and plans 
  to publish it, believing 
  controversy will gener-
  ate a best seller. Friends 
  of one of the PCs want 
  them to intervene and 
  stop this. The PCs must 
  debate the merits of 
  freedom of the press 
  versus the harm the 
  book could do as a 
  recruiting tool, espe-
  cially after they learn 
  that VIPER’s Serpent 
  Mages plan to cast a 
  spell to make the books 
  “magically persuasive.” 
  A DAY IN THE LIFE...
  At VIPER Academy, a typical day of basic training  
  consists of the following:
  05:00 
  Wake up
  05:15-05:30 
  Inspection
  05:30-06:15 
  Morning mess
  06:00-08:00 
  Twelve-mile run
  08:00-08:30 
  Flogging (of anyone who failed the 
  course, or whoever ﬁnished last in  
  the run)
  08:30-08:45 
  Snake-feeding and -handling training
  08:45-09:00 
  Paramedics training
  09:00-11:00 
  Physical Endurance training (also 
  known as pain resistance and torture 
  techniques classes)
  11:00-11:30  
  Break (although this is usually can-
  celed so the trainees can clean the 
  facilities)
  11:30-13:00 
  Indoctrination (agents watch train-
  ing videos in a VR environment, with 
  drug treatments often administered)
  13:00-13:45 
  Lunch mess
  13:45-14:00 
  Inspection
  14:00-15:00  
  Weapons training
  15:00-16:00 
  Tactical drill (elaborate paintball-like 
  games with toned-down blasters)
  16:00-17:30 
  Technical training
  17:30-18:15 
  Evening mess
  18:15-19:00 
  Recreational break (see previous 
  Break)
  19:00-21:00 
  Close combat training
  21:00-23:30 
  VIPER inspirational speeches, tes-
  timonials from guests on how weak 
  and corrupt the enemy is (and how 
  wonderful VIPER is), news, rewards 
  to outstanding students, and other 
  entertainment.
  23:45 
  Bed
  Agents who return to VIPER Academy to upgrade their 
  skills to specialist (Elite) level receive appropriate spe-
  cialty training in lieu of physical endurance training, 
  tactical drills, and the ﬁrst half of close combat training.
  
  23 
  VIPER ■ Chapter Two
  AUGUR MAXWELL
   20 STR 
  20 DEX 
  20 CON 
  15 BODY 
   18 INT 
  20 EGO 
  23 PRE 
  20 COM 
   13 PD 
  13 ED 
  4 SPD 
  10 REC
   40 END 
  40 STUN
  Abilities:  Telepathy 12d6, Requires Eye Contact  
  (-¼); Major Transform 2d6 (mental, give people 
  false memories); Mental Defense (24 points); 
  Regeneration 1 BODY/Minute; Running +1”; Mar-
  tial Arts (VIPER Brawling, all maneuvers); +2 with 
  VIPER Blasters; +2 DCV; Only While Using VFL-4 
  Jetpack (-½); +1 versus Range Penalties with all 
  Ranged Weapons; +3 with All Combat; KS: Crimi-
  nal Law 12-, KS: The Local Underworld 11-, KS: 
  The Piloting World 8-, KS: The Superhuman World 
  12-, KS: VIPER 13-, PS: VIPER Agent 13-, Acrobat-
  ics 13-, Animal Handler (Snakes) 15-, Breakfall 13-, 
  Bureaucratics 14-, Combat Piloting 13-, Conversa-
  tion 14-, Demolitions 13-, Gambling (Card Games) 
  13-, Interrogation 13-, Navigation 13-, Oratory 14-, 
  Paramedic 13-, Persuasion 14-, PS: Instructor 14-, 
  Security Systems 13-, Seduction 14-, Stealth 13-, 
  Streetwise 13-, Systems Operation 13-, Survival 
  (Arctic) 14-, Tactics 13-, Teamwork 12-, TF:  VFL-4 
  VIPER Jetpack, WF: Small Arms, Blades; Fringe 
  Beneﬁt:  Membership (VIPER)
  200+ Disadvantages: Hunted:  PRIMUS 8-; Hunted:  
  VIPER 8- (Watching); Psychological Limitation:  
  Messiah Complex; Psychological Limitation:  Bully; 
  Psychological Limitation:  Snake-Worshipping 
  Fanatic; Reputation:  VIPER commander 8-; Social 
  Limitation:  Subject To Orders.
  Notes:  VIPER’s philosophical guru and the head of 
  VIPER Academy, Augur Maxwell was actually born 
  in the lost city of Arcadia, home of the Empyreans. 
  His father was a Greek air force captain (and covert 
  VIPER agent) sent to investigate rumors of the 
  lost city of Arcadia in the early 1970s. His mother 
  was the Lady Laureanus of the Empyrean city, who 
  found Maxwell’s father Demetri when his plane 
  crashed. After the Arcadians erased his memories 
  to protect their hidden realm, Demetri took Lau-
  reanus as his wife, and she gave birth to one child, a 
  son named Augur.
  Raised among the Empyreans, Augur became 
  well-versed in their lore; because of his mother’s 
  heritage, he received some measure of the Empy-
  reans’ natural telepathic abilities. When he became 
  an adult, he used these powers to see through the 
  barriers the Empyreans placed in his father’s mind, 
  and in so doing discovered his heritage was a lie. 
  No longer willing to trust the Empyreans, he ﬂed 
  Arcadia into the wider world.
  The Empyreans discovered his escape several 
  days after he’d crept away. They used their tele-
  pathic powers to order him to return, but Augur 
  responded only with contempt. Feeling they had no 
  choice, the Empyreans psionically attacked him and 
  tried to rob him of his memory. They only partially 
  succeeded — Augur forgot Arcadia’s location and 
  many of the details about its culture, but the rest of 
  his memories, including his general bitterness and 
  contempt for others, remained largely intact.
  Eventually the young man made his way to 
  the civilized world, where he contacted his father’s 
  people “the Vipers.” Augur was enthusiastically 
  received by the VIPER organization, who trained 
  him to become an agent. Maxwell became an 
  exceptional agent (despite his cruel nature), and an 
  outstanding leader who showed a natural talent for 
  indoctrination — so much so the Supreme Serpent 
  made him Commandant of VIPER Academy in 
  1998. Augur instituted numerous reforms to more 
  eﬀectively indoctrinate people into the ways of the 
  Snake, and deserves a lot of credit for the current 
  generation of competent, fanatical VIPER soldiers.
  Augur maintains a cold demeanor. He looks 
  like he’s never had a hair out of place, let alone 
  worn a wrinkled shirt or cracked a smile. He has 
  no sense of humor. He either remains silent, or 
  screams long ranting monologues as loud as his 
  lungs can bellow. He’s hard to rattle, but his temper 
  is truly explosive, and when he explodes, he’ll often 
  kill someone around him in a ﬁt of pique.
  Augur is a dark-haired Caucasian male, 6’2” 
  tall, weighing 230 pounds with an athletic build. 
  He wears a three-piece suit and a green-gold tie. 
  His wedding ring can project a VIPER holographic 
  insignia when activated.
  Augur possesses a specially crafted Discipline 
  Staﬀ, a cattle-prod staﬀ with a head in the shape of 
  a serpent. It does EB 6d6 NND (the defense is being 
  insulated, or having natural electrical powers) and 
  has 12 charges.
  
  24 ■ VIPER Structure
  Hero System 5th Edition
  V
  IPER has not survived for decades by grow-
  ing without restraint, or allowing its people 
  to act freely and without responsibility for 
  their conduct. The organization maintains 
  a strict hierarchy of authority and command; once 
  recruited and indoctrinated, a VIPER agent ﬁnds 
  himself a part of an organization run as eﬃciently 
  and ruthlessly as any corporation or government.
  Like many other, more traditional, organized 
  crime groups, VIPER has a pyramidal leadership 
  structure. One overall ruler — the feared Supreme 
  Serpent — controls the entire organization with the 
  assistance of the Council Of Thirty. Beneath them 
  are various Nests and ranks of agents all the way 
  down to the typical Basic Agent who’s so familiar 
  to superheroes and law enforcement personnel 
  around the world.
  THE SUPREME SERPENT
  Looming over all of VIPER stands the 
  Supreme Serpent, the unquestioned leader of the 
  entire organization. Agents whisper that he can see 
  and hear everything that goes on in any Nest, and 
  that he punishes even the slightest disobedience 
  with horrible, agonizing death. But no one in the 
  organization knows the full truth behind the man.
  THE SUPREME SERPENT
   Val Char 
  Cost 
  Roll 
  Notes
   25 STR 
  15 
  14- 
  Lift 800 kg; 5d6 [2]
   24 DEX 
  42 
  14- 
  OCV:  8/DCV:  8
   23 CON 
  26 
  14-
   18 BODY 16 
  13-
   30 INT 
  20 
  15- 
  PER Roll 15-
   25 EGO 
  30 
  14- 
  ECV:  8
   40 PRE 
  30 
  17- 
  PRE Attack:  8d6
   14 COM 
  2 
  12-
   
   10 PD 
  5 
   
  Total:  22 PD (12 rPD)
   10 ED 
  5 
   
  Total:  22 ED (12 rED)
   5 SPD 
  16 
   
  Phases:  3, 5, 8, 10, 12
   10 REC 
  0
   46 END 
  0
   50 STUN 
  7 
  Total Characteristics Cost:  214
   
  Movement: 
  Running: 
  9”/18”
   
  Leaping: 
  8”/16”
   
  Swimming: 
  4”/8”
  Cost Powers 
  END
  71 
  Supreme Serpent Signet Ring:  HKA 1  
  point, Penetrating (+½); IIF (-¼), No  
  STR Bonus (-½) plus RKA 6d6, NND 
  (defense is appropriate LS [Immunity:   
  neurotoxins]; +1), Does BODY (+1); IIF  
  (reservoir of poison within the ring; -¼),  
  No Range (-½), 4 Charges (-1), HKA  
  Must Do BODY (-½), Extra Time (onset 
  time begins 1 Segment after victim is 
  pricked; -½), Gradual Eﬀect (6 Segments; 
  1d6/1 Segment; -¼) 
  1/[4]
  64 
  Poisoned Fingernail Blades:  HKA 1 point, 
  Penetrating (+½); IIF (-¼), No STR  
  Bonus (-½) plus RKA 4d6, NND (defense  
  is appropriate LS [Immunity:   
  ophidotoxins]; +1), Does BODY (+1);  
  IIF (tiny concealed blades under the  
  ﬁngernails; -¼), No Range (-½), 4  
  Boostable Charges (-¾), HKA Must Do 
  BODY (-½) 
  [4bc]
  70 
  The Breath Of Nama:  RKA 5d6, NND 
  THE VIPER
  HIERARCHY
  
  25 
  VIPER ■ Chapter Two
  (defense is appropriate LS [Immunity:   
  haemotoxins]; +1), Does BODY (+1), Area 
  Of Eﬀect (One Hex; +½); IIF (false tooth; 
  -¼), No Range (-½), 1 Charge (-2) 
  [1]
  55 
  The Serpent’s Coils:  Entangle 10d6, 15  
  DEF; IAF (tiny, concealable “pills”; -½), 
  Range Based On STR (-¼), Cannot Form 
  Barriers (-¼), 12 Charges (-¼) 
  [12]
   
  Martial Arts:  Hebijutsu
    
  Maneuver 
  OCV DCV 
  Notes
  3 
  Constricting Snake Delighted By Its Prey 
   
   
  -1 
  -1 
  Grab Two Limbs, 
  55 to STR for 
  holding on
  4 
  Serpent At the Throat 
   
   
  -2 
  +0 
  Grab One Limb; 
  4d6 NND(2)
  4 
  Serpent’s Fang Sinking Deep In Flesh
   
   
  -2 
  +0 
  HKA 2½d6
  5 
  Serpent Suddenly Lashing Out From Shadow
   
   
  -2 
  +1 
  13d6 Strike
  3 
  Serpent Unexpectedly Underfoot
   
   
  +2 
  -1 
  10d6 Strike; 
  Target Falls
  4 
  Sinuous Serpent — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
   Snake On Guard Against The Mongoose
   
   
  +2 
  +2 
  Block, Abort
  4 
   Snake Wriggle +0 
  +0 
  60 STR vs. 
  Grabs
  4 
   Sudden Serpent Strike
   
   
  -1 
  +1 
  Disarm; 55 STR 
  to Disarm roll
  16 
  +4 Damage Classes (already added in)
  30 
  The Serpent’s Strike:  Find Weakness 13-  
  with Martial Arts 
  0
  18 
  Armored Clothes:  Armor (6 PD/6 ED),  
  Hardened (+¼); IIF (-¼) 
  0
  2 
  The Blessing Of Nama:  Life Support (Lon-
  gevity:  ages at one-fourth normal rate) 
  0
  20 
  Poisoner’s Gift:  Life Support (Immunity:   
  all terrestrial poisons, diseases, and  
  chemical and biological warfare agents) 
  0
  1 
  Trained Swimmer:  Life Support (Extended 
  Breathing:  1 END per Minute) 
  0
  6 
  Strong Runner:  Running +3” (9” total) 
  1
  3 
  Strong Leaper:  Leaping +3” (8” forward,  
  4” upward) 
  1
  2 
  Strong Swimmer:  Swimming +2” (4” total) 1
  9 
  Observant:  +3 PER with all Sense Groups 0
  25 
  The Skilled Make Their Own Luck:  Luck 5d6 0
   
  Perks
  200 
  Contacts (various, throughout the world  
  and underworld)
  10 
  Fringe Beneﬁt:  Membership (leader  
  of VIPER)
  15 
  Money:  Filthy Rich
   
  Talents
  9 
  Ambidexterity (no Oﬀ Hand penalty)
  12 
  Combat Luck (6 PD/6 ED)
  15 
  Combat Sense 15-
  5 
  Eidetic Memory
  3 
  Simulate Death 14-
   
  Skills
  20 
  +2 Overall
  32 
  +4 with All Combat
  3 
  Acrobatics 14-
  3 
  Acting 17-
  3 
  Analyze Style 15-
  3 
  Breakfall 14-
  3 
  Bribery 17-
  3 
  Bureaucratics 17-
  3 
  Climbing 14-
  3 
  Computer Programming 15-
  3 
  Conversation 17-
  3 
  Deduction 15-
  3 
  Electronics 15-
  2 
  Gambling (Card Games) 15-
  3 
  High Society 17-
  3 
  Interrogation 17-
  3 
  Lipreading 15-
  3 
  Mechanics 15-
  3 
  Oratory 17-
  3 
  Paramedics 15-
  3 
  Persuasion 17-
  3 
  Riding 14-
  3 
  Seduction 17-
  3 
  Shadowing 15-
  3 
  Sleight Of Hand 14-
  7 
  Stealth 16-
  3 
  Streetwise 17-
  8 
  Survival (Deserts, Mountains, Temperate/
  Subtropical, Tropical) 15-
  3 
  Systems Operation 15-
  3 
  Tactics 15-
  3 
  Teamwork 14-
  3 
  Tracking 15-
  12 
  TF:  Common Motorized Ground Vehicles, 
  Riding Animals, VIPER Aircraft, VIPER 
  Ground Vehicles, SCUBA, Skiing (Snow), 
  Small Motorized Boats, Two-Wheeled 
  Motorized Ground Vehicles
  9 
  WF:  Common Melee Weapons, Common 
  Missile Weapons, Small Arms, Grenade 
  Launchers, General Purpose/Heavy Machine 
  Guns, Shoulder-Fired Weapons
  3 
  Linguist
  1 
  1)  Afrikaans (ﬂuent conversation; English is 
  native)
  1 
  2)  Bantu (ﬂuent conversation)
  1 
  3)  French (ﬂuent conversation)
  1 
  4)  German (ﬂuent conversation)
  1 
  5)  Hindi (ﬂuent conversation)
  1 
  6)  Mandarin Chinese (ﬂuent conversation)
  1 
  7)  Portuguese (ﬂuent conversation)
  1 
  8)  Punjabi (ﬂuent conversation)
  1 
  9)  Spanish (ﬂuent conversation)
  1 
  10)  Swahili (ﬂuent conversation)
  3 
  Scholar
  2 
  1)  KS: Art History 15-
  2 
  2)  KS: British Literature 15-
  2 
  3)  KS: British Peerage 15-
  2 
  4)  KS: Organized Crime 15-
  4 
  5)  KS: The Superhuman World 17-
  2 
  6)  KS: Superpowers 15-
  
  26 ■ VIPER Structure
  Hero System 5th Edition
  7 
  7)  KS: VIPER 20-
  2 
  8)  KS: World History 15-
  3 
  Traveler
  5 
  1)  AK: Africa 18-
  2 
  2)  CK: Calcutta 15-
  2 
  3)  AK: China 15-
  2 
  4)  AK: Europe 15-
  3 
  5)  AK: Great Britain 16-
  2 
  6)  CK: Hong Kong 15-
  5 
  7)  AK: India 18-
  2 
  8)  CK: London 15-
  2 
  9)  AK: Middle East 15-
  2 
  10)  AK: South America 15-
  Total Powers & Skills Cost:  936
  Total Cost:  1,150
  200+ Disadvantages
  0 
  Dependence:  must revisit the Cave of  
  Nama about once a month and breathe its 
  fumes to maintain his youthful state, or he’ll 
  start to quickly age and die (Uncommon)
  25 
  Hunted:  UNTIL 14- (As Pow, NCI, Capture)
  25 
  Hunted:  US Military And Law Enforcement 
  11- (Mo Pow, NCI, Capture)
  25 
  Psychological Limitation:  Convinced Of  
  His Own Superiority And Destiny To Rule 
  Mankind (Very Common, Total)
  20 
  Psychological Limitation:  Casual Killer 
  (Common, Total)
  5 
  Rivals:  Professional, various high-ranking 
  VIPER members who’d like to get rid of  
  him and take his place (Rival is Less Power-
  ful; Seek To Harm/Kill Rival)
  15 
  Social Limitation:  Secret Identity:  Edgar 
  Lancelyn Essec (Frequently, Major)
  835 
  Experience Points
  Total Disadvantage Points:  1,150
  Background/History:  The third son of a British 
  duke, Edgar Lancelyn Essec was born into a world 
  of wealth and privilege. Blessed with a keen intel-
  ligence and devilish good looks in addition to his 
  social prominence, he also seemed cursed with a 
  malign spirit. Time and again he abused his posi-
  tion and natural gifts to take advantage of people or 
  get into mischief and then avoid punishment.
  As he grew up, Edgar’s “mischief” became 
  more and more wicked. The family covered up sev-
  eral of his deeds, but eventually he caused a scandal 
  even his father couldn’t completely hide. In 1924, 
  after Edgar was found to have done... things... to 
  several maidservants at one of the Duke’s country 
  estates, his family disowned him and banished him 
  from England.
  Matching their contempt with his own scorn, 
  Essec took ship for the hinterlands of the Empire, 
  following in the footsteps of his grand-uncle, a 
  nineteenth-century explorer. In Africa, and later 
  India, he found a wilderness where he could do as 
  he pleased and earn the respect and power he felt 
  were due him because of his intelligence and skill. 
  Although he married a South African woman and 
  started a family, he was rarely at home; he preferred 
  to roam the world, becoming an expert hunter, 
  explorer, and colonialist in the process.
  To spite his family and show he didn’t need 
  their money, Essec started his own business ven-
  tures... often by using blackmail or murder to take 
  over existing concerns or claims. In just a few years, 
  he owned diamond mines in Africa, silver mines in 
  India, numerous plantations, and other businesses, 
  and the wealth was pouring in. He exploited his 
  employees mercilessly, regarding them more as his 
  subjects or slaves than paid laborers. In his view, 
  the colonial model was the proper one; the lesser 
  peoples of the world should bow down before and 
  serve their superiors — meaning primarily himself.
  When World War II began, Essec found him-
  self torn between loyalty to his native lands and his 
  vague sympathy for Nazi political ideals. He began 
  to consider some way he could turn the whole war 
  situation to his advantage and become even richer 
  and more powerful than ever... when fate inter-
  vened.
  One day, while hunting in the Mbang Moun-
  tains of West Africa, Essec saw what seemed to 
  be an enormous serpent slither into a dark cave. 
  Intrigued, he left his native bearers behind, made a 
  crude torch out of a fallen branch, and followed the 
  serpent inside.
  The inside of the cave was so dark that his 
  torch had little eﬀect. He saw no signs of the ser-
  pent, so he stubbornly headed further into the 
  earth. After he walked and crawled further in, 
  his torch began to sputter and he realized the air 
  smelled funny. Suddenly he felt woozy and light-
  headed; before he could turn around and leave the 
  cave, he passed out.
  He awakened a few minutes later, his head 
  aching and his whole body tired and a little sore. 
  He stumbled slowly out of the cave, guiding him-
  self by touch since his torch had burned out. He 
  emerged into the light of day and was infuriated 
  to discover his bearers had deserted him! Swear-
  ing loudly that he would butcher every single one 
  of them and their misbegotten families to boot, he 
  walked slowly back to the nearest village.
  There he received the shock of his life. The “vil-
  lage” was a town! In the space of a day it had grown 
  — and there were natives driving cars! Where did 
  the strange-looking autos come from, and who 
  would be stupid enough to give one to a black?
  It didn’t take Essec too long to ﬁnd out he’d 
  slept a lot longer than he’d expected — decades 
  longer. Somehow, the fumes in the cave that caused 
  him to pass out in 1939 let him sleep, unchanged 
  and unaged, until 1992!
  Stealing a car, Essec made his way to South 
  Africa. There he found his eldest son, Roger, now 
  a man of advanced years, running the businesses 
  Edgar himself had founded. An astonished Roger 
  at ﬁrst refused to believe Essec was his father, but 
  after hearing Essec describe several incidents from 
  Roger’s childhood that only the two of them knew 
  of, he had to acknowledge the truth of the matter.
  The tale of the serpent and the cave intrigued 
  Roger, and for more than the obvious reasons. 
  Truly a son of his father, he had become involved 
  in business at an early age, ruthlessly crushing sev-
  SUPREME SERPENT 
  PLOT SEEDS
  The preliminary rounds 
  of the Tournament of 
  the Dragon begin again 
  as the time of the Tour-
  nament approaches. 
  Deciding to test him-
  self anonymously, 
  the Supreme Serpent 
  becomes involved in the 
  ﬁghting. What happens 
  if he makes it to the ﬁnal 
  round? If he loses, will 
  he call in a VIPER strike 
  on the competition? 
  What if he wins? 
  Realizing he can’t live 
  forever, the Supreme 
  Serpent wants to groom 
  his grandson Richard to 
  replace him as VIPER’s 
  leader. Obviously, not 
  everyone on the Council 
  Of Thirty would agree 
  to this, so he needs to 
  eliminate any potential 
  troublemakers while 
  still keeping his hands 
  “clean” in the eyes of the 
  remaining members. He 
  decides to trick the PCs 
  into killing oﬀ the prob-
  lem members.
  Upon learning that the 
  “respectable” members 
  of his family, back in 
  England, have fallen 
  on hard times and 
  are  selling the family 
  estates, the Supreme 
  Serpent arranges to buy 
  the estates and assume 
  the family’s title. What 
  will happen when the 
  Supreme Serpent has 
  a rightful place in the 
  House of Lords?
  
  27 
  VIPER ■ Chapter Two
  eral competitors and not hesitating to use blatantly 
  criminal means to get what he wanted. In 1954, 
  Roger had been one of the Thirty Founders of 
  VIPER, and he remained a leader in the organiza-
  tion. But VIPER was foundering; those who created 
  it had lost control to the individual Nest Leaders, 
  and the entire organization was in danger of dis-
  solving due to internal conﬂict and the Cotton-
  mouth Incident. Roger knew the time had come for 
  a change... and in his father, he saw the instrument 
  of that change. The serpent and cave were a sign 
  from Nama, and VIPER must obey.
  Roger introduced his father to the organiza-
  tion at the next meeting of the Thirty Founders. 
  Most were skeptical, believing the whole story was 
  just a plot concocted by Roger Essec to gain more 
  power. But others, including the infamous Duchess, 
  saw the spark of truth in Roger’s words and Edgar’s 
  malevolent eyes. Here was the man who could 
  reform VIPER and make it a power to be feared 
  once more.
  The believers turned their powers of persua-
  sion on the skeptics, pointing out the similarities 
  between what happened to Essec and what they 
  saw in the vision Nama granted them back in 1954. 
  Gradually they convinced several, as much by the 
  argument that VIPER needed a strong single leader 
  as by any other. Though none of them liked the idea 
  of giving up any of his personal power, they recog-
  nized that if they didn’t do something soon they’d 
  have no personal power at all. When the die-hard 
  unbelievers refused to give in, Essec arranged for 
  their deaths — often bloody and painful, but always 
  prominent. The ease with which he had them killed, 
  despite his lack of an organization, agents, or full 
  understanding of the modern world, persuaded the 
  remainder he was in fact the one to lead them.
  Over the next several years, Essec reorganized 
  and revitalized VIPER. He changed the Thirty 
  Founders to the Council Of Thirty, replacing the 
  murdered members with worthy Nest Leaders and 
  others he hand-picked. He brought the renegade 
  Nests in line, often by the simple expedient of 
  slaughtering the Nest Leaders and all of their men 
  and giving the “franchise” to someone loyal to him. 
  It didn’t take long for everyone in VIPER to realize 
  they’d be better oﬀ to go along with the new leader 
  — the Supreme Serpent, as he christened himself 
  — than to oppose him. Those who stood against 
  him died; those who joined him prospered.
  And so it has remained in the years since. 
  With the Supreme Serpent at the helm, VIPER has 
  attained heights of power and wealth it never could 
  before. Essec remains ﬁrmly in control, his hands 
  ﬁlled with riches for those who obey him and faith-
  fully carry out his orders, and death for those who 
  defy him or fail.
  Personality/Motivation:  The strongest component of 
  the Supreme Serpent’s personality is an overwhelm-
  ing belief in his own superiority, the inferiority of 
  others, and his “right and obligation” to rule. Raised 
  in a colonial era, by a family of colonialists high in 
  the hierarchy of the world’s greatest colonial power, 
  he views the world in stark terms:  some people 
  (himself, and to a lesser extent those in VIPER 
  who follow him) deserve to rule; others (everyone 
  else, particularly the “lesser peoples” of the Third 
  World) need the strong hand of rulership to keep 
  from going astray, and must serve their betters with 
  deference and unquestioning obedience. Most of 
  humanity is weak and stupid; it must obey those 
  who are strong and smart, like himself... or be made 
  to obey, if necessary.
  In truth, though, much of the Supreme Ser-
  pent’s attitude is just a rationalization for a naked 
  hunger for power. Deep down, he’s pure selﬁshness 
  personiﬁed; he yearns for the freedom and power 
  to do whatever he wants, when he wants, and how 
  he wants — no matter who gets hurt or exploited 
  in the process. If push came to shove, he’d aban-
  don the most loyal of his serpentine followers to 
  keep himself safe or obtain something he strongly 
  desired.
  The Supreme Serpent sees no contradiction in 
  his racist attitudes and the fact that VIPER recruits 
  so heavily among Third World peoples. To him, 
  those agents are like the sepoys (native soldiers) 
  the British used to help rule and control India. He 
  needs them to ﬁll his armies and Nests, and eventu-
  ally to ensure his rule over their various peoples. 
  But he rarely lets them attain much power or 
  authority within VIPER (almost all members of the 
  Council Of Thirty are white), and if necessary won’t 
  hesitate to purge them from the organization.
  Quote:  “There are two types of men in this world:  
  those with the intelligence and power that gives 
  them the right to rule; and those whom they rule.”
  Powers/Tactics:  Despite being over 100 years old, 
  the Supreme Serpent has the ﬁt, muscular body of 
  an athlete in his late 20s. Somehow, the fumes in the 
  Mbang cave he crawled into in 1939 preserved him, 
  even rejuvenated him slightly, until he awakened 
  in 1992. Since then, he has worked hard to make 
  himself as personally powerful as he is criminally 
  powerful. Building on his superb hunting skills, 
  he has trained with the Takara-Shinja, becoming 
  a deadlier ﬁghter than any of them (Augur Max-
  well often sends him Academy rejects for ﬁghting 
  practice sessions... sessions from which none of the 
  Serpent’s opponents emerge alive). Through train-
  ing and genetic therapy, he has become far stronger 
  and faster than the average human — powerful 
  enough to ﬁght many superhumans on relatively 
  equal footing.
  In addition to his martial arts prowess, the 
  Supreme Serpent always carries with him several 
  weapons (and usually has many others hidden 
  within easy reach). His Supreme Serpent signet 
  ring has a small reservoir of deadly poison; those 
  pricked by its fang rarely live more than a few sec-
  onds. (It’s deﬁned as an IIF because it looks like 
  an ordinary ring; only extremely close inspection 
  reveals the “fang” and poison reservoir.) Diamond-
  edged blades under his ﬁngernails carry a similar 
  poison, so that even shaking hands with him can 
  prove fatal; the more ﬁngers he uses, the more 
  poison he injects into the victim’s system. Round-
  ing out his suite of poisons is the Breath Of Nama, 
  a form of cyanide gas in a fake tooth. Immune to 
  
  28 ■ VIPER Structure
  Hero System 5th Edition
  all these toxins, he uses them freely on those who 
  oppose him without fear of accidentally poisoning 
  himself.
  The Supreme Serpent’s other chief weapon 
  is the Serpent’s Coils, a restraining weapon he 
  reserves for enemies he doesn’t yet wish to kill. In 
  their normal form they look like pills (he conceals 
  them in his sleeves and elsewhere on his person). 
  When thrown against a target, the pills instantly 
  expand into immensely strong metal coils that 
  wrap people up so tightly they cannot move. The 
  Serpent can then deal with them at his leisure.
  Periodically, the Supreme Serpent descends 
  down stairs only he knows about, through doors 
  only he can unlock, to a cave in the Mbang Moun-
  tains deep beneath VIPER’s world headquarters. 
  There he breathes in the heady fumes of Nama that 
  keep him alive, ﬁt, and young. He wonders, some-
  times, if prolonged exposure to them might grant 
  him superhuman powers... or if not breathing in 
  the fumes could bring his seeming immortality to 
  an abrupt end.
  Campaign Use:  The Supreme Serpent functions best 
  in the traditional master villain role:  he controls 
  a powerful organization with which he can Hunt, 
  hurt, or otherwise bedevil the PCs, but he should 
  rarely (if ever) confront them himself. Unlike Dr. 
  Destroyer or Teleios (who often send robot or clone 
  duplicates of themselves against heroes) or Gravitar 
  or the Warlord (who enjoy personal confronta-
  tions with crimeﬁghters), the Supreme Serpent is 
  content to make the PCs miserable from behind the 
  scenes. Only a direct appeal to his vanity and sense 
  of natural superiority would have even the slightest 
  chance of tempting him to reveal himself.
  Although he spends most of his time in 
  VIPER’s Mbang Mountains headquarters, the 
  Supreme Serpent sometimes decides to go out into 
  the world and walk among men to observe them. 
  Disguised as Roger Essec, Jr., his son’s son, he min-
  gles with normal society, always carefully observing 
  the rich and powerful with his serpent’s eyes. He 
  might meet the PCs this way.
  To make the Supreme Serpent more person-
  ally powerful, give him some superpowers as a 
  result of his exposure to the fumes in the Cave of 
  Nama. Perhaps he has a natural “Venom Touch,” or 
  maybe he’s super-strong and super-fast. With true 
  superpowers, he’d be more inclined to ﬁght the PCs, 
  so make him mighty enough to take them all on 
  at once. If you want to make him weaker, reduce 
  his combat-oriented abilities, leaving him a man of 
  inﬂuence and authority but not ﬁghting power.
  Appearance:  The Supreme Serpent is a tall, deep-
  chested, broad-shouldered man of British descent. 
  He has dark hair and a short dark beard, both 
  conservatively and elegantly cut. His features are 
  quite handsome and rugged, but also carry an 
  unmistakable hint of malice and power. He wears 
  dark, ﬁnely-tailored men’s suits and accessories. He 
  carries no obvious weapons, but does have a dis-
  tinctive VIPER signet ring on the largest ﬁnger of 
  his right hand.
  THE COUNCIL OF THIRTY
  Although powerful, intelligent, and insight-
  ful, the Supreme Serpent is only one man. No one 
  person can oversee all the workings of an organi-
  zation as large and diverse as VIPER, particularly 
  when the need to maintain secrecy prevents direct, 
  frequent, and open communication. To assist him 
  with the governance of VIPER, the Supreme Ser-
  pent has the Council Of Thirty.
  The Council began in 1954 as the Thirty 
  Founders, when thirty descendants of the members 
  of the Unholy Order came together and opened 
  their minds to the word of Nama with the help of 
  the Serpent Lantern (page 9). Following his dic-
  tates, they set out to use their industrial, ﬁnancial, 
  and criminal power to forge an organization unlike 
  any the world had ever seen before:  the Venomous 
  Imperial Party of the Eternal Reptile. To ensure 
  their devotion to VIPER, the Lantern tattooed each 
  of them on the wrist with the Mark of Nama — a 
  distinctive serpent — so they could never deny 
  their place or role in VIPER’s history and conduct.
  For decades, the Thirty Founders were the 
  leaders of VIPER. They had the same problems all 
  oligarchies have — internal dissent, one part of the 
  organization not being fully aware of what other 
  parts were doing, struggles for dominance among 
  the members — but it held VIPER together until 
  the 1980s. By then, most of the Thirty Founders 
  were old; a few had died and been replaced by their 
  chosen successors or persons the rest of the group 
  elected to put in their place. Their long struggles 
  against the law (and sometimes each other) had 
  weakened them, making the local Nest Leaders 
  more of a force within the organization than its 
  supposed leaders.
  The coming of the Supreme Serpent reversed 
  this trend. After he convinced the Thirty to support 
  him — sometimes by eliminating those who did 
  not agree to his rule voluntarily — he brought the 
  Nest Leaders back in line and changed the oligar-
  chy to the Council Of Thirty. Today the Council’s 
  members enjoy more power within VIPER, and 
  thus the underworld, than they ever have in the 
  organization’s history.
  Place And Role Within VIPER
  The Council Of Thirty (also known as the 
  “High Serpents”) has one primary responsibility:  
  to assist the Supreme Serpent with running the 
  organization. As such they are VIPER’s “sub-lead-
  ers,” if you will — a group wielding awesome power, 
  but ultimately beholden to a superior who’s more 
  powerful than any of them. Those of the Thirty 
  who maintain “secret identities” also have great 
  power and wealth within legitimate society.
  Following his reorganization, the Supreme 
  Serpent divided the world into thirty geographic 
  “districts” varying in size and importance based on 
  the wealth of, and criminal opportunities in, the 
  region in question. For example, North America 
  and Europe both have multiple districts; Africa 
  
  29 
  VIPER ■ Chapter Two
  and Central Asia comparatively few. A member of 
  the Thirty oversees each district. The Nest Leaders 
  in each district may or may not report directly to 
  their member of the Thirty; some don’t even know 
  who their member of the Thirty is! But very little 
  goes on in a district that the member of the Thirty 
  doesn’t know about and approve of, and certainly 
  no one ever attains the position of Nest Leader 
  without the consent of the appropriate Council 
  member. For the most part, a member of the Thirty 
  can do as he likes within his “ﬁef,” right down to 
  countermanding Nest Leader orders or killing/
  deposing Nest Leaders at will. As long as VIPER 
  continues to prosper in the region and the mem-
  ber’s activities don’t attract undue attention from 
  law enforcement, the Supreme Serpent is highly 
  unlikely to get involved.
  A Council member’s day-to-day involvement 
  with VIPER depends solely on his own preferences 
  and the Supreme Serpent’s orders. Some have their 
  own Nests and conduct criminal operations (if so, 
  these Nests are “outside” the normal Nest structure; 
  they’re never the “main Nest” in a city or the like). 
  Others remain aloof from direct participation in 
  crime, communicating orders to their underlings 
  via various secret and highly secure methods. Some 
  are famous; others are names few people outside 
  their ﬁelds of expertise would recognize. But they 
  all have this in common:  they’re skilled, smart, 
  competent, powerful, and utterly ruthless.
  JOINING THE THIRTY
  Like a hydra, the Thirty always remains alive 
  and vital; cut oﬀ one head, and another shall take 
  its place. As of 2003, most of the Thirty — 19 of 
  them — were among the Thirty Founders who cre-
  ated VIPER and have belonged to it ever since. The 
  other eleven replaced members who died or some-
  how “went missing.”
  Prior to the coming of the Supreme Serpent, 
  vacancies among the Thirty Founders were ﬁlled 
  by election. The remaining members nominated 
  people (generally Nest Leaders) whom they felt 
  were worthy of elevation to the Thirty, and votes 
  were taken until one person received a majority of 
  the votes. Since 1992, the Supreme Serpent either 
  ﬁlls the vacancy with someone he selects, or he 
  asks the Council to provide a list of recommended 
  members and picks one of them.
  Unlike the Thirty Founders, latecomers to the 
  Council have not sworn the oath of the Serpent 
  Lantern, nor received the Mark of Nama. They 
  remain free to betray the other members... which 
  makes the old guard nervous.
  Noteworthy Among The Thirty
  Some of the most interesting members of the 
  Council Of Thirty as of 2003 include:
  DUCHESS HENRIETTA VON DROTTE
  Perhaps the most powerful member of the 
  Council Of Thirty, and certainly the most powerful 
  woman, is Henrietta Von Drotte. Heir to an obscure 
  German duchy, she is known in business circles 
  (and VIPER) by her title — the Duchess.
  Born in 1918, at the end of World War I, Hen-
  rietta Von Drotte grew up in genteel poverty. Her 
  family’s title had never amounted to much, and the 
  family’s chief asset, Von Drotte Industries, was vir-
  
  30 ■ VIPER Structure
  Hero System 5th Edition
  tually destroyed by the war and the rampant inﬂa-
  tion that ravaged the Weimar Republic afterward. 
  Proud and envious, Henrietta looked on bitterly as 
  the nations of the world prospered at the expense 
  of Germany... and, more importantly, herself.
  Henrietta married in 1939, shortly after her 
  parents died in a motoring accident and left her the 
  meager remnants of the family fortune. With World 
  War II looming, she renamed Von Drotte Industries 
  “Duchess Industries” and put the company on a 
  war footing. But though she planned to proﬁt from 
  the war, she hedged her bets, giving her husband 
  Conrad nominal control of the company.
  As Germany’s need for war materiel soared, so 
  did the earnings and power of Duchess Industries... 
  and the Duchess herself. Although she cared but 
  little for Nazi philosophies, she mouthed the slo-
  gans to gain access to the National Socialist inner 
  circle. Still, she concealed her power well, rarely 
  appearing in public without her husband.
  When the war ended, she conveniently 
  arranged to go into hiding while her husband faced 
  judgment and execution at Nuremberg. When 
  the time was right, she re-appeared, claiming to 
  have known little about her company’s activities. 
  Between her persuasive manner and a few hefty, 
  well-placed bribes, she regained control of Duchess 
  Industries with little diﬃculty. Now she supplied 
  industrial goods to the Allied nations, but also 
  covertly involved the company in many criminal 
  enterprises.
  By the mid-1950s, the Duchess was one of the 
  most powerful people in Europe, both in legitimate 
  society and in the underworld. Because her great-
  grandfather had belonged to the Unholy Order, she 
  became one of the Thirty Founders and was instru-
  mental in the formation and early activities of 
  VIPER. She has frequently used the organization’s 
  assets and inﬂuence to aid Duchess Industries, 
  which accounts in part for the conglomerate’s 
  phenomenal success in the post-war world. The 
  Duchess’s inﬂuence and power in legitimate society 
  have done much to advance VIPER’s cause.
  When Roger Essec presented his father to the 
  Thirty Founders, the Duchess was the ﬁrst to recog-
  nize what he could mean to VIPER, and to support 
  him. For that she has earned even more favor and 
  power within the organization. However, rumors 
  that she is the Supreme Serpent’s mistress are abso-
  lutely untrue — she is no one’s mistress, men serve 
  her and then she casts them aside when she’s done 
  with them — and anyone she ﬁnds spreading such 
  tales immediately earns her considerable anger.
  While many people have quarrels with Duch-
  ess Industries itself (see page 40 for more on the 
  corporation), few people think ill of the Duchess. 
  Through cleverness, cunning, and attention to 
  detail, she has kept even the hint of scandal from 
  her person for over ﬁve decades. She donates lav-
  ishly to charity, makes frequent appearances at 
  social galas, and otherwise takes pains to make her 
  public persona diﬀer from her private one. Only 
  those who have negotiated with her in the business 
  arena know how predacious and cruel she can be.
  If the Duchess has a weakness, it’s that she’s 
  so well-known. Every member of the Council Of 
  Thirty knows who she is and can track a lot of her 
  movements just by reading the society column of 
  the newspaper. It wouldn’t take too many tips to 
  UNTIL for the sordid past of the Duchess and her 
  company to come to light... though she’d tie things 
  up in court for years, if necessary.
  The Duchess is a regal-looking woman of 
  German descent who’s in her 80s, but looks as if 
  she’s in her early 40s due to age-retarding treat-
  ments. She wears elegant but understated clothes 
  and keeps her blonde hair slightly below shoulder 
  length (it’s mostly straight, not curly but perhaps 
  with a few tasteful waves). She’s still beautiful 
  enough to turn the heads of men who don’t real-
  ize she’s old enough to be their grandmother. More 
  than a few people have wondered how she can still 
  look so young.
  DUCHESS HENRIETTA VON DROTTE
   10 STR 
  12 DEX 
  12 CON 
  10 BODY 
   23 INT 
  20 EGO 
  23 PRE 
  14 COM 
   
  3 PD 
  3 ED 
  2 SPD 
  4 REC 
   24 END 
  21 STUN
  Abilities:  Life Support (Longevity:  ages at half 
  normal rate), Mental Defense (10 points total) 
  Contacts and Favors (400 points’ worth in the 
  business and political communities, primarily in 
  the U.S. and Europe), VIPER Membership Perk, 
  Money (Filthy Rich), Bureaucratics 14-, Conceal-
  ment 14-, Conversation 14-, High Society 14-, KS: 
  Business And Finance 15-, KS: The Business World 
  16-, KS: The Political World 14-, KS: UNTIL 11-, 
  KS: VIPER 15-, Persuasion 14-, PS: Businesswoman 
  14-, PS: Criminal Mastermind 14-, Seduction 14-, 
  Streetwise 14-, Linguist (German is native, all the 
  WHAT LAW 
  ENFORCEMENT 
  KNOWS
  The world’s law enforce-
  ment organizations, 
  including UNTIL and 
  PRIMUS, know that a 
  council leads VIPER, 
  though reports in their 
  ﬁles put the number of 
  members at anywhere 
  between nine and 50 
  (since the Council itself 
  works hard to conceal 
  information about its 
  true size and nature). 
  Since 1992, they have 
  kept track of rumors 
  and other information 
  about the rise of the 
  “Supreme Serpent.” 
  While some scholars 
  maintain the Serpent 
  is a ruse, a ﬁgurehead 
  concocted by the High 
  Serpents to support 
  their policies, the orga-
  nization’s increased level 
  of activity and eﬃciency 
  since 1992 makes most 
  police agencies believe 
  the Supreme Serpent 
  is real.
  Law enforcement’s 
  chief theory about the 
  Council Of Thirty is 
  that it consists of the 
  most powerful and 
  inﬂuential Nest Leaders 
  from around the world. 
  The agencies believe the 
  Council runs the organi-
  zation by majority vote 
  or some other easily-
  veriﬁed method; other-
  wise it would become 
  too cumbersome. Some 
  experts suspect the 
  truth, or have at least 
  theorized about it, but 
  since no one has ever 
  come close to capturing 
  a member of the Coun-
  cil (or even one of their 
  top assistants), all these 
  suppositions remain just 
  that — supposition.
  
  31 
  VIPER ■ Chapter Two
  following at “ﬂuent conversation” level:  English, 
  French, Hungarian, Italian, Japanese, Russian, Span-
  ish, Swahili).
  50+ Disadvantages:  Distinctive Features (Mark of 
  Nama on her inner left wrist); Hunted (Watched 
  by the Supreme Serpent); Psychological Limita-
  tion:  Egotistical And Vain; Psychological Limita-
  tion:  Ruthlessly Powerhungry; Social Limitation:  
  Famous; Rivalry (Professional, other members of 
  the Council Of Thirty), Rivalry (Professional, busi-
  ness competitors).
  Notes:  If necessary, you can equip the Duchess with 
  just about any device or other resource she needs, 
  though she despises combat and would almost cer-
  tainly surrender before ﬁghting.
  SENATOR ARTHUR BOLTON
  Senator Arthur Bolton, D-NY, and one of the 
  United States Senate’s most prominent members, 
  also belongs to the Council Of Thirty (having been 
  elected to it in the early 1980s to replace a member 
  who died). He serves as the de facto leader of 
  VIPER’s Political Division (see below).
  Now in his fourth term, Senator Bolton enjoys 
  a high popularity rating among not only his con-
  stituents, but the American public in general (due 
  in part to the machinations of VIPER). Despite 
  coming from one of the country’s wealthiest fami-
  lies, he seems to have a knack for knowing how to 
  talk to everyday people and assuage their concerns 
  even when he can’t satisfy them completely. With 
  his telegenic, MacArthur-esque good looks, he’s 
  become a darling of the media, and frequently 
  appears on the evening news to speak in favor of 
  his positions.
  As a member of the Foreign Aﬀairs and Para-
  normal Aﬀairs committees of the Senate, Bolton is 
  in an excellent position to manipulate various gov-
  ernments on VIPER’s behalf. He can exert inﬂuence 
  over both PRIMUS and UNTIL, slashing their bud-
  gets or giving them additional responsibilities to 
  distract them from the war on VIPER. His control 
  of the foreign aid purse-strings has many a nation 
  in his debt and willing to do whatever he asks to 
  ensure that American dollars continue to ﬂow into 
  VIPER’s coﬀers.
  ROGER ESSEC
  Now in his seventies, Roger Essec is the son of 
  Edgar Essec, the Supreme Serpent — though one 
  would think it the reverse, judging by their appear-
  ances. Nevertheless, Roger is scarcely less evil than 
  his father. He absorbed his father’s hateful philoso-
  phies and emphasis on “superiority” throughout 
  childhood, and embraced them wholly. As the 
  descendant of a member of the Unholy Order and 
  the leader of a powerful family business (Transvaal 
  Resources, Inc.), he was a natural to join the Thirty 
  Founders.
  To the world at large, Roger Essec seems noth-
  ing more than an extremely prosperous South 
  African businessman with a large family (including 
  a son, Richard, who belongs to VIPER and works 
  in his father’s “Nest” [really more of an oﬃce]). 
  Although he stridently opposed the ending of apart-
  heid, Roger has made the best of the new realities as 
  he manages Transvaal Resources. He remains a pow-
  erful force in southern African business.
  Roger suﬀers from a rare, and incurable, form 
  of cancer. Although his doctors say he still has 
  several years left, he’s beginning to feel the eﬀects. 
  He has sought VIPER’s help, but VIPER physicians 
  have had no success devising a cure. As his time 
  nears, Roger’s eﬀorts to locate a cure may become 
  more frantic.
  MARCUS CHURCHWARD
  Born in 1921 to a Brooklyn bricklayer and his 
  wife, Marcus Churchward was trouble almost from 
  day one. Although smart enough to get straight As 
  if he wanted, he usually skipped school and was 
  constantly in danger of ﬂunking out. When not on 
  the run from the truant oﬃcer, he was ﬂeeing from 
  the local beat cop after stealing candy from stores.
  The 1938 Nazi experiments that created the 
  ﬁrst superhumans led to the awakening of latent 
  superpowers in Churchward — but unlike Don 
  Randall, he chose not to devote his powers to the 
  betterment of humanity. Throughout the war years, 
  Churchward used his powers to become a success-
  ful and wealthy thief and blackmailer. Tiring of 
  the potential danger of that career, he plowed his 
  money into investments and soon became a skilled, 
  and even wealthier, ﬁnancier.
  Churchward soon discovered an interesting 
  “side eﬀect” of his powers. Apparently every time 
  he teleports he somehow breaks down and re-
  assembles his entire atomic structure. As a result, he 
  renews and rejuvenates all the cells in his body. Not 
  only does this allow him to heal injuries with great 
  
  32 ■ VIPER Structure
  Hero System 5th Edition
  speed, it eﬀectively makes him immortal — the cel-
  lular damage ordinary people accumulate through 
  aging has never aﬀected him. To keep anyone 
  outside VIPER from discovering his teleportation 
  powers, in the early 1990s he faked his death and 
  stepped to the head of Churchward Financial Ser-
  vices as his “son,” Marcus Jr.
  Since his grandfather had belonged to the 
  Unholy Order, Churchward got an invitation to 
  become one of the Thirty Founders in 1954. He 
  joined gladly, having no scruples against criminal 
  activities and seeing in VIPER a mechanism by 
  which he could become ever more rich and power-
  ful. He maintains a Nest in the New York City area, 
  though he conceals his identity from his underlings 
  and does not commit crimes himself or accompany 
  them on missions.
  Churchward has carefully kept the secret of 
  his teleportation powers from the rest of the Coun-
  cil — they know of his longevity, but that’s all. He 
  ﬁgures they’re an “ace in the hole” should a rival 
  within VIPER ever threaten his life.
  MARCUS CHURCHWARD
   10 STR 
  14 DEX 
  13 CON 
  12 BODY 
   18 INT 
  15 EGO 
  20 PRE 
  10 COM
   
  6 PD 
  8 ED 
  4 SPD 
  8 REC 
   35 END 
  30 STUN
  Abilities:  Teleportation 10,” Defensive Teleporta-
  tion (+3 DCV, Costs Endurance), Healing BODY 
  4d6 (Regeneration, 4 BODY per Turn, limited to 
  the number of times Churchward has used his 
  Teleportation power in the past Turn), Life Support 
  (Longevity:  Immortality), VIPER Membership 
  Perk, Money (Filthy Rich, owner of Churchward 
  Financial Services), Bureaucratics 13-, Conversa-
  tion 13-, KS: The Business World 15-, KS: High 
  Finance 16-, KS: Stamp Collecting 14-, Persuasion 
  13-, PS: Sailing 11-.
  50+ Disadvantages:  Distinctive Features (Mark of 
  Nama on his inner left wrist); Hunted (Watched by 
  the Supreme Serpent); Psychological Limitation:  
  Greedy; Rivalry (Professional, other members of 
  the Council Of Thirty), Rivalry (Professional, busi-
  ness competitors).
  Notes:  Marcus Churchward (or “Marcus Church-
  ward, Jr.” as he’s now known) is over 80 but looks 
  like he’s in his mid-20s. He has blonde hair, blue 
  eyes, and the build of a man who spends an hour 
  or two exercising every day. His hobbies include 
  yachting, skirtchasing, and stamp collecting.
  AKIRO YAMAMOTO
  One of the newest members of the Council — 
  he replaced a former member whom the Supreme 
  Serpent killed for not supporting his takeover of 
  VIPER — Akiro Yamamoto ﬁrst joined VIPER as a 
  young man in the 1970s. While seeming to all the 
  world as nothing more than the head of the power-
  ful and prosperous Yamamoto Electrics, he was in 
  fact a member of VIPER’s Financial Division.
  Thanks to Yamamoto’s deft manipulation of 
  VIPER’s ﬁnancial assets in the Far East, VIPER has 
  become much more powerful in that part of the 
  world over the past 25 years. Yamamoto’s successes 
  brought him to the Council’s attention, and it put 
  his name on the “short list” to ﬁll the vacancy left 
  by the death of Marjorie Holcomb. Although not 
  pleased with the idea of elevating an Asiatic to the 
  Thirty, the Supreme Serpent could not deny Yama-
  moto’s record of achievement, and chose him.
  Yamamoto has thrived as he helped VIPER 
  thrive; his own fortune, and that of Yamamoto 
  Electrics, has increased enormously due to his 
  involvement with the criminal organization. Many 
  of his competitors in Japan openly suspect him of 
  membership in VIPER, though no one can prove 
  anything and Yamamoto won a 1999 defamation 
  suit against a rival who dared to take his suspicions 
  to the press.
  For Yamamoto, membership in VIPER is a 
  family aﬀair. His son Tadataka is the Nest Leader of 
  one of the Tokyo Nests, and his daughter Ishimaki 
  works with him in the Financial Division. His wife, 
  though disapproving of the whole aﬀair, keeps quiet.
  THE DIVISIONS
  Below the level of the Council Of Thirty, 
  VIPER organizes its resources into four divisions:  
  Political; Financial; Technical; and Criminal. All 
  VIPER activities and missions fall into at least one 
  of these divisions.
  For the most part, the divisions exist primar-
  ily for administrative and logistical purposes; they 
  do not maintain separate bases or Nests. In a given 
  Nest, the commander might handle duties for all 
  four branches, or might concentrate on one, del-
  egating the duties for other branches to his under-
  lings. In some cases the Council or the Supreme 
  Serpent dictates the divisional composition of a 
  Nest; for example, Nests in London, Hong Kong, 
  and New York have much higher complements of 
  agents devoted to Financial operations than Nests 
  in less commerce-intensive locations such as South 
  America or the Middle East.
  Political Division
  The most “prestigious,” but also smallest, 
  division of VIPER is the Political branch. Agents 
  primarily assigned to this branch, most of whom 
  do not wear the green and yellow uniform so com-
  monly associated with VIPER, work among and 
  with the governmental oﬃcials of the United States, 
  Europe, and other nations and regions around the 
  world to strengthen the organization’s position, 
  increase its assets, and deﬂect any threats to it. They 
  bribe and otherwise corrupt oﬃcials (particularly 
  those in law enforcement), obtain blackmail infor-
  mation on world leaders (and, if necessary, use it to 
  get what they want), covertly lobby for the passage 
  of laws that somehow favor or help VIPER, make 
  donations to the campaigns of VIPER-friendly 
  politicians, and even recruit new members. Thanks 
  to their eﬀorts, VIPER eﬀectively controls a number 
  of Third World nations, and operates with virtual 
  impunity in many more.
  
  33 
  VIPER ■ Chapter Two
  The Political Division organizes its activities 
  by the same 30 regional districts that circumscribe 
  the Council members’ spheres of inﬂuence. A 
  commander holding the rank of General or Major 
  General heads each section, under the overall com-
  mand of Sen. Arthur Bolton (see above).
  Financial Division
  VIPER’s vast economic holdings come under 
  the purview of the Financial Division. Any business 
  interest, professional ﬁrm, board of directors, com-
  modities resource, or other asset VIPER owns or 
  controls ultimately takes its orders from Financial 
  Division. Financial also launders VIPER’s massive 
  illegal proﬁts, brokers deals with other criminal 
  organizations, sets up front companies and fake 
  charity organizations, arranges legal representation 
  for captured agents, commits ﬁnancial crimes, and 
  so forth.
  Much of the Financial Division’s eﬀorts actu-
  ally go into hiding its traces. The last thing VIPER 
  wants is for nosy investigators or superheroes to 
  uncover its involvement in Oxmore Oil or the 
  Pierson Franklin investment house through care-
  ful analysis of ﬁnancial and administrative records. 
  Every move Financial makes gets covered up by 
  layer after layer of paperwork, dummy addresses, 
  shell corporations, blackmailed businesses, wholly-
  owned subsidiaries, oﬀshore accounts, and encryp-
  tion. Financial Division hires the best accountants 
  and attorneys money can buy, and pays them very 
  well to keep its monetary activities concealed from 
  the prying eyes of the law.
  Like Political, Financial has subdivisions 
  organized by the 30 districts. While it focuses 
  its eﬀorts on regions with high levels of com-
  merce (United States, Canada, United Kingdom, 
  Europe, Hong Kong, Taiwan, China, Japan), it 
  has found that many Third World countries will 
  create broad “banking secrecy” laws VIPER can 
  take advantage of in exchange for large bribes 
  and other investments. A commander holding 
  the rank of General or Major General heads each 
  section, under the overall command of Gerald 
  Fleetwood.
  GERALD FLEETWOOD
  According to all oﬃcial records, Gerald Fleet-
  wood, formerly a partner at a major Wall Street 
  investment ﬁrm, died in an automobile accident 
  ﬁfteen years ago — shortly before the Securities 
  and Exchange Commission began investigating 
  his dealings with an industrialist who commit-
  ted suicide. In reality he left his boring normal 
  life behind to join VIPER, ﬁrst as a high-ranking 
  member of the Financial Division, and since 1992 
  as the Council member in charge of it. When he 
  needs to show a face to the outside world, it’s that of 
  Thomas Mortewick, a bachelor ﬁnancier Fleetwood 
  murdered shortly after his faked death so he could 
  assume his identity. The rest of the world thinks 
  of Mortewick as a brilliant, if eccentric, ﬁnancial 
  genius who seems to earn his money as much by 
  luck as by skill.
  To most people, “Mortewick” presents the pic-
  ture of an ordinary, if somewhat dapperly dressed, 
  accountant/banker type. Only those who have 
  crossed him know just how vindictive, vengeful, 
  and cruel he can be. He delights in ruining people 
  — breaking their credit ratings, self-esteem, conﬁ-
  dence, and willpower. He conceals his razor-sharp 
  intelligence and perceptiveness behind a bland 
  facade of competence and eﬃciency.
  Fleetwood makes his headquarters at one of 
  the Nests in New York City, since that places him 
  right in the heart of the ﬁnancial capital of the 
  world. He has taps on the computers and phones of 
  some of the biggest investment ﬁrms and broker-
  ages, using elaborate software to sift through the 
  barrage of information to glean data he can use to 
  keep VIPER’s coﬀers ﬁlled.
  Technical Division
  The Technical Division, once a part of Finan-
  cial but converted into a separate division by the 
  Supreme Serpent when he took over, is one of 
  the most important sectors of the organization. 
  Huddled inside their laboratories and testing areas, 
  the biologists, chemists, physicists, engineers, and 
  weaponmiths of VIPER constantly experiment with 
  new devices and techniques, develop weapons and 
  technologies for ﬁeld agents, analyze captured gad-
  gets and superbeings, and search for ways to induce 
  mutations in humans.
  VIPER has always recognized the importance 
  of technology to its operations — indeed, the mes-
  sage from Nama to the Thirty Founders stressed 
  technology’s place in VIPER’s plans. Without the 
  blaster weapons, hovercraft, body armor, computer 
  hardware and software, and construction technol-
  ogy developed or stolen by Technical, the organiza-
  tion would soon ﬁnd itself on the losing end of its 
  battles with superheroes and law enforcement. The 
  men and women of Technical remain ever alert 
  for the next bleeding-edge development or new 
  application that will give VIPER an advantage in 
  its ongoing conﬂict with the authorities. Scientists 
  who succeed at such tasks earn rich rewards from 
  their masters; those who consistently fail wind up 
  as experimental subjects for their more successful 
  brethren.
  Although Technical has facilities throughout 
  the world, all linked by VIPER’s sophisticated Ser-
  pentine computer network, its major centers of 
  operation include:
  ■ a kinesiology laboratory at VIPER Academy, 
  which studies the mechanics of the human body 
  with an eye towards improving the combat skills 
  of VIPER agents and developing technology to 
  enhance them
  ■ a human genetics laboratory buried deep in the 
  mountains of West Virginia, where VIPER engages 
  in experiments designed to create beneﬁcial muta-
  tions in humans, up to and including the develop-
  ment of superpowers
  ■ a similar genetics laboratory in Spain
  MAJOR GENERAL 
  GUSTAVE D’COUCY
   10 STR 
  10 DEX
   12 CON 10 BODY
   21 INT 
  15 EGO
   18 PRE 
  13 COM
   2 PD 
  2 ED
   2 SPD 
  4 REC
   2  END 21 STUN
  Abilities:  VIPER Mem-
  bership Perk, +2 with 
  Interaction Skills, Bureau-
  cratics 13-, Conversation 
  13-, High Society 13-, KS: 
  European Politics 18-, KS: 
  VIPER 13-, Languages 
  (Dutch, English, German, 
  Italian, Spanish; all ﬂuent 
  conversation [French is 
  native]), Seduction 14-, 
  Streetwise 13-, WF: Small 
  Arms.
  Disadvantages:  Hunted 
  (Watched by Arthur 
  Bolton and the Supreme 
  Serpent); Rivalry (Pro-
  fessional, other high-
  ranking members of 
  Technical Division), 
  Social Limitation:  Sub-
  ject To Orders
  Notes:  A former member 
  of the French govern-
  ment, Major General 
  d’Coucy serves VIPER 
  as the leader of several of 
  the European districts of 
  the Political Division. His 
  responsibilities include 
  maintaining contacts in, 
  and watching over, the 
  governments of Great 
  Britain, France, Spain, 
  Italy, Germany, Switzer-
  land, and the Low Coun-
  tries, monitoring the 
  activities of Eurostar and 
  organized crime groups 
  within Europe, and 
  blocking the passage of 
  laws inimical to VIPER.
  D’Coucy fancies himself 
  a connoisseur and patron 
  of the arts. He spends 
  lavishly on food, wine, 
  women, entertainment, 
  and works of art, creating 
  for himself an identity as 
  a wealthy semi-retired 
  playboy. He also consid-
  ers himself a lady’s man 
  — though he has yet to 
  try his seductive wiles 
  on any superheroines.
  
  34 ■ VIPER Structure
  Hero System 5th Edition
  ■ the Proving Grounds, a facility in Eastern Africa 
  where VIPER tests its latest weapons designs with-
  out fear of the authorities
  ■ a vehicle design and testing facility somewhere in 
  the wilds of the American Southwest
  ■ a weapons design and manufacturing plant in 
  Canada
  ■ an experimental physics laboratory in eastern 
  Russia
  MAJOR GENERAL LORELEI TANNHAUSER
  A native of Germany, Lorelei Tannhauser 
  served as a technician with the Stasi (the East 
  German secret police) until a few years before the 
  collapse of communism, when she saw the writing 
  on the wall and defected to VIPER ahead of many 
  of her colleagues. Her talents with surveillance 
  devices and automated weapons systems earned 
  her the favor of her superiors, though her harsh 
  temper and icy sarcasm did little to endear her to 
  her fellow scientists. When the Supreme Serpent 
  elevated her to the head of Technical Division, 
  there was considerable bitter, jealous muttering 
  among the laboratories of VIPER. The three assas-
  sination plots Tannhauser has survived since then 
  have only made her more prone to ﬁts of rage and 
  suspicion.
  Tannhauser, who wears her long black hair 
  pulled back in a severe bun, rarely associates with 
  other VIPER personnel outside of work. A solitary 
  person, she prefers to spend her oﬀ hours reading 
  and listening to music. She sometimes leaves what-
  ever Nest she’s currently staying at to attend the 
  symphony or opera.
  MAJOR GENERAL LORELEI TANNHAUSER
   10 STR 
  12 DEX 
  12 CON 
  8 BODY 
   18 INT 
  13 EGO 
  15 PRE 
  10 COM
   
  3 PD 
  4 ED 
  2 SPD 
  4 REC
   24 END 
  20 STUN
  Abilities:  VIPER Membership Perk, Bugging 16-, 
  Bureaucratics 13-, Computer Programming 15-, 
  Cryptography 14-, Deduction 14-, Demolitions 14-, 
  Electronics 14-, Inventor 13-, KS: Classical Music 
  11-, KS: Opera 13-, KS: Superpowers 14-, KS: VIPER 
  13-, Mechanics 14-, Security Systems 16-, Stealth 12-, 
  Streetwise 12-, Systems Operation 14-, WF: Small 
  Arms, Weaponsmith (Firearms, Missiles & Rockets, 
  Chemical Weapons, Biological Weapons, Incendiary 
  Weapons, Energy Weapons) 15-, Scientist and 25 
  points’ worth of appropriate Science Skills
  50+ Disadvantages:  Hunted (Watched by the 
  Supreme Serpent); Rivalry (Professional, other 
  high-ranking members of Technical Division), 
  Social Limitation:  Subject To Orders
  Criminal Division
  All VIPER activities not speciﬁcally assigned 
  to the other divisions come under the jurisdiction 
  of Criminal Division. Criminal is responsible for 
  most of the operations people commonly associ-
  ate with VIPER — squads of agents robbing banks, 
  attacks upon superhero teams, threats to blackmail 
  the world with super-weapons, and terrorist activi-
  ties of all kinds. Almost all agent-level members 
  of VIPER work primarily for this division; as they 
  like to put it, it’s the division that “gets the real work 
  done around here.” And they’re right. Without the 
  proﬁts from Criminal’s activities, Financial would 
  have nothing to work with; without Criminal’s exis-
  tence, Political would have little reason to exercise 
  its inﬂuence. Ultimately, VIPER is a criminal orga-
  nization, and Criminal Division never lets the other 
  divisions forget that.
  Criminal has no speciﬁc division head or 
  leader, except perhaps the Supreme Serpent himself. 
  To some extent virtually all VIPER leaders involve 
  themselves in Criminal activities. Nor does Crimi-
  nal maintain speciﬁc districts or sections; it simply 
  merges with the normal Nest structure.
  DRAGON BRANCH
  Perhaps the most important part of Criminal 
  Division, and certainly the most ﬂashy, is Dragon 
  Branch — VIPER’s squad of superhuman thugs, 
  enforcers, soldiers, and sneaks. See Chapter Six for 
  more information.
  Nests
  Below the level of the divisions exist the 
  local manifestations of VIPER’s power:  its Nests, 
  or bases. See Chapter Four for more information 
  about Nest structure, function, and activities.
  
  35 
  VIPER ■ Chapter Two
  AGENT RANKS
  Below the Council Of Thirty, VIPER organizes 
  its personnel by ranks, similar to a military organi-
  zation. From highest to lowest, the ranks are:
  Serpent-General:  VIPER’s “war chief” — the 
  supreme commander of its forces in the ﬁeld. Only 
  a member of the Thirty, or the Supreme Serpent 
  himself, can override the Serpent-General’s com-
  mands... and they rarely do. Warren Cliﬀe holds 
  this rank.
  Major General:  A high rank usually reserved for 
  the heads of the four divisions and other personnel 
  with authority over an area of signiﬁcant responsi-
  bility.
  General:  VIPER uses this rank for commanders 
  given authority over all the Nests in a city or region, 
  agents responsible for prominent subdivisions 
  within a Major General’s sphere of authority, and 
  the like.
  Commandant:  The rank for most Nest command-
  ers, though many prefer the title “Nest Leader” or a 
  personal designation (such as “the Russian”) instead 
  of “Commandant.”
  Captain:  The leader of a major group of agents 
  within a Nest. Most Field, Intelligence, and Security 
  Commanders hold this rank.
  Lieutenant:  The lowest of the “oﬃcer” ranks, a Lieu-
  tenant is an agent with signiﬁcant ﬁeld command 
  responsibilities. Most Squadron commanders hold 
  this rank.
  Sergeant:  A rank used for experienced, loyal agents 
  who assist Lieutenants and Captains.
  Agent, Elite:  A highly-trained, highly competent 
  agent trusted by the organization. In game terms, 
  any agent with a Package Deal other than General 
  Combat Specialist, General Intelligence Specialist, 
  or General Technical Specialist.
  Agent, Basic:  The lowest-level “grunt” agents — the 
  ones with the least training and competence, whom 
  VIPER saddles with the least desirable, most dan-
  gerous jobs. The average VIPER agent encountered 
  by superheroes and law enforcement is a Basic 
  Agent.
  GAINING RANK
  An agent who graduates from VIPER Acad-
  emy receives the rank of Basic Agent. Most 
  agents remain at the Basic level, but those with 
  enough talent and drive attract the attention of 
  their superiors and get sent back to the Acad-
  emy for advanced training. Upon completion 
  of advanced training, they become Elite Agents. 
  Elite Agents must earn all further ranks — usu-
  ally through merit and accomplishment, but 
  sometimes through bribery, blackmail, murder, 
  or other illicit means. See page 48 for more infor-
  mation.
  When deciding whether to promote some-
  one, a VIPER officer looks at two things. The 
  first is the agent’s record:  has he performed mis-
  sions well, followed orders, achieved the objec-
  tives given him, and not accumulated too many 
  disciplinary infractions? Second, how much 
  money has the agent made for the organization? 
  An agent who rates high on both criteria can 
  expect a promotion when there’s an opening in 
  the ranks; one who does not remains stuck at his 
  present rank.
  CONFLICTS OF RANK
  Because VIPER operations tend to remain 
  discrete to a single Nest (i.e., only the agents 
  from a single Nest perform a mission), usually 
  no conflicts of rank arise. In the event two or 
  more Nests coordinate for an operation, typically 
  the Nest Leaders order that the agents preserve 
  the chain of command. Thus, a Captain from 
  Nest A can give orders to a Sergeant from Nest 
  B and the Sergeant must obey them, even if a 
  Lieutenant from Nest B orders the Sergeant to do 
  something else. To minimize conflicts, the Nest 
  Leaders usually agree to assign tactical command 
  to a specific officer and his staff; that way two 
  Captains don’t end up butting heads and paralyz-
  ing the operation with arguments about who’s in 
  charge.
  SERPENT-GENERAL WARREN CLIFFE
   15 STR 
  17 DEX 
  16 CON 
  15 BODY 
   18 INT 
  15 EGO 
  23 PRE 
  10 COM
   
  8 PD 
  6 ED 
  4 SPD 
  8 REC
   32 END 
  35 STUN
  Abilities:  +1 PER with all Sense Groups, Running 
  +1”, VIPER Membership Perk, +2 with All Combat, 
  KS: Superheroes 16-, KS: Superpowers 15-, KS: 
  Supervillains 13-, Martial Arts (VIPER Brawling, 
  all maneuvers plus four Extra DCs), Stealth 13-, 
  Tactics 15-, Two-Weapon Fighting (Ranged), WF: 
  Common Melee Weapons, Common Missile Weap-
  ons, Small Arms, all Uncommon Modern Weapons
  50+ Disadvantages:  Hunted (Watched by the 
  Supreme Serpent and the Council Of Thirty); Psy-
  chological Limitation:  Stubborn; Psychological 
  Limitation:  Lecherous; Rivalry (Professional, other 
  high-ranking members of VIPER), Social Limita-
  tion:  Subject To Orders
  VIPER RANK  
  INSIGNIA
  VIPER uses the follow-
  ing insignia to indicate 
  an agent’s rank. Insig-
  nia are worn or sewn 
  onto the left breast of 
  the front of the agent’s 
  uniform, and the top 
  center of the back of the 
  uniform. (Some Nests 
  also issue Nest insignia, 
  which the agent wears 
  on the collar of his 
  uniform and division 
  patches worn at various 
  places.)
  Serpent-General:  Three 
  gold VIPER symbols 
  and a bar above the 
  VIPER symbol patch.
  Major General:  Two gold 
  VIPER symbols and a 
  bar above the VIPER 
  symbol patch.
  General:  One gold 
  VIPER symbol above 
  the VIPER symbol 
  patch.
  Commandant:  Two silver 
  VIPER symbols and a 
  bar above the VIPER 
  symbol patch.
  Captain:  One silver 
  VIPER symbol above 
  the VIPER symbol 
  patch.
  Lieutenant:  One dia-
  mond gold pip above 
  the VIPER symbol 
  patch.
  Sergeant:  Two circular 
  gold pips above the 
  VIPER symbol patch.
  Agent, Elite:  One circu-
  lar gold pip above the 
  VIPER symbol patch.
  Agent, Basic:  None 
  (just a standard VIPER 
  symbol patch).
  *See illustrations on 
  pages 68-69.
  VIPER MEMBERSHIP
  Here are the value for the Membership Fringe Beneﬁt 
  for VIPER:
  Value 
  Membership Level
  10 
  Supreme Serpent
  9 
  Council Of Thirty member
  8 
  Serpent-General
  8 
  Major General
  7 
  General
  6 
  Commandant
  5 
  Captain
  4 
  Lieutenant
  3 
  Sergeant
  2 
  Agent, Elite
  1 
  Agent, Basic
  
  36 ■ VIPER Structure
  Hero System 5th Edition
  Notes:  A 20-year veteran of the United States Army 
  who quit shortly after Desert Storm when threat-
  ened with over a dozen charges of sexual harass-
  ment, Warren Cliﬀe drifted into the shadowy world 
  of the mercenary for a few years before joining 
  VIPER. His knack for small-unit tactics and abil-
  ity to get results (even if it meant sacriﬁcing men) 
  earned him multiple promotions, until eventually 
  the Supreme Serpent tapped him to become the 
  Serpent-General — commander of VIPER’s mili-
  tary forces. As Serpent-General, Cliﬀe has become 
  an expert on ﬁghting superhumans; he keeps dos-
  siers on all known superheroes (and many villains), 
  listing their powers, habits, and weaknesses.
  Called “Steelhead” by his men (though not in 
  his hearing) because of his shiny bald pate, Cliﬀe 
  is as stubborn as a Missouri mule and as tenacious 
  as a barracuda. When he wants something, he gets 
  it, no matter how many people he has to disgrace, 
  brutalize, or kill. His extensive, and seemingly 
  insatiable, sexual appetites have made him less 
  than popular with the female contingent of VIPER 
  agents.
  Tall, heavily-muscled, bull-necked, and com-
  pletely bald, Cliﬀe wears a standard VIPER oﬃcers’ 
  uniform in “relaxed” cut, with a blaster holstered on 
  each hip.
  VIPER
  WORLDWIDE
  A
  lthough most of VIPER’s more spectacu-
  lar or infamous crimes take place in the 
  United States or Europe, the organization 
  actually operates throughout the world. It 
  threatens the security and stability of nations on 
  every continent of Earth. Here’s a review of what 
  VIPER’s up to in various places around the world as 
  of 2003. As time passes, some schemes may come to 
  fruition, while VIPER abandons others as unwork-
  able and loses others to superhero or law enforce-
  ment activity.
  NORTH AMERICA
  VIPER conducts more criminal operations in 
  North America than anywhere else.
  The United States
  VIPER has always had a stronger presence 
  in the United States than any other nation, and 
  Americans hold slightly over half of the positions 
  on the Council Of Thirty. The general opinion 
  among VIPER’s leadership is that “As America goes, 
  so goes the world” — thus it only makes sense to 
  concentrate much of VIPER’s resources there. Fur-
  thermore, the general level of freedom prevalent in 
  the United States gives VIPER greater mobility and 
  security than it often has elsewhere. For example, 
  lawyers working for VIPER have become adept at 
  exploiting the general nature of, and loopholes in, 
  the American legal system for the organization’s 
  beneﬁt. Similarly, several Nests take advantage of 
  the United States’s extensive borders and relatively 
  lax border security to engage in smuggling worth 
  millions of illegal dollars every year.
  The two largest Nests in the United States are 
  the main Nests in Los Angeles and New York City. 
  Major Nests also exist elsewhere in those two cities, 
  and in Millennium City, Chicago, Seattle, Dallas/
  Fort Worth, San Francisco, St. Louis, Vibora Bay, 
  Philadelphia, Boston, Washington D.C., Atlanta, 
  New Orleans, and Miami. Cities with lesser Nests 
  include San Diego, Portland, Phoenix, Las Vegas, 
  Houston, Kansas City, Cincinnati, Indianapolis, 
  Louisville, Pittsburgh, Albany, Buﬀalo, Baltimore, 
  Charlotte, and Jacksonville.
  Canada
  It didn’t take VIPER long to expand from 
  America into Canada. Toronto, Ottawa, and Van-
  couver all gained their own VIPER Nests in the 
  1960s, and soon thereafter VIPER became a ﬁx-
  
  37 
  VIPER ■ Chapter Two
  ture of the Quebec and Montreal underworlds as 
  well. According to some reports, VIPER has used 
  its behind-the-scenes inﬂuence to support the 
  cause of Quebecois independence for the past two 
  decades. The authorities correctly believe VIPER 
  is simply using the more radical elements of the 
  Quebec independence movement as patsies for its 
  own criminal activities. VIPER’s leadership believes 
  societal divisiveness in Canada can only assist the 
  organization’s operations there. After all, why take 
  the blame for a murder-robbery attack when you 
  can dress your men in black sweaters, shout a few 
  partisan slogans in French, and throw the police oﬀ 
  your trail?
  In the past few years, Canadian law enforce-
  ment oﬃcials have noticed an alarming VIPER 
  trend:  a move away from Canada’s major cities and 
  into its smaller urban areas, and even rural regions. 
  Much of Canada remains wild and open, with few 
  or no people inhabiting enormous areas. What 
  better place for VIPER to establish a secret base to 
  develop and test new weapons, or a launch site for a 
  VIPER satellite? For example, in 2002 police in the 
  small British Columbia town of Abbotsford were 
  shocked to discover a major VIPER propaganda 
  and smuggling ring operating out of their normally 
  peaceful hamlet.
  REDSTONE
   15 STR 
  18 DEX 
  15 CON 
  10 BODY
   18 INT 
  14 EGO 
  18 PRE 
  10 COM
   
  7 PD 
  6 ED 
  3 SPD 
  7 REC
   30 END 
  30 STUN
  Abilities:  Running +2”, Leaping +2”, +3 HTH, Acro-
  batics 13-, Breakfall 13-, Bureaucratics 13-, Climb-
  ing 13-, Contortionist 13-, Disguise 13-, Electronics 
  8-, Lockpicking 13-, Martial Arts (Kung Fu, 20 
  points’ worth of maneuvers), Persuasion 13-, Secu-
  rity Systems 13-, Sleight Of Hand 13-, Stealth 14-, 
  Streetwise 13-, Tactics 13-, WF: Common Melee 
  Weapons, Common Missile Weapons, Small Arms
  50+ Disadvantages:  Hunted (Watched by the 
  Supreme Serpent and the Council Of Thirty); Psy-
  chological Limitation:  Stubborn; Rivalry (Profes-
  sional, other high-ranking members of VIPER), 
  Social Limitation:  Subject To Orders
  Notes:  Redstone (real name:  Rick Baumgard-
  ner) became the Commandant of the Vancouver 
  VIPER’s Nest in 1998 after killing the former Nest 
  Leader, whom he viewed as weak. The Council Of 
  Thirty apparently agreed, since it approved his “pro-
  motion” (though it kept a close eye on him for a few 
  years to make sure he could handle the job).
  A skilled cat burglar before he joined VIPER, 
  Redstone tends to favor stealth, sneakiness, and 
  guile over direct confrontation. When dealing with 
  him, one can never be sure what his true objective 
  is or how he intends to achieve it; he usually seems 
  to have plans within plans within plans.
  Redstone wears a VIPER uniform, but in red 
  and gold instead of green and yellow. He has dark 
  hair and green eyes and an athletic build.
  Mexico
  South of the United States, in the often cha-
  otic and semi-lawless nation of Mexico, VIPER 
  has established a major presence in the past two 
  decades. In a society where corruption often pre-
  vails, and a substantial portion of the populace 
  lives in poverty, VIPER can thrive. Its alliances with 
  the powerful Mexican drug cartels have brought 
  it great wealth. It hides several of its largest and 
  most important illegal manufacturing facilities 
  in isolated areas of Mexico, where the high wages 
  it pays to local workers ensure their silence and 
  loyalty. The Mexico City Nest, run by a powerful 
  leader who calls himself El Crabrón (“the Hornet”), 
  controls all of the VIPER activity in the country. 
  Tijuana, Matamoros, Durango, Chilpancingo, Vera-
  cruz, and Chetumal, among others, also have Nests.
  ASIA
  Although VIPER initially ignored Asia, that 
  continent’s rise in global ﬁnancial and political 
  circles over the past half-century soon attracted its 
  attention. Today VIPER has a strong presence in 
  Japan, the Philippines, and India, including many 
  Financial Division agents; it is less prevalent in Sin-
  gapore, Myanmar, and China.
  Japan
  Given its emphasis on developing and using 
  high technology, VIPER made inroads into Japan 
  fairly early in the organization’s history — a Nest 
  was established in Tokyo in 1968 according to 
  VIPER records (though law enforcement oﬃcials 
  remained unaware of its existence until 1972). 
  VIPER tends to conduct lower-key operations 
  in Japan than in North America; Japanese Nests 
  eschew violent robberies or like crimes for subtle 
  and sophisticated thefts of technology and data. 
  Smuggling of drugs, weapons, pornography, and 
  other items also earns them vast proﬁts.
  Since the mid-1980s, VIPER Japan has fought 
  an underworld war with several of Japan’s largest 
  yakuza syndicates. Apparently resenting the intru-
  sion of a foreign organization into “their” territory, 
  Japanese gangsters have turned up the heat on 
  VIPER, killing agents, disrupting operations, and 
  anonymously tipping oﬀ the police about VIPER 
  activities. VIPER has responded in kind, using its 
  superior ﬁrepower to cause considerable damage 
  to a number of gangs. In the past several years 
  the ﬁghting, which has created an uproar in the 
  Japanese press, has escalated to the use of supervil-
  lains; the clashes between yakuza enforcers like Ishi 
  (“Stone”) and Hotaru (“Fireﬂy”) and VIPER agents 
  such as Boruto (“Volt”) and Hayaikaze (“Swift-
  wind”) have caused millions of dollars of property 
  damage and nearly two dozen deaths.
  
  38 ■ VIPER Structure
  Hero System 5th Edition
  China
  VIPER has never enjoyed much success at 
  inﬁltrating China. The harsh, autocratic regime 
  there has taken extraordinary measures to ensure 
  that VIPER cannot obtain a foothold throughout its 
  territory. Chinese authorities have executed dozens 
  of people on the mere suspicion of involvement in 
  VIPER, often without even the pretense of a formal 
  trial; the Tiger Squad, oﬃcial hero team of the 
  People’s Republic, has smashed nascent Nests on 
  several occasions. As the nation slowly opens itself 
  up to the outside world and initiates democratic 
  reforms, VIPER may, along with other Western 
  institutions and traditions, ﬁnd a way to establish 
  itself there. The Supreme Serpent certainly has 
  plans in this regard. But at present, most of China 
  remains VIPER-free.
  Two areas constitute exceptions to that general 
  rule:  Shanghai and Hong Kong. Shanghai, one of 
  the country’s busiest ports and most Westernized 
  cities, has had a reputation for vice and crime for 
  decades (if not centuries), and not even the draco-
  nian attention of Communist oﬃcials has stamped 
  out its underworld. VIPER established a Nest there 
  in the late 1970s, and through a carefully-planned 
  and orchestrated program of stealth, violence, 
  bribery, and inﬂuence-peddling has kept it alive 
  and thriving. The Nest’s leader, who calls himself 
  Hēide Miànjù (“The Black Mask”) after an obscure 
  character from Chinese opera, has a reputation as 
  one of the most clever and devious Nest Leaders in 
  all of VIPER. According to some internal rumors, 
  in daily life he is one of the richest, most successful 
  businessmen in modern China, and has ambitions 
  to obtain even greater wealth and power (both 
  legitimate and illegitimate).
  Hong Kong, only a Chinese property for the 
  past several years, includes one of the ﬁrst VIPER 
  Nests established outside of the United States. Spe-
  cializing in ﬁnancial crime, computer crime, and 
  smuggling, its agents often lend their expertise to 
  other Nests — for an appropriate fee, of course. 
  For years the Nest has struggled against the native 
  organized crime groups, the Triads, but its shadowy 
  inﬂuence among the business community and cer-
  tain corrupt oﬃcials, not to mention the services 
  of a powerful telekinetic superhuman called Jī nlí 
  (“Goldforce”), have kept it going.
  North Korea
  Since the early 1970s, VIPER has considered 
  the renegade government of North Korea an ally. 
  Eager for dollars and high technology, North Korea 
  allowed VIPER to establish several Nests through-
  out its territory in exchange for ongoing payments 
  of money, weapons, and technical data. VIPER also 
  employs a large number of locals at its manufac-
  turing centers in the country, providing a much-
  needed infusion of cash for the North Korean con-
  sumer economy. Se Sang-mun, the head of North 
  Korean VIPER operations, is reputedly a close 
  friend of several of North Korea’s leaders, includ-
  ing Kim Jong-il, and according to CIA reports has 
  worked actively to derail the improving state of 
  relations between North and South Korea.
  Southeast Asia And India
  Generally impoverished and often corrupt, 
  the nations of Southeast Asia are prime territories 
  for large-scale VIPER operations. While generally 
  avoiding the more progressive and/or authoritarian 
  areas, such as Singapore and Malaysia, VIPER has 
  set up several Nests to exploit resources, smuggle, 
  steal, establish vice rings, and so forth. According to 
  some reports it has even propped up shaky regimes 
  to keep its own operations safe, and has stirred up 
  international troubles in the region (such as the 
  dispute over ownership of the Spratly Islands) to 
  give itself even more room to maneuver.
  Moving westward, VIPER has major Nests in 
  Calcutta, Bombay, and New Delhi, all established in 
  the early to mid-1980s and since bolstered by the 
  Supreme Serpent’s interest in the region. Exploiting 
  cultural, class, and religious strife to create oppor-
  tunities for crime or cover their tracks, these Nests 
  have committed numerous robberies, assassina-
  tions, and terrorism for hire attacks. Local oﬃcials 
  fear VIPER may become more aggressive, using its 
  wealth to recruit hundreds or thousands of new 
  agents from among India’s poor and disaﬀected to 
  enhance its operations both in the subcontinent 
  and elsewhere throughout the world. (However, Dr. 
  Destroyer has strong interests in this part of the 
  world as well, and may not care for the serpents’ 
  “intrusion” there if they become too active....)
  AFGHANISTAN AND  
  THE MIDDLE EAST
  During the 1970s and ’80s, VIPER took advan-
  tage of the confusion and warfare in the Middle 
  East to engage in weapons sales and smuggling, 
  heroin manufacturing and smuggling, terrorism 
  and assassination for hire, and other proﬁtable 
  activities. During the Soviet war in Afghanistan it 
  studied recent developments in Soviet weaponry, 
  and tested out some of its own designs by provid-
  ing prototypes to the Afghan resistance. According 
  to American intelligence reports, it did the same 
  thing during the Gulf War and the American war 
  against Iraq by providing weapons to Saddam 
  Hussein’s forces.
  Today, with the region a hotbed of American 
  military activity following the overthrow of the 
  Taliban, VIPER has scaled back its activities there. 
  VIPER advisers remain in Syria and Iran, hoping 
  to goad those regimes into geopolitical maneuvers 
  that will destabilize the Middle East and create 
  more opportunities for extensive criminal opera-
  tions.
  VIPER’s largest Nest in this region is in Istan-
  bul, Turkey, where VIPER directly or indirectly 
  controls a substantial chunk of the underworld. 
  Other prominent Nests include those in Damascus 
  and Tel Aviv. In 2001, the Saudi superhero Desert 
  PROJECT CHINESE 
  SERPENT
  VIPER’s most recent 
  major eﬀort to establish 
  a beachhead in China 
  was a small genetics 
  laboratory hidden in the 
  back alleys of Beijing. 
  Some of VIPER’s biolo-
  gists had developed a 
  mutative process that 
  seemed most eﬀective 
  on persons of Chinese 
  ancestry. Thinking this 
  would be a good way to 
  create squads of super-
  powerful agents quickly, 
  VIPER set them up with 
  a clandestine facility in 
  the Chinese capital and 
  told them to get to work.
  Initially, the process was 
  a success; the kidnapped 
  victims who underwent 
  the “Chinese Serpent” 
  treatment mutated into 
  three-ﬁngered, two-
  toed serpent-human 
  hybrids with unusually 
  high strength, agility, 
  and resistance to injury. 
  Unfortunately, they 
  also proved mentally 
  unstable. During train-
  ing they turned on their 
  captors, killed them, and 
  escaped into the streets 
  of Beijing to wreak 
  havoc. Squads of normal 
  VIPER agents scrambled 
  to try to recover them, 
  but to no avail — the 
  incident attracted the 
  attention of the Tiger 
  Squad, which attacked 
  both groups. Several 
  hours later, the Squad 
  had rounded up and 
  imprisoned the agents, 
  and “hospitalized” the 
  mutates.
  Eﬀorts to “de-mutate” 
  the altered people have 
  so far failed. VIPER 
  remains in possession 
  of the full data on the 
  transformation process 
  and hopes to reﬁne and 
  re-use it.
  
  39 
  VIPER ■ Chapter Two
  Cat smashed Nests in Riyadh and Beirut, creating a 
  “VIPER vacuum” in Saudi Arabia and Lebanon that 
  VIPER has yet to ﬁll.
  AFRICA
  VIPER has little presence in northern Africa 
  except in Egypt. New Karnak, the large and power-
  ful VIPER’s Nest in Cairo (which includes several 
  superhuman agents), controls all of the organi-
  zation’s activities in the Saharan region. Led by a 
  man who calls himself the Pharaoh, it often works 
  closely with various Middle Eastern Nests.
  Sub-Saharan Africa, on the other hand, is a 
  VIPER playground. Not only does VIPER maintain 
  its world headquarters in the Mbang Mountains of 
  Cameroon, it takes advantage of the chaotic nature 
  of African life. Beset by political unrest, ethnic 
  conﬂict, numerous ongoing wars, and rampant 
  corruption, the region serves as a perfect hideout, 
  testing ground, and base of operations for VIPER. 
  Only the presence of a large UNTIL facility in 
  Kinshasa keeps VIPER from dominating all of 
  southern Africa with a “shadow government”... but 
  even UNTIL may not be able to stop Project Unity, 
  VIPER’s ultimate plan to take over the continent 
  (see page 18).
  With major Nests in Johannesburg and 
  Lagos, VIPER can exploit the region’s rich natural 
  resources (or shake down companies that do), sell 
  weapons and services to either or both sides in 
  any number of brush wars, test weapons and other 
  devices, and conduct scientiﬁc programs impos-
  sible elsewhere. For example, a large number of the 
  persons who go “missing” during wars or episodes 
  of “ethnic cleansing” actually end up as guinea pigs 
  in VIPER’s African labs. Agents quietly dispose of 
  the corpses of most of them, while a few gain tem-
  porary superpowers which burn out their bodies 
  and kill them after they’ve served VIPER for a short 
  time. A lucky few become full-ﬂedged superhu-
  mans, and usually end up brainwashed by VIPER 
  psychics to remain loyal to the organization.
  In addition to the Johannesburg and Lagos 
  Nests, VIPER also has Nests in Nairobi and Soma-
  lia, as well as many smaller facilities hidden away 
  in bush, jungle, and mountain. The leader of the 
  Johannesburg Nest, Roger Essec, theoretically 
  controls all VIPER activity below the Sahara, but 
  several other prominent agents, including Com-
  mandant Howard Petrie (Nest Leader in Lagos) 
  and the supervillain Iron Lightning, wield far more 
  inﬂuence than Essec is comfortable with.
  EUROPE
  After the United States, Europe is VIPER’s 
  territory of greatest activity, though the VIPER-
  Eurostar War sapped more of its strength there 
  than it would like. With large Nests in Paris, Berlin, 
  Geneva, Zurich, Warsaw, and Budapest, VIPER has 
  a more cohesive network in Europe than the Maﬁa 
  or any organized crime group. It uses this resource 
  to steal valuables from museums, companies, and 
  private collections; commit large-scale fraud; smug-
  gle goods across Europe’s many national borders; 
  provide weapons to Balkans combatants, German 
  right-wing paramilitarists, and the many small ter-
  rorist groups that still infest parts of the continent; 
  and engage in many other criminal activities.
  The British Isles
  VIPER has made relatively few inroads in 
  the British Isles compared to continental Europe, 
  though it has a major Nest in London and minor 
  ones in Edinburgh and Dublin. General Barbara 
  Jamison, Leader of the London Nest since 1994 
  and overall commander of VIPER activities in the 
  U.K., has ambitions to expand VIPER’s resources in 
  the Isles, but so far her plans have come to naught. 
  Somehow the New Knights of the Round Table, 
  the London Watch, or other British supers seem to 
  foil her every plan. But she’s disciplined and deter-
  mined, and no doubt already has another scheme 
  in the works.
  GENERAL BARBARA JAMISON
   15 STR 
  15 DEX 
  15 CON 
  12 BODY
   15 INT 
  14 EGO 
  20 PRE 
  12 COM
   
  5 PD 
  4 ED 
  3 SPD 
  6 REC
   30 END 
  30 STUN
  Abilities:  Luck 2d6, Contacts (20 points’ worth, 
  throughout VIPER), VIPER Membership Perk, 
  Breakfall 12-, Bribery 13-, Bureaucratics 13-, 
  Deduction 13-, Fast Draw (Small Arms) 12-, Mar-
  tial Arts (VIPER Brawling, all maneuvers), Oratory 
  13-, Persuasion 13-, PS: Play Chess 14-, Stealth 13-, 
  Streetwise 13-, Tactics 13-, WF: Small Arms
  50+ Disadvantages:  Hunted (Watched by the 
  Supreme Serpent and the Council Of Thirty); Psy-
  chological Limitation:  Powerhungry; Rivalry (Pro-
  fessional, other high-ranking members of VIPER); 
  Social Limitation:  Subject To Orders; Unluck 1d6
  Notes:  A dark-haired, green-eyed woman in her 
  mid-40s, Barbara Jamison joined VIPER in the late 
  1970s after several brushes with the law. Her intel-
  ligence, analytical abilities, and self-discipline have 
  helped her rise through the ranks to her present 
  position — but she’s not done yet. She covets a posi-
  tion on the Council Of Thirty, and will do whatever 
  she must to obtain it.
  When not working, Jamison is a devoted chess 
  player. Everyone in her command long ago learned 
  not to play against her, so she matches wits with a 
  computer or meets with other chess aﬃcionados in 
  public settings. She also enjoys similar games, such 
  as go, but chess is her consistent favorite.
  Russia
  Since the fall of the Soviet Union, Russia, once 
  an area that saw little VIPER activity, has become 
  one of the organization’s most active and proﬁtable 
  regions. With the nation virtually a kleptocracy, 
  VIPER has almost a free hand to loot, pillage, steal, 
  and murder. VIPER leaders often reassign agents 
  COMMANDANT 
  RICHARD SANJIVA
   20 STR 
  18 DEX
   20 CON 20 BODY
   15 INT 
  12 EGO
   20 PRE 
  10 COM
   14 PD 
  14 ED
   4 SPD 
  10 REC
   40 END 40 STUN
  Abilities:  Damage Resis-
  tance (8 PD/8 ED), HA 
  +4d6, Bureaucratics 13-, 
  Computer Programming 
  12-, Contortionist 13-, 
  Conversation 13-, Martial 
  Arts (VIPER Brawl-
  ing, 10 points’ worth of 
  maneuvers), Persuasion 
  13-, Seduction 13-, Stealth 
  14-, Streetwise 13-, WF: 
  Common Melee Weap-
  ons, Small Arms
  Disadvantages:  Hunted 
  (Watched by the Supreme 
  Serpent and the Council 
  Of Thirty); Psychological 
  Limitation:  Wants To Be 
  Liked; Rivalry (Profes-
  sional, other high-rank-
  ing members of VIPER); 
  Social Limitation:  Sub-
  ject To Orders
  Notes:  Leader of the 
  Bombay Nest, Richard 
  Sanjiva enjoys enormous 
  popularity among his 
  agents. Willing and eager 
  to lead missions him-
  self, he frequently joins 
  them when they commit 
  crimes, taking the same 
  risks they do and look-
  ing out for their welfare. 
  Compared to the average 
  Nest Leader, he’s practi-
  cally a populist... though 
  he punishes disobedience 
  or dereliction of duty 
  harshly.
  Sanjiva is a low-level 
  mutant, with minor 
  resilience powers — his 
  skin is tough enough to 
  bounce bullets (most of 
  the time), and his bones 
  so hard that his punches 
  do more damage than 
  usual. He believes the 
  proper treatments could 
  transform him into a full-
  ﬂedged “brick,” but the 
  possibility of undesirable 
  side eﬀects (including 
  death) has deterred him 
  from seeking them so far.
  
  40 ■ VIPER Structure
  Hero System 5th Edition
  wanted for major crimes in other countries to the 
  Moscow Nest until the heat cools oﬀ, since Russia 
  has never located it, much less captured and extra-
  dited a wanted VIPER agent.
  The Moscow Nest, though only a little over 
  a decade old, has already become one of VIPER’s 
  wealthiest Nests, spawning “subsidiaries” in St. 
  Petersburg, the Crimea, and several nations formed 
  from parts of the former Union. General Piotr 
  Krilov, leader of the Moscow Nest, is one of VIPER’s 
  rising stars. Some predict he’ll succeed to a place on 
  the Council Of Thirty when a vacancy next arises. 
  Rumors among the other Nests say Krilov doesn’t 
  want to wait that long; he may take matters into his 
  own hands and “arrange” a vacancy soon.
  A few international security experts have 
  expressed fears that VIPER may have become a 
  major player in the thriving Russian black market in 
  arms — speciﬁcally, nuclear weapons. Law enforce-
  ment and/or military oﬃcials have foiled a few 
  attempts by various criminals to sell or buy parts 
  of Russia’s nuclear arsenal, but a disturbingly large 
  amount of weapons-grade material remains unac-
  counted for. The possibility that VIPER may have 
  obtained some of that material, or even entire work-
  ing missiles, and become the world’s ﬁrst nuclear-
  capable criminal organization, has led to many sleep-
  less nights among certain governmental oﬃcials.
  SOUTH AND  
  CENTRAL AMERICA
  The seemingly endemic corruption and 
  revolutions which characterize South and Central 
  America and the Caribbean have long provided 
  a cover for many VIPER operations. As in Africa, 
  VIPER establishes manufacturing and testing facili-
  ties in wild and unmonitored areas, sells weapons, 
  smuggles drugs and commodities, and corrupts 
  oﬃcials. Nests in Buenos Aires, Asunción, Săo 
  Paulo, Santiago, Caracas, and Managua ally them-
  selves with the cocaine cartels, support FARC and 
  other rebel groups to ensure the region remains in 
  a state of unrest, and earn vast sums from the con-
  tinent’s thriving assassination market. At present, 
  though, the power struggle going on in the upper 
  echelons of the region’s agents (see pages 44-45) has 
  diminished VIPER’s eﬀectiveness in South America 
  somewhat.
  OCEANIA AND AUSTRALIA
  VIPER has relatively little presence in this 
  part of the world. Minor Nests in Sydney and Perth 
  control all of the organization’s operations in the 
  Paciﬁc, but generally speaking VIPER sees little in 
  this region worthy of its attention. However, VIPER 
  has established some testing or manufacturing 
  bases on a few isolated islands, if necessary brib-
  ing the locals to keep quiet. Some VIPER scientists 
  have also proposed the construction of an under-
  sea base somewhere in Micronesia, but as yet the 
  organization’s leadership remains lukewarm, at best, 
  to this idea.
  OUTER SPACE
  The VIPERSAT-1 plot, which the Justice 
  Squadron uncovered and foiled in the mid-1970s, 
  remains VIPER’s only attempt to enter space as far 
  as most authorities are concerned. But the authori-
  ties are wrong. Though not an active participant in 
  any “space race,” VIPER has not ignored the high 
  frontier. The VIPERSAT-3 series of four “stealth sat-
  ellites,” launched in 1985-87, remains both hidden 
  and functional, providing VIPER with a communi-
  cations capability unmatched by any other criminal 
  organization. The Supreme Serpent plans to replace 
  the VIPERSAT-3 system, now a somewhat outdated 
  device, with the new VIPERSAT-6 sometime in the 
  next several years. VIPER has also experimented 
  with some space vehicles of its own, though these 
  remain unique and unreliable.
  DUCHESS INDUSTRIES
  One of VIPER’s most important “allies” — or 
  resources, if you prefer — around the globe is 
  Duchess Industries, the multinational conglomer-
  ate owned and controlled by Henrietta Von Drotte 
  (page 29). Among the top ten largest corporations 
  
  41 
  VIPER ■ Chapter Two
  in the world, Duchess Industries has its ﬁngers in 
  just about every type of moneymaking enterprise:  
  manufacturing, mining, chemistry, biotechnology, 
  computers, robots, aerospace, energy, and more. As 
  a privately-owned corporation headquartered in 
  Bonn, Germany, it escapes a lot of the regulations 
  imposed on publicly-held companies.
  Duchess Industries and VIPER have an 
  almost symbiotic relationship. Without VIPER, 
  Duchess would not have reached the pinnacles it 
  has attained in the modern world; the criminal 
  organization’s assistance with industrial espionage, 
  sabotage, and illegal experimentation has enabled 
  Duchess to leap ahead of its competitors on numer-
  ous occasions. Conversely, Duchess often oﬀers 
  VIPER a legitimate front through which to conduct 
  operations, launder money, and increase its inﬂu-
  ence over the business world.
  As a business entity, Duchess Industries has 
  simple goals:  remain on the top of the corporate 
  heap; and increase proﬁts. But unlike most corpora-
  tions, it lacks even the tiniest scruples about how to 
  attain those goals. The only thing that reins Duch-
  ess in is fear of being caught (which would not only 
  mean jail terms for those involved, but a tremen-
  dous PR blow). As long as the corporation’s oﬃcers 
  feel conﬁdent they can get away with it, they’ll use 
  all the weapons available to them:  assassination; 
  violation of environmental regulations; fraud; spin 
  doctoring; blackmail; intellectual property theft. 
  The average employee knows nothing of this, and 
  would be shocked and dismayed to ﬁnd out about 
  it — but within the heart of Duchess lies a vast and 
  vicious criminal conspiracy whose true bounds and 
  full scope of activities are known only to Henrietta 
  Von Drotte.
  Of course, Duchess takes great pains to pres-
  ent a “friendly and responsible” corporate face 
  to the world. Its tens of thousands of employees 
  receive generous compensation and beneﬁts, it 
  donates millions of dollars to charity every year, 
  and it promotes its “environmentally sensitive” 
  policies. But even then, it often has a hidden 
  agenda, such as running less well-funded competi-
  tors out of business due to the increased overhead 
  brought on by expanded environmental regula-
  tions Duchess lobbied for.
  Duchess Personnel
  Besides the Duchess herself, some of the most 
  prominent and important employees of Duchess 
  Industries include:
  EDWARD WARWICK, M.D.
  The president and C.E.O. of Duchess North 
  America, Warwick was once a practicing physician 
  who lost his medical license due to a few too many 
  malpractice suits. He drifted into research, where 
  some of his ideas — not to mention his willing-
  ness to exploit research subjects for personal gain 
  — eventually landed him a job at Duchess Indus-
  tries. From there he worked his way up the corporate 
  ladder, transitioning from research to management 
  as he “arranged” vacancies with a surgeon’s precision.
  Although he’s responsible for all of Duchess’s 
  operations in North America, Dr. Warwick usually 
  has one or two “pet projects” that occupy a lot of 
  his attention. Currently he spends much of his time 
  with Project Bumblebee, a secret project within the 
  company’s biochemical research laboratories to 
  determine the genetic or other factors responsible 
  for the creation and development of superpowers 
  (primarily mutant powers). Duchess scientists have 
  begun a comprehensive study of superhuman abili-
  ties, often using data covertly gathered by VIPER 
  operatives during conﬂicts with superheroes and 
  passed on to Duchess through “channels.” If War-
  wick unlocks the secret of what causes superpow-
  ers, VIPER could very well become unstoppable.
  JENNIFER KINKAID
  Looking for all the world like a model instead 
  of a corporate executive, Jennifer Kinkaid, the head 
  of Duchess Industries public relations worldwide, 
  conceals the temperament of a shark behind her 
  winning smile. She’s got a steel-trap mind and a 
  vicious streak that makes her a perfect weapon in 
  the Duchess’s hands. Whenever Von Drotte wants 
  to ruin an enemy or publicly humiliate a rival, she 
  turns Kinkaid loose on the problem.
  Based in Duchess’s Washington, D.C. oﬃce, 
  Kinkaid also oversees the company’s lobbying 
  eﬀorts (both the direct ones, and the indirect ones 
  through various shell corporations and dummy 
  charities it sets up to conceal its interest in a par-
  ticular issue). She knows the corridors of power in 
  Washington well, and won’t hesitate to trade on the 
  many favors and contacts she (and the Duchess) 
  have accumulated over the years.
  Kinkaid’s husband, Michael Morgan, is a part-
  ner at a powerful Washington law ﬁrm that does a 
  great deal of work for Duchess Industries. Together 
  they’re a potent combination and two of Von 
  Drotte’s favorites. They’re often among the select 
  few asked to join the Duchess at “corporate retreats” 
  in her lavish Swiss chalet.
  LOGAN HENDRICKS
  This tall (6’6”), broad-shouldered, muscular 
  Canadian and former VIPER Nest Leader serves 
  as Duchess’s Head of Security. He’s saved the 
  Duchess’s life on two occasions, and she trusts him 
  as much as she trusts anyone. He knows most of 
  her (and Duchess Industries’s) secrets, though he’s 
  never once let one slip or showed any sign of dis-
  loyalty to Von Drotte. (And a good thing, too — she 
  secretly planted a cortical bomb  in his brain so she 
  can kill him instantly if she has to.)
  Although nominally headquartered at the 
  main Duchess facility in Bonn, Hendricks usually 
  goes wherever the Duchess goes so he can oversee 
  her security arrangements personally. He has a 
  reputation among his men for absolute fearlessness, 
  and while he knows that’s not true, it’s an image he 
  carefully cultivates. If necessary, he’d even take on 
  a superhuman one-on-one to prove to his security 
  personnel (and the Duchess) that he doesn’t back 
  down from anything.
  
  42 ■ VIPER Structure
  Hero System 5th Edition
  Hendricks commands a force of nearly 5,000 
  security “troops” worldwide, more than a few (but 
  by no means most) of them former VIPER agents. 
  His men have the best equipment he can reason-
  ably buy, excellent pay, and wide latitude about 
  “busting skulls” when they think it’s necessary. He’d 
  rather Duchess suﬀer a few “brutality” lawsuits (and 
  beat them in court, usually) than run the risk of a 
  security breach.
  Duchess Projects
  At any given time, Duchess Industries has 
  thousands of research projects, corporate initia-
  tives, and business plans in the works. Some of the 
  more intriguing current ones include:
  DI DEMOGRAPHICS RESEARCH, INC.
  This branch of Duchess Industries purports to 
  provide demographic research, public opinion poll-
  ing, and related services for businesses, the better to 
  enable them to predict future trends and plan their 
  future products. DIDR does that... and more. In 
  addition to helping Duchess Industries and other 
  companies exploit the masses, DIDR researches 
  the subject of group psychological manipulation. 
  Its scientists, some of whom possess mild psionic 
  powers, want to know the best ways to alter peoples’ 
  perceptions through propaganda, control of the 
  media, and even more direct means (brainwashing, 
  mind control). VIPER has occasionally used DIDR’s 
  ﬁndings when interrogating captured superheroes 
  and UNTIL agents.
  DIDR also helps Duchess maintain its edge in 
  a sneakier way:  it sometimes gives mildly incorrect 
  data to its customers. Given the broad trends it pre-
  dicts, a change of just a few percentage points can 
  have an enormous eﬀect on proﬁts, leaving Duchess 
  in the black but its competitors in the red.
  LABORATORI DI UNITA
  An Italian subsidiary of Duchess Industries, 
  Unita is a biotechnology ﬁrm working on solutions 
  to global hunger. It wants to reduce, or better yet 
  eliminate, the problems of starvation in sub-Saha-
  ran Africa, India, and other places through higher 
  crop yields, development of new food sources, and 
  the like.
  But of course there’s more to this altruistic 
  eﬀort than meets the eye. Unita is the public face of 
  Project Unity, a VIPER-Duchess eﬀort to unite the 
  sub-Saharan region of Africa into a single empire 
  for VIPER to rule behind the scenes (page 18). 
  The Duchess hopes to place herself on the throne 
  of that empire, though the Supreme Serpent, who 
  takes a proprietary interest in Africa, may have 
  something to say about the matter.
  PROJECT DOVE
  In recent years, the Duchess has become 
  extremely interested in the Warlord and his tech-
  nology. She suspects it may have its basis in alien 
  science, but has no deﬁnitive proof. Eager to get her 
  hands on it, and use it to provide VIPER with new 
  weapons, she has begun a covert campaign against 
  him and his organization. She has dummy corpora-
  tions hire him for ﬁctitious jobs and then vanish 
  (thus consuming his resources to no end), tries to 
  lure him into situations where he’s vulnerable to 
  counterattack, and so on. When appropriate, she 
  
  43 
  VIPER ■ Chapter Two
  secretly tips oﬀ superhero teams to his activities. 
  She ﬁgures it won’t take long for someone to appre-
  hend him, then she can easily steal his weaponry 
  from the authorities. If she realized the supervillain 
  Devastator was using Warlord-inspired technologi-
  cal designs, she’d make him a target, too.
  PROJECT SILENT PARTNER
  In the latter quarter of the twentieth century, 
  when super-technology-wielding heroes became 
  ever more common, the Duchess had an intriguing 
  notion:  steal their technology. A hero who main-
  tains a secret identity can’t patent his inventions, so 
  if Duchess could obtain them it could register them 
  itself and make money from them without incur-
  ring R&D costs. And so was born Project Silent 
  Partner, a joint VIPER-Duchess operation that goes 
  into eﬀect whenever project analysts ﬁnd a hero 
  with the appropriate attributes:  (a) has technology 
  Duchess could use which he has not patented; and 
  (b) is vulnerable to attack. The project scrambles a 
  special team of VIPER agents armed with capture 
  and restraint weapons as well as devices that can 
  temporarily neutralize technology and crack open 
  suits of powered armor. If all goes well, the agents 
  return to their European base of operations in just 
  a week or two with new gadgets for the Duchess’s 
  scientists to study and replicate.
  VIPER AND WORLD  
  SUBCULTURES
  Many “worlds” or subcultures intersect with 
  the Superhuman World. In many ways, VIPER is 
  the jack of all trades of the Champions Universe; 
  while it doesn’t particularly dominate any one spe-
  ciﬁc area, there are a couple of areas where it has 
  major involvement, and it dabbles in nearly every 
  aspect of society.
  THE BUSINESS WORLD
  From behind the scenes, VIPER is a huge player 
  in the business world of the Champions Universe. 
  Many members of the Council Of Thirty own mul-
  tibillion dollar corporations and work together to 
  keep each other wealthy and powerful. Some experts 
  have described VIPER as “a business cartel that com-
  mits crimes on the side” and that’s not very far from 
  the truth in many respects. And in some cases, what 
  VIPER can’t steal, it can acquire; companies like 
  Duchess Industries are very aggressive purchasers of 
  high-tech research ﬁrms, because you never know 
  when some superhero or rogue villain will hide his 
  technical secrets in a small start-up ﬁrm.
  THE ESPIONAGE WORLD
  Some people believe one out of every three 
  people in the American government is a VIPER 
  spy. This is nonsense, but VIPER has its proverbial 
  ﬁngers in as many pots as it can. In most defense- 
  and research-related department of government, 
  VIPER has a deep cover agent planted somewhere; 
  in nearly every major industrial ﬁrm that VIPER 
  doesn’t own, there’s someone secretly working on 
  its behalf. (Of course, watching an R&D depart-
  ment of a major governmental agency or corpora-
  tion is a huge task, and many projects slip under 
  VIPER’s radar.)
  The nation that’s proven the greatest challenge 
  for VIPER to inﬁltrate has been China. VIPER 
  hopes the increased world commerce with China 
  will open its bureaucracy as well as its markets to 
  VIPER inﬁltration.
  THE MARTIAL WORLD
  Although VIPER’s martial arts specialists, 
  the Takara-Shinja, are extraordinary by normal 
  standards, there’s no single VIPER martial artist in 
  the league of people like Fiacho, Jade Phoenix, and 
  Nightwind (though the Supreme Serpent comes 
  close in some ways). VIPER prefers to focus on 
  developing better weapons for its agents, rather 
  than better ﬁghting techniques.
  THE MERCENARY/MILITARY/ 
  TERRORIST WORLD
  VIPER keeps a careful eye on the mercenary 
  and terrorist world, but rarely employs “outside 
  talent” (as they refer to mercenaries) or “local luna-
  tics” (as they refer to terrorists) — though it does 
  sometimes sell weapons to both groups. VIPER 
  has no problems with raiding either community 
  for talent, but otherwise holds modern Mideast 
  terrorism in contempt. It’s a backward, reactionary 
  force with no relationship to VIPER’s goal of world 
  advancement. 
  THE MYSTIC WORLD
  VIPER has little to do with the occult. VIPER 
  in the United States is generally anti-magic, but else-
  where (particularly given the organization’s roots) it 
  can’t completely reject the Mystic World. Worldwide, 
  VIPER includes African cultists, arcanologists who 
  pursue mystical artifacts, and the like, and it makes 
  no apologies for them. VIPER’s standing in the mys-
  tical community is quite low; mystics treat agents as 
  artifact scavengers and thieves, and no self-respect-
  ing occultist deals with them.
  
  44 ■ VIPER Structure
  Hero System 5th Edition
  T
  hough far better disciplined and organized 
  today than in the past, VIPER remains 
  an organization of criminals. As such, it’s 
  subject to internal feuds, power struggles, 
  stealthy assassinations, and other forms of competi-
  tion between members. A group of greedy, unprin-
  cipled, ruthless people doesn’t always function 
  smoothly.
  COUNCIL OF THIRTY POLITICS
  The most important rivalries within the orga-
  nization are the ones between the members of the 
  Council Of Thirty. While none of the Thirty would 
  dare challenge the Supreme Serpent for leader-
  ship of VIPER, all of them jockey for power and 
  inﬂuence. Each uses spies, surveillance technology, 
  and a thousand other schemes to increase his own 
  authority and resources, or weaken those of his 
  rivals.
  One important check exists on this sort of 
  activity:  the oath sworn by the Thirty Founders, 
  which the mystic power of the Serpent Lantern 
  enforces on them. This means one of the Thirty 
  Founders cannot directly or indirectly “betray” 
  another Founder or the organization as a whole. 
  But the oath is not without its limits. First, “betray” 
  has a relatively narrow meaning. A Founder cannot 
  inform the authorities about another Founder’s 
  activities (or those of his underlings), nor attack 
  that Founder (or his interests) in any way. But he 
  can refuse to help another Founder, attempt to 
  out-do another Founder within the organization, 
  or indirectly weaken him by siphoning oﬀ his 
  resources in some way. Second, the oath does not 
  extend to newcomers to the Council — persons 
  appointed to it to ﬁll vacancies among the Thirty 
  Founders. Those persons can betray other Council 
  members, and be betrayed by them in turn, making 
  for interesting internal machinations indeed.
  Two Council members are the special targets 
  of many of their peers:  the Duchess and Roger 
  Essec. Many of the Thirty view Essec as “daddy’s 
  boy,” even though he was a member of VIPER 
  long before his father returned to the world, and 
  they resent the inﬂuence and prestige this gives 
  him. They know he would be next in line for the 
  throne if the Supreme Serpent had his way, so they 
  want to remove him from the picture to give each 
  of them a better chance. As for the Duchess, she’s 
  simply too powerful for any of the other Council 
  members to remain comfortable with. They’re par-
  ticularly concerned about her Unita project and 
  the possibility she might come to rule a sizable 
  portion of Africa.
  BRANCH AND NEST POLITICS
  Similarly, each of the major branches of VIPER 
  ﬁghts with the others for the place of prominence 
  within the organization. All four make their own 
  claims to be “the most important part of VIPER,” 
  and do their best to prove it by showing the others 
  up. Within a given Nest, agents often align them-
  selves among the branches, denying their rivals 
  equipment, services, or ﬁnancing, or perhaps dis-
  posing of an enemy with an anonymous phone call 
  to the police.
  Individual Nests often compete, openly or 
  covertly, for power, proﬁts, and prestige. A success-
  ful, high-earning Nest gains more inﬂuence within 
  the organization than a weaker, less proﬁtable one, 
  and some try to improve their own track records 
  by stealing from or hindering other Nests (secretly, 
  of course — the Supreme Serpent would kill any 
  agents caught stealing from any part of his organi-
  zation).
  Smaller-scale struggles and rivalries often 
  occur within individual Nests. Since an agent 
  moves up the VIPER ladder either when his supe-
  riors prove themselves incompetent, or he ﬁlls 
  a vacancy above him based on his own abilities, 
  VIPER’s own culture and rules exacerbate this 
  behavior — the best way to ﬁnd a vacancy to ﬁll is 
  to create it yourself. Many a Nest Leader sleeps with 
  one eye open, knowing any number of contend-
  ers for his position may try to advance their cause 
  by killing him. A clever leader learns how to play 
  various factions in his Nest oﬀ against each other, 
  keeping himself secure by deﬂecting his enemies’ 
  attention.
  The two most rivalry-fraught regions in 
  VIPER are Africa and South America. In Africa, 
  Roger Essec’s authority over the continent has 
  come under quiet siege by two people. The ﬁrst, 
  Commandant Howard Petrie, controls all VIPER 
  operations in Lagos. Petrie thinks he, not Essec, 
  should run Africa. The claim of the other rival, a 
  superhuman known as Iron Lightning, rests on 
  naked power — since he is, arguably, the single 
  most powerful VIPER agent in Africa, “I.L.” (as he’s 
  widely known by rank-and-ﬁle agents) thinks he 
  should command the others. The Supreme Serpent, 
  preferring to have the strongest and most capable 
  leader at the helm in Africa, has chosen to let them 
  ﬁght it out among themselves; he seems strangely 
  unconcerned about the danger to his son.
  The situation in South America isn’t much dif-
  ferent. The leaders of the region’s main Nests (see 
  above) have fought each other for power for years, 
  often to the point of refusing to cooperate in joint 
  VIPER INTERNAL 
  POLITICS
  BREAKING  
  THE OATH
  If one of the Thirty 
  Founders breaks the 
  Oath Of Nama — if he 
  directly or indirectly 
  betrays another of the 
  Thirty, or VIPER as a 
  whole — then he dies. 
  This is a plot device, 
  pure and simple, so 
  there are no game sta-
  tistics for it; it just hap-
  pens, and nothing can 
  save the Founder from 
  his fate.
  None of the Founders 
  is magically prevented 
  from betraying the 
  organization. Any one of 
  them could do so if he 
  chose; it would simply 
  be a form of suicide. It’s 
  even possible the PCs 
  could trick a Founder 
  into betraying VIPER, 
  or somehow egg him on 
  to do it (perhaps by trig-
  gering a strong Enraged 
  or Psychological Limita-
  tion). However, if the 
  PCs use Mind Control 
  or similar methods 
  to force a Founder to 
  “betray” VIPER, the 
  Oath does not take 
  eﬀect; Nama’s not that 
  foolish.
  
  45 
  VIPER ■ Chapter Two
  operations. As of 2003, the leader of the Buenos 
  Aires Nest, Commandant Rafael Carlos Mendez, 
  widely considered a favorite of the Supreme 
  Serpent’s, seems to be in the lead, but events could 
  swiftly reverse themselves if he does not take care 
  to preserve his position.
  THE VIPER ECONOMY
  VIPER is a huge organization, and people 
  often wonder how anything that big can hold itself 
  together ﬁnancially. There are several reasons it can.
  First, VIPER expects its Nests to remain largely 
  self-suﬃcient. VIPER’s central command may loan 
  a Nest money and materiel, but only if the Council 
  Of Thirty feels it deserves it (based on the Nest’s 
  general track record, earnings, and the like) or the 
  Council can forward its own agenda by doing so. 
  Nests usually have good ﬁnancial backing, if only 
  because they need to provide cover jobs for their 
  men.
  On the other hand, when the Council Of 
  Thirty’s VIPER operations show a proﬁt, VIPER 
  likes to spread the wealth down to the men, thereby 
  cementing their loyalty. Rather than paying huge 
  cash bonuses (which the agent can use to achieve 
  a greater independence), they prefer to ﬂy agents 
  out to VIPER-controlled resorts and show them a 
  good time. Particularly loyal and capable agents, 
  however, do receive cash bonuses (often through 
  rigged gambling winnings — VIPER’s well-versed 
  in a number of old school money laundering tech-
  niques). 
  More surprisingly, VIPER Nests sometimes 
  agree to make sure that certain family members 
  and friends of VIPER agents receive “perks.” They 
  let agents use their cover identity jobs to provide 
  services (home repair, landscaping, low-rate mort-
  gages...) to other agents’ family for little or no cost 
  (with the Nest subsidizing the work so the agent 
  doesn’t lose money), and in some cases even give 
  money to the families of injured agents until the 
  “breadwinner” is back on his feet. Some Nests, 
  taking a cue from organized crime, adopt a neigh-
  borhood and refurbish it with new parks, schools, 
  theaters, and clubs (all of which generate income 
  for VIPER, and many of which may provide leads 
  on recruits).
  Second, VIPER’s leadership has an economy 
  on a much larger scale — the Council Of Thirty 
  and the Supreme Serpent play in the big leagues. 
  They directly or indirectly control much of the 
  resources of west and central Africa, including the 
  diamond and gold trade and Nigeria’s oil supply. 
  This alone gives them a resource base that gener-
  ates tens of billions of dollars each year. In addition, 
  Council wields enormous industrial might — and 
  the “black budget” R&D of its companies gives 
  VIPER additional funding worth $50-100 billion 
  dollars per year.
  VIPER PLOT HOOKS
  Need a quick plot to get your game going? Here are a 
  few schemes that VIPER is, or could be, involved with 
  that your PCs will undoubtedly want to stop.
  A Man, A Plan, A Canal...:  Several VIPER Nests in South 
  America, Central America, and Mexico combine forces 
  under Mendez’s leadership to try to hold the Panama 
  Canal hostage. They threaten to destroy this vital 
  waterway unless they receive a $100 billion payment 
  within 24 hours. The PCs can either try to stop the 
  plot through force (which involves ﬁghting through a 
  large group of agents, plus as many supervillains as you 
  need), or try to exploit the rivalries and antagonisms 
  between the Nest Leaders to make the plot unravel.
  Space Race:  In an eﬀort to improve its space vehicles, 
  and perhaps to establish some space bases to rival 
  UNTIL’s GATEWAY station, VIPER plans a series of 
  raids on NASA and various contractors working with 
  it. One or two initial thefts, perhaps disguised as the 
  work of “aliens,” tip the PCs oﬀ, allowing them to track 
  VIPER’s men to their next target (where the agents 
  confront them with powerful new weapons built using 
  technology stolen in the earlier robberies).
  Apotheosis For A Day:  Julie Mathewson (page 133) has a 
  major breakthrough in her research and begins churn-
  ing out new VIPER superhumans at an astonishing rate 
  (though most lose their superpowers after a few weeks, 
  sometimes dying as a result). A rash of kidnappings 
  and disappearances, coupled with a wave of crime by 
  previously unknown supervillains, eventually leads the 
  PCs into a climactic confrontation with VIPER, and 
  perhaps a chance to capture Prof. Mathewson.
  Power Play:  VIPER attempts to engineer a coup in Kir-
  gizistan, hoping to put a puppet in control and turning 
  the country into one vast, and completely legal, VIPER 
  Nest. Confronted by a plot they can’t defeat with sheer 
  might, the PCs have to think fast and tread carefully to 
  prevent VIPER from achieving its aims.
  Operation Starﬁre:  The Silicon Serpent (leader of the 
  Steel Citadel, one of the San Francisco Nests) learns a 
  nearby laboratory has received a government contract 
  to study some unusual technology that may have come 
  from a wrecked alien spacecraft. Determined to take 
  possession of this technology, he steals the devices and 
  data, then uses them to construct a massive energy 
  cannon — a prototype for a new, ultra-powerful line of 
  VIPER weapons. The PCs have to ﬁgure out what he’s 
  doing and stop him before VIPER becomes the most 
  heavily-armed organization on the planet.
  
  VIPER: chapter three
  FANGS OF THE SERPENT
  
  47 
  VIPER ■ Chapter Three
  “What is VIPER’s most terrifying plan for world 
  domination? It’s our least secret plan, actually. 
  People think of our agents as cannon fodder, as 
  disposable commodities. What they really are 
  is a thousand seeds of carefully planted hate. 
  And when these seeds sprout, rise to touch the 
  sun, and blossom, who knows what dark glories 
  these souls will inﬂict upon the world?”
  —The Supreme Serpent
  The agent is the black heart and soul of VIPER, 
  and anyone who doubts it has never seen the cold 
  stare in an agent’s eyes as he pulls the trigger on a 
  defenseless hostage. Agents are not cannon fodder; 
  they’re apostles of terror, and with oft-evangeli-
  cal fervor they spread VIPER’s message of fear to 
  the world. A VIPER agent isn’t that much diﬀer-
  ent than a normal human being, and that makes 
  him more terrifying. He’s what your neighbors 
  might be, behind locked doors and lowered blinds. 
  Underneath the smoked glass of an agent’s face-
  plate could be your lawyer, your teacher, even your 
  brother. VIPER is insidious.
  VIPER organizes its agents into three divi-
  sions:  Cobra (Combat); Constrictor (Intelligence); 
  and Adder (Technical) (plus a few types of agents 
  who fall outside that structure). Each division 
  has two or three “levels” of agents, deﬁned by the 
  amount of training they receive. The accompanying 
  text box describes the general divisional structure.
  STAGES OF AGENT  
  TRAINING
  Agents generally go through three, and some-
  times four, stages of training.
  Stage One:  The Naked Agent
  VIPER agents come from all walks of life. They 
  either join VIPER through chance encounters with 
  VIPER agents, or through recruiters. Recruiters 
  are veteran agents — usually VIPER inﬁltrators in 
  the candidate’s workplace, or professional head-
  hunters from VIPER allied ﬁrms such as Duchess 
  Industries. Prospective agents are most frequently 
  recruited from the armed services, prisons, law 
  enforcement, and like sources (see page 20). The 
  primary qualities VIPER looks for in its agents are: 
  ■ high levels of physical ﬁtness (see below)
  ■ dissatisfaction with government (and a general 
  dislike of humanity in general)
  ■ a feeling of powerlessness in modern society
  ■ a lack of serious mental illness
  ■ a willingness to commit crime for personal gain
  ■ a general lack of moral scruples
  AGENT  
  TRAINING
  VIPER AGENT DIVISIONS
  COBRA DIVISION (COMBAT)
  Level I Basic Combat Agent
  General Combat Specialist 
  Level II Combat Specialists
  Air Cavalry Specialist
  Demolitions Specialist
  Environmental Combat Specialist
  Firestarter (Fire Operations Specialist)
  Heavy Weapons Specialist
  Melee Combat Specialist
  Night Operations Specialist
  Red Guard (knife experts)
  Sniper Specialist
  Superhuman Combat Specialist 
  Vehicle Combat Specialist 
  Level III Combat Specialists
  Athame (Anti-Magic Specialist)
  Flight Commander
  Scarlet Serpent (Tactical Command Specialist)
  The Watch (Anti-Psionic Specialist)
  CONSTRICTOR DIVISION (INTELLIGENCE)
  Level I Basic Intelligence Agent
  General Intelligence Specialist
  Level II Intelligence Specialists
  Espionage Specialist
  Inﬁltration Specialist
  Logistics Specialist
  Media Specialist
  Surveillance Specialist 
  Underworld Operations Specialist 
  ADDER DIVISION (TECHNICAL)
  Level I Basic Technical Agent
  General Technical Specialist
  Level II Technical Specialists
  Communications Specialist
  Computer Specialist 
  Crime Evasion Specialist 
  Medical Specialist 
  Science Specialist 
  Vehicle Maintenance Specialist 
  SPECIALIZED PACKAGES
  Draysha
  Nest Leader
  Serpent Mage
  Snake Cultist
  Takara-Shinja
  
  48 ■ VIPER Agents
  Hero System 5th Edition
  Most VIPER recruiters won’t take people who 
  are obviously schizophrenic or suﬀering from other 
  serious mental disturbances, although they may 
  recruit those who have problems they judge “work-
  able”:  drug addicts, alcoholics, learning diﬃculties. 
  Clinical sociopathy is not viewed as a problem; in 
  fact, some Nest Leaders consider it an asset.
  RECRUIT TESTING
  “Yes we’re VIPERs through and through! Kill-
  ing folks is what we do!”
  —VIPER parade ground chant
  When VIPER recruits an agent, it checks for 
  two things. First, it tests the candidate for “mental 
  strength” (the ability to obey orders and perform 
  heinous acts without question). Second, it puts 
  the candidate through a rigorous series of tests to 
  determine physical strength, agility, endurance, per-
  ception, and pain tolerance. Those who fails these 
  tests are quietly killed. Those who pass are sent to 
  VIPER Academy for indoctrination and training.
  In most cases, the minimum Characteristics 
  a recruit needs to pass the tests and make it into 
  VIPER Academy are:  12 STR, 12 DEX, 11 CON, 10 
  BODY, 9 INT, 9 EGO, 9 PRE, 6 COM, 3 PD, 3 ED, 
  2 SPD, 4 REC, 22 END, 22 STUN. However, VIPER 
  sometimes makes an exception. For example, a 
  recruit perceived as highly intelligent and ruthless 
  may slide by without having the physical tough-
  ness normally required; one who seems especially 
  unscrupulous yet disciplined might not need as 
  much agility or intelligence. After all, part of the 
  Academy training process involves enhancing 
  recruits physically and mentally, so these “excep-
  tions” soon have a chance to improve themselves to 
  VIPER standards.
  Stage Two:  Death Or Glory
  VIPER Academy (page 21) oﬀers many things 
  to the prospective agent:  pain, suﬀering, educa-
  tion, the possibility of minor mutation, an oﬃcial 
  “I Have Become A Serpent” T-shirt, and a free pet 
  snake. And it’s the one place on Earth where dis-
  satisﬁed rednecks and three-time losers can go to 
  become truly deranged cult-killers.
  If a VIPER agent passes VIPER Academy, he 
  receives the rank of Agent (Basic) and an assign-
  ment to a Nest as a fully indoctrinated member of 
  VIPER. Veterans sarcastically refer to new agents as 
  “Baby Snakes” and “Green Fangs.”
  At this stage, an agent has one of the three 
  Basic VIPER Agent Package Deals below:  General 
  Combat Specialist; General Intelligence Specialist; 
  or General Technical Specialist. These are the base 
  templates (both in and out of game) of all VIPER 
  Agents.
  Physical Changes During Training
  While VIPER Agents train at the Academy, 
  VIPER puts them through a grueling physical and 
  mental training marathon, sometimes augmented 
  with drug treatments or even a little gene splic-
  ing and surgery to correct minor physical defects. 
  By the end of the six-month program, recruits 
  have usually put on 20-30 pounds of muscle and 
  increased their reﬂex time by as much as 50-70%. 
  In addition, the training and drug treatments focus 
  the agent’s mind, making him calmer, smarter, and 
  more perceptive than he was prior to the treatment. 
  These changes usually don’t go unnoticed by the 
  agent’s old friends, but they usually approve — at 
  least until they realize how cold and detached he 
  acts toward his former life.
  Stage Three:  The  
  School Of Hard Knocks
  Being assigned to a Nest is like getting 
  thrown into the deep end of the pool:  it’s sink or 
  swim. VIPER doesn’t have an “acclimation period” 
  or “on-the-job mentoring” program for new 
  agents; they have to learn to survive and thrive on 
  their own.
  The VIPER lexicon has two words to describe 
  agents who remain at the General Combat Spe-
  cialist level for a long period of time:  Loser, and 
  the ever-popular “Generally Crappy Soldier.” The 
  truth is, though, that most agents remain in the 
  lower ranks of the Basic Agents; relatively few 
  display the aptitude for Elite training.
  If an agent does show promise in a particu-
  lar area after at least a few months on the job, 
  VIPER arranges to test him. If he fails, he remains 
  
  49 
  VIPER ■ Chapter Three
  where he is; if he passes, he’s sent back to the 
  Academy for specialized training. Those who pass 
  the training receive a promotion to Elite Agent, 
  with improved rank and equipment. The uniform 
  remains unchanged (except for the insignia), 
  though some Nests issue BCUs in a deeper shade 
  of green than normal. Elite Agents (sometimes 
  called “Eels,” particularly by Basic Agents) are the 
  only ones eligible to advance further up the chain 
  of command.
  Stage Four:  The  
  Burden Of Command
  After an Elite Agent serves for two years (or 
  for a year with distinguished service), most Nests 
  review whether he should receive a promotion to 
  the rank of sergeant, or be placed on an “oﬃcer 
  track” for even higher rank. As noted on page 35, 
  an agent’s performance and earnings record are 
  the criteria VIPER places the most importance on 
  when deciding whether to promote him.
  Those who receive a promotion are made 
  second-in-command of the ﬁrst squad with an 
  opening, or put in charge of a squadron if appro-
  priate. At least that’s the theory. Most promotions 
  really occur when a squadron commander has been 
  captured or injured too badly to perform his duty.
  Agents who obtain promotions aren’t that 
  much more innately capable than other VIPER 
  agents. The VIPER Academy mutation process 
  pretty much maximizes their physical capabili-
  ties at the beginning of their careers, unless they 
  attempt stronger, riskier treatment such as the 
  draysha process.
  
  50 ■ VIPER Agents
  Hero System 5th Edition
  VIPER PACKAGE 
  DEALS
  BETTER RANK, 
  BETTER TECH
  As a VIPER agent 
  ascends through the 
  ranks, the organization 
  typically issues him 
  better equipment. He’ll 
  have helmet add-ons to 
  protect or improve his 
  senses, weapon add-ons 
  to make his blasters 
  better or more power-
  ful, a force ﬁeld belt to 
  enhance his uniform’s 
  defensive capabilities, 
  and so forth.
  As a good rule of thumb, 
  for every rank above 
  Elite Agent (Sergeant, 
  Lieutenant, Captain, and 
  so forth), give an agent 
  at least one additional 
  or improved piece of 
  equipment. Depending 
  on his job proﬁle, an 
  oﬃcer may have even 
  more gear.
  I
  n game terms, you need to go through a two- 
  (or sometimes three-) step process ehwn you 
  want to create a VIPER agent.  It all depends on 
  how competent and skilled the agent is.
  First, take a Noteworthy Normal (10 in all 
  Primary Characteristics; see page 224 of the HERO 
  System 5th Edition). Apply to it the VIPER Academy 
  Self-Improvement Package Deal described below. 
  This raises the agent’s Characteristics to acceptable 
  levels for a Basic Agent, but provides no Skills.
  Second, apply one of the three Basic Agent 
  Package Deals:  General Combat Specialist (page 
  51); General Intelligence Specialist (page 57); or 
  General Technical Specialist (page 60). These are 
  the base templates (both in and out of game) of all 
  VIPER Agents.
  Third, if appropriate, apply one (or more) of 
  the Specialist Package Deals for the division the 
  agent works with. For example, an agent with the 
  General Combat Specialist Package Deal might go 
  on to join VIPER’s ﬂying forces as an Air Cavalry 
  Specialist; one who’s a General Technical Specialist 
  might later train to be a Crime Evasion Specialist. If 
  an agent receives the same Skill from two or more 
  Package Deals, either substitute a related Skill or 
  use the points to improve the Skill.
  Because these Package Deals are intended for 
  use in Champions, a Superheroic-level game in 
  which characters pay Character Points for equip-
  ment, they include the cost of the equipment 
  assigned to the agent (advanced agents, who have 
  to go through basic training ﬁrst, already have 
  the appropriate Basic Agent equipment, so it’s not 
  listed as part of their Package Deal). Gamemasters 
  can ignore this cost if they create and run VIPER 
  agents in Heroic-level games. See Chapter Five for 
  complete details on all items of equipment listed in 
  Package Deals. Feel free to swap the listed weapons 
  for others, or to add weapons, if appropriate or 
  necessary for your game. In addition to their listed 
  equipment, agents with specialized jobs (such as 
  Crime Evasion or Medical agents) may carry Skill 
  Kits (page 116) appropriate to their function.
  See the Agent Templates (page 181) for some 
  pre-generated agents built in this manner.
  VIPER ACADEMY  
  SELF-IMPROVEMENT 
  PACKAGE DEAL
  VIPER can’t work with shoddy material. 
  Before it can train a person to become a VIPER 
  agent, that person must have the physical and 
  mental toughness necessary to succeed in the orga-
  nization. Accordingly, any recruit who comes to 
  VIPER Academy who isn’t already physically and 
  mentally “in shape” will be by the time he leaves.
  COBRA DIVISION (COMBAT) 
  PACKAGE DEALS
  Cobra agents are VIPER’s front-line soldiers. 
  They’re the agents most commonly encountered by 
  superheroes and law enforcement, and they make 
  up the bulk of the rank and ﬁle.
  VIPER General Combat  
  Specialist Package Deal
  VIPER agents destined for the battleﬁeld all 
  take this Package Deal.
  The typical Cobra agent wears a standard Basic 
  Combat Uniform (“BCU”) in green and yellow 
  (page 114). It consists of a tight-ﬁtting green pants 
  and tunic, with yellow non-laced boots, belt, gaunt-
  lets, and piping. The VIPER symbol appears on the 
  left breast and both upper arms, with rank insignia 
  VIPER ACADEMY  
  SELF-IMPROVEMENT  
  PACKAGE DEAL
  Ability 
  Cost
  +5 STR 
  5
  +4 DEX 
  12
  +3 CON 
  6
  +2 BODY 
  4
  +3 PRE 
  3
  +1 PD 
  1
  +1 ED 
  1
  +1 SPD 
  6
  +3 STUN 
  3
  Disadvantages 
  Value
  None
  Total Cost Of Package:  41
  
  51 
  VIPER ■ Chapter Three
  above it. Attached to the VIPER agent’s belt, and 
  also colored yellow, are a holster for the agent’s 
  VB-S1 Blaster Pistol and a sheath for his VIPER 
  Fang combat knife. The agent also carries a VB-A1 
  “Striker” Blaster Riﬂe. In the ﬁeld, a VIPER agent 
  wears a distinctive helmet, green with a one-way 
  gold-colored faceplate that hides the wearer’s iden-
  tity, with rank insignia painted on each side.
  Level II Cobra Division  
  Package Deals
  A Basic Agent in the Cobra division can aspire 
  to any one of eleven Level II advanced training 
  suites:  Air Cavalry; Demolitions Specialist; Envi-
  ronmental Combat Specialist; Firestarter (Fire 
  Operations Specialist); Heavy Weapons Specialist; 
  Melee Combat Specialist; Night Operations Spe-
  cialist; Red Guard; Sniper Specialist; Superhuman 
  Combat Specialist; and Vehicle Combat Specialist.
  All Level II combat specialists wear the Elite 
  version of the VIPER BCU.
  AIR CAVALRY PACKAGE DEAL
  Air Cavalry are highly-trained aerial combat 
  agents who use the VFL-4 Jetpack to ﬁght in the 
  airspace above a battleﬁeld and provide air support 
  for agents on the ground. Their maneuverability 
  and mobility makes them a major asset in many 
  battles, but they have an often well-deserved repu-
  tation for recklessness and exposing themselves 
  to enemy ﬁre too much. Next to Nest Leaders and 
  Vehicle Combat Specialists, Air Cavalry are often 
  perceived as the “best” specialty agents in a Nest, 
  so they tend to get the best equipment. They prefer 
  laser weapons (which jostle them less in ﬂight 
  than other weapons and are easier to aim while 
  airborne).
  GENERAL COMBAT  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  +2 with VIPER Blasters 
  6
  KS: The Superhuman World 8- 
  1
  KS: The Local Underworld 11- 
  2
  KS: VIPER 11- 
  2
  Martial Arts:  VIPER Brawling (see text box) 
  15
  PS: VIPER Agent 11- 
  2
  Stealth 
  3
  Streetwise 
  3
  WF: Small Arms, Blades 
  3
  Fringe Beneﬁt:  Membership (VIPER  
  Basic Agent) 
  1
  21 points’ worth of Skills from the following list 21
  Animal Handler (Snakes), Bugging, Combat Driving, 
  Combat Piloting, Combat Skill Levels, Computer Pro-
  gramming, Concealment, Conversation, Deduction, 
  Demolitions, Electronics, Fast Draw, Forgery, Gam-
  bling, Interrogation, Lockpicking, Paramedics, Persua-
  sion, Security Systems, Shadowing, Systems Operation, 
  Tactics, Teamwork, any Background Skill
  Equipment
  Cost Power
  42 
  VB-A1 “Striker” Blaster Riﬂe
  15 
  VB-S1 “Shorty” Blaster Pistol
  12 
  VIPER Fang
  9 
  VIPER BCU (Basic)
  8 
  VIPER Helmet (Basic)
  Disadvantages 
  Value
  Distinctive Features:  VIPER uniform (Easily  
  Concealed; Noticed And Recognizable) 
  -5
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching) -10
  Psychological Limitation:  Amoral And Greedy 
  (Common, Strong) 
  -15
  Social Limitation:  Subject To Orders (Very  
  Frequently, Major) 
  -20
  Total Cost Of Package:  95
  VIPER BRAWLING
  The basic ﬁghting style taught to VIPER agents is a 
  quick-and-dirty “art” that emphasizes brutal blows and 
  defeating the enemy as quickly as possible. It’s not fancy 
  or elaborate, but it provides the agent with much better 
  ﬁghting ability than the average street tough.
  Maneuver Phs Cost OCV DCV Notes
  Block 
  ½ 
  4 
  +2 +2 
  Block, Abort
  Dodge 
  ½ 
  4 
  — +5 
  Dodge, Affects All 
  Attacks, Abort
  Punch 
  ½ 
  4 
  +0 +2 
  STR +2d6 Strike
  Throw 
  ½ 
  3 
  +0 +1 
  STR + vel/5; Target 
  Falls
  AIR CAVALRY 
  PACKAGE DEAL
  Ability 
  Cost
  +2 DCV; Only While Using Jetpack (-½) 
  7
  Breakfall 
  3
  Combat Piloting 
  3
  KS: The Pilot World 8- 
  1
  +1 to KS: VIPER (making it an INT Roll) 
  1
  Navigation (Air) 
  2
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  TF: VFL-4 VIPER Jetpack 
  1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  33 
  VFL-4 Jetpack
  47 
  VL-A1 “Redline” Laser Riﬂe
  16 
  VL-S1 “Redeye” Laser Pistol
  16 
  VG-1 Frag Grenades (or other grenades)
  8 
  VIPER Wrist Computer
  20 
  VIPER Helmet (Elite, with Telescopic  
  faceplate)
  Total Cost Of Package:  160
  
  52 ■ VIPER Agents
  Hero System 5th Edition
  DEMOLITIONS SPECIALIST PACKAGE DEAL
  Demolitions Specialists are VIPER’s experts in 
  handling high explosives and setting charges. While 
  Demolitions Specialists have a reputation as dumb 
  guys who like to blow things up, it’s usually not 
  warranted — most of them are capable engineers.
  ENVIRONMENTAL COMBAT SPECIALIST  
  PACKAGE DEAL
  A relative rarity for most Nests (who tend to 
  stay in one type of environment and don’t expose 
  themselves to wide variations in climate and terrain), 
  the Environmental Combat Specialist agent exists for 
  those times when VIPER has a mission to perform far 
  aﬁeld (such as underwater or in deserts). Most work 
  directly for a member of the Council Of Thirty, who 
  hires them out to Nests who need them.
  FIRESTARTER (FIRE OPERATIONS  
  SPECIALIST) PACKAGE DEAL
  While VIPER Nests conduct many convoluted 
  schemes in the pursuit of money and power, they 
  don’t neglect the bread and butter crimes, includ-
  ing arson and insurance fraud. These crimes alone 
  would make a Firestarter valuable to a Nest, but 
  Firestarters also allow Nests to set booby traps and 
  create dangerous diversions. They’re also useful to 
  have around in case something goes horribly wrong 
  with explosives or chemicals at the Nest. As with 
  many other highly specialized agent types, Nests 
  usually save the Firestarter for special operations, 
  or send him into non-combat situations where 
  Espionage and Surveillance Specialists watch his 
  back.
  DEMOLITIONS SPECALIST 
  PACKAGE DEAL
  Ability 
  Cost
  Demolitions (INT +1) 
  5
  Electronics 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  SS: Structural Engineering (INT +1) 
  4
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  12 
  VIPER Helmet (Elite)
  Total Cost Of Package:  27
  ENVIRONMENTAL COMBAT 
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  +1” Running 
  2
  Breakfall 
  3
  Climbing 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  Navigation (Ground) 
  2
  Paramedic 
  3
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Survival (INT Roll, two environment groups) 
  4
  TF (appropriate to a Survival environment) 
  1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  16 
  VL-S1 “Redeye” Laser Pistol
  16 
  VG-1 Frag Grenades (or other grenades)
  8 
  VIPER Wrist Computer
  20 
  VIPER Helmet (Elite, with Telescopic  
  faceplate)
  Total Cost Of Package:  81
  FIRESTARTER SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  Criminology 
  3
  Demolitions 
  3
  KS: Arson Investigation 11- 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  SS: Chemistry 11- 
  2
  SS: Pyrology 11- 
  2
  SS: Structural Engineering 11- 
  2
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  23 
  VF-7 “Torchie” Flamethrower
  11 
  VIPER BCU (Fire-Retardant)
  15 
  VIPER Helmet (Basic, with Oxygen Supply)
  Total Cost Of Package:  66
  VIPER Air Cavalry
  ENVIRONMENTAL 
  COMBAT  
  SPECIALIST  
  PACKAGES
  Here are a few sug-
  gested Skill packages 
  for various types of 
  Environmental Combat 
  Specialists:
  Aquatic
  Change Running +1” to 
  Swimming +2”
  Change Navigation to 
  (Marine)
  Survival:  Temperate, 
  Marine
  TF:  SCUBA
  Arctic
  Survival:  Arctic/
  Subarctic, Marine
  TF:  Snowmobiles or 
  Snow Skiing or Iceskating
  Desert
  Survival:  Deserts, Tem-
  perate
  TF:  Camels
  Continued on next page
  
  53 
  VIPER ■ Chapter Three
  HEAVY WEAPONS SPECIALIST  
  PACKAGE DEAL
  These guys are the big muscle of VIPER — 
  agents trained and equipped to handle the agency’s 
  biggest guns. VIPER looks for physical strength and 
  toughness in these agents, then engineers them to 
  be bigger and tougher. VIPER wants their HWSs to 
  demonstrate coolness under ﬁre, but unfortunately, 
  this specialization often attracts bullies, psycho-
  paths, and steroid addicts who are more likely to 
  go berserk than stay cool. Within VIPER, they’re 
  called “Maulers”; they also receive the less ﬂattering 
  nicknames “Grunt Vipers,” “Hwackos,” and “Juicers,” 
  although rarely to their faces. 
  MELEE COMBAT SPECIALIST  
  PACKAGE DEAL
  These are the guys that no one else in the Nest 
  messes with. They’re the snakes who can take you 
  apart with just their bare hands — the toughest, 
  meanest, stone-cold bastards in the entire Nest. 
  Trained to be the ultimate combat machines, they 
  have reﬂexes and reaction time bordering on the 
  superhuman. VIPER typically recruits them from 
  martial arts studios, the military, and the under-
  ground ﬁght circuit, then uses its own training 
  methods to build on those skills.
  VIPER usually teaches its MCS agents one of 
  three martial arts:  Karate, Snake-style Kung Fu, 
  or Commando Training. However, if the recruit 
  already knows a particular style (such as Muay 
  Thai), VIPER allows him to keep training in it 
  instead. VIPER propaganda claims MCS agents’ 
  aﬃnity to the deadliest natural predators in the 
  world makes them the greatest non-superhuman 
  ﬁghters in the world.
  NIGHT OPERATIONS SPECIALIST  
  PACKAGE DEAL
  In theory, VIPER prefers its Nests to conduct 
  brazen daytime operations, but that theory rarely 
  survives the anger of a Nest Leader who’s suﬀered 
  one too many daylight defeats. For Nests that want 
  to commit their crimes in the dark, the Night 
  Operations Specialist plays an important role. He’s 
  trained to use the shadows and the darkness to his 
  advantage, and to function eﬀectively in lightless 
  environments.
  RED GUARD PACKAGE DEAL
  Besides Melee Combat Specialists, the other 
  commonly-encountered VIPER close combat 
  agents are the members of the Red Guard, a cadre 
  of expert knife-ﬁghters. These cutthroats often 
  learn the rudiments of their trade in gangs, prisons, 
  or the underground ﬁghting circuit before coming 
  to VIPER — and VIPER’s training makes them a 
  threat to nearly anyone, even superhumans. Nest 
  Leaders like to have them as bodyguards because 
  their ability to inﬂict bloody and painful retribu-
  tion tends to discourage assassination attempts.
  HEAVY WEAPONS  
  SPECIALIST PACKAGE DEAL 
  Ability 
  Cost
  +3 STR 
  3
  KS: Military Technology 11- 
  2
  KS: The Military/Mercenary/Terrorist World 11- 2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Tactics 
  3
  Teamwork 
  3
  WF: Emplaced Weapons, Flamethrowers,
  Grenade Launchers, Heavy Machine Guns,
  Shoulder- Fired Weapons 
  5
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  53 
  VB-A4 “Jackhammer” Blaster Riﬂe (may sub-
  stitute VB-A5 “Sledgehammer” for +15 points)
  16 
  VL-S1 “Redeye” Laser Pistol
  var 
  Grenades (if appropriate)
  Total Cost Of Package:  90+
  MELEE COMBAT  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  MCS Training:  +5 STR 
  5
  MCS Training:  +4 DEX 
  12
  MCS Training:  +2 PD 
  2
  MCS Training:  +1 SPD (total of 4) 
  6
  Breakfall 
  3
  +2 HTH 
  10
  KS: The Martial World 11- 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Martial Arts:  20 points’ worth of maneuvers 
  20
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  27 
  Shock Gauntlets
  Total Cost Of Package:  90
  NIGHT OPERATIONS  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  Nightvision 
  5
  Concealment 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Shadowing 
  3
  +2 to Stealth 
  4
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  18
  Continued from last page
  Jungle
  Survival:  Temperate, 
  Tropical
  TF:  any one Ground 
  Vehicle or Air Vehicle
  Mountains
  Survival:  Mountains, 
  Temperate
  TF:  Hanggliding or any 
  one Ground Vehicle
  
  54 ■ VIPER Agents
  Hero System 5th Edition
  SNIPER SPECIALIST PACKAGE DEAL
  When VIPER needs to perform a long-range 
  assassination, or it has the luxury of setting up a 
  battleﬁeld in advance, it calls in the Sniper Specialists. 
  Trained to lie low, aim carefully, and then strike from 
  surprise with precisely-aimed blaster shots, Snipers 
  provide excellent support ﬁre for standard agents.
  SUPERHUMAN COMBAT SPECIALIST  
  PACKAGE DEAL
  VIPER takes its toughest, most level-headed, 
  and most competent agents and trains them to ﬁght 
  superpowered opponents. SCS agents are often ex-
  military, lone wolf types who resent superheroes and 
  pride themselves on their ability to “torch spandex.” 
  They come equipped with some of the heaviest arms 
  and armor used by frontline VIPER agents.
  Some SCS agents are very ambitious; many 
  squadron commanders are trained in this special-
  ization, and it’s seen as one of the quickest ways 
  to advance in VIPER. Unfortunately, serving as a 
  front-line soldier against superhumans is just as 
  likely to result in serious injury and imprisonment 
  as promotions and glory.
  VEHICLE COMBAT SPECIALIST  
  PACKAGE DEAL
  The most potent weapon in a Nest’s arsenal 
  tends to be its vehicles, and the most eﬀective 
  people at using them are Vehicle Combat Special-
  ists. In addition to being deft at the controls and an 
  expert gunner, a VCS agent is trained to assemble, 
  repair, and maintain his vehicle (a necessary thing 
  for an organization that often has to ship its vehi-
  cles in pieces to avoid detection).
  RED GUARD PACKAGE DEAL
  Ability 
  Cost
  Find Weakness with Knives 11- 
  10
  +4 with Blades 
  12
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Martial Arts:  Knifeﬁghting (20 points’ worth  
  of maneuvers) 
  20
  Martial Arts, Ranged:  Knifethrowing  
  (10 points’ worth of maneuvers) 
  10
  Weaponsmith (Muscle-Powered HTH and  
  Ranged) 
  3
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  58
  SNIPER SPECIALIST  
  PACKAGE DEAL
  Ability 
  Cost
  +2 with Riﬂes 
  6
  Concealment 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +4 versus Range Modiﬁer with Riﬂes 
  8
  +4 versus Hit Location Modiﬁers with Riﬂes 
  8
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  28 
  VB-A1A “Eagle” Blaster Sniper Riﬂe  
  (Lethal variant)
  32 
  VL-A1 “Redline” Laser Riﬂe
  var 
  Scopes and sights necessary for the job
  20 
  VIPER Helmet (Elite, with Telescopic  
  faceplate)
  Total Cost Of Package:  108+
  SUPERHUMAN COMBAT 
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  SCS Training:  +3 STR 
  3
  SCS Training:  +3 INT 
  3
  SCS Training:  +4 EGO 
  8
  SCS Training:  +5 PRE 
  5
  SCS Training:  +2 PD 
  2
  SCS Training:  +2 ED 
  2
  Breakfall 
  3
  +2 with All Combat 
  16
  +1 to KS: The Superhuman World (making  
  it an 11-) 
  1
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  var 
  Choose one of the following:
   
  68   VB-A5 Sledgehammer Blaster Riﬂe 
   
  29   VE-A1 “Trapper” Trapweb Launcher 
   
  33   VRD-A2 “Cottonmouth” Neural Interfer-
  ence Riﬂe 
   
  51   VRD-A3 “Brickbuster” Weakness Riﬂe
   
  94   VS-A2 “Big Rattler” Sonic Riﬂe
  16 
  VG-1 Frag Grenade (or other grenades)
  36 
  VIPER Helmet (Elite, with Acoustic Shielding, 
  Flare Shielding, Oxygen Supply, and Psionic 
  Shielding)
  24 
  VFF-1 Force Field Belt
  Total Cost Of Package:  122+
  VEHICLE COMBAT  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  Combat Driving 
  3
  Combat Piloting 
  3
  Electronics 
  3
  KS: The Military/Mercenary/Terrorist World 8- 1
  KS: The Pilot World 8- 
  1
  KS: Military Vehicles 11- 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  Mechanics 
  3
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  TF (6 points’ worth) 
  6
  +1 to Fringe Beneﬁt:  Membership 
  1
  WF: Vehicle Weapons (5 vehicles) 
  5
  Weaponsmith (VIPER Vehicular Weapons) 
  2
  Total Cost Of Package:  32
  VIPER  
  BLOODSPORTS
  VIPER is not without 
  a sense of machismo, 
  and few activities fuel 
  machismo like blood-
  sports. While VIPER 
  normally frowns upon 
  large gatherings of 
  VIPER agents from 
  diﬀerent Nests, some 
  VIPER MCS agents 
  enjoy the thrill of beat-
  ing a man to death 
  with their bare hands. 
  VIPER considers this 
  good practice, so it 
  sanctions ﬁghting com-
  petitions.
  The deadliness of the 
  ﬁght depends on the 
  Nest. Some Nests stick 
  with boxing, wrestling, 
  or traditional martial 
  arts battles, hoping to 
  start underground ﬁght 
  networks to serve as 
  a recruitment ground 
  for new agents. But a 
  few Nests like to go 
  beyond mere sport and 
  sanction murder in the 
  guise of athletic com-
  petition. These Nests 
  ﬁnd some impres-
  sionable street kid 
  who thinks he’s tough 
  and oﬀer him a lot of 
  money for a ﬁght. Then 
  the Nest’s best hand-
  to-hand ﬁghter steps 
  into the ring with him 
  and cripples or kills 
  him. VIPER generally 
  has two rules for such 
  activities:  ﬁrst, don’t 
  get caught; second, try 
  to avoid attracting vigi-
  lante martial artists by 
  killing the wrong guy’s 
  kid brother.
  In the past, Nests some-
  times settled territorial 
  disputes with hand-
  to-hand ﬁghts (to the 
  death) between desig-
  nated Nest champions. 
  After MeteorMan III 
  busted two Los Angeles 
  Nests in 1989 during a 
  death match, the High 
  Serpents issued a mora-
  torium on inter-Nest 
  ﬁghting. The Council 
  Of Thirty rescinded 
  Continued on next page
  
  55 
  VIPER ■ Chapter Three
  Level III Cobra  
  Division  
  Package Deals
  Cobra division also has four Level 
  III training packages, each requiring 
  higher qualiﬁcations and more training 
  than the Level II suites.  Some agents 
  go straight from Basic Agent to Level 
  III training; others get Level II training 
  ﬁrst. All Level III combat specialists 
  wear the Elite version of the VIPER 
  BCU.
  ATHAME (ANTI-MAGIC  
  SPECIALIST) PACKAGE DEAL
  Few things frustrate VIPER as 
  much as the use of magic by its enemies 
  — people and organizations like Witch-
  craft and DEMON can often avoid or 
  negate VIPER’s technological advan-
  tage. To counter practitioners of the 
  arcane arts, VIPER developed its own 
  special weapon:  the Athame, or Anti-
  Magic Specialist.
  VIPER has about a dozen Athames 
  in service at any given time. It rarely posts them to 
  Nests, for their services are too valuable; typically 
  the Council Of Thirty sends them in as special 
  advisors to Nests who show a pressing need for 
  them. Cold, aloof, and suspicious of everyone, 
  they’re unpleasant people whom other agents tend 
  to dislike... but they get the job done.
  FLIGHT COMMAND SPECIALIST  
  PACKAGE DEAL
  Flight Command Specialists are VIPER’s most 
  highly-trained aerial agents. Most command wings 
  of three to ﬁve Air Cavalry agents, but some serve 
  as the “honor guards” of ﬂying VIPER supervillains.
  ATHAME PACKAGE DEAL
  Ability 
  Cost
  Magical Sense:  Detect Magic (INT Roll) (no  
  Sense Group), Discriminatory, Analyze, Range,  
  Sense, Targeting 
  32
  Mystic Wards:  Armor (5 PD/5 ED); Only Works 
  Against Limited Type Of Attack (magic; -¼) 
  12
  Protected Mind:  Mental Defense (10 points  
  plus EGO/5); Only Works Against Limited  
  Type Of Attack (magic; -¼) 
  8
  Protected Soul:  Power Defense (12 points);  
  Only Works Against Limited Type Of Attack  
  (magical Adjustment Powers; -¼) 
  10
  KS: Arcane And Occult Lore 
  3
  KS: Mystic Artifacts 
  3
  KS: The Magical World 
  3
  +1 to KS: The Superhuman World (making  
  it an 11-) 
  1
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  75
  FLIGHT COMMAND 
  SPECIALIST PACKAGE DEAL
  This Package Deal adds to the cost of the Air Cavalry 
  Package Deal.
  Ability 
  Cost
  +1 to Combat Piloting 
  2
  +2 with Flight 
  4
  +2 versus Range Modiﬁer with all weapons 
  6
  Tactics 
  3
  Total Cost Of Package:  15
  the ban four years later, 
  but Nests have become 
  much more cautious 
  about staging them 
  now than they were 
  back in the ’80s.
  Recently, the Supreme 
  Serpent authorized 
  Nests to increase their 
  hand-to-hand training 
  and recruitment of good 
  ﬁghters. VIPER plans 
  to organize a ﬁghting 
  tournament on a South 
  Paciﬁc island soon to 
  determine which (non-
  superpowered) ﬁghter is 
  VIPER’s best.
  Continued from last page
  
  56 ■ VIPER Agents
  Hero System 5th Edition
  SCARLET SERPENT (TACTICAL COMMAND 
  SPECIALIST) PACKAGE DEAL
  Nest Leaders, Field Commanders, and Squad-
  ron Commanders (page 78) are often trained as 
  “Scarlet Serpents” — VIPER’s Tactical Command 
  Specialists. An expert at small unit tactics, a Scarlet 
  Serpent can improve a squad’s performance dra-
  matically. They’re easily distinguished on the battle-
  ﬁeld by their uniforms, which substitute scarlet for 
  green.
  THE WATCH (ANTI-PSIONICS SPECIALIST) 
  PACKAGE DEAL
  Nothing’s more dangerous to a Nest’s security 
  than a determined telepath, and VIPER would not 
  have lasted long if it hadn’t developed some sort of 
  defense against mentalists. The Watch is VIPER’s 
  best defense against PSI, psychic superheroes, and 
  other enemies who would intrude into the minds 
  of its agents and destroy VIPER from within.
  The Watch includes about two dozen mem-
  bers. Twelve major Nests (including the largest one 
  in Millennium City) have a member of the Watch 
  stationed with them; his full-time job is to monitor 
  against telepathic intrusion. The other dozen agents 
  freelance their services out to other Nests, or are 
  sent to a Nest when the central command suspects 
  there’s a telepath at work.
  SCARLET SERPENT  
  PACKAGE DEAL
  Ability 
  Cost
  TCS Training:  +3 INT 
  3
  TCS Training:  +5 PRE 
  5
  +1 with All Combat 
  8
  +1 to KS: The Superhuman World (making  
  it an 11-) 
  1
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Tactics (INT +2) 
  7
  Teamwork 
  3
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  44 
  VB-A2 “Striker-2” Blaster Riﬂe
  16 
  VG-1 Frag Grenade (or other grenades)
  7 
  VIPER Grenade Launcher (Riﬂe-Mounted)
  52 
  VIPER Helmet (Elite, with all options)
  24 
  VFF-1 Force Field Belt
  Total Cost Of Package:  173
  THE WATCH PACKAGE DEAL
  Ability 
  Cost
  Mental Training:  +3 EGO 
  6
  Anti-Psionic Training:  Mental Defense  
  (10 points plus EGO/5) 
  10
  More Anti-Psionic Training:  Power Defense  
  (12 points); Only To Protect Against The Loss  
  Of INT, EGO, PRE, Mental Defense, And Power 
  Defense (-½) 
  8
  Psionic Awareness:  Mental Awareness,  
  Discriminatory, Analyze 
  15
  KS: The Psionic World 11- 
  2
  +1 to KS: The Superhuman World (making  
  it an 11-) 
  1
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  45
  VIPER Scarlet Serpent
  
  57 
  VIPER ■ Chapter Three
  CONSTRICTOR DIVISION 
  (INTELLIGENCE)  
  PACKAGE DEALS
  VIPER doesn’t just ﬁght its enemies — it also 
  spies on them. VIPER’s Intelligence specialty agents 
  scout out and plan crimes, gather information about 
  law enforcement organizations and superheroes, 
  and work with other underworld organizations.
  VIPER General Intelligence 
  Specialist Package Deal
  This Package Deal represents the general 
  training VIPER’s Intelligence agents receive, and 
  the equipment they carry. They often substitute 
  Armored Clothing for the BCU when they have to 
  go undercover or pass undetected on the street.
  Level II Constrictor  
  Division Package Deals
  GIS agents who prove themselves worthy usu-
  ally get sent back to VIPER Academy for one of ﬁve 
  types of advanced training:  Espionage Specialist; 
  Inﬁltration Specialist; Logistics Specialist; Media 
  Specialist; Surveillance Specialist; or Underworld 
  Operations Specialist. Unless Armored Clothing is 
  more appropriate, these agents wear the Elite BCU.
  ESPIONAGE SPECIALIST PACKAGE DEAL
  VIPER’s best all-around intel collector is the 
  Espionage Specialist. The Espionage Specialist gath-
  ers information typically in one of two ways. First, 
  he analyzes intercepted communications, captured 
  documents, and the like; second, he makes contact 
  with people VIPER wishes to gain information 
  from and does so via conversation, bribery, or the 
  like. Espionage agents typically carry very little 
  equipment in the ﬁeld; they prefer to rely on their 
  wits instead. Any gadgetry they do carry tends to be 
  concealable (such as a one-shot mini-ﬂamethrower 
  disguised as a cigarette lighter, or a ballpoint pen 
  laser pistol).
  INFILTRATION SPECIALIST PACKAGE DEAL
  The Inﬁltration Specialist is similar to the 
  Espionage Specialist, but trained for ﬁeld opera-
  tions instead of data analysis and human contact. 
  Using his ability to evade security systems, disguise 
  himself, and the like, he can get into a location to 
  obtain information, steal objects, or perform recon-
  naissance before a major VIPER operation. Some 
  serve as VIPER’s deep cover operatives in various 
  organizations (these may have some Espionage 
  Specialist training as well).
  GENERAL INTELLIGENCE 
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  +1 with VIPER Blasters 
  3
  Acting 
  3
  Concealment 
  3
  Disguise 
  3
  KS: The Superhuman World 8- 
  1
  KS: The Local Underworld 11- 
  2
  KS: VIPER 11- 
  2
  Martial Arts:  VIPER Brawling (see page 51) 
  15
  PS: VIPER Agent 11- 
  2
  Shadowing 
  3
  Stealth 
  3
  Streetwise 
  3
  WF: Small Arms, Blades 
  3
  Fringe Beneﬁt:  Membership (VIPER Basic  
  Agent) 
  1
  18 points’ worth of Skills from the following list 18
  Animal Handler (Snakes), Bribery, Bugging, Combat 
  Driving, Combat Piloting, Combat Skill Levels, Com-
  puter Programming, Conversation, Deduction, Elec-
  tronics, Forgery, Gambling, High Society, Interrogation, 
  Lipreading, Lockpicking, Paramedics, Persuasion, Secu-
  rity Systems, Systems Operation, Tactics, Teamwork, 
  any Background Skill
  Equipment
  Cost Power
  15 
  VB-S1 “Shorty” Blaster Pistol
  12 
  VIPER Fang
  9 
  VIPER BCU (Basic)
  7 
  VIPER Armored Clothing
  8 
  VIPER Helmet (Basic)
  Disadvantages 
  Value
  Distinctive Features:  VIPER uniform (Easily  
  Concealed; Noticed And Recognizable) 
  -5
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching) -10
  Psychological Limitation:  Amoral And Greedy 
  (Common, Strong) 
  -15
  Social Limitation:  Subject To Orders  
  (Very Frequently, Major) 
  -20
  Total Cost Of Package:  66
  ESPIONAGE SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  Espionage Training:  +3 INT 
  3
  Bribery 
  3
  Bugging 
  3
  Concealment 
  3
  Conversation 
  3
  Cryptography 
  3
  Deduction 
  3
  KS: The Espionage World 11- 
  2 
  Lockpicking 
  3
  Persuasion 
  3
  Security Systems 
  3
  Seduction 
  3
  Systems Operation 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  41
  
  58 ■ VIPER Agents
  Hero System 5th Edition
  Inﬁltrators don’t normally carry typical VIPER 
  equipment. They use encrypted cell phone-like 
  devices and secured computer connections to com-
  municate with the main Nest. They may support an 
  operation from the inside (for example, by lowering 
  defenses at the last minute to give VIPER agents 
  surprise access) but otherwise normally do not 
  directly involve themselves in combat.
  LOGISTICS SPECIALIST PACKAGE DEAL
  The Logistics Specialist stays at the Nest and 
  deals with its administrative minutiae — he’s clever, 
  apolitical, and a smart Nest Leader’s right hand 
  man. He handles the day-to-day dealings with 
  VIPER’s high command, weapons and supplies 
  procurement, agent recruitment, and Nest ﬁnances. 
  In short, he’s a bureaucrat and supply clerk as well 
  as an agent. It’s not always a popular job, but it’s 
  absolutely crucial to Nest success. Because a Logis-
  tics Specialist knows so much about his Nest’s inner 
  workings, he’s rarely allowed to leave the Nest at 
  all, and even when he does leave usually has two or 
  more “bodyguards” to accompany him... and elimi-
  nate him if capture seems imminent.
  MEDIA SPECIALIST PACKAGE DEAL
  Of all of VIPER’s intelligence operatives, few 
  can cause as many problems for a superhero as 
  the Media Specialist. Whether this agent works as 
  a tabloid reporter, a political commentator for a 
  major television network, or a journalist writing for 
  an established magazine, he can perform hatchet 
  jobs on VIPER’s enemies, boost the egos of insecure 
  INFILTRATION SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  +1 to Acting 
  2
  Cryptography 
  3
  +1 to Disguise 
  2
  High Society 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  Lockpicking (DEX +2) 
  7
  One PS at 11- (the agent’s typical cover identity) 2
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Security Systems (INT +2) 
  7 
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  29
  LOGISTICS SPECIALIST 
  PACKAGE DEAL 
  Ability 
  Cost
  Bribery 
  3
  Bureaucratics 
  3
  Conversation 
  3
  Deduction 
  3
  Persuasion 
  3
  KS: The Law 13- 
  4
  +2 to KS: Local Underworld (making it an  
  INT +1 Skill) 
  2
  +2 to KS: VIPER (making it an INT +1 Skill) 
  2
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  One of the following: PS:  Accountant 11-,  
  PS:  Businessman 11-, PS:  Lawyer 11-  
  2
  Total Cost Of Package:  27
  
  59 
  VIPER ■ Chapter Three
  Nest Leaders, and use his investigational skills to 
  expose the painful secrets a PC tries to hide.
  Media Specialists don’t accompany agents 
  during operations. Instead, you can ﬁnd them in 
  the press corps that follows the ﬁght, making sure 
  any bit of collateral damage and every agent who 
  got away gets portrayed as a major failure on the 
  PCs’ part. One of Augur Maxwell’s favorite VIPER 
  proverbs is:  “Cultivate cynicism like a garden, for 
  heroes cannot live in it,” and the Media Specialist is 
  VIPER’s gardener of contempt for human virtues.
  SURVEILLANCE SPECIALIST PACKAGE DEAL
  As part of its arsenal of information-gather-
  ing techniques, VIPER trains some agents in sur-
  veillance — keeping watch on speciﬁc persons or 
  locations, following people, and so forth. While the 
  high-tech gear of the Communications Specialist 
  is the usual choice for an early warning system, 
  sometimes there’s no substitute for an eagle eye, 
  and that’s where the Surveillance Specialist comes 
  in. Utilizing old-fashioned observation skills and a 
  lot of patience, he uncovers the information VIPER 
  needs to get the job done.
  Surveillance Specialists typically wear normal 
  clothes (sometimes VIPER Armored Clothing) 
  while on the job, and restrict themselves to using 
  mundane gadgets. They might carry a VB-S1C 
  “Stubby” Blaster Pistol if warranted, but even that 
  is rare.
  UNDERWORLD OPERATIONS SPECIALIST 
  PACKAGE DEAL
  While VIPER’s best known to the public as a 
  grandiose organization bent on world conquest, 
  mundane crimes such as narcotics, protection, 
  smuggling, and money laundering are the meat and 
  potatoes of many a Nest. Underworld Operations 
  Specialists coordinate these activities and keep an 
  eye on rival criminal organizations and interfering 
  vigilantes. They’re some of the coldest, most ruth-
  less bastards you’ll ever meet. Although they prefer 
  not to get involved in combat, they do have stan-
  dard agent training and can ﬁght if necessary.
  MEDIA SPECIALIST  
  PACKAGE DEAL
  Ability 
  Cost
  +1 PER with all Sense Groups 
  3
  Conversation 
  3
  Deduction 
  3
  Interrogation 
  3
  KS: The Media 12- 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Oratory 
  3
  Persuasion 
  3
  PS: Journalist 11-  
  2
  +1 to Fringe Beneﬁt:  Membership 
  1
  Fringe Beneﬁt:  Press Pass 
  1
  Equipment
  Cost Power
  12 
  VB-S1C “Stubby” Blaster Pistol
  Total Cost Of Package:  27
  THE VOICE OF  
  THE SNAKE?
  The social commentator 
  superheroes despise the 
  most is Nora Gautier, 
  SNN’s resident con-
  trarian and talk show 
  panelist, the author 
  of the books Will We 
  Survive Heroism? and 
  the recent New York 
  Times bestseller Col-
  lateral Damage? Gautier 
  became known as “the 
  Voice of the Snake” 
  when she feverishly 
  argued that property 
  damage and loss of life 
  caused by VIPER in the 
  United States was only 
  20% of the total caused 
  by so-called superhe-
  roes. No disaster escapes 
  Gautier’s eye, and she 
  has a wide following 
  (especially on her web-
  site, where she cuts loose 
  without network censor-
  ship).
  However, Gautier is not 
  a VIPER plant — she’s 
  just an overexcited 
  (though sometimes 
  articulate) whacko. On 
  the other hand, the 
  head of her research 
  staﬀ, Drew Gibson, is 
  deeply in VIPER’s pock-
  ets and his words are 
  often the ones coming 
  out of Gautier’s mouth. 
  Another researcher, 
  Glenn Walker, is an 
  IHA plant. They both 
  know each other’s true 
  allegiances, but have too 
  much fun collaborating 
  on copy to expose one 
  another’s secrets... for 
  now.
  SURVEILLANCE SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  +2 PER with all Sense Groups 
  6
  Concealment 
  3
  KS: City Knowledge 11- 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Navigation (Ground) 
  2
  Shadowing (INT +2) 
  7
  +2 to Stealth 
  4
  Total Cost Of Package:  27
  UNDERWORLD OPERATIONS 
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  Conversation 
  3
  Interrogation 
  3
  KS: Narcotics 12- 
  3 
  +3 to KS: Local Underworld 14- (making it
  an INT +2 skill) 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Streetwise 
  2
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  17
  VIPER Aquatic Specialist
  
  60 ■ VIPER Agents
  Hero System 5th Edition
  ADDER DIVISION  
  (TECHNICAL)  
  PACKAGE DEALS
  VIPER’s emphasis on and use of high technol-
  ogy means it needs a lot of agents who can build, 
  analyze, invent, maintain, and repair devices of all 
  sorts. These jobs fall to the men and women of the 
  Adder division — the Technical Specialists.
  VIPER General Technical  
  Specialist Package Deal
  This Package Deal represents the general 
  training VIPER’s Technical agents receive, and the 
  equipment they carry.
  Experienced scientists and technicians whom 
  VIPER recruits after they’ve established their 
  careers may not have this Package Deal, or any of 
  the others listed here. VIPER likes for its person-
  nel to be physically and mentally ﬁt, but it sees no 
  purpose in running a 47 year old genetics expert 
  through VIPER Academy when all the organization 
  really needs is his scientiﬁc acumen.
  Level II Adder Division  
  Package Deals
  VIPER has six types of agent with advanced 
  technical training at its disposal:  Communications 
  Specialist; Computer Specialist; Crime Evasion 
  Specialist; Medical Specialist; Science Specialist; 
  and Vehicle Maintenance Specialist. Technical spe-
  cialists sometimes accompany combat teams into 
  the ﬁeld, and carry weapons on those occasions, 
  but function more as back-up than as true ﬁght-
  ers. These agents wear the Elite BCU if they have 
  to go on a mission, but in the Nest settle for casual 
  clothes, labcoats, and the like.
  COMMUNICATIONS SPECIALIST  
  PACKAGE DEAL
  VIPER’s Communications Specialists are not 
  only technical experts, they coordinate movement 
  and telemetry for VIPER squads. Typically, VIPER 
  stations a CS on the operational perimeter in a 
  civilian vehicle to provide information during the 
  mission. CSs also monitor enemy communications 
  and break enemy codes. VIPER typically expects a 
  Communications Specialist to ﬁll a secondary com-
  mand role if a Squadron Commander is eliminated, 
  so it trains them to be capable tacticians as well as 
  good technicians.
  THE SCORCHERS
  When something 
  goes wrong in VIPER 
  — when superheroes 
  smash a Nest and cap-
  ture its agents, when 
  a renegade scientist 
  ﬂees with secret data, 
  when evidence points 
  to a traitor or under-
  cover police oﬃcer in 
  the ranks — VIPER 
  calls on a special squad 
  known as “the Scorch-
  ers” to minimize the 
  damage. As their name 
  indicates, the Scorchers 
  take a “scorched earth” 
  approach to their task, 
  attempting to com-
  pletely eradicate the 
  source of the problem 
  and institute preventive 
  measures for the future.
  Several scholars have 
  described the Scorch-
  ers as “VIPER’s Internal 
  Aﬀairs Division,” but 
  that’s not the most accu-
  rate way of putting it. 
  Although the Council 
  Of Thirty (to whom 
  the Scorchers answer 
  directly) sometimes 
  assigns them the task of 
  ferreting out spies and 
  traitors, normally they 
  spend their time “clean-
  ing up messes.” For 
  example, if the police 
  capture a Nest, the 
  Council may send the 
  Scorchers to inﬁltrate 
  the police cordon, plant 
  bombs and computer 
  viruses, and wipe out 
  every bit of information 
  about VIPER that they 
  can. The Scorchers’ goal 
  is to keep a damaging 
  situation from harming 
  VIPER any more than it 
  already has.
  Most of the Scorchers 
  are Constrictor and 
  Adder agents (few of 
  their missions involve 
  direct combat). How-
  ever, they do have some 
  Demolitions Specialists, 
  Firestarters, and assas-
  sins among their ranks.
  GENERAL TECHNICAL  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  +1 with VIPER Blasters 
  3
  Computer Programming 
  3
  Electronics 
  3
  KS: The Superhuman World 8- 
  1
  KS: VIPER 11- 
  2
  Martial Arts:  VIPER Brawling (see page 51) 
  15
  PS: VIPER Agent 11- 
  2
  Stealth 
  3
  Streetwise 
  3
  Systems Operation 
  3
  WF: Small Arms, Blades 
  3
  Fringe Beneﬁt:  Membership (VIPER  
  Basic Agent) 
  1
  18 points’ worth of Skills from the following list 18
  Animal Handler (Snakes), Bugging, Combat Driving, 
  Combat Piloting, Combat Skill Levels, Conversa-
  tion, Criminology, Deduction, Demolitions, Forensic 
  Medicine, Forgery, Gambling, Inventor, Lockpicking, 
  Mechanics, Paramedics, Persuasion, Security Systems, 
  Tactics, Teamwork, Weaponsmith, any Background 
  Skill
  Equipment
  Cost Power
  15 
  VB-S1 “Shorty” Blaster Pistol
  12 
  VIPER Fang
  9 
  VIPER BCU (Basic)
  8 
  VIPER Helmet (Basic)
  Disadvantages 
  Value
  Distinctive Features:  VIPER uniform (Easily  
  Concealed; Noticed And Recognizable) 
  -5
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching) -10
  Psychological Limitation:  Amoral And Greedy 
  (Common, Strong) 
  -15
  Social Limitation:  Subject To Orders  
  (Very Frequently, Major) 
  -20
  Total Cost Of Package:  54
  COMMUNICATIONS  
  SPECIALIST PACKAGE DEAL
  Ability 
  Cost
  Bugging 
  3
  Cryptography 
  3
  Inventor 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +2 to Systems Operation 
  4
  Tactics 
  3
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  40 
  Laptop Serpentine Node (like Vehicle  
  Serpentine Node, but without Sensors,  
  Combat Driving, Combat Piloting, TFs,  
  WFs, or related programs)
  Total Cost Of Package:  59
  
  61 
  VIPER ■ Chapter Three
  COMPUTER SPECIALIST PACKAGE DEAL
  When VIPER needs to crack a computer, they 
  call in a Computer Specialist — also known as 
  a Hacksnake or Cybersnake. Computer Special-
  ists are experts at penetrating computer systems, 
  retrieving data, inserting viruses, and doing all the 
  fun things VIPER enjoys doing to a computer.
  The Computer Specialist often serves as a cru-
  cial part of a VIPER operation. He either gathers 
  information in advance that makes the op possible, 
  or he participates remotely, using his access to the 
  target’s computers to shut down security systems or 
  otherwise make the ﬁeld team’s job easier.
  CRIME EVASION SPECIALIST PACKAGE DEAL
  When VIPER commits a crime it doesn’t want 
  the authorities to link it to, it calls in a Crime Eva-
  sion Specialist. The CESs covers up (or ruins) any 
  evidence at a crime scene. Many CES personnel are 
  ex-law enforcement oﬃcers with grudges — the 
  sort of person who really enjoys screwing up the 
  eﬀorts of police detectives and amateur investiga-
  tors by removing evidence or otherwise making 
  a crime scene unsalvageable. CES agents can also 
  plant evidence to incriminate someone else. Crime 
  Evasion Specialists often accompany ﬁeld teams 
  during missions — it’s easier to prevent a mistake 
  than to cover it up.
  MEDICAL SPECIALIST PACKAGE DEAL
  VIPER agents sometimes get hurt and need 
  ﬁxing up. When there’s a big ﬁght planned, VIPER 
  likes to have a combat medic on site to treat the 
  wounded and get them back into the ﬁght. It 
  recruits its Medical Specialists from the ranks of 
  failed medical students, paramedics and combat 
  doctors too unstable for those professions, or 
  people forced out of the medical profession due to 
  malpractice, refusal to obey ethical guidelines, and 
  the like.
  COMPUTER SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  CS Training: +3 INT 
  3
  +2 to Computer Programming 
  4
  Cryptography 
  3
  Inventor 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  +1 to Fringe Beneﬁt:  Membership 
  1
  Equipment
  Cost Power
  40 
  Laptop Serpentine Node (like Vehicle Ser-
  pentine Node, but without Sensors, Combat 
  Driving, Combat Piloting, TFs, WFs, or related 
  programs)
  Total Cost Of Package:  56
  CRIME EVASION SPECIALIST 
  PACKAGE DEAL
  Ability 
  Cost
  Concealment 
  3
  Criminology 
  3
  Deduction 
  3
  Forensic Medicine 
  3
  Forgery (one category) 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Shadowing 
  3
  Sleight Of Hand 
  3
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  23
  MEDICAL SPECIALIST  
  PACKAGE DEAL
  Ability 
  Cost
  Forensic Medicine 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  PS: Doctor 11- 
  2
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  SS: Anatomy 
  3
  SS: Medicine 
  3
  SS: Neurology 11- 
  2
  SS: Pharmacology/Toxicology 
  3
  SS: Psychology 11- 
  2
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  21
  VIPER Computer Specialist
  
  62 ■ VIPER Agents
  Hero System 5th Edition
  VIPER’s Medical Specialists don’t follow the 
  Hippocratic Oath — they have no problem admin-
  istering combat drugs to VIPER agents, using their 
  skills and drugs to interrogate prisoners, or per-
  forming dangerous genetic experiments. They carry 
  weapons in the ﬁeld.
  SCIENCE SPECIALIST PACKAGE DEAL
  VIPER has no fear of the unknown or the 
  dangerous when it comes to science. The Science 
  Specialist is a brilliant but somewhat less than 
  orthodox VIPER operative who uses his knowledge 
  of the sciences to build devices for VIPER, perform 
  experiments on prisoners, and the like. Occasion-
  ally Science Specialists accompany ﬁeld teams on 
  missions where they may encounter scientiﬁc prob-
  lems or need to gather scientiﬁc data.
  The exact mix of Skills a Science Specialist has 
  depends upon his ﬁeld of expertise. See the sidebar 
  for several example packages; you can create others 
  if you like.
  VEHICLE MAINTENANCE SPECIALIST 
  PACKAGE DEAL
  VIPER’s complex vehicles require constant 
  maintenance by someone who’s more than your 
  average grease monkey. While maintenance duty 
  may be VIPER’s dirtiest and least glamorous job, 
  the Maintenance Specialist is one agent no large 
  Nest can live without. VMSs remain at a Nest 
  during a mission and don’t otherwise involve them-
  selves in VIPER’s operations, though they can grab 
  a blaster and help defend the Nest if they have to.
  SPECIALIZED AGENTS
  Not all of VIPER’s agents ﬁt neatly into the 
  Cobra/Constrictor/Adder organizational scheme 
  outlined above. A few of the most highly-trained or 
  unusual types stand on their own, or operate solely 
  under the command of the Supreme Serpent or 
  some other important VIPER oﬃcial.
  DRAYSHA PACKAGE DEAL
  VIPER has always had an unhealthy fascina-
  tion with genetic experimentation, leading to the 
  creation of villains like Diamondback, Sidewinder, 
  and Cottonmouth. The most recent success in this 
  ﬁeld is the Draysha program.
  Draysha agents (named after a breed of Egyp-
  SCIENCE SPECIALIST  
  PACKAGE DEAL
  Ability 
  Cost
  Deduction 
  3
  Inventor 
  3
  Skill (see Science Packages) 
  3
  KS: see Science Packages 11- 
  2
  KS: The Scientiﬁc World (INT Roll) 
  3
  +1 to KS: VIPER (making it an INT Roll) 
  1
  PS: Scientist 11- 
  2
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  SS: see Science Packages (INT+1 roll) 
  4
  SS: see Science Packages (INT Roll) 
  3
  Any two other SSs at 11- 
  4
  +1 to Fringe Beneﬁt:  Membership 
  1
  Total Cost Of Package:  30
  VIPER SCIENCE 
  PACKAGES
  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
  Continued on next page
  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
  Total Cost Of Package:  83
  
  63 
  VIPER ■ Chapter Three
  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.
  Continued from last page
  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
  VIPER Draysha
  
  64 ■ VIPER Agents
  Hero System 5th Edition
  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 
  OF THE SNAKE
  The unoﬃcial leader 
  of the Serpent Mages 
  is a Ghanian sorcerer 
  named Francois Mercy. 
  Rumor claims he has a 
  spell that allows him to 
  summon not just snakes, 
  but the Daughter of the 
  Serpent herself — Vipe-
  ria, VIPER’s most pow-
  erful living weapon.
  Mercy is not some ste-
  reotypical tribal witch-
  doctor out of a 1950s 
  jungle ﬁlm; he’s a medi-
  cal doctor and a practic-
  ing Roman Catholic. He 
  reconciles his two beliefs 
  by claiming snakes are 
  God’s servants (one 
  of the forms naturally 
  taken by angels), and 
  that the Supreme Ser-
  pent is a saint who 
  intercedes on the behalf 
  of the Believers. The 
  Supreme Serpent, who’s 
  a conﬁrmed agnostic, 
  thinks this is nonsense, 
  but willingly humors the 
  delusional Mercy so he 
  can take advantage of 
  Mercy’s power.
  SERPENT MAGE 
  PACKAGE DEAL
  Characters taking this Package Deal must also have the 
  Snake Cultist Package Deal.
  Ability 
  Cost
  Power:  Magic (INT Roll +5) 
  13
  Spells:  117 points’ worth of spells (see text box 
  for examples) 
  117
  Disadvantages 
  Value
  Dependence:  must participate in monthly  
  worship ceremonies or all powers acquire an 
  Activation Roll 11- 
  -0
  Total Cost Of Package:  130
  SAMPLE SERPENT 
  MAGE SPELLS
  Calling The Serpentine Horde:  Summon 10 king cobras 
  (HERO System Bestiary, pages 178-79), Slavishly Loyal 
  (+1) (38 Active Points); Concentration (0 DCV; -½), 
  Extra Time (Full Phase (-½), Requires A Magic Roll 
  (-½). Total cost:  15 points.
  Command Serpents:  Mind Control 10d6 (Animal class 
  of minds) (50 Active Points); Concentration (0 DCV; -
  ½), Extra Time (Full Phase (-½), Requires A Magic Roll 
  (-½). Total cost:  20 points.
  Serpent’s Form:  Multiform (assume 130-point king 
  cobra form) (26 Active Points); Concentration (0 DCV; 
  -½), Extra Time (Full Phase (-½), Requires A Magic 
  Roll (-½), Costs Endurance (to transform; -½). Total 
  cost:  9 points.
  Speak With Serpents:  Telepathy 5d6 (Animal class of 
  minds) (25 Active Points); Concentration (0 DCV; -½), 
  Extra Time (Full Phase (-½), Requires A Magic Roll 
  (-½), Incantations (must speak to snake throughout; 
  -½), No Range (-½), Communication Only (-¼). Total 
  cost:  7 points.
  Venomous Touch I:  Drain CON 3d6, Delayed Return 
  Rate (points return at the rate of 5 per Hour; +1), NND 
  (defense is Life Support [Immunity:  Ophidotoxins]; 
  +1) (90 Active Points); OAF (snake fetish; -1), Extra 
  Time (Full Phase (-½), Requires A Magic Roll (-½). 
  Total cost:  30 points.
  Venomous Touch II:  RKA 2d6, NND (defense is Life 
  Support [Immunity:  Ophidotoxins]; +1), Does BODY 
  (+1) (90 Active Points); OAF (snake fetish; -1), Extra 
  Time (Full Phase (-½), Requires A Magic Roll (-½), No 
  Range (-½). Total cost:  26 points.
  SNAKE CULTIST 
  PACKAGE DEAL
  Ability 
  Cost
  Follower:  Rattlesnake (Hero System Bestiary, 
  pages 178-180) 
  12
  Animal Handler (Snakes) 
  2
  KS: Snakes 
  3
  KS: Venoms And Toxins 
  3
  SS: Herpetology 
  3
  Life Support (Immunity:  Ophidotoxins) 
  3
  Total Cost Of Package:  26
  
  65 
  VIPER ■ Chapter Three
  unconditionally. VIPER has found these supremely 
  skilled warriors a most potent weapon.
  The Takara-Shinja make their headquarters at 
  the Mayonaka no Shinden (“Temple of Midnight”) 
  near Kyoto, and have other active cells in Tokyo, 
  Hong Kong, San Francisco, and Vancouver (though 
  VIPER often sends them on missions to other 
  cities). Trained from birth to become “the ultimate 
  warriors,” culled by an education process crueler 
  and more ruthless than anything practiced in the 
  West, the Takara-Shinja boast that they know nei-
  ther fear nor hatred, only purpose.
  There are only about two dozen Takara-Shinja 
  agents active in the world today. Five form the elite 
  corps Shehei no Habu, considered the best of the 
  best. Several retired masters train the next genera-
  tion (and two train the Supreme Serpent and his 
  bodyguards).
  The Takara-Shinja practice a unique martial art 
  called Hebijutsu (“Way of the Snake”). It most closely 
  resembles Snake-style Kung Fu. A Hebijutsuka typi-
  cally holds himself perpendicular to an opponent 
  with a raised arm block and a wide leg stance that’s 
  almost a crouch, circling with an extremely slow, 
  smooth, and patient motion; thrusts are sudden and 
  draw heavily on leg power to deliver the blow.
  A Takara-Shinja usually carries a variety of 
  concealed or disguised melee and missile weapons.
  TAKARA-SHINJA 
  PACKAGE DEAL
  Ability 
  Cost
  Sudden Serpent Movement:  Leaping +10”,  
  Accurate  
  15
  Life Support (Immunity:  Ophiditoxins) 
  3
  Acrobatics 
  3
  Animal Handler 
  3
  Breakfall 
  3
  Climbing (DEX +2) 
  7
  +3 with All Combat 
  24
  Concealment 
  3
  Contortionist 
  3
  Fast Draw (Common Melee Weapons) 
  3
  KS: Hebijutsu 11- 
  2
  KS: The Martial World 11- 
  2
  KS: The Ninja World 11- 
  2
  +1 to KS: VIPER (making it an INT Roll) 
  1
  Martial Arts:  Hebijutsu (30 points’ worth of  
  maneuvers and Weapon Elements, with +4  
  Extra DCs) 
  46
  +1 to PS: VIPER Agent (making it an INT Roll) 1
  Shadowing 
  3
  Sleight Of Hand 
  3
  +2 to Stealth 
  4
  Tactics 
  3
  WF:  Common Melee Weapons, Common  
  Missile Weapons, Common Martial Arts  
  Weapons 
  8
  +1 to Fringe Beneﬁt:  Membership 
  1
  12 points’ worth of Skills from the following list 12
  Bribery, Bugging, Combat Driving, Combat Piloting, 
  Combat Skill Levels, Computer Programming, Con-
  versation, Deduction, Electronics, Fast Draw, Forgery, 
  Gambling, Interrogation, Lipreading, Lockpicking, 
  Paramedics, Persuasion, Security Systems, Systems 
  Operation, Teamwork, any Background Skill
  Total Cost Of Package:  155
  HEBIJUTSU
  Maneuver 
  Phs Cost OCV DCV 
  Notes
  Constricting Snake  
  Delighted By Its Prey ½ 
  3 
  -1 
  -1 
  Grab Two Limbs, +10 to STR for  
   
   
   
   
   
  holding on
  Serpent At the Throat ½ 
  4 
  -2 
  +0 
  Grab One Limb; 2d6 NND(2)
  Serpent’s Fang Sinking  
  Deep In Flesh 
  ½ 
  4 
  -2 
  +0 
  HKA ½d6 (2 DC)
  Serpent Suddenly  
  Lashing Out From  
  Shadow    
  ½ 
  5 
  -2 
  +1 
  STR +4d6 Strike
  Serpent Unexpectedly  
  Underfoot 
  ½ 
  3 
  +2 
  -1 
  STR +1d6 Strike; Target Falls
  Sinuous Serpent 
  ½ 
  4 
  — 
  +5 
  Dodge, Affects All Attacks, Abort
  Snake On Guard Against 
  The Mongoose 
  ½ 
  4 
  +2 
  +2 
  Block, Abort
  Snake Wriggle 
  ½ 
  4 
  +0 
  +0 
  +15 STR vs. Grabs
  Sudden Serpent Strike ½ 
  4 
  -1 
  +1 
  Disarm; +10 STR to Disarm roll
  VIPER Takara-Shinja
  
  66 ■ VIPER Agents
  Hero System 5th Edition
  D
  uring the course of a superhero’s career, 
  he may come in contact with dozens of 
  VIPER agents. Many heroes think of these 
  agents as faceless drones, each of them 
  as alike as their uniforms (an attitude the agents 
  themselves ﬁnd oﬀensive). Some of the most 
  common personality types among agents are listed 
  below; you can use them to individualize the agents 
  in your campaign.
  1. THE ADRENALINE JUNKIE
  The Adrenaline Junkie has a death wish; he 
  joined VIPER because he likes the excitement of 
  going after superheroes. He lives for the “rush” of 
  combat when the odds are against him, and uses 
  fear to get a new “high.” The Adrenaline Junkie 
  doesn’t have a long life expectancy, and usually 
  goes out in a blaze of glory. But if he’s competent 
  enough, he may at least earn the heroes’ respect for 
  his determination.
  Most Adrenaline Junkies serve as Air Cavalry, 
  Heavy Weapons Specialists, Superhuman Combat 
  Specialists, and Vehicle Combat Specialists.
  Possible Disadvantages
  Psychological Limitation:  Adrenaline Junkie, Seeks 
  Out Most Dangerous Way to Do Things, Can’t Do 
  Things The “Safe” Way (Very Common, Strong) (20 
  points)
  Psychological Limitation:  Refuses To Go Along 
  With Cautious Plans (Common, Moderate) (10 
  points)
  Rivalry: Professional (with other adrenaline junk-
  ies) (5 points)
  2. THE BRAINWASHED MASSES
  One of the things VIPER done with increas-
  ing success since the 1980s is ﬁnd a group of young 
  people and indoctrinate them in the ways of VIPER 
  from their earliest years. This is particularly appli-
  cable to the children of Nest Leaders and promi-
  nent VIPER commanders, and to that generation of 
  VIPERs raised in West African training camps as 
  the nucleus of the army of the Snake.
  The Brainwashed Masses are only beginning 
  to ﬁnd their way into the VIPER infrastructure, but 
  are expected to enter the organization at all levels.
  Possible Disadvantages
  Enraged:  when VIPER is insulted (Common), go 
  8-, recover 11- (15 points)
  Psychological Limitation:  Slavishly Devoted To 
  VIPER (Very Common, Strong) (20 points)
  Psychological Limitation:  Has No Emotional Con-
  nection To The Well-Being Of Non-VIPER Person-
  nel (Common, Moderate) (10 points)
  3. BUBBA
  Not too bright, and not too ambitious, the 
  Bubba thinks he (or she, there are Bubbettes) looks 
  good in his uniform, and that the food at the mess 
  is pretty tasty. The Nest is just one big group of 
  drinking buddies who go out and play with guns. 
  He does what he’s told to do, because it doesn’t 
  occur to him he actually has a choice over his 
  actions.
  Bubbas rarely rise above General Combat 
  Specialist.
  Possible Disadvantages
  Psychological Limitation:  Always Obeys Orders 
  (Very Common, Moderate) (15 points)
  Psychological Limitation:  Never Turns Against The 
  Pack (Very Common, Moderate) (10 points)
  4. THE BULLY
  The Bully, is, plain and simple, a bully. He likes 
  to hurt people, and joined VIPER because it oﬀers 
  him the chance to do so. He comes in two variet-
  ies:  the cowardly bully, who’s likely to back down if 
  he encounters force; and the tough-guy bully, who 
  never backs down and loves to ﬁght. Most other 
  VIPER agents dislike the Bully, though he may 
  have a few bootlickers who hang around with him 
  — and if he’s good enough at his job his teammates 
  probably won’t care if he picks on the new recruits.
  Most Bullies are career General Combat Spe-
  cialists, though the better ones sometimes form the 
  core of a Nest’s Heavy Weapons Specialists.
  Possible Disadvantages
  Psychological Limitation:  Does Not Respect The 
  Opinion Of Anyone Regarded As Weak (Very 
  Common, Strong) (20 points)
  Psychological Limitation:  Takes Any Opportunity 
  To Humiliate Or Pick A Fight With Weaker People 
  (Common, Moderate) (10 points)
  5. THE COMPANY MAN
  For the Company Man, VIPER’s his job. He’s 
  worked at VIPER long enough that it’s become his 
  life’s work, and VIPER takes care of him — medical 
  beneﬁts, pensions, the works. Sure it’s a dangerous 
  job, but the Nest Leader’s a capable guy... and if you 
  get caught, simply shut your mouth and keep your 
  cool, and the lawyers will get you out. 
  The Company Man occurs most frequently 
  among VIPER’s technical and administrative per-
  sonnel.
  AGENT TYPES & 
  MOTIVATIONS
  
  67 
  VIPER ■ Chapter Three
  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. 
  
  68 ■ VIPER Agents
  Hero System 5th Edition
  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)
  Serpent-General (gold)
  Commandant (silver)
  Major General (gold)
  General (gold)
  Captain (silver)
  Lieutenant (gold)
  Sergeant (gold)
  Agent, Elite (gold)
  VIPER Rank Insignia
  
  69 
  VIPER ■ Chapter Three
  NEST LEADER  
  MOTIVATIONS
  Of course, Nest Leaders, while agents in the 
  broad scheme of things, have their own particular 
  motivations and goals. In examining VIPER’s Nest 
  Leaders, UNTIL and PRIMUS discovered their 
  behavior typically falls into one of several classic 
  patterns. Many criminology texts discuss these pat-
  terns, and superheroes who enjoy psychoanalyzing 
  their foes often discuss them. They include:
  1. THE ARROGANT SHOWOFF
  Similar to, but much less subtle than, the Cun-
  ning Schemer (see below) is the Arrogant Showoﬀ. 
  He revels in the glory that is a Nest Leader’s, and the 
  myth of cruelty and indomitability of VIPER. Most 
  are full-blown megalomaniacs — Dr. Destroyer 
  without a powersuit. The Showoﬀ loves to create 
  elaborate plans, in full public view, that demonstrate 
  his cleverness and invincibility, and the greatness 
  and power of VIPER. Intoxicated by newspaper 
  editorials that call for his head, he wants everyone to 
  know how ruthless and powerful he is. Nests led by 
  Showoﬀs can be very short-lived, but a Showoﬀ with 
  the intelligence to back up his bluster can be the 
  most dangerous type of Nest Leader of all.
  Possible Disadvantages
  Enraged:  when someone openly deﬁes him 
  (Uncommon) go 8-, recover 11- (20 points)
  Psychological Limitation:  Cannot Resist Elaborate 
  Schemes (Common, Strong) (15 points)
  Psychological Limitation:  Megalomaniac, Always 
  Must Command, Intolerant Of Subordinates’ Per-
  sonal Initiative (Common, Strong) (15 points)
  2. THE COWARDLY COMMANDER
  This is the type of Nest Leader most strongly 
  ﬁxed in the public imagination. Not all Nest Lead-
  ers abuse their subordinates and use agents as 
  cannon fodder, or run from a ﬁght — but more 
  than one has dreamed impossible designs, then 
  whined like a cur when superheroes have clobbered 
  his “incompetent” agents and are closing in on his 
  battered escape vehicle. His only “strength” is his 
  sense of self-preservation.
  The Cowardly Commander lives to watch 
  people demonstrate fear towards him, and doesn’t 
  care if it’s his own agents or the general public... but 
  he’s quick to ﬂee if it seems likely he might come 
  to harm or humiliation. He’s the type of leader 
  who nearly destroyed VIPER in the 1980s, and the 
  Supreme Serpent has tried to weed him out, but as 
  long as some cowardly jerk has the money to pay 
  for a VIPER “franchise,” the Cowardly Commander 
  will remain a part of the organization.
  Possible Disadvantages
  Enraged:  Berserk when his troops retreat 
  (Common) go 8-, recover 11- (20 points)
  Psychological Limitation:  Cannot Directly Face 
  Combat (Common, Strong) (15 points)
  Psychological Limitation:  Unable To Face Respon-
  sibility For Failures, Must Always Have A Scapegoat 
  (Common, Moderate) (10 points)
  
  70 ■ VIPER Agents
  Hero System 5th Edition
  3. THE CULT CLASSIC
  The looniest of all VIPER leaders has gotten 
  the nickname “Cult Classic” because he runs his 
  Nest like a cult. Agents aren’t just criminal opera-
  tives, they’re also worshippers. The Cult Classic 
  usually creates a personality cult where agents ven-
  erate his invincibility, or tries to create Neo-Nazism 
  or Neo-Fascism.
  Since the Cult Classic rarely cooperates with 
  others or takes orders gracefully, he’s the most likely 
  type of Nest Leader to turn rogue or challenge 
  the Council Of Thirty; accordingly, he’s the most 
  closely watched type of Nest Leader. Additionally, 
  Nest Leaders who abuse their agents can incur the 
  wrath of VIPER headquarters (there are limits even 
  to the treatment of cannon fodder), leading to their 
  assassination. No VIPER Nest frightens superhe-
  roes more than one led by a Cult Classic.
  Possible Disadvantages
  Psychological Limitation:  Intolerant Of Non-
  Believers (Common, Strong) (15 points)
  Psychological Limitation:  Despises Modern Social 
  Conventions (Common, Strong) (15 points)
  4. THE CUNNING SCHEMER
  The Cunning Schemer is the sort of person 
  who would like to play chess against ﬁfty oppo-
  nents and try to think ﬁve moves ahead of each of 
  them. He lives to foil his enemies by manipulating 
  them and setting devious traps. He wants everyone 
  to realize how clever he is; that’s what really mat-
  ters.
  A Schemer’s Nest rarely has a lot of ﬁrepower; 
  it relies on covert operations and deceptions. The 
  strength of a Schemer’s Nest is that it’s usually very 
  ﬂexible, and that stealthy operations often earn 
  more proﬁt than blatant ones. The weakness is that 
  many Schemers are too clever for their own good; 
  they don’t learn when to deploy force.
  Possible Disadvantages
  Enraged:  Berserk when he realizes his scheme has 
  fallen apart (Uncommon) go 8-, recover 11- (20 
  points)
  Psychological Limitation:  Cannot Resist Elaborate 
  Schemes (Common, Strong) (15 points)
  Psychological Limitation:  Must Explain His Clever 
  Plan When He Thinks He Has The Advantage 
  (Common, Moderate) (10 points)
  5. THE GREEDY GRABBER
  Money is the root of all evil, and the Grab-
  ber loves his roots. A Nest led by a Greedy Grab-
  ber pulls a lot of robberies and other high-proﬁt 
  crimes. He typically enjoys living in high style, and 
  possessing status symbols is extremely important to 
  him. While he often commands a strong Nest (since 
  he needs force to earn money), the Grabber’s greed, 
  and his tendency to blatantly use his agents without 
  sharing the wealth, are his weaknesses.
  Possible Disadvantages
  Enraged:  when he thinks he’s been robbed 
  MOCCASIN
  DIVISION
  Nest
  Insignia
  Nest
  Insignia
  Branch
  Insignia
  Branch
  Insignia
  Rank
  Insignia
  Rank
  Insignia
  VIPER
  Fang
  VIPER
  Fang
  VB-S1
  Blaster
  Pistol
  VB-S1
  Blaster
  Pistol
  VIPER
  Basic
  Combat
  Uniform
  
  71 
  VIPER ■ Chapter Three
  (Uncommon) go 8-, recover 11- (10 points)
  Enraged:  when his possessions are damaged 
  (Common) go 8-, recover 11- (15 points)
  Psychological Limitation:  Greedy, Always Wants 
  More (Common, Strong) (15 points)
  6. THE MAD SCIENTIST
  Some people are blinded by science; others 
  blind people with science. Few Nest Leaders are 
  Mad Scientists, but occasionally a technician or 
  researcher rises to a position of leadership instead 
  of just assisting a leader.
  To the Mad Scientist, the world is a labora-
  tory, and crime generates the funds, materials, 
  and guinea pigs needed for experiments. The Mad 
  Scientist involves his Nest in bizarre research, 
  sometimes based on the Scientist’s whims with no 
  scientiﬁc basis; the Nest’s dangerousness depends 
  on how level-headed and scientiﬁcally gifted the 
  Mad Scientist is.
  Most Mad Scientists leave tactical planning 
  and execution to an agent commander. While he 
  can provide his agents with all sorts of technologi-
  cal surprises for use against the enemy, the Mad 
  Scientist all too often simply isn’t an eﬀective leader, 
  and his Nest suﬀers for it.
  Possible Disadvantages
  Psychological Limitation:  Cannot Resist Trying 
  To Acquire Potential Scientiﬁc Breakthroughs 
  (Common, Strong) (15 points)
  Psychological Limitation:  Treats Everyone Like 
  Guinea Pigs (Common, Moderate) (10 points)
  7. THE RESPECTABLE BUSINESSMAN
  For some Nest Leaders, control of a VIPER 
  Nest represents just one facet of a much larger 
  organization. The Respectable Businessman can be 
  as ruthless as any other Nest Leader; he just likes 
  to hide behind a facade of respectability. While 
  unlikely to make major displays of force against his 
  enemies (who often have “accidents”), the Business-
  man wields ﬁnancial and legal power with great 
  skill.
  Possible Disadvantages
  Enraged:  Berserk when he suﬀers a major business 
  setback (Uncommon) go 8-, recover 11- (20 points)
  Psychological Limitation:  Places Proﬁt Above All 
  Other Things (Common, Strong) (15 points)
  Psychological Limitation:  Prefers To Use Maxi-
  mum Force To Solve Problem (Common, Moder-
  ate) (10 points)
  8. THE RUTHLESS BASTARD
  One of the more unfortunate characteristics 
  of the human species is its capacity for cruelty. The 
  Ruthless Bastard epitomizes this in VIPER leaders. 
  One might describe this type of Nest Leader as a 
  more competent version of the Cowardly Com-
  mander — the welfare of his agents mean nothing 
  to him, but he’s not one to run from a ﬁght.
  The Ruthless Bastard enjoys living up to his 
  name. He’ll kill an enemy without hesitation, and 
  the messier and the more public the death, the 
  better. The Ruthless Bastard doesn’t live for spec-
  tacle; he lives for the fear, and for chances to hurt 
  his enemies.
  Possible Disadvantages
  Enraged:  Berserk when betrayed (Uncommon) go 
  8-, recover 11- (20 points)
  Psychological Limitation:  Casual Killer (Common, 
  Strong) (15 points)
  Rivalry: Professional (with other underworld ﬁg-
  ures) (5 points)
  9. THE VENGEFUL VIPER
  The Vengeful VIPER joined VIPER for one 
  reason — revenge. Perhaps the legal system put the 
  screws to him, or he fell victim to an accident. He 
  wants revenge against someone, and uses VIPER as 
  an instrument to get it.
  Possible Disadvantages
  Enraged:  Berserk when his attempt to get revenge 
  fails (Uncommon) go 8-, recover 11- (20 points)
  Physical Limitation:  Inﬁrmity Caused By Person 
  He Wants Vengeance On (All The Time, Slightly 
  Impairing) (15 points)
  Psychological Limitation:  Vengeful (Common, 
  Strong) (15 points)
  Social Limitation:  Diminished Status Caused 
  By Person He Wants Vengeance On (Frequently, 
  Minor) (10 points)
  
  VIPER: chapter four
  NESTS OF THE VIPER
  
  73 
  VIPER ■ Chapter Four
  V
  IPER refers to its primary local bases 
  — those housing groups of agents, who use 
  them as a headquarters for performing a 
  variety of criminal missions — as “Nests.” 
  Nests serve as local bases of operations, training 
  facilities, communications centers, planning and 
  strategy facilities, and homes for VIPER agents in 
  nearly every major city of the world. (Other facili-
  ties, such as testing grounds, factories for weapons 
  and other illegal objects, or secret laboratories, are 
  not called “Nests.”) They house some of the world’s 
  most powerful illegal technology and most devious 
  criminal minds.
  You should design a Nest or Nests for your 
  campaign which suit the nature of your game and 
  provide suﬃcient opposition for the PCs. This 
  chapter provides a few guidelines and suggestions, 
  as well as descriptions of several sample Nests and 
  a discussion of Nest relations and life.
  VIPER usually designates Nests as “major” 
  or “minor.” A major Nest has two dozen or more 
  agents (in addition to commanders and secondary 
  personnel) permanently assigned to it. Some range 
  into the hundreds of agents, though two to four 
  dozen is the average. Most Nests are minor, with 
  a typical complement of 10-20 agents, plus a Nest 
  Leader and support staﬀ. A Nest can always obtain 
  more people on a temporary basis by asking VIPER 
  for assistance, or hiring mercenaries or local thugs 
  to put on a uniform for a job or two. (Many VIPER 
  recruits make it to VIPER Academy on the strength 
  of a recommendation from a Nest Leader after they 
  perform well on one of these “temp jobs.”)
  Each Nest is unique, shaped by such forces as 
  the nature of the city it’s in, the location available to 
  it, the Nest Leader in charge, and the size and needs 
  of the force of agents headquartered there. There-
  fore, describing a “typical” VIPER Nest is diﬃcult 
  at best; more than a few diﬀer so much from any 
  other base that they could almost belong to some 
  other organization. But most VIPER bases share a 
  few features.
  LOCATION
  With a few exceptions (mainly in Third World 
  countries), VIPER locates its Nests in urban areas 
  — usually large cities, which provide both the 
  maximum cover for VIPER’s agents and the most 
  opportunities for proﬁtable crimes. Nests in smaller 
  cities or rural areas are either proportionately 
  smaller, or located near some resource of particular 
  importance to VIPER.
  VIPER builds most of its Nests underground, 
  since such locations oﬀer a high degree of conceal-
  ment, security, and defensibility. Sometimes they 
  attach the base to part of an existing underground 
  structure, such as a subway tunnel; for example, 
  the Steel Citadel in San Francisco (page 93) was 
  built in this fashion. Other Nests are built as part 
  of the underground construction of other build-
  ings. For this type of Nest, the construction crews 
  work for VIPER, or VIPER bribes them to keep the 
  secret (and usually follows the bribe up by killing 
  most of the people involved). The main New York 
  City VIPER Nest, located in Manhattan, was built 
  this way by the now defunct (in every sense of the 
  word) Brennerman Construction ﬁrm. Similarly, 
  some Nests are faux building projects begun by 
  disguised VIPER crews and later “abandoned”; 
  the McCloskey Tunnel base in Millennium City 
  provides a textbook example. Some Nests use aban-
  doned underground structures, such as subway and 
  sewer tunnels no longer in use; this saves on time 
  and resources, but may pose safety or discovery 
  risks. VIPER set up another of the New York Nests 
  using this method.
  By longstanding VIPER tradition, no under-
  ground Nest has less than two entrances/exits. 
  Most have many more than that, though at least a 
  few access points usually remain hidden, known 
  only to the Nest Leader or other high-ranking 
  agents. Entrances/exits normally have high levels 
  of security (see below).
  Sometimes VIPER breaks its normal pattern 
  and chooses an aboveground location for a base. 
  Abandoned buildings, structures owned by VIPER 
  through a series of dummy corporations, and 
  facilities controlled by VIPER through blackmail 
  or other methods all provide possible venues for 
  Nests. In these cases, the Nest usually covers its 
  existence with a fake business, such as a trucking 
  company, an investment ﬁrm, or a civilian research 
  laboratory. Most of the employees of the false front 
  have no idea that VIPER signs their paychecks, 
  nor do they know what really goes on behind the 
  heavy, locked doors that only their bosses have 
  access to. For example, one of the VIPER’s Nests in 
  Boston is located on the ﬁfty-third through sixty-
  third ﬂoors of a high-rise oﬃce building, disguised 
  as the high-priced law ﬁrm of Pritchett, Knox, 
  Rydell, and Huﬀman. Several of the ﬁrm’s partners 
  are VIPER oﬃcers.
  SECURITY
  VIPER Nests uniformly have high security 
  — not unusual, given the nature of the organization 
  NEST 
  CHARACTERISTICS
  
  74 ■ Nests Of The VIPER
  Hero System 5th Edition
  and its activities. Security begins at the entrances 
  and exits, which usually have ﬁngerprint or retina 
  scanners, code-key or code-card systems, pressure 
  plates, and/or closed-circuit television cameras 
  to foil intruders. (See pages 105-06 of Champions 
  for some sample security devices.) Most entrances 
  have at least one or two agents on guard at all times, 
  with standing orders to call for help rather than try 
  to ﬁght invaders by themselves. Nests with para-
  noid leaders consider sewer connections, power 
  and phone conduits, and the like as “entrances” and 
  secure them accordingly, knowing superheroes 
  often have unusual ways to gain access.
  Inside the Nest, security usually varies from 
  area to area, depending on the competence of the 
  base’s Security Commander. Sensitive areas, such as 
  the computer and data storage room, laboratories, 
  the Leader’s chambers, and the like have security 
  measures similar to entrances, and often armed 
  guards as well. Other areas may have few or no 
  security precautions, though most Nests at least 
  maintain a series of closed-circuit cameras to watch 
  all major parts of the base.
  Particularly powerful or crucial VIPER Nests 
  may have even tighter security precautions. Using 
  VIPER’s high technology, they can set up anti-tele-
  portation or anti-intangibility ﬁelds, anti-psionic 
  zones, brainwave scanners, or just about anything 
  else their ﬁendish minds can conceive of. Nests 
  which frequently ﬁght speciﬁc superteams or 
  heroes often devise special security precautions for 
  those supers.
  Especially vicious, ruthless, or cruel Nest Lead-
  ers sometimes include lethal traps as part of their 
  security. While such traps may backﬁre or cause 
  casualties among the Nest’s membership on occa-
  sion, Leaders who use them ﬁnd those risks accept-
  able. From simple, tried and true traps, like acid-
  ﬁlled pits or crushing walls, to automatic blasters 
  and similar weapons, to more esoteric methods like 
  triggered teleporting bombs or psionic feedback 
  generators, these devices spell trouble for anyone 
  who dares to beard VIPER in its lair.
  Last but certainly not least, any superhumans 
  assigned to a base may provide security for it. In 
  many cases their mere presence helps to defend 
  the base from enemies, but some VIPER supers 
  have powers they can use to make their home bases 
  harder to ﬁnd or enter. For example, Delusion, of 
  the Miami base, uses his unique holographic tech-
  nology to supplement the base’s normal security 
  measures with various illusions and confusing 
  images.
  FACILITIES
  Though every base is unique, most of them 
  have certain facilities or resources in common.
  UTILITIES
  First, a Nest has to have a way to provide 
  power, telephone lines, ventilation, sewer connec-
  tions, and the like. In most cases VIPER simply 
  taps into the existing utility services clandestinely 
  and siphons oﬀ whatever it needs. But some Nests, 
  particularly those with large laboratory or manu-
  facturing facilities, need so much power and other 
  resources that they would attract attention if they 
  “fed oﬀ” standard utilities. These Nests usually 
  supply their own power or other needs with gen-
  erators and similar technology. VIPER’s research 
  and development labs have created some amazingly 
  small and eﬃcient devices to service its Nests.
  LABORATORIES
  All but the smallest VIPER Nests have at 
  least a laboratory or two. While VIPER has bases 
  devoted exclusively to scientiﬁc research and 
  invention, each Nest needs its own technologi-
  cal resources — a place to develop a new weapon 
  for use against the pesky local superheroes, or to 
  analyze the device Squadron Alpha just stole from 
  Cambridge Biotech. In some Nests, the agents 
  themselves use the labs; larger Nests usually have a 
  dedicated staﬀ of technicians and scientists to assist 
  the ﬁeld agents.
  COMPUTERS AND DATA STORAGE
  All VIPER Nests (or other bases for that 
  matter) have a room devoted to computing (includ-
  ing the base’s connection to VIPER’s ultra-secure 
  Serpentine Network) and data storage. Inevitably 
  one of the most heavily protected rooms in a Nest, 
  it usually has self-destruct mechanisms designed 
  to keep any information about VIPER from falling 
  into the wrong hands. Most agents are not allowed 
  to take data storage media out of this room; this 
  prevents them from losing it (or selling it), and 
  ensures that the self-destruct system eliminates all 
  of a base’s data.
  See page 117 for sample VIPER computers.
  TRAINING
  Most Nests have facilities for training agents. 
  In smaller bases, this consists of little more than 
  a gym and a soundproof ﬁring range. Larger or 
  more technologically advanced bases may feature 
  computer simulation and/or virtual reality training 
  rooms, “war rooms” for planning crimes, so-called 
  “danger rooms” for creating a wide variety of real-
  danger training scenarios, and the like.
  MANUFACTURING
  Some of the larger Nests have small manufac-
  turing facilities onsite, where trained agents make 
  or repair weapons and other equipment. However, 
  VIPER does most of its manufacturing and repair 
  work at dedicated facilities far away from the 
  prying eyes of law enforcement (often in Third 
  World countries).
  RECREATION
  VIPER expects a lot from its agents — hard 
  work, loyalty, and a willingness to engage in an 
  extremely dangerous occupation. In return it com-
  pensates them handsomely, not only with money 
  and training, but with recreation opportunities. 
  Rather than let agents leave the Nest frequently, 
  which runs the risk of attracting attention to the 
  base, VIPER prefers to provide the means for rec-
  reation onsite. Even the smallest Nest has a “rec 
  SNAKE BEER
  One of the “perks” 
  of VIPER member-
  ship is plenty of free 
  beer during recreation 
  periods. VIPER has its 
  own brand, Snake Beer 
  — the Beer With Bite! 
  It comes in distinctive 
  yellow-gold cans with a 
  green serpent and let-
  tering (or bottles with a 
  similar label). Collectors 
  value the containers, 
  since VIPER goes to 
  great lengths to make 
  sure it destroys them 
  so they don’t reveal the 
  organization’s presence 
  in an area. Despite the 
  risks, VIPER’s leader-
  ship regards Snake as 
  a morale-booster and 
  keeps supplying it to 
  Nests (some agents sus-
  pect it contains drugs or 
  brainwashing chemicals 
  to improve their perfor-
  mance, but no one’s ever 
  oﬀered any proof).
  The quality of Snake 
  varies, since VIPER 
  doesn’t actually brew 
  it. Instead, it has Nests 
  hijack shipments of 
  legitimate brands of 
  beer, then puts the beer 
  into VIPER’s own cans 
  and bottles.
  
  VIPER ■ Chapter Four
  room” featuring food service equipment and a 
  wide-screen high-deﬁnition television. Larger or 
  more advanced Nests provide a lot more than that 
  — small-screen theaters, game rooms, jacuzzis, res-
  taurant-like cafeterias, even harems.
  NEST CLASSIFICATIONS
  While VIPER itself doesn’t bother to catego-
  rize its Nests, criminological literature generally 
  recognizes four types of them.
  DISASSOCIATED NESTS
  A disassociated Nest is one in which the main 
  body of agents does not reside in the Nest full-time. 
  A few agents, including the Nest Leader, live in 
  the Nest at all times, but most of them have their 
  own apartments and homes. Through secured 
  forms of communication — encrypted e-mail and 
  wireless phones, sealed letters delivered by agents 
  disguised as messengers, and the like — the Nest 
  Leader calls the agents together for training, to plan 
  and conduct missions, and so forth. Disassociated 
  Nests most commonly exist in smaller cities which 
  cannot support a full-ﬂedged Nest, or as smaller 
  Nests in orbit of much larger and more important 
  Nests in the world’s metropoli.
  Security issues pose a major problem for dis-
  associated Nests. Since agents have to come and 
  go from the Nest on a relatively regular basis, they 
  need a way to get in and out without the authorities 
  or nosy people observing them. Some disassociated 
  Nests rely on secrecy and/or isolation to accom-
  plish this. They hide their entrances in tiny back 
  alleys, sewer tunnels, underground parking garages, 
  or deep forests, making sure agents have several 
  diﬀerent routes to get to the “front door” without 
  leaving a trail. Others prefer to “hide in plain sight.” 
  All their agents belong to a seemingly innocuous 
  group controlled or sponsored by VIPER, such as a 
  fraternal organization, a church, or a club of some 
  sort. The group acts as a front, giving the agents a 
  supposedly legitimate reason to gather together 
  regularly. If the group owns a building, such as a 
  clubhouse or meeting hall, the actual Nest itself 
  is part of or connected to that facility (often, it’s 
  buried beneath it).
  On the other hand, the lack of a permanent 
  body of agents living and working in one place 
  alleviates some security concerns. Disassociated 
  Nests usually have little diﬃculty hiding their drain 
  on the local power grid or the disposal of their 
  waste, for example. Similarly, since they normally 
  lack extensive laboratory or manufacturing facili-
  ties, they minimize the risk of exposure due to 
  accidents.
  NEST NETWORK
  Also known as a “Nestwork,” this organiza-
  tional scheme divides a single Nest among several 
  “sub-Nest” physical facilities. Rather than put all 
  of his eggs in one basket, the Nest Leader splits 
  his resources up among a number of small Nests. 
  The typical Nest network has three to eight “mini-
  Nests,” but UNTIL has veriﬁed the existence of 
  Nestworks with as many as 23 sub-Nests.
  Establishing and running a Nest network pres-
  ents some logistical diﬃculties. The overall Nest 
  Leader has to have enough trustworthy underlings 
  to delegate sub-Nest leadership duties to. But no 
  Nest Leader is foolish enough to fully trust any of 
  75 
  
  76 ■ Nests Of The VIPER
  Hero System 5th Edition
  his agents, so he also needs overt and covert meth-
  ods to observe the sub-leaders’ performance and 
  prevent treachery as best he can. Since communica-
  tion between sub-Nests must occur frequently, the 
  Nest Leader has to ensure that his computer and 
  communications networks remain as secure as pos-
  sible. Most Nest networks have an unusually high 
  percentage of agents skilled with computers and 
  electronics for this reason.
  The Council Of Thirty tends to frown on 
  Nest networks. It ﬁnd them more diﬃcult to com-
  municate with, harder to control, and prone to 
  breakdowns in authority. But they recognize that 
  some locations simply don’t allow for a suﬃciently 
  secure centralized Nest, making a Nest network 
  the best type of presence the organization can 
  maintain there.
  The best known example of a Nest network 
  was the VIPER Nest in Pittsburgh, Pennsylvania 
  during the 1980s. Led by a low-powered superhu-
  man known as Xerxes, it divided its facilities and 
  resources among six diﬀerent mini-Nests in the 
  greater Three Rivers area. Xerxes, a stickler for 
  discipline and eﬃciency, did his best to precisely 
  balance the number of agents, weapons, and other 
  resources among his six Nests (after giving the one 
  he used as his headquarters priority, of course). 
  Unfortunately for VIPER, a brief slip in commu-
  nications discipline tipped oﬀ a local superhero 
  group, the Justice Defenders, to the Nest’s existence. 
  Over the course of the next six months, the Justice 
  Defenders waged a bitter war against Xerxes and 
  his men, eventually smashing all six sub-Nests and 
  driving VIPER away from Pittsburgh for four years.
  CENTRALIZED NEST
  When people talk about “a VIPER Nest,” they’re 
  almost always thinking of what experts call a “cen-
  tralized Nest.” Large, powerful, and based in a single 
  location, a centralized Nest of any size poses a major 
  threat to the security and safety of a city. In more 
  than one city, the centralized VIPER Nest represents 
  the most powerful force in the underworld.
  Centralized Nests typically have one or more 
  squadrons of agents who live in the Nest on a 
  permanent basis, their own laboratory facilities 
  (and sometimes manufacturing facilities as well), 
  meeting and planning rooms, recreation and 
  dining facilities, and anything else needed to keep a 
  large-scale criminal operation functioning. Having 
  everything in one place diminishes certain security 
  concerns, such as the need for highly secured com-
  munications or ways for agents to covertly enter 
  and exit the base regularly.
  But maintaining a centralized Nest poses 
  its own security problems. First, keeping a base 
  so large and complex, and inhabited by so many 
  people, secret can tax the resources and ingenu-
  ity of even the cleverest Nest Leader. For example, 
  the need to provide utilities for the Nest, whether 
  by tapping existing utility providers or having the 
  Nest generate its own, can reveal the Nest’s pres-
  ence to law enforcement oﬃcials and superheroes. 
  Second, the Nest has to ﬁnd a way to store its ﬂeet 
  of vehicles, and to give large groups of agents the 
  means to leave and enter the Nest secretly. If agents 
  can’t get into and out of the Nest quickly and qui-
  etly, keeping them all in one location doesn’t do 
  VIPER much good. For this reason, most central-
  ized Nests are located underground, or have under-
  
  77 
  VIPER ■ Chapter Four
  ground accessways, since it’s not hard for agents to 
  get into basements and sewers without attracting 
  too much attention.
  The main Nest in Chicago, known as “the 
  Aerie” because it’s located near the top of a sky-
  scraper, provides a perfect example of a centralized 
  Nest. See page 86.
  SATELLITE NESTS
  Just because a city has a centralized Nest doesn’t 
  mean VIPER wants to keep all its local resources 
  there. Sometimes VIPER needs more agents in a 
  city or nation than it can comfortably house at one 
  location. In these cases, it establishes smaller Nests 
  to accompany the centralized Nest. Criminologists 
  have coined the term “satellite Nests” for these bases, 
  since they “orbit” the centralized Nest.
  To a certain extent, a centralized-satellite Nest 
  system resembles a Nest network, since the Leaders 
  of the satellite Nests ultimately answer to the Nest 
  Leader of the centralized Nest, who controls all 
  VIPER activity in that area. But since VIPER con-
  siders satellite Nests separate facilities, their Leaders 
  have far more autonomy and responsibility than 
  agents who lead sub-Nests. Except when a crime 
  requires coordination of eﬀort, satellite Nest Lead-
  ers generally don’t have to report to the centralized 
  Nest Leader or seek his permission to conduct their 
  own operations. However, in the event of signiﬁ-
  cant conﬂicts between the centralized and satellite 
  Nests, or repeated instances where lack of com-
  munication causes problems, VIPER’s leadership 
  insists on closer ties between the two.
  Sometimes the Leader of a satellite Nest 
  launches a “coup” against his centralized Nest 
  Leader, hoping to take over his position. VIPER 
  doesn’t tolerate such “civil wars” for very long, par-
  ticularly if they attract too much attention from 
  superheroes and police organizations. If necessary, 
  the Council Of Thirty decides which Nest Leader 
  it favors, then sends Dragon Branch and/or some 
  squadrons of VIPER’s best agents to resolve the 
  situation quickly and quietly.
  The Nine Dragon Palace, located beneath 
  the evolving “Chinatown” area of the borough of 
  Queens in New York City, is an example of a satel-
  lite Nest. Though nominally under the command of 
  the main New York City VIPER Nest in Manhattan, 
  it largely acts on its own, conﬁning its operations to 
  Queens. See page 89.
  ORGANIZATION  
  & STRUCTURE
  N
  ests tend to display as much diversity of 
  personnel and Leaders as they do of physi-
  cal plant, but they do have some features 
  in common.
  NEST HIERARCHY AND 
  PERSONNEL
  Like VIPER itself, Nests maintain strict hierar-
  chies of command and control. 
  The Nest Leader
  Exercising total authority over the base and 
  its residents is the “Nest Leader.” At most Nests, he 
  holds the rank of Commandant; at larger or more 
  signiﬁcant Nests, he’s a General. Within the Nest, 
  his word is law. Except in cases of gross incompe-
  tence or malfeasance, his VIPER superiors usually 
  support his decisions without question. If he feels 
  the only appropriate discipline for a rebellious 
  agent is death, so be it. If he wants to attack a par-
  ticular target in a particular way, that’s how the Nest 
  does it. Only for especially important missions or 
  situations does VIPER send higher-ranking agents 
  to take control away from a Nest Leader.
  Of course, saying the Nest Leader has total 
  control really doesn’t make it so. To function as 
  an eﬀective commander, a Nest Leader needs the 
  respect, or at least fear, of his underlings. If a Nest’s 
  agents decide their Leader is unbalanced, danger-
  ous, out of control, an idiot, or just too cruel, they 
  may decide to murder and replace him — and 
  VIPER’s leaders usually won’t quibble with their 
  decision, since a Leader who can’t keep control of 
  his Nest obviously doesn’t deserve to keep it.
  CREATING NEST LEADERS
  One of the keys to designing an enjoyable Nest 
  for your campaign is the personnel you create for it. 
  VIPER agents are VIPER agents; one is pretty much 
  just like another as far as the PCs are concerned. 
  But the oﬃcers and agents unique to the Nest, 
  particularly the Nest Leader, can provide color and 
  excitement to your game. An ordinary, boring Nest 
  Leader adds nothing — but one with a unique, dis-
  tinctive personality can become a major foe whom 
  your players look forward to grappling with time 
  and again.
  When creating your Nest Leader, ﬁrst you 
  should decide whether he uses a nom du crime or 
  avoids such aﬀectations. VIPER being a large and 
  colorful criminal organization, it attracts larger 
  than life people of criminal bent, and many of 
  them like to ape the superhero culture and adopt 
  codenames. Redstone (page 37), who runs the 
  main Vancouver Nest, provides a good example. 
  Of course, superpowered leaders are more likely to 
  
  78 ■ Nests Of The VIPER
  Hero System 5th Edition
  choose codenames, but even some normal human 
  Nest Leaders do so. For example, Shadow, the leader 
  of one of the satellite Nests in New Orleans, has no 
  superpowers whatsoever, but she’s widely known by 
  her chosen name (a far better one, in her opinion, 
  than her given name of Margaret Turner).
  Second, determine whether your Nest Leader 
  has superpowers. Most Nest Leaders do not, but a 
  signiﬁcant minority of them do. Even minor super-
  human abilities makes it easier for them to run 
  their Nests and interact with VIPER’s superpow-
  ered agents and leaders. It also gives them a better 
  chance of ﬁghting oﬀ superheroes who confront 
  them. Of course, even Nest Leaders who don’t have 
  a single innate superpower often use advanced or 
  experimental technology to give themselves an 
  edge over the typical agent.
  Third, spend some time thinking about the 
  Nest Leader’s personality and leadership style. Is 
  he a tyrant, a martinet, sloppy, easy-going, ruthless, 
  eﬃcient, cautious, daring? Does he have a pen-
  chant for large, elaborate crimes, or can he content 
  himself with smaller and plainer, but often equally 
  as proﬁtable, missions? Given his methods, do his 
  underlings like and respect him, grudgingly toler-
  ate him, or loath his slimy serpentine guts? All of 
  these factors aﬀect how he leads the Nest against 
  your heroes, how agents react to the PCs, and what 
  crimes the Nest commits. See page 69 for more 
  information on Nest Leader personality types.
  Commanders
  Immediately below the Nest Leader in a base’s 
  chain of command, and usually holding the rank of 
  Captain, are three “commanders”:  the Field Com-
  mander, Intelligence Commander, and Security 
  Commander. In theory the commanders are equals, 
  but depending on the nature of the Nest, or the 
  preferences of its Leader, one of the commanders 
  may have more inﬂuence or power than the others.
  The Field Commander is the Nest’s combat and 
  missions leader (but second in command, if appli-
  cable, to the Nest Leader). He decides how to con-
  duct a particular operation, which agents commit 
  which crimes (or which parts of them), and how 
  best to confront and defeat the enemy. In many 
  Nests, he’s the best-trained and/or best-equipped 
  agent in the Nest after the Leader.
  When planning his operations, the Field 
  Commander usually relies heavily on the Intel-
  ligence Commander, whose people gather informa-
  tion about targets, potential opposition, local law 
  enforcement, and other matters of interest to the 
  Nest. If a Nest has spies in the local business or law 
  enforcement community, assigns agents to surveil 
  businessmen to obtain blackmail data, or tries to 
  hack into UNTIL’s computer records, those opera-
  tions all fall under the Intelligence Commander’s 
  jurisdiction.
  The Security Commander deals with all issues 
  of Nest security, including what security devices to 
  install where, establishing security procedures for 
  all agents to follow, and ensuring that agents can 
  come and go from the base without signiﬁcant risk 
  of detection by unfriendlies. This is a dangerous 
  position to hold, since the Nest Leader usually lays 
  the blame for any breaches of security at the Secu-
  rity Commander’s feet, even if the S.C. did nothing 
  wrong — and blame usually leads to punishment.
  DIVISIONS WITHIN THE NEST
  In Nests with a heavy contingent of personnel 
  who work mainly for one of VIPER’s four branches, 
  the chain of command may also include a Political 
  Commander, Financial Commander, or Technical 
  Commander (the Field Commander would be the 
  “Criminal Commander”). If they exist, these per-
  sons typically rank just below the three command-
  ers described above, though again that can vary 
  depending on the Nest and its leader.
  Squadrons And Agents
  Nests organize their rank-and-ﬁle agents into 
  squadrons of varying numbers and types of person-
  nel (see below); some Nests have larger or smaller 
  squadrons based on the number of agents available 
  to form them. A Squadron Commander, usually 
  holding the rank of Lieutenant (or, more rarely, 
  Sergeant), commands each squadron. He’s respon-
  sible for the conduct of his men, and a commander 
  or Nest Leader may punish him if one of them fails 
  a task or violates the rules. He must also ensure that 
  each agent’s equipment functions properly, that his 
  men have the proper training, and that their morale 
  remains high, and so forth. Many agents regard this 
  as one of the hardest jobs in VIPER — it comes 
  with most of the diﬃculties of being a high-rank-
  ing oﬃcer, but none of the perks.
  SQUADRON SIZE AND COMPOSITION
  For years, VIPER used the “classic” Five-Team 
  arrangement, but recently it’s moved to diﬀerent 
  squad sizes for ﬂexibility and diversity. Additionally, 
  it’s found that an even number of personnel in a 
  squad makes it easy for agents to work in pairs and 
  watch each other’s backs.
  VIPER uses the “Four-Team,” or four-man 
  intrusion squad, for subtle jobs. A Four-Team typi-
  cally consists of:
  ■ 
  Two Combat Specialists (typically GCSs)
  ■ 
  One Espionage or Inﬁltration Specialist
  ■ 
  One Technical Specialist (typically a Com-
  munications, Computer, or Science Specialist); 
  the Technical Specialist usually oversees the 
  operation
  A full “Eight-Team,” or eight-man assault 
  squad, deployed when VIPER knows it’s going into 
  an assault situation, normally includes:
  ■ 
  One Lieutenant as Squadron Commander 
  (typically a Scarlet Serpent or one of the 
  advanced Combat Specialists)
  ■ 
  One or two Heavy Weapons Specialists
  ■ 
  Three or four GCS agents
  ■ 
  One Vehicle Combat Specialist/transport 
  operative
  CAPTURED!
  Every Nest Leader 
  knows that sooner or 
  later, the authorities (or 
  superheroes working 
  for or with them) are 
  going to capture some 
  of his men. Whether it’s 
  one agent or a dozen, 
  an agent in police cus-
  tody poses a signiﬁcant 
  security risk, so VIPER 
  has developed several 
  ways to deal with the 
  problem.
  First, all agents have 
  strict instructions to say 
  nothing to the police 
  and to oﬀer no coop-
  eration whatsoever. 
  An agent who obeys 
  this order continues to 
  receive his pay while in 
  prison (VIPER banks it 
  for him, or gives it to his 
  family), and VIPER will 
  use whatever resources 
  it can to ensure he ends 
  up in a facility that has 
  other VIPER agents, or 
  in which VIPER can 
  provide him with money 
  and luxury items. An 
  agent who disobeys is 
  disowned by the orga-
  nization altogether. If 
  it can, VIPER will have 
  him killed (if not at 
  present, when he gets 
  out), and exceptionally 
  cruel Nest Leaders often 
  establish a policy of kill-
  ing an agent’s family and 
  friends if he squeals.
  Second, VIPER provides 
  captured agents with 
  legal representation. It 
  can aﬀord to pay lavish 
  retainers, and that 
  means it can hire some 
  high-powered legal 
  help; in addition, more 
  than a few agents are 
  attorneys in their “secret 
  identities.” An agent who 
  doesn’t follow orders has 
  to hire his own lawyer 
  or rely on the public 
  defender.
  Third, if the security risk 
  of leaving an agent (par-
  ticularly a high-ranking 
  one) in police custody 
  is too great, VIPER 
  Continued on next page
  
  79 
  VIPER ■ Chapter Four
  ■ 
  One Communications Specialist or like agent 
  (used primarily in support)
  Minor operations typically employ one or two 
  four-man squads, perhaps with a combat-oriented 
  squad stationed near the site as back-up. Major 
  operations employ ﬁve to six Four-Teams, which 
  is close to the full complement of many medium-
  sized Nests.
  Retrieval assaults (when VIPER’s trying to 
  capture an important objective) require a full 
  assault team and appropriate technical specialists 
  (computer data will require a Computer Specialist, 
  scientiﬁc objects require a Science Specialist, and 
  so forth). An Inﬁltration Specialist may also take 
  part in the operation; he’ll have inﬁltrated the target 
  weeks earlier and established himself in a posi-
  tion to lower defenses. Likewise, VIPER may have 
  people disguised as uniformed police who’ll arrive 
  on the scene if superheroes are threatening to break 
  it apart, pretend to help, and then shoot the heroes 
  in the back.
  Assassination missions employ more subtle 
  methods. Usually a single Inﬁltration Specialist or 
  a Red Guard does the trick. When VIPER really 
  wants to send a message, Snake Cultists, Draysha, 
  or even the Takara-Shinja perform assassination 
  missions (sometimes with the assistance of trained 
  venomous snakes).
  Of course, mission parameters aside, the thing 
  you should most consider when planning a VIPER 
  operation is how best to challenge your player char-
  acters, which helps make VIPER seem more “realis-
  tic.” If VIPER knows the local superhero team may 
  show up to oppose it, it will send enough personnel 
  to give itself a ﬁghting chance to accomplish the 
  mission and escape with the objective. In any event, 
  Nest leadership usually remains back at the Nest, 
  far away from the danger of a battle with superhe-
  roes or the police.
  INTERPERSONAL AND GENDER ISSUES
  VIPER is a tough outﬁt, where only the strong 
  and ﬁt survive. But it’s also an organization, a group 
  of people working together to achieve things none 
  of them could accomplish singlehandedly. As such, 
  VIPER has to carefully mix its philosophy of supe-
  riority with one of teamwork. It wants its agents to 
  compete against each other so the best ones pros-
  per and rise to positions of greater responsibility 
  (a sort of “criminal Darwinism”). But it also wants 
  Following a raid that destroyed most of a minor Nest in 
  Chicago, UNTIL recovered the fragments of a journal 
  kept by a VIPER agent posted there. Finding it insightful 
  and intriguing, the UNTIL higher-ups have had portions 
  of it widely distributed throughout the agency and to 
  prominent criminal psychologists. Excerpts follow.
  January 15:  Pretty routine day, except that the Com-
  mandant announced a new operation at the morning 
  brieﬁng. He’s got a plan to rob the Hentaro Corporation; 
  he says some “inside man” tells him the company’s invest-
  ment bank subsidiary is storing $20 million in bearer 
  bonds in their vault. Sounds too good to be true to me, 
  but I just do what I’m told.
  Us and Beta Squadron got the nod for the job, so we 
  spent the rest of the day after training coming up with 
  a plan on the Commandant’s orders. According to his 
  info, the bank only keeps the vault open for a few hours 
  each afternoon, and it’s too strong for us to cut through 
  easily, so we ﬁgured it would have to be a strong-arm job 
  or a sneak. I think we worked out a pretty good routine, 
  though; we should be in and out in under ﬁve minutes.
  Jackie’s still giving me the cold shoulder. Bitch.
  January 16:  Got a special assignment today — scout-
  ing out the Hentaro bank job with Larry. I’m glad they 
  put him on the job; he’s one of those Financial guys, and 
  I don’t know anything about investments. First we had to 
  go over to a print store and get some business cards for a 
  cover, then arrange a meeting with some suit at the bank.
  Larry did most of the talking, I just sat there holding a 
  briefcase and looking around. I took in the whole place, 
  using my Scouting Glasses to gather plenty of intel. It 
  didn’t look to me like it would be too tough a job. They 
  only have a couple of security guards on duty; I guess 
  they prefer to rely on alarms and stuﬀ. We’ll have to ﬁnd 
  a way to cut the alarms without tipping anyone oﬀ before 
  we go in.
  After some more scouting, got back just in time for 
  dinner and rec time. The theater was showing some 
  stupid movie about a blind guy and Mira Sorvino with 
  no nudity. Who’se #!(%&$ idea was that? Won twelve dol-
  lars in poker afterwards, though.
  January 19:  We’ve been practicing the Hentaro job for 
  two days. Using the ﬁlm I took, we set up a mock bank 
  lobby and got Gamma Squadron to play the part of the 
  bank goons. We’ve gotten it down to as little as three min-
  utes ﬁfteen — assuming nothing goes wrong, of course.
  The biggest problem with the plan is having to screw 
  around with the alarms in advance. The Squadron Com-
  manders have decided to send Barry and Carol in as 
  “maintenance workers” from the security company a few 
  hours before we pull the job. Seems shaky to me, but even 
  if it doesn’t work, we can probably do the job safely if we 
  can stick to the three minutes.
  The Commandant says he got the word earlier today that 
  they’re going to move the bearer bonds in the next two 
  or three days, so he’s decided we’re gonna pull the job 
  tomorrow. I wish we had more time; I never like it when 
  we have to move so quickly.
  January 20:  What a screw-up. I don’t know whether 
  Barry and Carol screwed their part of the job, or the bank 
  just didn’t buy their cover story, but the alarms deﬁnitely 
  were not cut. We pulled up outside the bank and made 
  it in just ﬁne, but halfway through getting the bonds a 
  bunch of UNTIL jerks and a couple of the Peacekeepers 
  showed up. The whole thing turned into a bloody mess; 
  we tried to take hostages and get away, but Dreamweaver 
  messed with our minds and rescued the hostages before 
  we could make it to the air-cars. We were pinned down 
  by UNTIL ﬁre until Deryk got lucky and blew up their 
  van with one of his blaster shots. Me and a bunch of 
  other guys from the squadron made a break for it and got 
  away in one of the air-cars, but most of Beta Squadron 
  was caught. The Commandant’s pretty pissed; it looks like 
  we may have to evacuate the whole damn base.
  JOURNAL OF A VIPER AGENT
  Continued from last page
  may stage a rescue or 
  assassination attempt. 
  It advertises successful 
  rescues widely among 
  its personnel, but doesn’t 
  ever mention the possi-
  bility of assassination.
  
  80 ■ Nests Of The VIPER
  Hero System 5th Edition
  them to work together to defeat their enemies and 
  complete missions. Nest personnel, particularly 
  Squadron Commanders and Field Command-
  ers, work hard to ensure that rivalries, and even 
  hatreds, don’t get out of hand and ruin a squadron’s 
  or Nest’s morale or ﬁghting eﬃciency. If necessary, 
  Nest Leaders transfer troublemakers to other bases, 
  or kill them.
  Most Nests contain a mix of male and female 
  agents; VIPER, after all, is an equal-opportunity 
  organization. All it cares about is whether an agent 
  can do the job. As such it freely mixes male and 
  female agents in Nests, and does not care about 
  fraternization between them as long as it doesn’t 
  impair organizational eﬃciency. On the other hand, 
  VIPER’s philosophy of superiority dictates that an 
  agent who can’t handle unwanted sexual advances 
  from another agent is weak and deserves whatever 
  he gets. Smart Squadron Commanders don’t let this 
  sort of thing get out of hand, and ﬁnd ways to deal 
  with it that don’t hurt morale.
  THE DAILY GRIND
  Though every Nest has a diﬀerent daily rou-
  tine, most of them follow more or less the same 
  rough schedule, one derived from VIPER’s years of 
  experience operating secret bases and managing 
  a vast criminal enterprise. Of course, Nest Lead-
  ers may vary this routine to account for special 
  circumstances, personal preferences or whims, and 
  other factors; disassociated Nests often maintain 
  signiﬁcantly diﬀerent schedules since their agents 
  don’t live on-site.
  Since most Nests conduct a lot of their opera-
  tions between the hours of 12:00 midnight and 4:00 
  AM, agents typically arise between 10:00 AM and 
  12:00 noon during active periods; when on “down-
  time,” between major missions, the Nest Leader 
  usually allows them to sleep as late as they want. 
  After waking up, they spend about half an hour 
  on a calisthenics regimen tailored to each agent or 
  squadron. Part of the exercise routine focuses on 
  keeping the agents in ﬁghting trim, and part com-
  plements their training for the current mission (if 
  any). For example, if a squadron plans to conduct 
  a robbery in which the agents climb down from a 
  rooftop, their morning routine may include rope-
  climbing exercises. After working out, the agents 
  grab a quick shower and head down to the food 
  service area or cafeteria for breakfast.
  Following breakfast, the agents assemble, 
  either in one large group or by squadron, for a daily 
  brieﬁng conducted by the Nest Leader or other 
  high-ranking agent. The brieﬁng covers the day’s 
  schedule, current Nest activities, projected activi-
  ties for the next two to six weeks, security updates, 
  and the like. Years of experience have taught 
  VIPER that keeping agents reasonably informed 
  about Nest operations improves morale and perfor-
  mance, though it means the Nest Leader may have 
  to change plans quickly if the authorities capture 
  an agent.
  The agents spend the rest of their “morning,” 
  until lunch at about 4:00 PM to 6:00 PM, train-
  ing. Usually they mix standard training exercises 
  — time on the ﬁring range, practicing lockpicking 
  or other skills, anti-superhero tactics, and the like 
  — with mission-speciﬁc training. If the Nest has 
  enough space, the Squadron Commander may set 
  up a mock ﬂoorplan for the target, allowing agents 
  to practice “run-throughs” (with other agents 
  standing in for the victims and security personnel). 
  Most Nests prefer to conduct training in the Nest, 
  to minimize exposure, but if necessary the oﬃcers 
  can arrange for oﬀsite training. For example, if a 
  squadron has to parachute onto a target, the Nest 
  Leader may hire the services of a jump school and 
  arrange for a civilian vehicle to take the agents out 
  to the airport.
  After the mid-day meal, agents spend several 
  hours attending to chores or engaging in additional 
  training or study. Most Nest Leaders leave this 
  time relatively unstructured, allowing agents to do 
  whatever they want provided they don’t neglect 
  their duties or skills. But if a major operation is in 
  the works, the Leader or commanders may dictate 
  certain tasks.
  Most Nests schedule the evening meal for 
  sometime between 9:00 and 11:00 PM. On an 
  ordinary day, it’s a heavy meal, followed by two or 
  three hours of personal time for the agents. Most 
  of them spend this time relaxing in the recreation 
  areas, pursuing their hobbies, or the like. Computer 
  games, particularly those that allow agents to com-
  pete against each other, are popular pasttimes in 
  many Nests. Lights-out is usually at 12:00 midnight 
  to 4:00 AM, depending on the schedule.
  If the Nest has a mission planned for the eve-
  ning, the agents eat a lighter meal, have an hour or 
  so of personal time, then prepare for the job. After 
  suiting up and gathering their weapons and gear, 
  they assemble at the departure point. Assuming 
  everything goes as planned, they leave the Nest, 
  conduct the mission successfully, leave the scene 
  of the crime unhindered, and return to base after 
  taking appropriate precautions to ensure that no 
  one follows them. Of course, sometimes jobs don’t 
  go as planned, forcing the agents and the Nest 
  Leader to adapt, improvise, and react in the most 
  intelligent manner they can....
  SUPERVILLAINS ON STAFF
  Some Nests have their own supervillains per-
  manently assigned to them as part of their comple-
  ment of agents. Examples include Delusion (a gad-
  geteer specializing in holograms who works with 
  the main Miami Nest) and Epoch (a chronoma-
  nipulator stationed at New Karnak in Cairo). A Nest 
  can get one of these super-agents in several ways.
  First, a normal agent working for the Nest can 
  somehow gain or develop superpowers while a 
  member of VIPER. In that case, the Council usually 
  allows the agent to remain with his Nest; it feels this 
  improves morale and encourages agents not to hide 
  their superpowers. Of course, if an agent prefers 
  not to remain in his local Nest, VIPER removes him 
  from it and assigns him as a ﬂoating agent within 
  Dragon Branch.
  Second, VIPER’s leadership can assign the 
  supervillain to the Nest long-term. This indicates 
  
  81 
  VIPER ■ Chapter Four
  the importance VIPER places on the Nest and its 
  activities, or some need the Nest has that only that 
  particular supervillain can ﬁll.
  In either case, VIPER considers the agent 
  a member of Dragon Branch. He’s subject to all 
  orders, regulations, and perks any member of 
  Dragon Branch receives (often to the resentment of 
  mundane agents). Typically a super-agent has a de 
  facto rank/authority within a Nest equal to a com-
  mander, or at least a lieutenant, but this varies from 
  Nest to Nest.
  Nest Internal Politics
  While some Nests operate as models of nigh-
  military eﬃciency, most fall somewhat short of this 
  ideal. No matter how much discipline VIPER train-
  ing and Nest leadership try to instill, the truth is 
  VIPER agents are criminals — which means they’re 
  greedy, prone to violence, temperamental, touchy, 
  hateful, ambitious, and have poor impulse control. 
  As a result, many Nests seethe with plots, schemes, 
  and feuds. Commanders may want to overthrow 
  the Nest Leader and take his place, or a low-rank-
  ing agent may scheme to obtain a promotion by 
  making other agents look bad. The members of 
  one squadron may hate the members of another 
  squadron and pick ﬁghts with them whenever pos-
  sible. Sexual relationships may arise and collapse at 
  the drop of a hat, leading to all sorts of jealousy and 
  resentment.
  When you create a Nest for your campaign, 
  think about the personalities involved and the 
  potential for internal alliances and conﬂicts. It’s 
  easiest to assume all agents do as they’re told and 
  have no personal agendas, but that’s not necessarily 
  “realistic” and may deprive you of some potential 
  adventure ideas. By making a Nest’s personnel more 
  like real, living, breathing criminal agents instead 
  of cardboard cutouts, you make the Nest, and thus 
  VIPER, a more interesting foe for the PCs.
  THE NEST 
  AND GREATER VIPER
  Of course, as independent as they sometimes 
  act, Nests are not autonomous criminal entities 
  — they belong to a larger organization, and you 
  have to take that into account when creating and 
  running them.
  THE NEST MODEL
  Criminologists often ponder the question of 
  why VIPER chose the “Nest model” for its orga-
  nization rather than a more traditional structure. 
  They’ve correctly deduced that VIPER has several 
  reasons.
  First, the Nest model helps to encapsulate 
  various parts of the organization from each other, 
  much like the “cell structure” used by some terrorist 
  and espionage organizations. A Nest may have con-
  nections to the VIPER leadership, and may know 
  something about other local Nests it works with 
  from time to time. But it doesn’t necessarily have 
  a huge amount of information about VIPER as a 
  whole:  it can’t tell UNTIL or PRIMUS where to 
  ﬁnd the Council Of Thirty, who the Supreme Ser-
  pent is, or how many Nests there are in some other 
  city (or even who’s in charge of them). Obviously 
  some information leaks between various Nests, and 
  some Nests (or Leaders, or agents) develop reputa-
  tions that transcend this compartmentalization, 
  but for the most part it holds true — particularly 
  among the lowest-ranking agents, who may know 
  little to nothing about the rest of VIPER.
  Second, the Nest model limits the organiza-
  tion’s exposure to capture or disruption. If the Sen-
  tinels or the local cops discover and destroy a Nest, 
  or capture all of a Nest’s agents, they don’t necessar-
  ily have any eﬀect on the rest of the organization. 
  Other local Nests, and Nests in other cities, can 
  continue their criminal operations uninterrupted; 
  they’re typically not dependent on other Nests for 
  most of their resources or leadership.
  Third, the Nest model makes it easy to expand. 
  Rather than building a small number of huge bases, 
  VIPER has a large number of relatively small bases, 
  which it ﬁnds easier to build and hide. After a Nest 
  has established a foothold in an area, VIPER can 
  build another one in the same general area with-
  out stepping on the other Nest’s toes. Much like a 
  franchised restaurant, it spreads insidiously across 
  the landscape, one city or state at a time. Similarly, 
  if the authorities compromise a Nest, it’s a fairly 
  simple matter to establish another one, since VIPER 
  hasn’t put all its eggs in one basket.
  
  82 ■ Nests Of The VIPER
  Hero System 5th Edition
  ESTABLISHING NEW NESTS
  VIPER Nests don’t spring up overnight for no 
  good reason. They arise in one of two ways.
  VIPER-Created
  First, VIPER creates mosts Nests as the result 
  of deliberate planning and decisionmaking by the 
  VIPER leadership. The Council Of Thirty studies 
  the economy, underworld, and criminal prospects 
  in an area. If it decides the region is ripe for a 
  VIPER presence (or an expansion of the exist-
  ing VIPER presence), the Council puts VIPER’s 
  engineers and technicians to work to ﬁnd a proper 
  location for the Nest and a way to build or establish 
  it without attracting the attention of the authori-
  ties. After the Council approves the engineers’ 
  plan, construction begins. It usually takes no more 
  than six months to build a new Nest, though the 
  time required depends on the size of the Nest, the 
  resources VIPER devotes to the job, and how much 
  eﬀort the builders have to devote to disguising their 
  activities. If possible, they pose as a legitimate con-
  struction crew, using forged permits and documen-
  tation to make it look like they’re doing legitimate 
  work on a legal project.
  Franchised
  Second, sometimes enterprising individuals 
  “apply” to VIPER to create a Nest. VIPER personnel 
  generally refer to this as “franchising,” or “buying a 
  Nest franchise,” even though it’s not literally a fran-
  chise arrangement. What happens is that an ambi-
  tious criminal — usually, but not always, one who 
  already belongs to VIPER or works for it in some 
  capacity — contacts a high-ranking VIPER oﬃcer 
  and asks about establishing a new Nest. The oﬃcer 
  relays the request to the Council Of Thirty through 
  the appropriate channels, and the Council consid-
  ers the matter. If it considers the “applicant” unﬁt, 
  or his idea for a new Nest unfeasible, it usually 
  arranges to have him killed; he knows too much or 
  has become too ambitious for VIPER’s good.
  If, on the other hand, the Council Of Thirty 
  thinks the idea of a new Nest has merit and that 
  the applicant is the right person to create and lead 
  that Nest, it establishes terms for the “deal.” The 
  future Nest Leader ﬁrst has to pay enormous sums 
  of money (typically in the millions of dollars) to 
  the Council as an “approval fee,” and must provide 
  extensive personal information about himself. 
  Then he must present the Council with a plan for 
  the construction and operation of the Nest. Once 
  the Council approves the plan (which may take 
  several rounds of back-and-forth discussion and 
  rewriting), the applicant starts work. If everything 
  goes as planned, in a few months VIPER assigns 
  him squads of agents and his Nest begins opera-
  tions and becomes part of VIPER’s structure. If 
  setbacks occur, the Council may step in and take 
  over (usually after having the applicant killed), or 
  it may abandon the project and covertly tip oﬀ the 
  authorities (again, usually after killing the applicant 
  so he can’t reveal any VIPER secrets).
  “Franchise applicants” prefer to buy their way 
  into VIPER instead of establishing their own crimi-
  nal gangs for three reasons. The ﬁrst, to use modern 
  marketing-speak, is “branding.” VIPER is a power-
  ful force in the global underworld, and belonging 
  to the group automatically confers a certain level of 
  prestige and respect. Second, joining VIPER grants 
  access to the group’s resources, which vastly exceed 
  anything a local gang could establish or create 
  on its own. Third, if you can’t beat ’em, join ’em 
  — local criminal leaders know they can’t compete 
  with VIPER, and rather than have the organiza-
  tion dispose of them when they become too much 
  of a threat, they become a part of VIPER and take 
  advantage of all the organization has to oﬀer.
  Nest Leaders, commanders, and other VIPER 
  oﬃcers often look down on Nest Leaders who “buy 
  their way into” VIPER. They consider them less 
  competent and less worthy of respect than Leaders 
  who join the organization as recruits and work their 
  way up the ladder. But the truth is that “franchised” 
  Nest Leaders have records of success equal to those 
  of “real” Leaders — apparently, the ability to estab-
  lish one’s self in the underworld, earn the money to 
  buy a Nest franchise, and convince the Council to 
  approve the application proves one’s worth as much 
  as ascending the VIPER ladder does.
  SELECTING NEST LEADERS
  Other than Nest Leaders who franchise their 
  way in, VIPER has several methods to select Nest 
  Leaders.
  The ﬁrst and most common is merit. When 
  a Nest Leader can no longer lead (he retires, is 
  ACCESSING VIPER’S 
  RESOURCES
  When a Nest needs 
  something from greater 
  VIPER — more (or 
  better) equipment, the 
  services of Dragon 
  Branch, replacements for 
  lost agents, and the like 
  — it has several ways to 
  get what it wants.
  First, there’s the Nest’s 
  regular “allotment.” 
  Under VIPER’s rules, 
  each Nest is entitled to 
  a certain amount of free 
  technology, new agents, 
  and the like each year; a 
  Nest’s allotment depends 
  on its size and impor-
  tance. The Financial 
  Division has an elaborate 
  scheme of valuation 
  through which a Nest 
  that wants something 
  special (such as some 
  extra heavy weapons) can 
  “swap” part of its regular 
  allotment (“Instead of 24 
  new VB-A1s, I’d like 12 
  Continued on next page
  
  83 
  VIPER ■ Chapter Four
  captured/killed, demonstrates his incompetence, or 
  the like), the VIPER leadership evaluates potential 
  replacements. It looks ﬁrst and foremost to other 
  personnel within that Nest, and if someone seems 
  ﬁt for the job promotes him to it. If no one inside 
  the Nest seems appropriate, VIPER looks elsewhere 
  in that same city, or if necessary beyond it, until it 
  ﬁnds the right person for the job. If two or more 
  people are equally qualiﬁed, VIPER may have them 
  compete for the job in various ways... or simply let 
  both of them know and then give the job to which-
  ever of them manages to kill the other one.
  Second, VIPER can let criminal Darwinism 
  do the job. Killing a superior oﬃcer to take his 
  place doesn’t occur frequently in VIPER, but it’s not 
  unknown. More than one unpopular or oppressive 
  Nest Leader has ended his career with a VIPER 
  Fang between his shoulder blades, and sometimes 
  even skilled Leaders fall victim to an agent more 
  ruthless or ambitious than themselves. But just kill-
  ing the Nest Leader doesn’t mean an agent gets to 
  take his place. The Leader’s death may touch oﬀ a 
  power struggle within the Nest, as other agents try 
  to take advantage of the time of “weakness” to dis-
  pose of the assassin and seize power for themselves. 
  Even if the “usurper” has wisely arranged for other 
  agents to support his play for power, the Council 
  Of Thirty still has to approve of the change of lead-
  ership. Usually the Council gives the new Leader its 
  stamp of approval; he’s proven his worth by getting 
  rid of a less deserving oﬃcer. If the Council has any 
  doubts — for example, if the agent’s disciplinary 
  record suggests he lacks the discretion to maintain 
  the Nest’s secrecy — the Council has him killed 
  and replaces him with a new Nest Leader of its own 
  choice.
  RESPONSIBILITIES AND PRIVILEGES
  Within VIPER, a Nest has many responsibili-
  ties, but also plenty of privileges.
  Nest Duties
  VIPER’s leadership stresses Nests’ duties to the 
  organization, and swiftly punishes any attempt to 
  avoid them.
  First, a Nest has to obey orders. If the Coun-
  cil Of Thirty or some other authority “requests” a 
  Nest’s help with a particular project, the Nest must 
  comply without hesitation. Eﬀorts to minimize 
  involvement or shirk this responsibility result in 
  immediate sanctions, up to and including the sum-
  mary execution of oﬀending Nest Leaders and 
  commanders. VIPER doesn’t care whether a Nest 
  agrees with or supports a plan; it only cares that the 
  Nest does what it’s told.
  Similarly, VIPER generally expects Nests and 
  Nest Leaders to support the organization’s overall 
  goal of world domination. It realizes many Leaders 
  have much more restricted perspective on things 
  — they just want to make themselves fabulously 
  rich, or to become the ruler of a city’s underworld. 
  But it expects them to set their personal goals aside 
  in the greater interest of the entire organization 
  when necessary. After all, when VIPER rules the 
  world, its members will live like kings!
  Furthering the organization’s goals usually 
  impacts a Nest most closely when the Council 
  wants to conduct a criminal operation of its own in 
  a Nest’s territory. In that case it sends a team of its 
  own (often including members of Dragon Branch) 
  to get the job done, and it expects the full coopera-
  tion and support of all local Nests it chooses to 
  involve. If that means sacriﬁcing agents, vehicles, or 
  even an entire Nest, so be it — VIPER compensates 
  the Nest Leader later as it sees ﬁt.
  Second, all Nests must pay a “cut,” a portion of 
  their earnings from all enterprises legitimate and 
  illegitimate, to the Council Of Thirty. Nest Leaders 
  sometimes call this “the VIPER tax,” but it’s no dif-
  ferent from the way any other large criminal orga-
  nization conducts business — those lower on the 
  ladder have to pay members higher on the ladder. 
  Depending on a Nest’s proﬁtability and other fac-
  tors, its “cut” usually equals twenty to thirty percent 
  of everything it takes in.
  Nest Privileges
  The ﬁrst privilege a Nest gets for belonging to 
  VIPER, besides the general prestige and power that 
  comes with belonging to it, is the right to request 
  organizational assistance and resources. If a Nest 
  needs extra agents, or even members of Dragon 
  Branch, it contacts the Council and requests sup-
  port personnel. If it needs to expand its arsenal, 
  it asks the Technical Division for more weapons, 
  new weapons, or the chance to ﬁeld-test the latest 
  experimental weapons.
  Of course, few of these services are free (see 
  the Allotment sidebar). VIPER does sometimes 
  send a Nest a supervillain or new weapon without 
  being asked, sort of as a membership perk, and it 
  may oﬀer a Nest some extra resources to ensure 
  that an important mission goes as planned. But 
  usually a Nest that wants assistance from the “home 
  oﬃce” has to cover the expenses or pay for the priv-
  ilege. If a Nest wants a shipment of a dozen new 
  VB-A1 “Striker” blaster riﬂes from the factory in 
  Colombia, it has to send payment before the factory 
  sends the weapons. If a Nest needs the services of 
  Oculon, Halfjack, and Ripper, it has to “hire” their 
  services from the Council Of Thirty. In both cases, 
  the costs are much cheaper than they would be for 
  the Nest to buy weapons or hire mercenary villains 
  from another source, but they’re still hefty.
  Second, each Nest has an exclusive “territory” 
  assigned to it within which it has authority over all 
  VIPER operations by any Nest (the Council can, 
  of course, conduct its own operations wherever it 
  wishes without restriction). If a Nest wants to per-
  form a crime within another Nest’s territory, it has 
  to get permission (which usually involves paying 
  the Nest Leader a “cut” of the proceeds). The Coun-
  cil severely punishes a Nest that operates in another 
  Nest’s territory without permission.
  For cities or regions with only one Nest, deter-
  mining the extent of the territory becomes a simple 
  matter. It’s more diﬃcult when a city has multiple 
  Nests, but usually the Council resolves the situa-
  tion by establishing strict geographical boundar-
  ies based on roads or prominent landmarks. If 
  the Council wants to add a Nest into an area that 
  of the riﬂes and two V-12 
  Destructors...”).
  Second, the Nest can 
  buy what it wants from 
  VIPER. After a Nest uses 
  up its annual allotment, 
  it can purchase technol-
  ogy (and sometimes 
  agents) from the Council 
  Of Thirty. If a Nest does 
  this repeatedly, VIPER’s 
  leadership examines 
  the situation closely to 
  determine whether the 
  Nest needs to have its 
  allotment raised, or is just 
  getting greedy.
  The annual allotment 
  does not include any help 
  from Dragon Branch. If 
  a Nest requests the pres-
  ence of one or more of 
  VIPER’s supervillains, 
  the Council considers the 
  request. If it seems meri-
  torious to the organiza-
  tion as a whole, the Nest 
  gets whatever it needs 
  gratis. If the request just 
  beneﬁts that Nest, the 
  Nest has to “hire” the 
  villains it wants at high 
  rates — often tens of 
  thousands of dollars per 
  villain per week.
  Rather than attract the 
  attention of the Council 
  by making too many 
  requests for more equip-
  ment or help, some Nest 
  Leaders prefer to go to 
  “outside contractors” 
  — ARGENT or the like. 
  The Council frowns on 
  this, since it’s a security 
  risk, but hasn’t tried to 
  stamp it out... yet.
  Continued from last page
  
  84 ■ Nests Of The VIPER
  Hero System 5th Edition
  already has one or more, it has to take territory 
  away from existing Nests to give to the new Nest; 
  in this case it compensates the Nest Leaders who 
  lose territory with payments of cash, equipment, or 
  personnel.
  Inter-Nest Relations
  If a Nest thinks a rival Nest has wronged it, 
  it can ﬁle a grievance with the Council using the 
  Serpentine Network. VIPER then dispatches a 
  heavily-guarded investigation team to examine the 
  complaint. The team talks to members of each Nest 
  and conducts a street-level inquiry. It also talks 
  with VIPER contacts in local organizations who 
  have no ties to either Nest. After the investigators 
  ﬁle a report, the Council makes a ruling and pun-
  ishes the Nest found to be in the wrong (usually 
  with a hefty ﬁne).
  When Nests frequently collide and it’s clear 
  that they can’t get along and that no one side is 
  convincingly in the right, sometimes the Council 
  issues a “vendetta” order. This means the Nests must 
  ﬁnd a way to settle their diﬀerences or lose their 
  privileges. VIPER may restore privileges to one side 
  when the other side’s wiped out, but sometimes 
  other VIPER Nests, sensing the blood in the water, 
  try to grab the available territory. The threat of 
  mutual destruction often forces intransigent Nests 
  to reach an agreeable compromise.
  Because it’s usually in a Nest’s best interest 
  to cooperate with other Nests to combat mutual 
  threats, Nest politics usually remain relatively neat 
  and orderly. But when they get messy, they get 
  really messy.
  H
  ere are several example Nests and Nest 
  Leaders from around the world. You can 
  incorporate them into your game as-is, 
  change them to suit your campaign, or use 
  them as guidelines for designing your own Nests.
  SUPREME NESTS
  VIPER has four major bases outside the 
  normal Nest structure. Referred to as “Supreme 
  Nests,” they contain vital organizational resources; 
  any one of them could serve as VIPER’s world 
  headquarters if the existing World Headquarters 
  was compromised or destroyed. All Supreme Nests 
  have extensive security precautions, including 
  elaborate self-destruct mechanisms to ensure that 
  the authorities can’t learn too much about VIPER 
  by invading one.
  For security reasons, VIPER has no Supreme 
  Nests in the United States; the odds of a superhero 
  uncovering one there are simply too great. Since 
  it has so many regular Nests in America, this lack 
  causes no problems despite VIPER’s high level of 
  activity there.
  Mbang Mountains:  VIPER 
  World Headquarters
  Located in the jungle-covered Mbang Moun-
  tains in the nation of Cameroon, the VIPER World 
  Headquarters is VIPER’s largest and best-protected 
  facility. Built inside and beneath the mountain 
  range itself, the World Headquarters is well-hidden 
  from the prying eyes of the world not only by thou-
  sands of tons of solid rock, but by simple isolation.
  The World Headquarters is the domain of 
  the Supreme Serpent himself. From here he issues 
  orders to the Council and the Nests, launches vari-
  ous plans and schemes, contemplates the world 
  situation and how best VIPER can take advantage 
  of it, and studies his foes. On those rare occasions 
  when the Council Of Thirty comes together for a 
  face-to-face meeting, this is where it gathers. The 
  base also includes Serpentine, the master computer 
  that runs VIPER’s Serpentine Network.
  The World Headquarters consists of three 
  large levels. The topmost level holds the Supreme 
  Serpent’s personal quarters, his private work spaces, 
  and related facilities. It resembles an old Victorian 
  mansion more than a VIPER base. The walls have 
  elaborate wood paneling and hold Old Master 
  paintings; the furniture is lavish and comfortable; 
  and an air of comfort, elegance, and sophistication 
  pervades every room. Of particular note are the 
  Council’s meeting room (featuring a single table 
  large enough for all thirty members to sit at), the 
  Supreme Serpent’s enormous dining hall, and the 
  Serpent’s “sitting room” from which he can look 
  down upon his future domain via a large views-
  creen arranged to look like a picture window.
  The second level looks and feels more like a 
  typical VIPER base. The walls are metal or plas-
  ter, the facilities more spartan (but by no means 
  uncomfortable). The Supreme Serpent’s hand-
  picked corps of bodyguards, the Golden Vipers, 
  lives and trains here; every member of the Dragon 
  Branch also has quarters here, and uses them 
  frequently. This level also features enormous han-
  gars for the base’s ﬂeet of aerial vehicles. Because 
  the mountainous, jungle-covered terrain around 
  the base makes the use of lots of ground vehicles 
  EXAMPLE 
  NESTS
  THE GOLDEN VIPERS
  The Golden Vipers, 
  the Supreme Serpent’s 
  hand-picked corps of 
  bodyguards, includes 
  some of the most 
  highly-trained and com-
  petent agents in VIPER. 
  The Supreme Serpent 
  takes them, has his sci-
  entists use genetic and 
  cybernetic treatments to 
  make them even more 
  powerful, and then 
  equips them with the 
  best weapons they have 
  to oﬀer. Every Golden 
  Viper is indoctrinated 
  with one overwhelm-
  ing command:  serve 
  the Supreme Serpent 
  absolutely, even if it 
  means sacriﬁcing your 
  life. There’s nothing a 
  Golden Viper won’t do 
  or endure to help the 
  leader of VIPER with his 
  schemes.
  A Golden Viper has 
  a 20 in all Primary 
  Characteristics (except 
  COM), and individuals 
  may have higher scores 
  in one or two of them. 
  They also have SPD 4, 
  and may raise other Fig-
  ured Characteristics as 
  well. Most have the Gen-
  eral Combat Specialist 
  and Scarlet Snake Pack-
  age Deals; additionally, 
  choose one or two of the 
  following Package Deals 
  for them:  Environmen-
  tal Combat Specialist; 
  Heavy Weapons Special-
  ist; Melee Combat Spe-
  cialist; Night Operations 
  Specialist; Red Guard; 
  Sniper Specialist; Super-
  human Combat Spe-
  cialist; Vehicle Combat 
  Specialist.
  Equip the Golden Vipers 
  as standard VIPER 
  GCS agents, with Elite 
  BCUs and helmets, but 
  improve the eﬃciency 
  and power of their 
  equipment (i.e., its 
  Active Points, DCs, or 
  the like) by 10-25%.
  
  85 
  VIPER ■ Chapter Four
  impractical, the World Headquarters has very few 
  of them. Instead it relies on VIPER aircraft, such as 
  Quetzalcoatl Aerial Gunships, to defend the World 
  Headquarters and shuttle visitors to and fro.
  The third and lowest level is a technical area, 
  ﬁlled with laboratories, workshops, testing rooms, 
  prison cells, and other such utilitarian features. 
  It includes the Serpentine Sphere, an enormous 
  spherical chamber housing Serpentine and its vari-
  ous supporting equipment and subsystems.
  Naturally, VIPER protects its World Head-
  quarters extremely well. Hidden sensors detect 
  and track intruders from about 20 miles out so no 
  attacker can take VIPER by surprise. In addition to 
  the large ﬂeet of aircraft mentioned above, the base 
  also has both automated and agent-ﬁred main guns 
  that normally remain hidden inside the mountain; 
  typically these do at least RKA 6d6 Armor Piercing 
  damage, if not more, with their powerful energy 
  beams. Inside the base, security remains tight at all 
  times, with electronic locks on all major doors that 
  require a passcard, code word, or retina scan to get 
  through. During times of attack security becomes 
  even more intense, with automated weapons pop-
  ping out from behind concealed panels to lay down 
  withering barrages of ﬁre against any intruder. 
  Additionally, the layout of the base makes invasion 
  diﬃcult and gives the defenders plenty of places to 
  take cover and establish ﬁre zones.
  Of course, if a large invading force actually 
  does make it to the World Headquarters, it’s likely 
  VIPER will abandon the base anyway because it’s 
  been compromised. The defenses have as much to 
  do with giving the Supreme Serpent and his most 
  valued underlings the time and opportunity to 
  escape as they do with literally fending oﬀ attack-
  ers. The base has numerous secret escape routes, 
  all heavily secured and many known only to the 
  Supreme Serpent himself.
  The Alps:  The Citadel
  The World Headquarters isn’t VIPER’s only 
  major under-mountain base. Hiding right in the 
  heart of Europe like a cancer, the Citadel is the per-
  sonal Nest of the Duchess herself.
  Built beneath the Lepontine Alps in Switzer-
  land, the Citadel resembles the World Headquarters 
  in many respects, but has ﬁve smaller levels instead 
  of three enormous ones. The Duchess uses the top 
  two as her personal quarters and workspace; they’re 
  ﬁlled with every luxury imaginable. The lower 
  levels contain laboratories, barracks for agents, han-
  gars and garages, and other facilities.
  Unlike the World Headquarters, the Citadel 
  has relatively few defensive weapons; it relies on 
  elaborate, tightly-enforced secrecy and security 
  procedures instead. The Duchess knows that 
  ﬁghting oﬀ attacking superheroes won’t solve any 
  problems once they ﬁnd out about the Citadel; she 
  just wants to ensure she can get away and that no 
  traces of her (or Duchess Industries’s) presence or 
  involvement with VIPER remain. The Citadel has 
  numerous escape routes, including several under-
  ground high-speed mini-maglev trains that can 
  carry the Duchess dozens of miles away in just a 
  few minutes. The Citadel’s self-destruct systems are 
  as elaborate as those in the World Headquarters; 
  the Duchess hopes that if she ever has to activate 
  one of them, she can catch a whole group of super-
  heroes or several squads of UNTIL agents inside.
  
  86 ■ Nests Of The VIPER
  Hero System 5th Edition
  The Citadel has two main entrances. The ﬁrst, 
  from which it takes its name, is concealed inside an 
  old Swiss castle owned by Duchess Industries. The 
  world thinks the castle is just a retreat and vaca-
  tion spot for valued Duchess employees, but a few 
  Duchess employees know of the hidden door that 
  leads down into the true Citadel. The other is from 
  Henrietta Von Drotte’s personal Swiss chalet.
  When the Duchess herself is not in residence 
  at the Citadel, command of the facility falls to 
  General Robert McClarren, a short and seemingly 
  innocuous fellow who came to VIPER after a few 
  years in a radical faction of the Provisional Irish 
  Republican Army. Although highly disciplined 
  and calm in crisis situations, he’s capable of acts of 
  sadistic violence if necessary (and sometimes just 
  for fun). Even people like Logan Hendricks and 
  Sidewinder walk softly around “Devil McClarren.”
  The Arctic:  Ice Station VIPER
  Considered one of the worst assignments in 
  the organization, Ice Station VIPER is buried inside 
  the permanent ice sheet that covers the Arctic Sea. 
  It also extends slightly into the frigid waters below 
  the ice, allowing VIPER submarines to dock, take 
  on supplies, and so forth.
  The main purpose of Ice Station VIPER is 
  to monitor world communications and the com-
  ings and goings of American and Russian military 
  forces. Most agents and technicians spend their 
  days listening to hour after hour of boring radio 
  traﬃc, making note of anything that seems relevant 
  or interesting. These nuggets of information allow 
  VIPER to track the movements of its foes (and 
  eventual targets) so it can prepare for attacks and 
  counterattacks against any VIPER facility.
  “The Icehouse” (as agents call it) has one large 
  level, with small “sub-levels” and “supralevels” here 
  and there as necessary to contain various struc-
  tures. It’s roughly circular, with the Serpentine 
  Network node at the center and other facilities 
  spreading out from there. The further away from 
  “the core,” the less important a part of the base 
  tends to be.
  Since Ice Station VIPER contains so much 
  valuable communications equipment and data, 
  including a Serpentine Network node nearly as 
  powerful as Serpentine itself, it features heavy 
  defenses. In the event of an attack, massive energy 
  cannons (RKA 8d6, Penetrating, with a MegaScale 
  mode of 1” = 1 km) suddenly project out of the 
  ice and begin ﬁring. Batteries of lesser blasters, 
  including laser and sonic weapons, open ﬁre on 
  any attacker who gets past the main guns. In the 
  event the defenses fail to stop invaders, the base’s 
  self-destruct system can reduce it to shattered frag-
  ments that sink quickly to the ocean ﬂoor.
  A tough, laconic VIPER general who goes by 
  the title of “the Snowhound” commands Ice Station 
  VIPER. While most of the agents assigned to the 
  Arctic base complain bitterly about the cold and 
  ice, the Snowhound seems to revel in it; he never 
  wears protective clothing and yet seems completely 
  unaﬀected by the bitter temperatures. Rumors 
  whispered in the corridors of the Icehouse claim 
  the Snowhound stalks the ice packs, hunting polar 
  bears and killing them with his bare hands.
  India:  The Sand Castle
  Beneath the sandy wastes of the Great Indian 
  (or Thar) Desert that straddles the border of India 
  and Pakistan VIPER has built a large, sprawling 
  base once referred to as “Desert Station VIPER,” but 
  now almost uniformly known by the nickname its 
  ﬁrst complement of agents christened it with:  the 
  Sand Castle.
  Consisting of four “sub-bases” connected to 
  each other by various tunnels and maglev train sys-
  tems, the Sand Castle mainly focuses on research, 
  technological development, and studies into super-
  human mutations and powers. While it has some 
  facilities for training agents, compared to other 
  Supreme Nests it has few agents but many more 
  scientists and technicians. When VIPER recruits 
  unscrupulous scientists from the former Soviet 
  bloc countries and the Middle East, the Sand Castle 
  almost inevitably becomes their ﬁrst home in 
  VIPER. They may not stay there very long, but this 
  is where VIPER evaluates their skills and ﬁtness for 
  the organization. Some prove unsuitable and only 
  leave the Castle feet-ﬁrst.
  The commander of the Sand Castle, General 
  Kalat Barkhan, knows the region well from his 
  childhood growing up in the Pakistani state of 
  Punjab and his years in the Pakistani army. Facing 
  arrest and imprisonment for his brutal torture and 
  murder of several Indian soldiers, he ﬂed to VIPER, 
  which stationed him at several bases around the 
  world until ﬁnally bringing him home. He has a 
  bitter hatred of India and won’t allow any Indian 
  agents in his command, but he doesn’t dare use 
  VIPER resources to attack India because he has 
  strict orders from the Supreme Serpent himself not 
  to do so.
  THE AERIE
  VIPER’s main Nest in Chicago earned its 
  nickname, “the Aerie,” because it’s an exception to 
  the general rule that centralized Nests have under-
  ground sites. Located in the heart of Chicago’s 
  downtown, high up in a skyscraper, the Aerie casts 
  its avaricious gaze over the Windy City.
  THE MACGREGOR BUILDING
  A 95-story oﬃce building featuring promi-
  nently in Chicago’s skyline, the MacGregor Build-
  ing was constructed in the late 1970s. Since 1987, 
  VIPER has controlled the corporation which owns 
  it, MacGregor Building LLC, and thus eﬀectively 
  owned the building. Since VIPER owns 73% of the 
  company’s stock through various dummy corpora-
  tions, proxies, and high-ranking agents, it can pre-
  vent the sale of the building and keep anyone from 
  discovering what it’s really up to. VIPER’s computer 
  ﬁles also contain signiﬁcant blackmail information 
  about several of the owners of the remaining 27% 
  
  87 
  VIPER ■ Chapter Four
  UP
  DN
  UP
  DN
  H a n g a r
  # 1
  Men’s
  Room
  Elevator
  2
  Reception Area
  Office
  Office
  Janissary’s
  Office
  Secretary/
  Bodyguard’s
  Office
  Office
  Computer and Communications
  Office
  Office
  Office
  Office
  Office
  Office
  Laboratory
  Laboratory
  Laboratory
  Laboratory
  Office
  Office
  Office
  Office
  Elevator
  1
  Elevator
  3
  Women’s
  Room
  Computer
  S
  e
  r
  p
  e
  n
  t
  i
  n
  e
  N
  e
  t
  w
  o
  r
  k
  Computer
  Station
  First Floor
  The
  Aerie
  Hexes are at standard
  Hero scale 1" = 2m
  Desk &
  Typical Chairs
  File Cabinets
  Secret Door
  Sliding Door
  (Floor 87 of
  MacGregor
  Buidling)
  Secret Elevator to
  Underground Facility
  UP
  DN
  UP
  DN
  H a n g a r
  # 2
  Men’s
  Room
  Elevator
  2
  B a r r a c k s
  Gym/Workout/Light Training Room
  Elevator
  1
  Elevator
  3
  Women’s
  Room
  Barracks
  Barracks
  Second Floor
  The
  Aerie
  Bunk & Chest
  Table & Chairs
  Desks & Chairs
  Chairs & Sofas
  Sliding Door
  (Floor 88 of
  MacGregor
  Buidling)
  Secret Elevator to
  Underground Facility
  Hexes are at standard
  Hero scale 1" = 2m
  
  88 ■ Nests Of The VIPER
  Hero System 5th Edition
  of the stock, ensuring the organization can crush 
  them if they become troublesome.
  A separate corporation, MacGregor Services, 
  Inc., runs the security, janitorial, and maintenance 
  services for the MacGregor Building. VIPER owns 
  this company entirely, and every employee of it 
  (except for a few clerical workers and such) is a 
  VIPER agent in training or on disciplinary proba-
  tion. Not only does this save VIPER the headache 
  of trying to keep the Aerie secret from security 
  guards and maids, it provides the Janissary (the 
  Nest Leader) with a reserve force to combat invad-
  ers. Superheroes who think they’ve got the Nest 
  beaten are in for a rude awakening when the jani-
  tor cowering in the corner shoots them in the back 
  with a concealed blaster, or the security guard 
  contacts another Nest for reinforcements instead of 
  calling the cops.
  MOVING AROUND
  The MacGregor Building has a bank of three 
  elevators and two stairways, all of which run the 
  length of the building and also descend to the 
  ﬁve-level underground parking deck beneath. Visi-
  tors to the building can use the elevators normally, 
  but the buttons for the 88th and 89th ﬂoors don’t 
  work (though since those ﬂoors have no business 
  that actually do any work with anyone outside the 
  “company,” odds are no visitor would ever want to 
  go there). Those two buttons actually contain ﬁn-
  gerprint readers keyed to recognize all agents with 
  access to those two ﬂoors. Similarly, anyone bother-
  ing to take the stairs that far up ﬁnds ﬁngerprint 
  reader locks on the stairwell doors leading into 
  those two ﬂoors. If questioned about this, the secu-
  rity guards refuse to answer, citing “conﬁdentiality.”
  Additionally, VIPER has its own elevator, 
  which it installed in the building covertly over the 
  course of several years. This elevator, which has 
  no doors on any ﬂoors but the 87th through 89th 
  and the Nest’s underground level, runs swiftly and 
  silently. Two secret doors (-8 to Concealment rolls 
  to ﬁnd) hide the elevator’s door on the 87th ﬂoor, 
  but anyone can see its doors on 88, 89, and the 
  secret underground level.
  FIRST FLOOR
  The ﬁrst ﬂoor of the Nest occupies the 87th 
  ﬂoor of the building, and is the only part of the 
  base designed to look like something other than a 
  VIPER facility. To the eyes of any visitors this ﬂoor 
  belongs to GenoDyne Research, a small biotech-
  nology research ﬁrm (which may lead PCs to ask:  
  why would a research company have oﬃces in a 
  skyscraper?). All parts of this ﬂoor look like normal 
  oﬃces, though the business and research their 
  inhabitants conduct aren’t exactly ordinary or legal.
  The only part of this ﬂoor VIPER has not dis-
  guised is the hangar, where the Aerie stores some 
  of its air vehicles. When necessary, it can generate 
  “clouds” of dry ice smoke, lower the exterior “win-
  dows,” and launch the aircraft (it tries to do this 
  only at night to provide additional security). If the 
  Windy City is too windy for the cloud generator to 
  work, the Aerie either has to refrain from using its 
  Air-Cycles and Hover-Tanks, or risk letting them 
  out without cover.
  Prominent facilities on the ﬁrst ﬂoor include 
  the computer and communications center (which 
  has a Serpentine computer linked to VIPER’s over-
  all network), several oﬃces used for planning and 
  administrative tasks, and four large laboratories. 
  UP
  DN
  UP
  DN
  Men’s
  Room
  Elevator
  2
  Reception Area
  B a r r a c k s
  Rec Room
  Theater/
  Auditorium
  Meeting Room
  Kitchen
  Deep
  Freeze
  Dining Hall
  Elevator
  1
  Elevator
  3
  Women’s
  Room
  Barracks
  Barracks
  Third Floor
  The
  Aerie
  Bunk & Chest
  Table & Chairs
  Desks & Chairs
  Chairs & Sofas
  Sliding Door
  Secret Elevator to
  Underground Facility
  (Floor 89 of
  MacGregor
  Buidling)
  Hexes are at standard
  Hero scale 1" = 2m
  
  89 
  VIPER ■ Chapter Four
  VIPER uses the latter to develop new weapons 
  for the Nest, repair damaged equipment, conduct 
  experiments to create superhumans, perform tests 
  on captured superheroes, and the like.
  The Janissary
  The ﬁrst ﬂoor also includes the oﬃces of the 
  Janissary (not to be confused with the U.S. Depart-
  ment of Defense super-soldier of the same name), 
  the leader of this Nest and all of VIPER’s Chicago 
  operations. A former mercenary, he remains every 
  bit as ﬁt and deadly as he was during his days in 
  the ﬁeld. Though possessing no superpowers per se, 
  he’s just about as strong and agile as a human can 
  be without them. When on duty, he wears a special 
  VIPER BCU which includes heavier armor, and 
  carries several powerful weapons and devices (far 
  better than those used by normal agents). Though 
  he usually prefers to confront his opponents head-
  on and defeat them with his superior tactics and 
  resources, he also knows when it’s time to make his 
  escape and return to ﬁght another day.
  During working hours, the Janissary wears a 
  business suit and poses as Kenneth Flint, the presi-
  dent and CEO of GenoDyne. He can make con-
  vincing small talk about genetic research, but can’t 
  discuss the subject in depth for very long.
  SECOND FLOOR
  The second ﬂoor (ﬂoor 88 of the building) 
  makes no pretension of being an oﬃce; anyone 
  who sees it can recognize it as something unusual 
  and dangerous. One quarter of it contains a second 
  hangar, which operates just like the one below it. 
  A gymnasium and light training room occupies 
  another quarter of this ﬂoor. The rest of this part 
  of the base contains barracks rooms for the base’s 
  agents. The larger and better furnished rooms are 
  for the Janissary, the Nest’s oﬃcers, and any super-
  humans currently assigned to the Aerie. The lower 
  an agent’s rank, the smaller his room; sometimes 
  the Nest has to double-bunk the newest agents.
  THIRD FLOOR
  When in the Nest, most agents spend a sub-
  stantial part of their day on the third ﬂoor. In addi-
  tion to more barracks rooms, it contains the dining 
  hall, kitchen, and an auditorium-like meeting and 
  planning room. Equipped with both ﬂat-screen and 
  holographic projection systems, the “theater,” as it’s 
  known, allows the Aerie to plan its operations with 
  absolute precision.
  Last but certainly not least in the minds of the 
  rank and ﬁle, the third ﬂoor includes the recreation 
  room. It has video games, a wide-screen TV with 
  VCR and DVD, various table games, and plenty of 
  comfortable chairs and sofas. Though empty most 
  of the day, it ﬁlls up quickly during “free time” in 
  the evenings.
  UNDERGROUND LEVEL
  Beneath the ﬁfth level of the MacGregor 
  Building’s underground parking garage is a small 
  but important part of the Aerie — its heavy train-
  ing rooms and ground vehicle garage. Connected 
  to the main part of the base by the secret elevator, 
  it provides a place where the base’s agents can do 
  things they don’t dare attempt in a skyscraper. The 
  heavy training room is where they practice ﬁring 
  their weapons, train with explosives, conduct mock 
  robberies and “dry runs” of planned jobs, and so 
  forth.
  The other part of the underground level is 
  where the Aerie keeps its cars, motorcycles, and 
  other ground vehicles. The garage has a secret 
  entrance into the ﬁfth level of the parking garage 
  and a secret ramp leading up to an entrance/exit in 
  a nearby alleyway (-5 to Concealment rolls to ﬁnd 
  either). VIPER maintains a careful watch over the 
  ﬁfth level and the alley with concealed cameras so 
  no one sees its ﬂeet coming and going.
  THE NINE DRAGON PALACE
  Located deep below the streets of Queens, 
  New York City, beneath a part of the borough 
  inhabited mainly by Chinese immigrants, the 
  Nine Dragon Palace represents just one of VIPER’s 
  assets in the greater New York City area. Though 
  nominally subject to the commands of the main 
  Manhattan Nest, the Palace is usually left to its own 
  devices, and turns a tidy proﬁt most years through 
  robbery, illegal gambling operations, drug smug-
  gling, and other crimes.
  
  90 ■ Nests Of The VIPER
  Hero System 5th Edition
  LOCATION AND FACILITIES
  VIPER built the Nine Dragon Palace in 1976, 
  when the borough stopped using an older part 
  of its sewer network which it had replaced with 
  newer tunnels. Known at that time simply as the 
  Queens Nest, it was built alongside the abandoned 
  main sewer tunnel, which VIPER agents can access 
  through a number of hidden or secret entranceways 
  (-6 to Concealment rolls to ﬁnd any of these). Once 
  in the tunnel, agents carefully make their way to the 
  entrance to the base, a concealed reinforced steel 
  double door. They stand in front of the door so secu-
  rity devices can scan them (including their retinas). 
  If the systems approve them, the two guards on duty 
  in the guard room on the other side open the doors 
  electronically and let them in. The guards have strict 
  orders to alert the rest of the base in the event of an 
  invasion, and to do their best to slow down invaders 
  to give the rest of the base time to mobilize to repel 
  the attackers.
  The base has several other entrances as well (all 
  with the same Concealment modiﬁer). One, hidden 
  in a nearby alley, is protected by a hidden ﬁngerprint 
  scanner. Anyone who gets through this door with-
  out having his print scanned has to climb down a 
  twisting maze of stairs, which contain a number of 
  cleverly hidden lethal traps. (A print scan deactivates 
  the traps.) Another entrance leads to an abandoned 
  warehouse where the Nest stores its ground and air 
  vehicles. Additionally, the Nest Leader has two other 
  secret entrances and exits, with security similar to 
  the alley entrance, known only to him.
  Inside, the base is decorated with a sort of blend 
  of faux Chinese traditional and modernistic/tech-
  nological, which seems a little odd at ﬁrst but later 
  exerts a subtle appeal. The base takes its name from 
  the decor, which was ordained by the Nest Leader, 
  Huo Xiao, when he took over in 1994.
  Though small and somewhat cramped, the Nine 
  Dragon Palace includes all of the facilities needed 
  to keep a VIPER Nest operating successfully. It has 
  a large computer and communications room, where 
  agents use the power of the Serpentine Network 
  to hack into government and ﬁnancial databases, 
  commit computer fraud, and engage in other cyber-
  crimes. Next to the computer room is the Nest’s larg-
  est lab. Subdivided into several sections by partitions, 
  it, along with the base’s smaller lab, provides Huo 
  Xiao with most of the scientiﬁc resources he needs. 
  If necessary, he can call on one of the other New 
  York area Nests for research assistance, though he 
  prefers not to.
  Located near the smaller lab are two important 
  rooms. The ﬁrst, a planning/strategy room, is where 
  the Nest’s oﬃcers plan missions and concoct ways 
  to defeat superhuman and law enforcement opposi-
  tion. Though consisting of little more than a confer-
  ence table and a ﬂat-screen projection system, it has 
  proved adequate to the Nest’s needs. The second, the 
  generator room, includes the base’s electricity gener-
  ator, ventilation equipment, and other such devices.
  The Nest’s 12-15 agents (it varies depending on 
  period and need) spend most of their time in the 
  eastern half of the base, which includes a storage 
  room and arsenal, a dining hall, a gymnasium and 
  training room, and a meeting room which doubles 
  as the Nest’s recreation room in the evenings. Huo 
  Xiao also has his oﬃce in this part of the Nest; he 
  spends most of the day here or in the planning 
  room, meeting with his oﬃcers.
  Communications
  Computer and
  Computer
  S
  e
  r
  p
  e
  n
  t
  i
  n
  e
  N
  e
  t
  w
  o
  r
  k
  Barracks
  Huo
  Xiao’s
  Room
  To Alternate
  Alley Entrance
  Nest Leader’s
  Secret Exit
  Planning/
  Strategy
  Lab
  Generator
  Room
  Lab
  Lab
  Lab
  Lab
  Room
  B a r r a c k s
  A b a n d o n e d
  S e w e r
  L i n e
  Huo
  Xiao’s
  Office
  Storage/Arsenal
  Guard
  Room
  Dining Hall
  Meeting/
  Recreation
  Room
  Training
  Room/Gym
  Kitchen
  To
  Vehicles
  Queens,
  New York City
  Nine
  Dragon
  Palace
  Bunk & Chest
  Table & Chairs
  Desks & Chairs
  Chairs & Sofas
  Sliding Door
  Sliding Door
  Computer
  Station
  Hexes are at standard
  Hero scale 1" = 2m
  
  91 
  VIPER ■ Chapter Four
  HUO XIAO
  Born in Fujien province, China, Huo Xiao 
  (“Fire Owl”) emigrated to the United States with 
  his family in the early 1980s. Scorning traditional 
  Chinese discipline and values for the fast life and 
  glittering lights of American culture, he soon fell in 
  with a Chinese street gang in New York City’s Chi-
  natown. After a few years with the gang, he drifted 
  away and, eventually, into VIPER.
  During his VIPER training, he was acciden-
  tally exposed to some radiation which activated 
  his latent superpowers. He developed minor ﬁre-
  related powers, such as the ability to generate small 
  blasts of ﬂame from his eyes, sheath his body in ﬁre, 
  and control existing ﬂames (he can shape and move 
  them, creating deadly “ﬁre sculptures”). Though 
  nowhere near as powerful as most other ﬁre-based 
  superhumans, Huo Xiao gained a deﬁnite edge 
  from his powers (and the resulting association with 
  Dragon Branch) and rose through VIPER’s ranks 
  fairly quickly. In 1994, he received command of the 
  Queens Nest, which he remodeled to suit his own 
  taste and christened the “Nine Dragon Palace.”
  As Nest Leader, Huo Xiao is something of a 
  martinet and fussbudget. He wants everything to 
  run “just so,” and any agent who deviates from his 
  plans or interferes with the eﬃciency of his pre-
  cious base suﬀers for it.
  OTHER NESTS 
  AND NEST LEADERS
  Some of VIPER’s other prominent Nests 
  include:
   BOSTON:  THE FIRM
  The main VIPER Nest in Boston, like the Aerie 
  in Chicago, occupies space in a skyscraper:  the 
  ﬁfty-third through sixty-third ﬂoors of a build-
  ing. It disguises itself as the high-priced law ﬁrm 
  of Pritchett, Knox, Rydell, and Huﬀman, and as a 
  result is known throughout VIPER as “the Firm.” 
  Several of the ﬁrm’s partners are VIPER oﬃcers; 
  the legitimate lawyers are kept in the dark and not 
  allowed access to the ﬂoors where agents live and 
  train.
  The Leader of this Nest is the Professor, a 
  former engineering professor at MIT who aban-
  doned academe for VIPER when he became thor-
  oughly disgusted by a combination of budgetary 
  cuts and the chance the authorities would arrest 
  him for some robotics experiments that weren’t 
  licensed or approved and which resulted in several 
  deaths. He enjoys the freedom to “tinker” and the 
  virtually unlimited budget that VIPER allows him; 
  he no longer has to apologize about the harm he 
  causes in his “quest for scientiﬁc gain.” Thanks to 
  his inﬂuence and skills, the agents at the Firm use 
  better weapons than other Nests (add +1 DC), and 
  often have access to experimental devices the Pro-
  fessor “just whipped up” in his lab.
  LOS ANGELES
  Hidden beneath a nondescript building on a 
  nondescript section of Venice Boulevard is VIPER’s 
  primary Los Angeles Nest, which has no particular 
  nickname. Through various false fronts VIPER also 
  owns most of the businesses on the block, including 
  a rare book store, two antique stores, a game pub-
  lishing company, a graphic design ﬁrm, a limousine 
  service, a restaurant, and a convenience store. At 
  least one key employee in each of these businesses 
  is a VIPER agent who both keeps watch for anyone 
  snooping about and provides special services to 
  other agents (such as ultra-cheap limo rentals). 
  Several other buildings on the block don’t show any 
  signs of regular business activity; they connect to 
  and are part of the base.
  The main L.A. Nest, the second-largest one 
  in the United States, is an all-purpose facility; it 
  doesn’t specialize in any particular type of crime 
  or resource, though its agents do seem to have a 
  ﬂair for ﬂashy, elaborately-planned robberies. They 
  rely on ground transport more than aircraft, and 
  disguise their vehicles to look like ordinary cars 
  so they can better blend in with the area’s copious 
  traﬃc. But unlike other cars, these can use hover 
  technology to go over traﬃc jams!
  General Antoine Russell, a tall, deep-voiced 
  black man, leads the Nest. Once a promising high 
  school basketball player, he lost out on a scholar-
  ship to Marquette when oﬃcials discovered he’d 
  been shaving points so VIPER agents could clean 
  
  92 ■ Nests Of The VIPER
  Hero System 5th Edition
  up by betting on his games. Embracing the criminal 
  lifestyle wholeheartedly, he attended VIPER Acad-
  emy, thrived under the pressure, and over the next 
  several years worked his way up the ranks. He has 
  a real gift for small-unit tactics and loves to take on 
  superheroes and humiliate them with his superior 
  ﬁghting skills. UNTIL believes he’s directly respon-
  sible for the murder of the superheroine  
  Belladonna in 2002.
  MIAMI:  THE SWAMP
  Among the several Nests located in southern 
  Florida, the largest and most important is the one 
  located in central Miami and known colloquially 
  as “the Swamp.” No one seems sure where the nick-
  name came from; some think it’s because of the 
  proximity to the Everglades (where agents some-
  times conduct combat training exercises), while 
  others claim it’s from the television show M*A*S*H.
  The main occupation of the agents in the 
  Swamp, and Snakebite their Nest Leader, is smug-
  gling. VIPER is a major player in the drug smug-
  gling endemic to the region, using its high technol-
  ogy to avoid the authorities — or if necessary ﬁght 
  them oﬀ. The Nest also involves itself in robbery 
  and several other criminal enterprises.
  Snakebite stands out among his agents even 
  though he doesn’t wear a distinctive uniform. He’s 
  had himself surgically altered to possess serpentine 
  features. His teeth are ﬁled to points, with the two 
  upper eyeteeth replaced by more fang-like versions. 
  His tongue has been split, giving it a fork. He wears 
  contact lenses that make his eyes look like a snake’s. 
  He’s had his face tattooed with a ﬁne snake’s scales 
  pattern.
  According to many in VIPER, the Swamp’s 
  biggest asset isn’t Snakebite, who’s an average Nest 
  Leader at best, but the supervillain Delusion. A rel-
  ative of Snakebite’s, and thus loyal to him, Delusion 
  remains assigned exclusively to the Swamp (though 
  it occasionally “loans him out” to other Nests in 
  need of his services). A gadgeteer who specializes 
  in holograms and deception technology, Delusion 
  uses his devices to make it seem as if he’s wearing 
  a costume woven not of cloth but of multicol-
  ored, ever-shifting smokes. (In truth he wears 
  a gadget-laden VIPER BCU.) He insists the 
  supervillainess Mirage stole her technology 
  from him, and has vowed bloody revenge.
  NEW YORK CITY:  HELL’S CELLAR
  Located beneath several warehouses in the 
  Manhattan neighborhood sometimes known as 
  Hell’s Kitchen (hence the Nest’s name), the main 
  New York VIPER’s Nest is a large, eﬃcient opera-
  tion. With dozens of agents associated with all 
  branches of the organization, it’s got its ﬁngers in 
  criminal pies ranging from stock and insurance 
  fraud, to robbery and hijacking, to computer crime, 
  to smuggling, to corruption. Hell’s Cellar often 
  ranks as VIPER’s top-earning Nest for the year.
  The Cellar has a Nest Leader as tough and 
  tenacious as itself. A middle-aged man of Italian 
  descent who hails from Brooklyn (and has the 
  accent to prove it), Arthur Cesario was recruited 
  into VIPER about twenty years ago after he got out 
  of prison, where he served time for grand theft auto 
  and assault. The combination of his violent nature 
  and quick wits made him perfect for VIPER, and he 
  prospered in the organization. In 1995 he became 
  the Nest Leader for the Cellar.
  General Cesario operates a tight ship, because 
  he knows how easily one of his agents could slip up 
  and reveal the location of the Nest. Everything runs 
  like clockwork based on the elaborate schedules 
  he prepares weekly and daily, and the Nest main-
  tains a high level of security and combat readiness 
  at all times. Few agents enjoy serving under him, 
  but everyone who has acknowledges learning a lot 
  from him.
  
  93 
  VIPER ■ Chapter Four
  SAN FRANCISCO:  THE STEEL CITADEL
  Located underground, alongside a BART 
  tunnel, beneath the intersection of 11th Street, 
  Market Street, Van Ness Street, and Oak Street in 
  downtown San Francisco, the Steel Citadel is larger 
  than the typical VIPER Nest (and more important 
  as well, due to to the many opportunities for crime 
  in the area, including nearby Silicon Valley). Addi-
  tionally, it can quickly call on the forces of other 
  VIPER Nests in the Bay area if need be.
  The Leader of the Steel Citadel, the Silicon 
  Serpent, is a master swordsman who wears a cos-
  tume that blends high-tech samurai armor with 
  typical VIPER motifs. He also possesses minor 
  cyberkinetic powers, from which he takes his name. 
  Although an eﬃcient leader, he’s also somewhat 
  dictatorial, and not particularly popular with his 
  agents; his Intelligence Commander, Paula Jacobi, 
  has been plotting to take his place for some time 
  now. She’s just waiting for him to show a moment 
  of weakness so she can strike.
  VIBORA BAY:  THE WAREHOUSE
  VIPER maintains several Nests in Vibora Bay 
  and the surrounding area, but the one that stands 
  out the most is located in and beneath a ramshackle 
  old waterfront warehouse. Using a large ﬂeet of 
  amphibious vehicles, “the Warehouse” (as it’s usually 
  known) has a well-earned reputation for commit-
  ting proﬁtable robberies; it’s also involved in smug-
  gling, insurance fraud, and many other schemes.
  The Nest Leader of the Warehouse is Monique 
  Fontaine, a beautiful black woman, tall and thin, 
  with long black hair reaching below her shoulders 
  and a devilish glint in her eye. A well-known ﬁgure 
  in the Vibora Bay business community (she’s the 
  CEO of a VIPER-owned local trucking company, 
  VTransit), she wears stylish (though slightly reveal-
  ing) businesswoman’s garb instead of a VIPER 
  uniform. While normally full of charm and pleas-
  ant conversation, she’s absolutely ruthless and has a 
  vicious streak as wide as her smile. She kills anyone 
  who challenges her authority... and then kills his 
  family and friends to boot.
  
  VIPER: chapter ﬁve
  THE VIPER ARMORY
  
  95 
  VIPER ■ Chapter Five
  S
  ince its earliest days, much of VIPER’s 
  power and reputation has derived from 
  its mastery of high technology. From 
  weapons, to vehicles, to sensory gadgets, 
  to devices powerful enough to threaten the very 
  world, VIPER has shown it can invent, innovate, 
  and employ high technology as well as any gov-
  ernment or superhero team.
  In the typical Champions campaign, the most 
  important devices VIPER agents have are their 
  weapons. Since agents face superheroes in combat, 
  you need to know what types of weapons those 
  agents have access to, how powerful those weap-
  ons are, and any other pertinent data. This section 
  includes dozens of weapon write-ups with easy-to-
  read summaries, full game write-ups, and variant 
  models.
  PISTOLS
  Most VIPER agents carry at least one blaster 
  pistol or similar one-handed energy weapon in 
  addition to their riﬂe.
  VB-S1 “SHORTY” BLASTER PISTOL
  Effect:  Energy Blast 7d6
  Shots:  12
  Combat Modiﬁer(s):  None
  Range:  175”
  Description:  VIPER’s standard sidearm is the VB-
  S1, nicknamed the “Shorty” because it looks like a 
  cut-oﬀ, stumpy version of the VB-A1 Blaster Riﬂe. 
  Able to project a powerful beam of destructive 
  energy over ranges of up to approximately 350 
  meters, it provides superb “backup” for the agent 
  who has lost his riﬂe or used up all of its energy. 
  The Shorty’s standard power cell has enough 
  charges for 12 shots, though some agents adapt 
  larger power cells for their pistols.
  Game Information:  Energy Blast 7d6 (35 Active 
  Points); OAF (-1), 12 Charges (-¼). Total cost:  
  15 points.
  OPTIONS:
  1)  Larger Power Cell:  Energy Blast 7d6, 20 Charges 
  (+¼) (44 Active Points); OAF (-1). Total cost:  22 
  points.
  2)  VB-S1XP Variant:  This form of the VB-S1 is pop-
  ular in many Nests. It uses enhanced power feed 
  systems to improve the force of the beam. Increase 
  to Energy Blast 8d6. 40 Active Points; total cost 18 
  points.
  3)  VB-S1A Variant:  A weapon as widely used as the 
  “Shorty” naturally develops a few variant conﬁgura-
  tions and customized versions when placed in the 
  hands of creative (and often desperate) people like 
  VIPER agents. One of the most popular changes 
  earned a place in the VIPER arsenal as the VB-S1A. 
  Also called the “Shorty,” but distinguishable by the 
  large gold cylinder attached to the front half of the 
  barrel, the VB-S1A uses a beam focuser to give the 
  pistol’s energy beam greater range and ability to 
  penetrate a target’s defenses. Add Armor Piercing 
  (+½). 52 Active Points; total cost 23 points.
  4)  VB-S1B Variant:  Agents sometimes customize 
  the “Shorty” by altering the power feed that taps 
  the power cell, allowing it to draw greater amounts 
  of energy for a stronger blast. VIPER frowns on 
  this adaptation, since it can short out the pistol 
  and make it useless, but far too many agents like 
  the extra “punch” to stop making it. Change to 12 
  Boostable Charges (-0). Total cost:  17 points.
  VIPER  
  WEAPONS
  VB-S1 “Shorty” Blaster Pistol
  
  96 ■ The VIPER Armory
  Hero System 5th Edition
  5)  VB-S1C “Stubby” Blaster Pistol:  Also called a 
  “Pocket Blaster” or “Sleeve Blaster” because its tiny 
  size and streamlined features make it the perfect 
  weapon for concealed carrying, the “Stubby” is a 
  favorite among VIPER agents trained for espionage 
  and undercover missions. As powerful as the VB-
  S1, but with a much smaller power cell, the VB-S1C 
  is an unwelcome surprise for the unwary superhero 
  or policeman. Change to 4 Charges (-1). Total cost:  
  12 points.
  6)  VB-S1D “Shower” Blaster Pistol:  So called 
  because it lets the agent “shower” the opposition 
  with blaster beams, this variant incorporates a 
  much larger power cell and automatic ﬁre capabili-
  ties. Change to Energy Blast 7d6, Autoﬁre (5 shots; 
  +½), 60 Charges (+½) (70 Active Points); OAF (-1). 
  Total cost:  35 points.
  7)  Lethal VB-S1:  Some of the more vicious VIPER 
  agents tune their VB-S1s to a higher energy fre-
  quency that inﬂicts more severe injuries. Replace 
  the Energy Blasts in any model of VB-S1 with the 
  equivalent DCs of Killing Damage.
  VL-S1 “REDEYE” LASER PISTOL
  Effect:  RKA 2d6
  Shots:  10
  Combat Modiﬁer(s):  +1 OCV, +1 RMod
  Range:  150”
  Description:  In addition to standard blasters, 
  VIPER also employs weapons that ﬁre more spe-
  ciﬁc forms of projected energy, such as lasers. The 
  VL-S1 Laser Pistol, ﬁrst developed by VIPER’s labs 
  back in the early 1970s and repeatedly reﬁned since 
  then, represents the pinnacle of the organization’s 
  eﬀorts to miniaturize a standard laser weapon 
  while leaving it with suﬃcient power to kill or 
  injure a foe. Prior to fully depressing the trigger, the 
  shooter can depress it slightly to project an aiming 
  laser (hence the weapon’s combat modiﬁers).
  VIPER generally does not issue this weapon to 
  agents as a regular sidearm, preferring to save it for 
  instances where it knows superheroes will probably 
  attack a squad, the assault team has to cut through 
  a vault door, or similar circumstances.
  Game Information:  RKA 2d6 (30 Active 
  Points); OAF (-1), 10 Charges (-¼) (total cost:  
  13 points) plus +1 OCV (5 Active Points); OAF 
  (-1) (total cost:  2 points) plus +1 versus Range 
  Modiﬁer (3 Active Points); OAF (-1) (total cost:  
  1 point). Total cost:  16 points.
  OPTIONS:
  1)  Larger Power Cell:  Change to 20 Charges (+¼). 
  37 + 5 + 3 = 45 Active Points; total cost 18 + 2 + 1 
  = 21 points. 
  2)  VL-S1XP Variant:  This form of the VL-S1 is 
  slightly larger, but more powerful. Increase to RKA 
  3d6. 45 + 5 + 3 = 53 Active Points; total cost 20 + 2 
  + 1 = 23 points.
  4)  VL-S1A “Lightshow” Laser Pistol:  This larger VL-
  S1, more a machine blaster than a blaster pistol, can 
  ﬁre multiple beams with a single pull of the trigger. 
  Change to 32 Charges (+¼) and add Autoﬁre (5 
  shots; +½). 52 + 5 + 3 = 60 Active Points; total cost 
  26 + 2 + 1 = 29 points.
  5)  VL-S1C Variant:  This version of the VL-S1 can 
  maintain its beam on a single target, but the ﬁrer 
  cannot shoot at anyone else while doing so. Add 
  as a naked Advantage Continuous (+1) (30 Active 
  Points); OAF (-1), Lockout (cannot ﬁre at any 
  other targets, take any other Attack Actions, or 
  take any other actions besides Half Moves while 
  maintaining the Continuous eﬀect; -1) (total cost:  
  10 points). 30 + 30 + 5 + 3 = 68 Active Points; total 
  cost 13 + 10 + 2 + 1 = 26 points.
  6)  VL-S1N “Quiet Light” Variant:  The standard VL-
  S1 models emit a distinctive “energy whine” when 
  ﬁred. This model does not; it’s as quiet as a mouse. 
  Add Invisible Power Eﬀects (Hearing Group; +¼). 
  37 + 5 + 3 = 45 Active Points; total cost 16 + 2 + 1 
  = 19 points.
  VN-S1 NEEDLER PISTOL
  Effect:  RKA 2d6, Armor Piercing
  Shots:  8
  Combat Modiﬁer(s):  +1 OCV, +1 RMod
  Range:  225”
  Description:  A variant of the VL-S1, the Needler 
  uses a beam focuser similar to that found on the 
  VB-S1A to make the laser beam even more likely 
  than normal to cut through armor or other forms 
  of defense. Some Nests or agents modify this 
  weapon to give it a larger power cell and automatic 
  ﬁre capability.
  Game Information:  RKA 2d6, Armor Piercing 
  (+½) (45 Active Points); OAF (-1), 8 Charges 
  (-½) (total cost:  18 points) plus +1 OCV (5 
  Active Points); OAF (-1) (total cost:  2 points) 
  plus +1 versus Range Modiﬁer (3 Active 
  Points); OAF (-1) (total cost:  1 point). Total 
  cost:  21 points.
  VL-S1 “Redeye” Laser Pistol
  
  97 
  VIPER ■ Chapter Five
  VIPER TECH  
  PROCUREMENT
  VIPER obtains its high 
  technology in several 
  ways.
  First, it steals it. Super-
  heroes, governments, 
  and scientists through-
  out the world work on 
  advanced technologies, 
  and many of them don’t 
  guard their data and 
  prototypes as well as 
  they ought to. Through 
  hacking, burglary, 
  and blackmail, VIPER 
  obtains technologi-
  cal secrets quickly and 
  easily.
  Second, it invents it. 
  VIPER has a large corps 
  of scientists, engineers, 
  and technicians in its 
  employ. Well paid and 
  usually given free rein 
  in their work, these sci-
  entists develop all sorts 
  of gadgetry for VIPER 
  agents and Nests. In 
  secret factories hidden 
  throughout the Third 
  World (and even in 
  more advanced coun-
  tries), VIPER builds the 
  devices it needs to fur-
  ther its agenda of world 
  conquest.
  Third, it buys it. Many 
  other organizations, 
  ranging from ARGENT, 
  to the scientists of 
  Larisagrad, to individual 
  inventors like Way-
  land Talos can create 
  super-technology, and 
  VIPER sometimes ﬁnds 
  it easiest to buy from 
  them direct (and often 
  at a volume discount!). 
  ARGENT, in particular, 
  has developed a close 
  relationship with many 
  Nests as their armorer.
  Generally, VIPER pre-
  fers to keep its arsenal 
  standardized. This 
  ensures agents from one 
  Nest can use another 
  Nest’s equipment with-
  out any diﬃculty, and it 
  minimizes research and 
  manufacturing costs. 
  But it’s always on the 
  OPTIONS:
  1)  Larger Power Cell:  Change to 20 Charges (+¼). 
  52 + 5 + 3 = 60 Active Points; total cost 26 + 2 + 1 
  = 29 points.
  2)  VN-S1XP Variant:  This form of the VN-S1 is 
  slightly larger, but more powerful. Increase to RKA 
  3d6. 67 + 5 + 3 = 75 Active Points; total cost 27 + 2 
  + 1 = 30 points.
  3)  VN-S1A “Autoﬁre” Needler Pistol:  This form of 
  the Needler shoots multiple beams at once.  Change 
  to 32 Charges (+¼) and add Autoﬁre (5 shots; +½). 
  67 + 5 + 3 = 75 Active Points; total cost 33 + 2 + 1 
  = 36 points.
  VS-S1 “LITTLE RATTLER” SONIC PISTOL
  Effect:  Energy Blast 10d6
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  250”
  Description:  VIPER developed the VS-S1, its 
  standard sonic pistol, in the early 1990s. The 
  weapon packs a stronger oﬀensive punch than the 
  VB-S1, but its power pack provides fewer shots. 
  Still, many agents accept the loss of shots for the 
  chance to really rattle an enemy’s teeth... and 
  bones... and armor....
  Game Information:  Energy Blast 10d6 (50 Active 
  Points); OAF (-1), 8 Charges (-½). Total cost:  20 
  points.
  OPTIONS:
  1)  Larger Power Cell:  Change to 20 Charges (+¼). 
  62 Active Points; total cost 31 points.
  2)  VS-S1 with Multi-Battery Attachment:  Some ver-
  sions of the VS-S1 come equipped with a special 
  clip that lets the ﬁrer easily carry a second power 
  cell. Change to 2 clips of 8 Charges each (-¼). Total 
  cost:  22 points.
  3)  VS-S1 “Harpy” Sonic Pistol:  This form of the 
  Little Rattler ﬁres a beam with an expanded sonic 
  “spectrum” so that it deafens as well as harms the 
  target. Add Hearing Group Flash 6d6 (18 Active 
  Points); OAF (-1), Linked (-½), 8 Charges (-½) 
  (total cost:  6 points). 50 + 18 = 68 Active Points; 
  total cost 20 + 6 = 26 points.
  VZ-S1 “STING” FIREARM
  Effect:  RKA 2½d6, Armor Piercing
  Shots:  14
  Combat Modiﬁer(s):  None
  Range:  300”
  Description:  Sometimes low-tech solutions work 
  best. When blasters aren’t appropriate, VIPER 
  issues this weapon, a standard ballistic ﬁrearm, 
  to its agents. Featuring polygonal riﬂing, special 
  barrel coatings, and VIPER’s advanced armor-
  piercing ammunition with high-grade accelerant, 
  both the standard and machine pistol versions of 
  this weapon represent some of the most sophisti-
  cated small arms in the world today.
  Game Information:  RKA 2½d6, Armor Piercing 
  (+½) (60 Active Points); OAF (-1), Beam (-¼), 
  14 Charges (-0). Total cost:  27 points.
  OPTIONS:
  1)  Larger Clip:  Change to 32 Charges (+¼). 70 
  Active Points; total cost 31 points.
  2)  VZ-S1MP “Sting” Machine Pistol:  This larger, 
  heavier form of the VZ-S1 has automatic ﬁre capa-
  bility and a large clip. Add Autoﬁre (5 shots; +½) 
  and change to 32 Charges (+¼). 90 Active Points; 
  total cost 40 points.
  RIFLES
  VIPER agents rely on their energy riﬂes (and 
  related weapons) more than their pistols. Most 
  carry their VB-A1 (or equivalent) with them wher-
  ever they go when they’re in uniform.
  VB-A1 “STRIKER” BLASTER RIFLE
  Effect:  Energy Blast 7-8d6
  Shots:  32
  Combat Modiﬁer(s):  None
  Range:  200”
  Description:  This weapon, the standard ﬁeld arm 
  issued to VIPER agents, incorporates VIPER’s basic 
  blaster technology in assault riﬂe form. Its large 
  beam generator assembly projects a more power-
  ful energy blast than the VB-S1 Blaster Pistol, and 
  can ﬁre in automatic mode if necessary. Squadrons 
  of agents often coordinate their automatic ﬁre to 
  create a “kill zone” on the battleﬁeld and take out 
  enemy oﬃcers or superheroes. Others attach a 
  VXH Scope (see page 108) to the weapon’s standard 
  aiming technology and rely on accurate ﬁre instead 
  of massed ﬁre.
  VIPER agents sometimes “supercharge” the 
  VB-A1 to increase the power of its beam. This runs 
  the risk of burning out the weapon’s energy pack 
  and leaving the agent without his primary ﬁrearm, 
  but some agents are willing to take the chance to 
  get that extra burst of ﬁrepower. Another common 
  variant, developed by Nests that frequently face foes 
  with intangibility powers, ﬁres a multi-ﬂux beam 
  capable of aﬀecting desolidiﬁed matter.
  The “Striker” has a distinctive appearance that 
  sets it apart from blaster riﬂes used by other orga-
  nizations. The primary beam generator assembly 
  occupies the back half of the main body of the 
  riﬂe, which gradually tapers down to a lethal-look-
  ing muzzle. The designers mounted a plate on the 
  bottom side of the front barrel to give the shooter a 
  steadier grip when necessary. An unusual-looking 
  handle/trigger guard, roughly triangular-shaped 
  and attached to the bottom of the main assembly, 
  allows for easy carrying of the weapon; agents can 
  also use this part of the VB-A1 as a crude club if 
  necessary. The weapon’s 32-shot power cell has a 
  banana clip-like shape and projects forward from 
  the underside of the weapon, immediately forward 
  of the handle/trigger guard.
  Continued on page 99
  
  98 ■ The VIPER Armory
  Hero System 5th Edition
  Game Information:
  Cost VB-A1 “Striker” Blaster Riﬂe
  32 
  VB-A1 “Striker” Blaster Riﬂe:  Multipower, 
  52-point reserve, 32 Charges for entire Mul-
  tipower (+¼); all OAF (-1) 
  [32]
  2u 
   1) Basic Setting:  Energy Blast 8d6; OAF (-1)
  2u 
   2) Autoﬁre Setting:  Energy Blast 7d6, Auto-
  ﬁre (5 shots, +½); OAF (-1), Limited Range 
  (200”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  42 points.
  Cost VB-A1 “Striker,” Supercharged Variant
  37 
  VB-A1 “Striker” Blaster Riﬂe, Supercharged 
  Variant:  Multipower, 67-point reserve, 32 
  Charges for entire Multipower (+¼); all OAF 
  (-1), Activation Roll 14- Burnout (-¼) [32]
  2u 
   1) Basic Setting:  Energy Blast 11d6; OAF 
  (-1), Activation Roll 14- Burnout (-¼)
  3u 
   2) Autoﬁre Setting:  Energy Blast 9d6, Auto-
  ﬁre (5 shots, +½); OAF (-1), Activation Roll 
  14- Burnout (-¼), Limited Range (275”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  48 points.
  Cost VB-A1-I “Ghost Striker” Blaster Riﬂe
  37 
  VB-A1-I “Ghost Striker” Blaster Riﬂe:  Multip-
  ower, 60-point reserve, 32 Charges for entire 
  Multipower (+¼); all OAF (-1) 
  [32]
  3u 
   1) Basic Setting:  Energy Blast 8d6, Aﬀects 
  Desolidiﬁed (+½); OAF (-1)
  3u 
   2) Autoﬁre Setting:  Energy Blast 6d6, Auto-
  ﬁre (5 shots, +½), Aﬀects Desolidiﬁed (+½); 
  OAF (-1)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  49 points.
  OPTIONS:
  1)  Extra Power Cell:  Some Nests issue the standard 
  VB-A1 to agents with a second power pack. Change 
  to 2 clips of 32 Charges each for entire Multipower 
  (+½). Total cost:  49 points.
  2)  Lethal VB-A1:  Some of the more vicious VIPER 
  agents tune their VB-A1s to a higher energy fre-
  quency that inﬂicts more severe injuries. Replace 
  the Energy Blasts in any model of VB-A1 with the 
  equivalent DCs of Killing Damage.
  VB-A1A “EAGLE” BLASTER SNIPER RIFLE
  Effect:  Energy Blast 8d6
  Shots:  12
  Combat Modiﬁer(s):  None
  Range:  1,500”, No Range Modiﬁer
  Description:  This riﬂe, a long-barreled, lighter-
  weight version of the basic VB-A1, oﬀers VIPER 
  squadrons the additional tactical option of sniping. 
  Able to ﬁre accurately over much longer ranges 
  than any other VIPER riﬂe, it allows an agent to 
  pick oﬀ superheroes and cops from nearly two 
  miles away. It’s delicately balanced and relatively 
  fragile, so it can’t be used as a club in an emergency.
  Game Information:  Energy Blast 8d6, Increased 
  Maximum Range (1,500”; +¼), No Range 
  Modiﬁer (+½) (70 Active Points); OAF (-1), 
  VB-A1 “Striker” Blaster Riﬁle
  VB-A1A “Eagle” Blaster Riﬂe
  
  99 
  VIPER ■ Chapter Five
  Beam (-¼), 12 Charges (-¼). Total cost:  28 
  points.
  OPTIONS:
  1)  Strong VB-A1A:  Increase to Energy Blast 12d6. 
  105 Active Points; total cost 42 points.
  2)  Weak VB-A1A:  Decrease to Energy Blast 7d6. 61 
  Active Points; total cost 24 points.
  3)  Lethal VB-A1A:  Some of the more vicious VIPER 
  snipers tune their VB-A1As to a higher energy 
  frequency that inﬂicts more severe injuries. Replace 
  Energy Blast 8d6 with RKA 2½d6.
  4)  Larger Power Cell:  This version of the VB-A1A 
  has a larger power cell, and can thus ﬁre more shots 
  before the agent has to change “clips.” Change to 24 
  Charges (+¼). 80 Active Points; total cost 35 points.
  5)  Extra Power Cell:  Sometimes VIPER issues the 
  VB-A1A with an extra power cell for additional 
  ﬁring. Change to 2 clips of 12 Charges (-0). Total 
  cost: 31 points.
  VB-A2 “STRIKER-2” BLASTER RIFLE
  Effect:  Energy Blast 5-8d6
  Shots:  32
  Combat Modiﬁer(s):  None
  Range:  200”
  Description:  This riﬂe, a VB-A1 with some design 
  modiﬁcations and special beam tuning attach-
  ments, provides a third ﬁring option — a stunning 
  blast. This attack works best against “bricks” and 
  other characters with ordinary defenses; it cannot 
  penetrate force ﬁelds tuned to shield the wearer 
  against energy damage. The design modiﬁcations 
  and beam tuning technology make it impossible for 
  agents to “supercharge” this weapon reliably. Agents 
  sometimes argue at length about whether this 
  weapon is superior to the VB-A1, with agents who 
  frequently face super-strong heroes often champi-
  oning the Striker-2.
  Game Information:
  Cost VB-A2 “Striker-2” Blaster Riﬂe
  32 
  VB-A2 “Striker-2” Blaster Riﬂe:  Multipower, 
  52-point reserve, 32 Charges for entire Mul-
  tipower (+¼); all OAF (-1) 
  [32]
  2u 
   1) Basic Setting:  Energy Blast 8d6 (40 Active 
  Points); OAF (-1)
  2u 
   2) Autoﬁre Setting:  Energy Blast 7d6, Auto-
  ﬁre (5 shots, +½); OAF (-1), Limited Range 
  (200”; -¼)
  2u 
   3) Stun Setting:  Energy Blast 5d6, NND 
  (defense is an ED Force Field; +1); OAF (-1), 
  Limited Range (200”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  44 points.
  OPTIONS:
  1)  Larger Power Cell:  Some Nests use a version of 
  the VB-A2 with a power cell that provides energy 
  for almost twice as many shots. Change to 64 
  Charges for entire Multipower (+½). Total cost:  51 
  points.
  VB-A3 “FIREBIRD” BLASTER RIFLE
  Effect:  Energy Blast 6-7d6
  Shots:  32
  Combat Modiﬁer(s):  None
  Range:  260”
  Description:  This riﬂe, another variant on the 
  basic VB-A1, incorporates a beam tuning option 
  that focuses the riﬂe’s blast for extra penetration 
  against energy-based defenses (i.e., force ﬁelds). 
  This makes it slightly less powerful overall than the 
  “Striker,” but a much better tactical option against 
  many superheroes. Some agents have requested a 
  version of the Firebird which incorporates the stun 
  setting of the Striker-2, but so far VIPER’s techni-
  cians have not found a way to combine the two 
  systems.
  Game Information:
  Cost VB-A3 “Firebird” Blaster Riﬂe
  37 
  VB-A3 “Firebird” Blaster Riﬂe:  Multipower, 
  60-point reserve, 32 Charges for entire Mul-
  tipower (+¼); all OAF (-1) 
  [32]
  2u 
   1) Basic Setting:  Energy Blast 7d6; OAF 
  (-1) plus Armor Piercing (+½) Advantage 
  for Energy Blast 7d6; OAF (-1), Only Versus 
  Force Fields (-1)
  2u 
   2) Autoﬁre Setting:  Energy Blast 6d6, Auto-
  ﬁre (5 shots, +½); OAF (-1), Limited Range 
  (260”; -¼) plus Armor Piercing (+½) Advan-
  tage for Energy Blast 6d6 Autoﬁre; OAF (-1), 
  Only Versus Force Fields (-1)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  47 points.
  OPTIONS:
  1)  Larger Power Cell:  Some Nests use a version of 
  the VB-A3 with a power cell that provides energy 
  for almost twice as many shots. Change to 64 
  Charges each for entire Multipower (+½). Total 
  cost:  55 points.
  VB-A4 “JACKHAMMER” BLASTER RIFLE
  Effect:  Energy Blast 12d6, Autoﬁre
  Shots:  30
  Combat Modiﬁer(s):  None
  Range:  250”
  Description:  This weapon is not standard issue for 
  the average VIPER agent; rather, Heavy Weapon 
  Specialists carry it, and Field Commanders often 
  issue it to squadrons. Each squadron typically has 
  one or two “Jackhammers” at its disposal, with the 
  Squadron Commander deciding which agents 
  carry them. Only large, strong agents can use this 
  weapon, for it’s bigger, heavier, and more powerful 
  than the VB-A1. Some superheroes have reported 
  encountering VIPER “heavy riﬂe” squadrons where 
  all the agents carried VB-A4s (or A5s, see below), 
  but law enforcement oﬃcials have not yet veriﬁed 
  this.
  Game Information:
  Cost VB-A4 “Jackhammer” Blaster Riﬂe
  47 
  VB-A4 “Jackhammer” Blaster Riﬂe:  Energy 
  Blast 12d6, Autoﬁre (5 shots; +½), 30 Charges 
  lookout for new and 
  innovative ideas, partic-
  ularly ones that enhance 
  its existing technology 
  with minimal expense 
  or eﬀort. To encourage 
  creative thinking in this 
  area, the Supreme Ser-
  pent broadcasts techni-
  cal notes and inventions 
  of interest among the 
  Nests via the Serpen-
  tine Network. Agents 
  responsible for develop-
  ing new gear that ben-
  eﬁts the entire organiza-
  tion receive rich rewards 
  and promotions.
  Continued from page 97
  
  100 ■ The VIPER Armory
  Hero System 5th Edition
  (+¼); OAF (-1), Limited Range (250”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  53 points.
  OPTIONS:
  1)  Larger Power Cell:  Some forms of the Jackham-
  mer have much larger energy supplies so agents can 
  ﬁre on full-auto mode more often. Change to 100 
  Charges (+¾). Total riﬂe cost 60 points; total cost 
  66 points.
  2)  VB-A4A “Spikehammer” Blaster Riﬂe:  This form 
  of the VB-A4 focuses the beam more tightly for 
  increased armor penetration capability, though 
  this reduces the weapon’s automatic ﬁre capacity. 
  Change riﬂe to Energy Blast 12d6, Armor Piercing 
  (+½), Autoﬁre (3 shots; +¼), 30 Charges (+¼) (120 
  Active Points); OAF (-1), Limited Range (250”; -¼). 
  Total riﬂe cost 53 points; total cost 59 points.
  3)  VB-A4B “Thunderhammer” Blaster Riﬂe:  The 
  “Thunderhammer” variant of the VB-A4 uses an 
  energy beam spreader attachment to make the 
  beam aﬀect a larger area. Agents equipped with 
  Thunderhammers often cause considerable prop-
  erty damage. Change riﬂe to Energy Blast 10d6, 
  Area Of Eﬀect (One Hex; +½), Autoﬁre (5 shots; 
  +1), 30 Charges (+¼) (137 Active Points); OAF 
  (-1), Limited Range (250”; -¼). Total riﬂe cost 61 
  points; total cost 67 points. 
  4)  Lethal Variant:  This form of the Jackhammer 
  ﬁres a high-energy beam. Convert the riﬂe’s DCs of 
  Normal Damage to the equivalent DCs in Killing 
  Damage. Total cost:  53 points.
  VB-A5 “SLEDGEHAMMER” BLASTER RIFLE
  Effect:  Energy Blast 14d6, Autoﬁre
  Shots:  40
  Combat Modiﬁer(s):  None
  Range:  350”
  Description:  Think the “Jackhammer” is a big 
  weapon? Well, take a look at the Sledgehammer, the 
  most powerful personal weapon used by VIPER 
  agents. VIPER issues and uses it similarly to the 
  Jackhammer.
  Game Information:
  Cost VB-A5 “Sledgehammer” Blaster Riﬂe
  62 
  VB-A5 “Sledgehammer” Blaster Riﬂe:  Energy 
  Blast 14d6, Autoﬁre (5 shots; +½), 40 Charges 
  (+½); OAF (-1), Limited Range (350”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  68 points.
  OPTIONS:
  1)  Larger Power Cell:  Some versions of the Sledge-
  hammer have much larger power cells. Change riﬂe 
  to 120 Charges (+¾). Total riﬂe cost 70 points; total 
  cost 76 points.
  2)  VB-A5A “Brickbuster” Blaster Riﬂe:  This variant 
  of the Sledgehammer uses beam augmentation sys-
  tems to increase the damage it does, but at the price 
  of the weapon not always ﬁring properly. Change 
  riﬂe to Energy Blast 16d6, Autoﬁre (5 shots; +½), 
  40 Charges (+½) (160 Active Points); OAF (-1), 
  Activation Roll 14- (-½), Limited Range (350”; -¼). 
  Total riﬂe cost 58 points; total cost 64 points.
  VB-A4 “Jackhammer” Blaster Riﬁle
  VE-A1 “Trapper” Trapweb Launcher
  
  101 
  VIPER ■ Chapter Five
  3)  VB-A5B “Avenger” Blaster Riﬂe:  This riﬂe ﬁres 
  more intense energy than the standard Sledgeham-
  mer, making it more likely to kill a target. Change 
  riﬂe to RKA 5d6, Autoﬁre (5 shots; +½), 40 Charges 
  (+½) (150 Active Points); OAF (-1), Limited Range 
  (350”; -¼). Total riﬂe cost 67 points; total cost 73 
  points.
  VE-A1 “TRAPPER” TRAPWEB LAUNCHER
  Effect:  Entangle 8d6, 5 DEF
  Shots:  16
  Combat Modiﬁer(s):  None
  Range:  325”
  Description:  This weapon sprays an agglomeration 
  of thick, tough, sticky ﬁbers at the target, trapping 
  him in a nigh-inescapable web. If the victim does 
  not ﬁnd a way to get free on his own, the trapweb 
  dries and hardens in about an hour, becoming brit-
  tle and much easier to break. Alternately, agents can 
  spray trapweb over a broad area, creating “walls” for 
  protection against enemy attacks.
  The “Trapper” is a fairly squat-looking VIPER 
  riﬂe, with a short, wide-mouthed barrel and a stor-
  age tank for the trapweb ﬂuid attached below the 
  barrel and forward of the trigger guard. One prob-
  lem with the weapon is that if anything pierces the 
  pressurized storage tank, it may explode. An explo-
  sion covers the entire area around it with trapwebs, 
  and so thoroughly immobilizes the user of the 
  weapon that some agents have suﬀocated when the 
  ﬁbers clogged their noses and throats. Due to the 
  risk of rupture, agents cannot use this weapon as a 
  club.
   In game terms, the GM should roll 1d6 when-
  ever the riﬂe takes 1 or more BODY damage from 
  an attack. On a 1, the weapon explodes, covering a 
  2” radius with its Entangle. The agent holding the 
  weapon is caught in a double-BODY Entangle. 
  Game Information:  Entangle 8d6, 5 DEF 
  (65 Active Points); OAF (-1), Limited Power 
  (weapon subject to dangerous rupture; -¼), 16 
  Charges (-0). Total cost:  29 points.
  OPTIONS:
  1)  Multiple Trapweb Tanks:  This weapon comes 
  with several small tanks of trapweb, giving it more 
  “ammo” than the standard VE-A1. However, if 
  damaged it ruptures on a 1-2 on 1d6. Change to 32 
  Charges (+¼). 81 Active Points; total cost 36 points.
  2)  VE-A2 “Blinder” Blindweb Launcher:  This weapon 
  resembles the Trapper except for a few superﬁcial 
  diﬀerences and sometimes a diﬀerent color. How-
  ever, its eﬀects diﬀer slightly from the Trapper, since 
  it ﬁres a modiﬁed form of trapweb that VIPER calls 
  “blindweb.” Blindwebs envelope the target more 
  thoroughly, cutting oﬀ most of the victim’s senses. 
  Agents often use the Blinder to take captives, since 
  they can then haul them back to the Nest without 
  having to bind, blindfold, and gag them. Change to 
  Entangle 6d6, 6 DEF, Stops A Given Sense (Sight, 
  Hearing, and Smell/Taste Groups) (90 Active 
  Points); OAF (-1), Limited Power (weapon subject 
  to dangerous rupture; -¼), 16 Charges (-0). Total 
  cost:  40 points.
  VF-1 “BRIGHT NOISE” FLARE RIFLE
  Effect:  Sight and Hearing Group Flash 12d6
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  325”
  Description:  Since most superheroes and law 
  enforcement oﬃcers have to see and hear to func-
  tion eﬀectively, what better way to eliminate the 
  threat they pose than to blind those senses? VIPER 
  created the “Bright Noise” Flare Riﬂe to do just that. 
  It projects a layered beam of intensely bright light 
  and equally loud sonic energy which renders most 
  targets blind and deaf for a long period of time 
  — or at least long enough for other VIPER agents 
  to ﬁnish them oﬀ.
  Game Information:  Sight and Hearing Group 
  Flash 12d6 (65 Active Points); OAF (-1), 8 
  Charges (-½). Total cost:  26 points.
  OPTIONS:
  1)  Larger Power Cell:  This form of the VF-1 has 
  a much larger “clip,” so the shooter can ﬁre more 
  times before reloading. Change to 20 Charges (+¼). 
  81 Active Points; total cost 40 points.
  2)  VF-2 Bright Noise Flare Carbine:  Smaller and 
  easier to carry, this form of the Bright Noise 
  weapon also ﬁres a sligthly less intense beam. 
  Change to Sight and Hearing Group Flash 9d6 (50 
  Active Points); OAF (-1), 10 Charges (-¼). Total 
  cost:  22 points.
  VL-A1 “REDLINE” LASER RIFLE
  Effect:  RKA 2d6+1-3d6
  Shots:  24
  Combat Modiﬁer(s):  None
  Range:  225”
  Description:  When VIPER thinks a squadron may 
  encounter superheroes, particularly those power-
  ful enough to resist the damage from its standard 
  blasters, Squadron Commanders issue this weapon 
  to their men. The Redline uses a ruby laser of lethal 
  intensity to burn through walls, cars, and super-
  humans. Like the VB-A1, agents can “supercharge” 
  this weapon, but doing so burns out the ruby focus-
  ing crystal and power pack much quicker. Shooters 
  can also use the weapon’s laser projection abilities 
  at a low level as an accuracy enhancer.
  The VL-A1 resembles a longer, slimmer, 
  more streamlined version of the VB-A1 Striker. Its 
  smaller power pack projects straight down instead 
  of curving forward, the muzzle and forward assem-
  bly of the riﬂe have a diﬀerent appearance, and the 
  handle/trigger guard has a more trapezoidal shape.
  Game Information:
  Cost VL-A1 “Redline” Laser Riﬂe
  32 
  VL-A1 “Redline” Laser Riﬂe:  Multipower, 
  52-point reserve, 24 Charges for entire Mul-
  tipower (+¼); all OAF (-1)
  2u 
   1) Single-Shot Setting:  RKA 3d6; OAF (-1)
  2u 
   2) Autoﬁre Setting:  RKA 2d6+1, Autoﬁre (5 
  
  102 ■ The VIPER Armory
  Hero System 5th Edition
  shots; 
  +½); OAF (-1), Limited Range  
  (225”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½)
  5 
  Aiming Laser:  +1 OCV (5 Active Points); 
  OAF (-1) (total cost:  2 points) plus +2 versus 
  Range Modiﬁer (6 Active Points); OAF (-1) 
  (total cost:  3 points)
  Total cost:  47 points.
  Cost VL-A1 “Redline,” Supercharged Variant
  42 
  VL-A1 “Redline” Laser Riﬂe, Supercharged 
  Variant:  Multipower, 75-point reserve, 18 
  Charges for entire Multipower (+¼); all OAF 
  (-1), Limited Range (225”; -¼)
  3u 
   1) Single-Shot Setting:  RKA 4d6; OAF (-1), 
  Limited Range (225”; -¼)
  3u 
   2) Autoﬁre Setting:  RKA 3d6+1, Autoﬁre (5 
  shots; +½); OAF (-1), Limited Range (225”; 
  -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  5 
  Aiming Laser:  +1 OCV (5 Active Points); 
  OAF (-1) (total cost:  2 points) plus +2 versus 
  Range Modiﬁer (6 Active Points); OAF (-1) 
  (total cost:  3 points)
  Total cost:  59 points.
  OPTIONS:
  1)  Larger Power Cell:  This form of the standard 
  VL-A1 has a larger energy source. Change to 40 
  Charges (+½) for entire Multipower. Total cost:  54 
  points.
  VRD-A1 “ZAPNET” DISCHARGER RIFLE
  Effect:  Drain Electrical Powers 6d6
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  300”
  Description:  This riﬂe ﬁres an electrically-charged 
  “net” of energy that strikes the target and seems to 
  wrap around him. The charge in the blast causes 
  all electricity-based devices and superpowers to 
  stop working — they lose power and/or suﬀer 
  damage to their components. The eﬀect only lasts 
  for a minute or two, but that’s often enough for 
  other VIPER agents to dispose of the weakened foe. 
  VIPER has found that this weapon is particularly 
  eﬀective against superheroes who wear powered 
  armor or use lots of gadgets.
  Game Information:  Drain Electrical Powers 
  6d6, all Electrical Powers simultaneously (+2), 
  Limited Range (300”; +¼), Delayed Return 
  Rate (5 points per Minute; +¼) (210 Active 
  Points); OAF (-1), 8 Charges (-½). Total cost:  
  84 points.
  OPTIONS:
  1)  Larger Power Cell:  This form of the VRD-A1 
  has a larger supply of energy. Agents often take 
  advantage of this by ﬁring multiple shots at a single 
  target, one Phase after another, until he cannot use 
  his electrical powers at all. Change to 20 Charges 
  (+¼). 225 Active Points; total cost 90 points.
  2)  VRD-A1XP Zapnet Riﬂe:  This form of the VRD-
  A1 ﬁres a more powerful “net,” but sometimes mal-
  functions. Increase to Drain Electrical Powers 8d6 
  and add Activation Roll 12- Jammed (-1¼). 280 
  Active Points; total cost 75 points.
  3)  VRD-A1 Zapnet Carbine:  Smaller and easier to 
  carry, this weapon has slightly less power than the 
  full-sized version. Decrease to Drain Electrical 
  Powers 5d6. 175 Active Points; total cost 70 points.
  VL-A1 “Redline” Laser Riﬂe
  
  103 
  VIPER ■ Chapter Five
  VRD-A2 “COTTONMOUTH”  
  NEURAL INTERFERENCE RIFLE
  Effect:  Drain DEX and INT 4d6
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  300”
  Description:  This weapon, one of the most 
  advanced in the VIPER arsenal, projects a beam 
  of energy that interferes with the functioning of 
  the victim’s nervous system. He becomes clumsy 
  and addleminded, unable to move or think eﬀec-
  tively; some victims ﬁnd it diﬃcult even to remain 
  standing. VIPER agents upon whom Research & 
  Development tested this weapon gave the gun its 
  nickname after noting that its eﬀects felt like “being 
  drunk and having a hangover, combined.”
  Game Information:  Drain DEX and INT 4d6, 
  two Characteristics simultaneously (+½), Lim-
  ited Range (300”; +¼), Delayed Return Rate (5 
  points per Minute; +¼) (80 Active Points); OAF 
  (-1), 8 Charges (-½). Total cost: 32 points.
  OPTIONS:
  1)  Larger Power Cell:  Agents facing large groups of 
  opponents favor this VRD-A2 variant, which allows 
  them more shots. Change to 15 Charges (-0). Total 
  cost:  40 points.
  2)  VRD-A2 Cottonmouth Carbine:  With its shorter 
  barrel and more compact power cell, this form of 
  the VRD-A2 is easier to conceal and carry, but it 
  has a less powerful eﬀect. Decrease to Drain DEX 
  and INT 2d6 and change Limited Range to 100”. 40 
  Active Points; total cost 16 points.
  VRD-A3 “BRICKBREAKER”  
  WEAKNESS RIFLE
  Effect:  Drain STR 8d6
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  300”
  Description:  VIPER developed this weapon by 
  altering the beam frequency and wavelength of the 
  VRD-A2. Instead of interfering with basic motor 
  and thought processing functions, it scrambles the 
  neural pathways controlling the victim’s use of his 
  muscles, rendering him weak as a kitten. VIPER 
  agents bring this weapon along whenever they 
  expect to confront “bricks” or other super-strong 
  metahumans, hence its name.
  Game Information:  Drain STR 8d6, Limited 
  Range (300”; +¼), Delayed Return Rate (5 
  points per Minute; +¼) (120 Active Points); 
  OAF (-1), 8 Charges (-½). Total cost:  48 points.
  OPTIONS:
  1)  Larger Power Cell:  This form of the VRD-A3 
  comes with an expanded energy source. Change to 
  20 Charges (+¼). 140 Active Points; total cost 70 
  points.
  VRD-A4 “FROSTY” ICE RIFLE
  Effect:  Various Attack Powers
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  250”/150”/250”/195”
  Description:  One of VIPER’s more unusual weap-
  ons, the “Frosty” emits a beam of supercooled 
  energy and liquid. By altering the direction and 
  ﬂow of the liquid, the shooter can create a vari-
  ety of eﬀects. First, he can simply blast the target; 
  the impact of the energy and its low temperature 
  harms the victim. Second, he can freeze the victim 
  through, slowing down his reactions and decreas-
  ing his ability to act. Third, he can trap the victim in 
  a block of ice; fourth, he can coat the ground with 
  ice, making it diﬃcult for anyone to walk or run.
  VIPER has very few copies of this weapon 
  in its arsenal; experts estimate perhaps only a 
  half-dozen of them exist. However, rumors claim 
  VIPER’s labs recently made some breakthroughs 
  in cryotechnology and will soon have the ability to 
  manufacture the VRD-A4 much more easily and 
  CREW-SERVED 
  LIMITATION
  Some weapons require more than one person to oper-
  ate properly. Such weapons take the Limitation Crew-
  Served. The value of the Limitation depends on the size 
  of the crew needed to ﬁre the weapon without penalty, 
  as indicated by the accompanying table.
  Value
  Required 
  Crew
  Penalty for Single  
  Character To Operate
  -¼
  2
  -3
  -½
  3-4
  -6
  -¾
  5-8
  -9
  -1
  9-16
  Not possible
  ...and so on
  If more than a single character, but fewer than the 
  required number of characters, attempts to ﬁre a 
  weapon, reduce the penalty by the number of char-
  acters beyond one (though the minimum penalty 
  remains -1 regardless of how many characters par-
  ticipate). For example, if four characters try to ﬁre a 
  weapon needing a crew of 8, the normal -9 penalty 
  becomes -6 (-9, reduced by 3 for each person beyond 
  the ﬁrst).
  To determine the OCV of a Crew-Served weapon, use 
  the chief operator’s OCV, or at the GM’s option take 
  the average OCV of the crew. If a Crew-Served weapon 
  requires a Weapon Familiarity, at least half of the crew 
  must have that WF, or the crew suﬀers the standard 
  Unfamiliar Weapon penalty (-3 OCV).
  If a Crew-Served weapon costs END, all members of 
  the crew must pay that END cost.
  Weapons with this Limitation should also take the 
  Focus Limitation with the additional Bulky or Immo-
  bile Limitations. They usually take the Extra Time 
  Limitation as well. Generally they do not take the STR 
  Minimum or Required Hands Limitations, since they’re 
  mounted on bipods, tripods, or vehicles.
  
  104 ■ The VIPER Armory
  Hero System 5th Edition
  cheaply (and perhaps even build a heavy weapon 
  version of it).
  Game Information:
  Cost VRD-A4 “Frosty” Ice Riﬂe
  20 
  VRD-A4 “Frosty” Ice Riﬂe:  Multipower, 50-
  point reserve; all OAF (-1); 8 Charges for 
  entire Multipower (-½) 
  [8]
  2u 
   1)  Icy Blast:  Energy Blast 10d6; OAF (-1)
  2u 
   2)  Frozen Stiﬀ:  Drain SPD 3d6, Ranged 
  (+½); OAF (-1)
  2u 
   3)  Block Of Ice:  Entangle 4d6, 6 DEF; OAF 
  (-1), Vulnerable (Fire/Heat; -1)
  2u 
   4)  Icy Ground:  Change Environment 
  (create ice sheet) 32” radius, -4 to DEX 
  Rolls to move on the sheet; OAF (-1), Only 
  Aﬀects Characters Who Are Moving On The 
  Ground (-¼)
  Total cost:  28 points.
  OPTIONS:
  1)  More Ammo:  This form of the VRD-A4 comes 
  with a greater supply of liquid and a stronger 
  energy pack. Change to 16 Charges for entire Mul-
  tipower (-0). Total cost:  33 points.
  2)  VRD-A4XP Variant:  This experimental form 
  of the VRD-A4 is much more powerful, but also 
  prone to failure. Change reserve to 60 points and 
  add Activation Roll 14- (-½) to it and every slot; 
  slot one is Energy Blast 12d6; slot two Drain SPD 
  4d6; slot three Entangle 6d6, 6 DEF; slot four 
  remains unchanged. Total cost:  28 points.
  3)  VRD-A4 “Icer” Ice Riﬂe:  This version of the VRD-
  A4 can also ﬁre an “Icicle Blast,” a sharp “needle” of 
  ice capable of killing targets with ease. Add a ﬁfth 
  slot — RKA 3d6. Total cost:  30 points.
  VS-A1 “BANSHEE” SONIC RIFLE
  Effect:  Energy Blast 10d6, Penetrating/Energy Blast 
  7d6, NND
  Shots:  30
  Combat Modiﬁer(s):  None
  Range:  375”/350”
  Description:  VIPER has not conﬁned its sonic 
  weapons technology solely to the VS-S1 pistol. This 
  weapon, one of two sonic riﬂes in the standard 
  VIPER arsenal, uses sonic energy for one of two 
  eﬀects:  an ordinary damaging blast; or to “scramble 
  the target’s brain,” as VIPER weapons instructors 
  put it, knocking the target out without causing last-
  ing harm (VIPER agents often employ this feature 
  to take superheroes hostage).
  The “Banshee” resembles the VL-A1, but with 
  a distinctive widened forward barrel assembly and 
  muzzle for generating sound at damaging frequen-
  cies. Unlike most VIPER ﬁrearms, which have a 
  golden sheen, the VS-A1 is usually silver-colored.
  Game Information:
  Cost VS-A1 “Banshee” Sonic Riﬂe
  47 
  VS-A1 “Banshee” Sonic Riﬂe:  Multipower, 
  75-point reserve, 30 Charges (+¼) for entire 
  Multipower; all OAF (-1)
  4u 
   1) Lethal Setting:  Energy Blast 10d6, Pen-
  etrating (+½); OAF (-1)
  3u 
   2) “Scrambler” Setting:  Energy Blast 7d6, 
  NND (defense is solid ear coverings, Hearing 
  Group Flash Defense, target covers his ears, 
  or target is deaf; +1); OAF (-1)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  60 points.
  VRD-A4 “Frosty” Ice Riﬂe
  VS-A1 “Banshee” Sonic Riﬂe
  
  105 
  VIPER ■ Chapter Five
  OPTIONS:
  1)  Larger Power Cell:  This form of the Banshee 
  comes equipped with a larger energy source. 
  Change to 60 Charges (+½) for entire Multipower. 
  Total cost:  69 points.
  2)  VS-A1-FL “Fat Lady” Sonic Riﬂe:  This form of 
  the VS-A1 uses infra- and ultra-sound to make its 
  “scrambler” setting even more dangerous. Change 
  slot two to Energy Blast 6d6, AVLD (defense is 
  Hearing Group Flash Defense; +1½). Total cost:  61 
  points.
  3)  VS-A2 “Big Rattler” Sonic Riﬂe:  This weapon, 
  the “big brother” to the VS-S1 sonic pistol, and to 
  the VS-A1 riﬂe as well, is perfect for use against 
  superheroes. It’s given more than one squadron the 
  power to defeat superpowered foes. It resembles 
  the VS-A1 riﬂe, but is larger with a slightly diﬀerent 
  shaped rear assembly. Agents who use it must wear 
  helmets that incorporate Acoustic Shielding or risk 
  damaging their hearing. Change to:
  Cost VS-A2 “Big Rattler” Sonic Riﬂe
  77 
  VS-A2 “Big Rattler” Sonic Riﬂe:  Multipower, 
  124-point reserve, 30 shots for entire Multip-
  ower (+¼); all OAF (-1)
  5u 
   1) Lethal Setting:  Energy Blast 12d6, Pen-
  etrating (+½); OAF (-1) plus Hearing Group 
  Flash 8d6; OAF (-1), Linked (-½)
  6u 
   2) “Scrambler” Setting:  Energy Blast 8d6, 
  AVLD (defense is Hearing Group Flash 
  Defense; +1½), OAF (-1) plus Hearing 
  Group Flash 8d6, OAF (-1), Linked (-½)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½)
  Total cost:  94 points.
  VSC-1 “SPITTING COBRA” ACID SPRAYER
  Effect:  RKA 1½d6, Continuous, Penetrating, Uncon-
  trolled
  Shots:  8
  Combat Modiﬁer(s):  None
  Range:  30”
  Description:  Based on the experiences of Diamond-
  back and certain experiments conducted by the 
  New York City Nests, VIPER has determined that 
  acid is a potent weapon against many superhumans 
  (not to mention inanimate objects). Heroes who 
  can shrug oﬀ the blast of a VB-A1 or the shriek of 
  the “Big Rattler” often suﬀer severe injuries when 
  attacked with acid. To exploit this tactical weakness, 
  VIPER developed the VSC-1 Acid Sprayer, nick-
  named the “Spitting Cobra.” It sprays a stream of 
  concentrated acid onto the target, causing horriﬁc 
  burns and often death. (For more information on 
  the game eﬀects of acid, see page 8 of The UNTIL 
  Superpowers Database.)
  Particularly vicious or sadistic agents enjoy 
  using this weapon, since it not only has an extreme 
  eﬀect, it often inspires fear in their opponents. 
  However, it has one signiﬁcant drawback:  if the 
  weapon’s pressurized acid storage compartments 
  suﬀers damage, they may rupture and explode, seri-
  ously injuring or killing the user. (In game terms, 
  the GM should roll 1d6 whenever the riﬂe takes 
  1 or more BODY damage from an attack. On a 1, 
  the weapon explodes, doing its damage over a 2” 
  radius; the agent holding the weapon takes double 
  damage.)
  The VSC-1 consists of a long, wide-mouthed 
  barrel, an electric trigger assembly, and two cylin-
  drical acid storage tanks mounted on the rear top 
  of the weapon. In the eyes of many, it resembles a 
  metallic, high-tech version of a child’s squirtgun.
  Game Information:  RKA 1½d6, Continuous 
  (+1), Penetrating (+½), Uncontrolled (+½) 
  (75 Active Points); OAF (-1), 8 Charges (-½), 
  Limited Power (weapon subject to dangerous 
  rupture; -¼), Limited Range (30”; -¼). Total 
  cost:  25 points.
  VIPER HEAVY WEAPONS
  VIPER deﬁnes a “heavy weapon” as any 
  weapon requiring two or more agents (typically 
  Heavy Weapons Specialists) to operate eﬃciently, 
  or which due to its size or bulk inhibits the user’s 
  ability to move. Technicians mount most of these 
  weapons on tripods, vehicles, emplacements, or the 
  like. The average VIPER squadron on the average 
  VIPER mission rarely carries or uses any of these 
  weapons; VIPER saves them for situations where 
  it expects to face superhuman opponents or needs 
  the extra ﬁrepower to get the job done.
  V-12 “DESTRUCTOR” BLASTER CANNON
  Effect:  Energy Blast 20d6
  Shots:  30 Boostable
  Combat Modiﬁer(s):  None
  Range:  750”
  Description:  The heaviest weapon in VIPER’s stan-
  dard arsenal, the “Destructor” guarantees a hard 
  ﬁght for any superhero. Designed by VIPER R&D 
  to knock out or kill powerful superhumans in 
  one or two shots, it often succeeds in that goal. It 
  uses VIPER’s standard blaster technology, coupled 
  with an ultra-eﬃcient power cell which provides 
  enough energy for 30 standard shots; agents can 
  also increase the weapon’s eﬀect by draining more 
  power per shot (at the risk of burning out the 
  weapon altogether). It requires a crew of two to 
  operate properly and comes mounted on a tripod.
  Game Information:  Energy Blast 20d6, 30 
  Boostable Charges (+½) (150 Active Points); 
  OAF Bulky (-1½), Crew-Served (2 agents; -¼). 
  Total cost:  54 points.
  OPTIONS:
  1)  V-12A “Destructor Maximus” Blaster Cannon:  
  This variant of the basic “Destructor” cannon sacri-
  ﬁces some of its power for the ability to ﬁre in auto-
  matic mode. Many Heavy Weapons agents choose 
  this model, preferring the ﬂexibility of automatic 
  ﬁre to the sheer power of the V-12. Energy Blast 
  16d6, Autoﬁre (5 shots; +½), 64 Charges (+½) (160 
  Active Points); OAF Bulky (-1½), Crew-Served (2 
  agents; -¼). Total cost:  58 points.
  
  106 ■ The VIPER Armory
  Hero System 5th Edition
  2)  V-12B “Destructor Optimus” Blaster Cannon:  
  This form of the V-12 ﬁres a beam that has a much 
  shorter range, but is considerably wider (and thus 
  can potentially injure multiple targets at once). 
  Change to Energy Blast 20d6, Area Of Eﬀect (50” 
  Line 2” wide; +1¼), 30 Charges (+¼) (250 Active 
  Points); OAF Bulky (-1½), Crew-Served (2 agents; 
  -¼). Total cost:  91 points.
  3)  V-12 Lethal Variant:  Some Heavy Weapon crews 
  tune their V-12s to a higher energy frequency, cre-
  ating a beam that’s likely to kill its target. Change to 
  RKA 6½d6. Total cost:  54 points.
  V-14T “THUNDERBOLT” CANNON
  Effect:  Energy Blast 18d6/RKA 6d6
  Shots:  25
  Combat Modiﬁer(s):  None
  Range:  450”
  Description:  Only slightly less powerful than the 
  Destructor, and oﬀering the option of a more 
  focused beam, the Thunderbolt has become a 
  favorite among VIPER Heavy Weapons Specialists 
  since the Technical Division introduced it to the 
  arsenal in 1996. Although it requires a crew of two 
  for easiest use, one person can ﬁre it without too 
  much diﬃculty if necessary.
  Game Information:
  Cost V-14T “Thunderbolt” Cannon
  41 
  V-14T “Thunderbolt” Cannon:  Multipower, 
  90-point reserve, 25 Charges for entire Mul-
  tipower (+¼); all OAF Bulky (-1½), Crew-
  Served (2 agents; -¼)
  3u 
   1) Standard Setting:  Energy Blast 18d6; OAF 
  Bulky (-1½), Crew-Served (2 agents; -¼)
  3u 
   2) Focused Setting:  RKA 6d6; OAF Bulky 
  (-1½), Crew-Served (2 agents; -¼)
  Total cost:  47 points.
  VF-7 “TORCHIE” FLAMETHROWER
  Effect:  RKA 5d6/RKA 2d6 3” Radius
  Shots:  12
  Combat Modiﬁer(s):  None
  Range:  375”/300”
  Description:  When VIPER needs to turn up the 
  heat, it issues this weapon to its squadrons. It has 
  proven particularly eﬀective against many ice- 
  and cold-based superhumans. Large and bulky, it 
  includes a 1.2 meter long riﬂe-like gun attached by 
  an armored hose to an armored tank which holds 
  the fuel. The user wears the tank like a backpack. 
  When he presses the electric trigger on the gun, 
  the weapon projects a large bolt of white-hot ﬂame. 
  VIPER agents call this weapon the “Torchie,” or 
  sometimes the “Toaster.”
  While many VIPER agents admire this weapon 
  for its spectacular eﬀects and raw destructive capa-
  bilities, they also fear it. If an attack or object that 
  could set the fuel on ﬁre (such as most energy blasts) 
  pierces the tank, the weapon usually explodes, killing 
  the user and severely injuring anyone near him. (In 
  game terms, the GM should roll 1d6 whenever the 
  fuel tank takes 1 or more BODY damage from an 
  attack that could light the fuel. On a 1-4, the weapon 
  V-12 “Destroyer” Blaster Cannon
  
  107 
  VIPER ■ Chapter Five
  explodes, doing 1d6 Killing Damage, Explosion for 
  every 2 Charges/shots remaining.)
  Game Information:
  Cost VF-7 “Torchie” Flamethrower
  23 
  VF-7 “Torchie” Flamethrower:  Multipower, 
  75-point reserve; all OAF Bulky (-1½), 
  Limited Power (weapon subject to danger-
  ous rupture; -¼), No Knockback (-¼), 12 
  Charges for entire Multipower (-¼)
  2u 
   1)  Narrow Beam:  RKA 5d6; OAF Bulky 
  (-1½), Limited Power (weapon subject to 
  dangerous rupture; -¼), No Knockback (-¼)
  2u 
   2)  Wide Beam:  RKA 2d6, Area Of Eﬀect 
  (3” Radius; +1); OAF Bulky (-1½), Limited 
  Power (weapon subject to dangerous rupture; 
  -¼), No Knockback (-¼)
  2 
  Armored Hose/Tank:  Armor (2 PD/2 ED); 
  OAF Bulky (-1½), Partial Coverage (only 
  protects weapon’s hose and tank, not riﬂe or 
  character; -1)
  3 
  Armored Tank:  Armor (+4 PD/+4 ED); OAF 
  Bulky (-1½), Partial Coverage (only protects 
  weapon’s tank, not riﬂe or character; -1½)
  Total cost:  32 points.
  VRG-1 “BOOMSLANG” RAILGUN
  Effect:  RKA 10d6 
  Shots:  16
  Combat Modiﬁer(s):  None
  Range:  750”
  Description:  This large, massive weapon uses mag-
  netic energy to hurl a shaped projectile at the target 
  at tremendous velocities. Usually the force of the 
  attack obliterates the target upon impact, though 
  some particularly tough superheroes have survived 
  its eﬀects (but never without severe injury). VIPER 
  has also found it eﬀective for penetrating vault 
  doors, downing aircraft, destroying powered armor, 
  and the like. It requires a crew of ﬁve Heavy Weap-
  ons agents to operate.
  Game Information:  RKA 10d6 (150 Active 
  Points); OAF Bulky (-1½), Crew-Served (5 
  agents; -¾), 16 Charges (-0). Total cost:  46 
  points.
  MISCELLANEOUS  
  PERSONAL WEAPONS
  In addition to its various blasters and ﬁrearms, 
  VIPER also issues grenades, melee weapons, riﬂe 
  attachments, and other weaponry to its agents in 
  appropriate circumstances.
  VIPER Blaster Attachments
  VIPER’s technicians can attach any of the fol-
  lowing scopes or accuracy enhancers to any VIPER 
  ﬁrearm (though laser weapons cannot use accuracy 
  aids; they already have built in low-level aiming 
  lasers). By combining the costs you can create 
  attachments with multiple abilities (such as a scope 
  that provides +1 OCV and UV vision). Agents can 
  use some (such as the Thermal Scope and Ultra-
  Scope) as separate gadgets; the user doesn’t have 
  to attach them to a weapon (though he can build 
  them into a helmet by converting them to OIFs).
  Cost Power
  2 
  VXA-1 Aiming Laser:  +1 OCV (5 Active 
  Points); OAF (-1), Only Works With VIPER 
  Firearms (-0)
  5 
  VXA-2 Aiming Laser:  +2 OCV (10 Active 
  Points); OAF (-1), Only Works With VIPER 
  Firearms (-0)
  1 
  VXA-3 Aiming Laser:  +1 versus Range Mod-
  iﬁer (3 Active Points); OAF (-1), Only Works 
  With VIPER Firearms (-0)
  3 
  VXA-3 Aiming Laser:  +2 versus Range Mod-
  iﬁer (6 Active Points); OAF (-1), Only Works 
  
  108 ■ The VIPER Armory
  Hero System 5th Edition
  With VIPER Firearms (-0)
  6 
  VXA-4 Aiming Laser:  +4 versus Range 
  Modiﬁer (12 Active Points); OAF (-1), Only 
  Works With VIPER Firearms (-0)
  10 
  VXH Scope:  Absolute Range Sense (3 Active 
  Points); OAF (-1), Only Works With VIPER 
  Firearms (-0) and +6 versus Range Modiﬁer 
  (18 Active Points); OAF (-1), Only Works 
  With VIPER Firearms (-0)
  2 
  VXIR Thermal Scope:  Infrared Perception 
  (Sight Group); OAF (-1)
  2 
  VXSL Starlight Scope:  Nightvision; OAF (-1)
  4 
  VXT-1 Telescopic Sight:  +6 versus Range 
  Modiﬁer for Sight Group; OAF (-1)
  6 
  VXT-2 Telescopic Sight:  +8 versus Range 
  Modiﬁer for Sight Group; OAF (-1)
  7 
  VXT-3 Telescopic Sight:  +10 versus Range 
  Modiﬁer for Sight Group; OAF (-1)
  2 
  VXUV Ultra-Scope:  Ultraviolet Perception 
  (Sight Group); OAF (-1)
  5 
  VXX X-Ray Scope:  N-Ray Perception (Sight 
  Group; cannot see through force ﬁelds, lead, 
  or gold) (10 Active Points); OAF (-1), Only 
  Works With VIPER Firearms (-0)
  VIPER Melee Weapons
  VIPER FANG
  Per the Supreme Serpent’s orders, this versatile 
  combat knife was added to the agent’s standard 
  “kit” in the mid-1990s. Made of drop-forged, case-
  hardened steel, it holds an edge tenaciously, even 
  when cutting through super-dense ﬂesh. Some 
  agents use a variant, a smaller (but no less sharp) 
  blade that pops out of a spring-sheath on the back 
  of their gauntlets.
  Cost Power
  12 
  VIPER Fang:  HKA 1d6 (plus STR),  
  Reduced Endurance (0 END; +½);  
  OAF (-1) plus Range Based On STR (+¼)  
  for the HKA; OAF (-1), 1 Recoverable 
  Charge (-1¼), Lockout (cannot use  
  HKA until Charge is recovered; -½)
  7 
  VIPER Fang (Gauntlet Spring-Sheath  
  Variant):  HKA ½d6 (plus STR) (10 Active 
  Points); OIF (-½)
  SHOCK GAUNTLETS
  Some VIPER agents wear gauntlets with tiny, 
  powerful batteries and circuitry sewn into them. 
  When activated, Shock Gauntlets allow the wearer 
  to deliver a stunning touch, or to increase the 
  power of his punches.
  Cost Power
  23 
  Shock Gauntlets:  Multipower, 40-point 
  reserve; all OIF (-½), 12 Charges for entire 
  Multipower (-¼)
  2u 
   1) Taser Touch:  Energy Blast 4d6, NND 
  (defense is being electrically insulated or 
  having an ED Force Field; +1); OIF (-½), No 
  
  109 
  VIPER ■ Chapter Five
  Range (-½)
  1u 
   2) Shock Punch:  HA +4d6; OIF (-½), Hand-
  To-Hand Attack (-½)
  Total cost:  26 points.
  VIPER Grenades
  VIPER agents use a wide variety of grenades. 
  Squadron Commanders frequently issue them, 
  since they provide many powerful tactical options 
  without adding a lot of weight or bulk to each 
  agent’s kit. A smart commander varies the grenades 
  among his men, rather than giving them all the 
  same type. Regardless of type, VIPER grenades 
  usually come in packs or bandoliers of four and 
  are spheres or ovoids about 4-6 cm in diameter. 
  Common types include:
  ■ 
  VG-1 Frag Grenade:  sprays lethal shrapnel 
  over a wide area.
  ■ 
  VG-3 Concussion Grenade:  emits an explosion 
  intended primarily to stun personnel rather 
  than kill them or damage vehicles
  ■ 
  VG-4 Taser Grenade:  this grenade is essen-
  tially a tiny, but powerful, battery surrounded 
  by a small explosive charge wrapped in con-
  ductive ﬁlaments attached to the battery.  The 
  explosion throws the ﬁlaments out all over a 
  wide area, and the battery then emits a power-
  ful electric shock which the ﬁlaments transmit 
  to anything they touch.
  ■ 
  VG-6 Flame Bomb:  an incendiary grenade; 
  just the thing to accompany the VF-7.
  ■ 
  VG-7 Strobe Grenade:  emits a bright ﬂash of 
  light accompanied by a pulse of loud sound to 
  blind and deafen the target.
  ■ 
  VG-9 Smoke Grenade:  creates a large cloud of 
  thick, billowing smoke that blocks sight.
  ■ 
  VG-12 Anti-Invisibility Grenade:  uses an 
  electro-pulse to disperse a cloud of ﬁne, lumi-
  nescent powder; between them the pulse and 
  powder negate most forms of invisibility for a 
  short time.
  ■ 
  VG-14 Psionic Interference Grenade:  this 
  grenade’s explosive wave resonates on psychic 
  frequencies, creating a ﬁeld of energy that 
  aﬀects the use of psionic powers.
  Cost Power
  16 
  VG-1 Frag Grenade:  RKA 2d6+1, Explosion 
  (+½) (52 Active Points); OAF (-1), 4 Charges 
  (-1), Range Based On Strength (-¼)
  16 
  VG-3 Concussion Grenade:  Energy Blast 7d6, 
  Explosion (+½) (52 Active Points); OAF (-
  1), 4 Charges (-1), Range Based On Strength 
  (-¼)
  23 
  VG-4 Taser Grenade:  Energy Blast 5d6, 
  NND (defense is being electrically insulated 
  or having an ED FF; +1), Area Of Eﬀect (5” 
  Radius; +1) (75 Active Points); OAF (-1), 4 
  Charges (-1), Range Based On Strength (-¼)
  18 
  VG-6 Flame Bomb:  RKA 2d6, Penetrating 
  (+½), Explosion (+½) (60 Active Points); 
  OAF (-1), 4 Charges (-1), Range Based On 
  Strength (-¼)
  21 
  VG-7 Strobe Grenade:  Sight and Hearing 
  Group Flash 8d6, Explosion (+½) (67 Active 
  Points); OAF (-1), 4 Charges (-1), Range 
  Based On Strength (-¼)
  15 
  VG-9 Smoke Grenade:  Darkness to Sight 
  Group 5” radius (50 Active Points); OAF (-
  1), 4 Charges (-1), Range Based On Strength 
  (-¼)
  56 
  VG-12 Anti-Invisibility Grenade:  Drain 
  Invisibility 10d6, Area Of Eﬀect (12” Radius; 
  +1), Range Based On STR (+¼) (225 Active 
  Points); OAF (-1), 1 Charge (-2)
  34 
  VG-14 Psionic Interference Grenade:  Sup-
  press Mental Powers 6d6, all Mental Powers 
  simultaneously (+2), Area Of Eﬀect (9” 
  Radius; +1) (120 Active Points); OAF (-1), 1 
  Continuing Charge lasting for 1 Turn (can 
  be shut oﬀ with a directed radio pulse; -1¼), 
  Range Based On STR (-¼)
  VIPER GRENADE LAUNCHER
  While VIPER agents normally throw their gre-
  nades, sometimes they need to hurl them greater 
  distances than they can with strength alone. In such 
  cases they use the VIPER Grenade Launcher, which 
  comes in two varieties:  a pistol-sized hand-held 
  model; and a smaller version which attaches to the 
  underside of the front part of the barrel of the  
  VB-A1 Blaster Riﬂe and most other common 
  VIPER riﬂes. These two devices do not add to the 
  user’s STR; they replace it for grenade-throwing 
  purposes. When using them, a character gets no 
  beneﬁt for running before he “throws,” but still suf-
  fers penalties for “throwing” while prone.
  Cost Power
  12 
  VIPER Grenade Launcher (Hand-Held):  50 
  STR (50 Active Points); OAF (-1), Only To 
  Make Standing Or Prone Throws Of VIPER 
  Grenades (-2)
  7 
  VIPER Grenade Launcher (Riﬂe-Mounted):  
  30 STR (30 Active Points); OAF (-1), Only To 
  Make Standing Or Prone Throws Of VIPER 
  Grenades (-2), Only Works With VIPER 
  Firearms (-0)
  
  110 ■ The VIPER Armory
  Hero System 5th Edition
  VIPER PERSONAL WEAPONS QUICK-REFERENCE CHART
  Name Of Weapon 
  Effect/Notes 
  Shots
  Pistols
  VB-S1 “Shorty” Blaster Pistol 
  Energy Blast 7d6 
  12
     VB-S1XP “Shorty” Blaster Pistol 
  Energy Blast 8d6 
  12
     VB-S1A “Shorty” Blaster Pistol 
  Energy Blast 7d6, AP 
  12
     VB-S1B “Shorty” Blaster Pistol 
  Energy Blast 7d6 
  12 Boostable
     VB-S1C “Stubby” Blaster Pistol 
  Energy Blast 7d6 
  4
     VB-S1D “Shower” Blaster Pistol 
  Energy Blast 7d6, AF5 
  60
  VL-S1 “Redeye” Laser Pistol 
  RKA 2d6; +1 OCV, +1 Range 
  10
     VL-S1XP “Redeye” Laser Pistol 
  RKA 3d6; +1 OCV, +1 Range 
  10
     VL-S1A “Lightshow” Laser Pistol 
  RKA 2d6, AF5; +1 OCV, +1 Range 
  32
     VL-S1C “Redeye” Laser Pistol 
  RKA 2d6, Cont; +1 OCV, +1 Range 
  10
     VL-S1N “Quiet Light” Laser Pistol 
  RKA 2d6, IPE(Hrg); +1 OCV, +1 Range 
  10
  VN-S1 Needler Pistol 
  RKA 2d6, AP; +1 OCV, +1 Range 
  8 or 20
     VN-S1XP Needler Pistol 
  RKA 3d6, AP; +1 OCV, +1 Range 
  8
     VN-S1A Needler Pistol 
  RKA 2d6, AF5, AP; +1 OCV, +1 Range 
  32
  VS-S1 “Little Rattler” Sonic Pistol 
  Energy Blast 10d6 
  8 or 20
     VS-S1 “Harpy” Rattler” Sonic Pistol 
  Energy Blast 10d6 + Hearing Flash 6d6 
  8
  VZ-S1 “Sting” Firearm 
  RKA 2½d6, AP 
  14 or 32
     VZ-S1 “Sting” Machine Pistol 
  RKA 2½d6, AF5, AP 
  32
  Riﬂes
  VB-A1 “Striker” Blaster Riﬂe 
  Energy Blast 7-8d6 
  32
     VB-A1 “Striker” Blaster Riﬂe (SCV) 
  Energy Blast 9-11d6 
  32
     VB-A1-1 “Ghost Striker” Blaster Riﬂe 
  Energy Blast 6-8d6, AﬀDesol 
  32
  VB-A1A “Eagle” Blaster Sniper Riﬂe 
  Energy Blast 8d6, IMR (1,500”), NRM 
  12 or 24
     VB-A1A “Eagle” Blaster Sniper Riﬂe 
  Energy Blast 12d6, IMR (2,250”), NRM 
  12
     VB-A1A “Eagle” Blaster Sniper Riﬂe 
  Energy Blast 7d6, IMR (1,300”), NRM 
  12
  VB-A2 “Striker-2” Blaster Riﬂe 
  Energy Blast 5-8d6 
  32 or 64
  VB-A3 “Firebird” Blaster Riﬂe 
  Energy Blast 6-7d6 
  32 or 64
  VB-A4 “Jackhammer” Blaster Riﬂe 
  Energy Blast 12d6, AF5, 250” range 
  30 or 100
     VB-A4A “Spikehammer” Blaster Riﬂe 
  Energy Blast 12d6, AF3, AP, 250” range 
  30
     VB-A4B “Thunderhammer” Blaster Riﬂe 
  Energy Blast 10d6, AF3, AE1, 250” range 
  30
  VB-A5 “Sledgehammer” Blaster Riﬂe 
  Energy Blast 14d6, AF5, 350” range 
  40 or 120
     VB-A5A “Brickbuster” Blaster Riﬂe 
  Energy Blast 16d6, AF5, Act. 14-, 350” range 
  40
     VB-A5B “Avenger” Blaster Riﬂe 
  RKA 5d6, AF5, 350” range 
  40
  VE-A1 “Trapper” Trapweb Launcher 
  Entangle 8d6, 5 DEF 
  16 or 32
  VE-A2 “Blinder” Blindweb Launcher 
  Entangle 6d6, 6 DEF, Stops Sight/Hearing/Smell/Taste 
  16
  VF-1 “Bright Noise” Flare Riﬂe 
  Sight and Hearing Group Flash 12d6 
  8 or 20
     VF-1 “Bright Noise” Flare Carbine 
  Sight and Hearing Group Flash 9d6 
  10
  VL-A1 “Redline” Laser Riﬂe 
  RKA 2d6+1-3d6 
  24 or 40
     VL-A1 “Redline” Laser Riﬂe (SCV) 
  RKA 4d6-3d6+1 
  24
  VRD-A1 “Zapnet” Discharger Riﬂe 
  Drain Electrical Powers 6d6, 300” range 
  8 or 20
     VRD-A1XP Zapnet Riﬂe 
  Drain Electrical Powers 8d6, Act. 12- Jam, 300” range 
  8
     VRD-A1 “Zapnet” Carbine 
  Drain Electrical Powers 5d6, 300” range 
  8
  VRD-A2 “Cottonmouth” Neural Interference Riﬂe Drain DEX and INT 4d6, 300” range 
  8 or 15
     VRD-A2 Cottonmouth Carbine 
  Drain DEX and INT 2d6, 100” range 
  8
  VRD-A3 “Brickbreaker” Weakness Riﬂe 
  Drain STR 8d6, 300” range 
  8 or 20
  VRD-A4 “Frosty” Ice Riﬂe 
  EB 10d6, Drain SPD 3d6, Entangle 4d6, 6 DEF, CE 
  8 or 16
     VRD-A4XP Variant 
  EB 12d6, Drain SPD 4d6, Entangle 6d6, 6 DEF, CE 
  8
     VRD-A4 “Icer” Ice Riﬂe 
  Add RKA 3d6 
  8 or 16
  VS-A1 “Banshee” Sonic Riﬂe 
  EB 10d6 Pen, EB 7d6 NND 
  30 or 60
     VS-A1-FL “Fat Lady” Sonic Riﬂe 
  EB 10d6 Pen, EB 6d6 AVLD 
  30
  VS-A2 “Big Rattler” Sonic Riﬂe 
  EB 12d6 Pen + Hearing Flash 6d6, EB 8d6 AVLD + Hearing Flash 6d6 30
  VSC-1 “Spitting Cobra” Acid Sprayer 
  RKA 1½d6, Cont, Pen, Unc, 30” range 
  8
  
  111 
  VIPER ■ Chapter Five
  Heavy Weapons
  V-12 “Destructor” Blaster Cannon 
  Energy Blast 20d6, Crew2 
  30 Boostable
     V-12A “Destructor Maximus” Blaster Cannon 
  Energy Blast 16d6, AF5, Crew2 
  64
     V-12B “Destructor Optimus” Blaster Cannon 
  Energy Blast 20d6, AE(50” x 2” Line), Crew2 
  30
  V-14T “Thunderbolt” Cannon 
  Energy Blast 18d6, RKA 6d6, Crew2 
  25
  VF-7 “Torchie” Flamethrower 
  RKA 5d6, RKA 2d6 AE(3” Radius) 
  12
  VRG-1 “Boomslang” Railgun 
  RKA 10d6, Crew5 
  16
  Blaster Attachments
  VXA-1 Aiming Laser 
  +1 OCV
  VXA-2 Aiming Laser 
  +2 OCV
  VXA-3 Aiming Laser 
  +1 versus Range Modiﬁer
  VXA-3 Aiming Laser 
  +2 versus Range Modiﬁer
  VXA-4 Aiming Laser 
  +4 versus Range Modiﬁer
  VXH Scope 
  Absolute Range Sense, +6 versus Range Modiﬁer
  VXIR Thermal Scope 
  Infrared Perception (Sight Group)
  VXSL Starlight Scope 
  Nightvision
  VXT-1 Telescopic Sight 
  +6 versus Range Modiﬁer for Sight Group
  VXT-2 Telescopic Sight 
  +8 versus Range Modiﬁer for Sight Group
  VXT-3 Telescopic Sight 
  +10 versus Range Modiﬁer for Sight Group
  VXUV Ultra-Scope 
  Ultraviolet Perception (Sight Group)
  VXX X-Ray Scope 
  N-Ray Perception (Sight Group; not through force ﬁelds/lead/gold)
  Melee Weapons
  VIPER Fang 
  HKA 1d6, RBS
  VIPER Fang (Gauntlet Spring-Sheath) 
  HKA ½d6
  Shock Gauntlets 
  EB 4d6 NND/HA +4d6 
  12
  Grenades (all RBS)
  VG-1 Frag Grenade 
  RKA 2d6+1, Explosion 
  4
  VG-3 Concussion Grenade 
  Energy Blast 7d6, Explosion 
  4
  VG-4 Taser Grenade 
  Energy Blast 5d6, NND, AE (5” Radius) 
  4
  VG-6 Flame Bomb 
  RKA 2d6, Pen, Explosion 
  4
  VG-7 Strobe Grenade 
  Sight and Hearing Group Flash 8d6, Explosion 
  4
  VG-9 Smoke Grenade 
  Darkness to Sight Group 5” radius 
  4
  VG-12 Anti-Invisibility Grenade 
  Drain Invisibility 10d6, AE(12” Radius) 
  1
  VG-14 Psionic Interference Grenade 
  Suppress Mental Powers 6d6, AE (9” Radius) 
  1 x 1 Turn
  VG-17 Knockout Gas Grenade 
  EB 6d6, Cont, NND, AE (9” Radius) 
  4 x 1 Turn
  VG-17A Knockout Smoke Grenade 
  EB 4d6, Cont, NND, AE (6” Radius) + Darkness 6” Radius 
  4 x 1 Turn
  Grenade Launcher
  Hand-Held 
  50 STR for throwing
  Riﬂe-Mounted 
  30 STR for throwing
  Act.: 
  Activation Roll (the roll follows)
  AE: 
  Area Of Eﬀect
  AE1: 
  Area Of Eﬀect (One Hex)
  AF3: 
  Autoﬁre (3 shots)
  AF5: 
  Autoﬁre (5 shots)
  AﬀDesol: Aﬀects Desolidiﬁed
  AP: 
  Armor Piercing
  AVLD: 
  Attack Versus Limited Defense
  CE: 
  Change Environment
  Cont: 
  Continuous
  Crew: 
  Crew-Served (required crew follows)
  IPE(Hrg): Invisible Power Eﬀects (Hearing Group)
  IMR: 
  Increased Maximum Range
  Jam: 
  Jammed
  NND: 
  No Normal Defense
  NRM: 
  No Range Modiﬁer
  Pen: 
  Penetrating
  RBS: 
  Range Based On STR
  SCV: 
  Supercharged Variant
  Unc: 
  Uncontrolled
  KEY
  
  112 ■ The VIPER Armory
  Hero System 5th Edition
  VIPER Poisons
  Like its namesake, VIPER frequently relies on 
  poison to accomplish its goals and eliminate its 
  enemies. From fast-acting lethal poisons, to poisons 
  causing long, lingering, debilitating illnesses, to poi-
  sons designed to sap the strength or willpower of 
  superheroes, VIPER’s toxicologists have concocted 
  a pharmacopeia of poisons vast and diverse enough 
  to make a Borgia envious. Some of the toxins 
  VIPER frequently uses include:
  LETHAL COMBAT POISON
  VIPER uses this poison to swiftly and easily 
  kill its enemies in battle. Since the agents using it 
  must introduce it into the target’s body somehow, 
  the best way for a superhero or policeman to pro-
  tect himself from it is to keep VIPER’s weapons 
  from puncturing his skin.
  Cost Power
  41 
  VIPER Lethal Combat Poison (blade poison):  
  RKA 5d6, NND (defense is appropriate Life 
  Support [Immunity]; +1), Does BODY (+1) 
  (225 Active Points); OAF Fragile (-1¼), No 
  Knockback (-¼), No Range (-½), HKA Must 
  Do BODY (-½), 1 Charge (-2)
  52 
  VIPER Lethal Combat Poison (poisoned 
  darts):  RKA 1 point, Penetrating (+½) (7 
  Active Points); OAF (dart; -1), Range Based 
  On STR (-¼), 4 Charges (-1) (total cost:  2 
  points) plus RKA 5d6, NND (defense is 
  appropriate Life Support [Immunity]; +1), 
  Does BODY (+1) (225 Active Points); OAF 
  Fragile (poison; -1¼), No Knockback (-¼), 
  Dart Attack Must Do BODY (-½), Linked 
  (-¼), Range Based On STR (-¼), 4 Charges 
  (-1) (total cost:  50 points)
  SLOW-ACTING COMBAT POISON
  This variant of the Lethal Combat Poison 
  works over a longer period of time — instead of 
  killing the victim instantly, it does so slowly, over 
  the course of an hour. VIPER agents use this to take 
  people “hostage”:  “Do what we tell you, hero, and 
  we’ll give her the antidote. Otherwise she’s dead as 
  disco in 60 minutes.”
  Cost Power
  33 
  VIPER Slow-Acting Combat Poison (blade 
  poison):  RKA 5d6, NND (defense is appro-
  priate Life Support [Immunity]; +1), Does 
  BODY (+1) (225 Active Points); OAF Fragile 
  (-1¼), Gradual Eﬀect (1 Hour [1d6 per 12 
  minutes]; -1¼), No Knockback (-¼), No 
  Range (-½), Blade Attack Must Do BODY 
  (-½), 1 Charge (-2)
  41 
  VIPER Slow-Acting Combat Poison (poisoned 
  darts):  RKA 1 point, Penetrating (+½) (7 
  Active Points); OAF (dart; -1), Range Based 
  On STR (-¼), 4 Charges (-1) (total cost:  2 
  points) plus RKA 5d6, NND (defense is 
  appropriate Life Support [Immunity]; +1), 
  Does BODY (+1) (225 Active Points); OAF 
  Fragile (poison; -1¼), Gradual Eﬀect (1 Hour 
  [1d6 per 12 minutes]; -1¼), No Knockback (-
  ¼), Dart Attack Must Do BODY (-½), Linked 
  (-¼), Range Based On STR (-¼), 4 Charges 
  (-1) (total cost:  39 points)
  WEAKNESS POISONS
  This suite of poison is another one of VIPER’s 
  methods for diminishing its opponents’ ability to 
  act and function eﬀectively. Depending on which 
  poison an agent uses, he can render the victim 
  weak and helpless, sap his willpower so he can’t 
  resist interrogation or use psionic powers, make 
  him clumsy-footed and fumble-ﬁngered, and so 
  on. Some of these toxins leave the victim weak and 
  helpless for hours or days.
  Cost Power
  22 
  VIPER Weakness Poisons (blade poison):  
  Drain (choose one Characteristic, typically 
  STR, DEX, or EGO) 6d6, Delayed Return 
  Rate (5 points per 20 Minutes; +¾) (105 
  Active Points); OAF Fragile (-1¼), Blade 
  Attack Must Do BODY (-½), 1 Charge (-2)
  32 
  Variant:  As above, but returns at the rate of 5 
  points per Day (+1½) (150 Active Points)
  30 
  VIPER Weakness Poisons (poisoned darts):  
  RKA 1 point, Penetrating (+½) (7 Active 
  Points); OAF (dart; -1), Range Based On STR 
  (-¼), 4 Charges (-1) (total cost:  2 points) 
  plus Drain (choose one Characteristic, typi-
  cally STR, DEX, or EGO) 6d6, Range Based 
  On STR (+¼), Delayed Return Rate (5 points 
  per 20 Minutes; +¾) (120 Active Points); 
  OAF Fragile (poison; -1¼), Dart Attack Must 
  Do BODY (-½), Linked (-¼), Range Based 
  On STR (-¼), 4 Charges (-1) (total cost:  28 
  points)
  KNOCKOUT POISON GAS
  Usually even superhumans strong enough to 
  withstand the eﬀects of VIPER’s blasters still have 
  to breathe, and that gives VIPER an opening to 
  exploit. The Technical Division developed a special 
  knockout poison, delivered in gaseous form, to take 
  advantage of this weakness. VIPER agents typically 
  carry this poison in grenades. Since the gas cloud 
  covers such a large area, they must either wear hel-
  mets with oxygen supplies or use grenade launch-
  ers, lest they run the risk of suﬀering the eﬀects of 
  the gas themselves.
  Cost Power
  44 
  VG-17 Knockout Gas Grenade:  Energy Blast 
  6d6, Continuous (+1), NND (defense is Life 
  Support [Self-Contained Breathing or appro-
  priate Immunity]; +1), Area Of Eﬀect (9” 
  Radius; +1) (120 Active Points); OAF (-1), 
  Range Based On STR (-¼), 4 Charges lasting 
  1 Turn each (removed by winds or rain; -½)
  KNOCKOUT SMOKE
  This insidious poison is one of VIPER’s best 
  sneak tricks. It looks like the ordinary smoke emit-
  ted by the VG-9 Smoke Grenade, but in fact it’s 
  a variant of VIPER’s knockout gas. A superhero 
  or cop who wades into this stuﬀ thinking it’s just 
  smoke soon discovers he’s sadly mistaken. Some 
  VIPER Nests have developed similar weapons, such 
  
  113 
  VIPER ■ Chapter Five
  as clouds of acidic smoke that disintegrates armor 
  and weapons.
  Cost VG-17A Knockout Smoke Grenade
  47 
  VG-17A Knockout Smoke Grenade:  Energy 
  Blast 4d6, Continuous (+1), NND (defense 
  is Life Support [Self-Contained Breathing or 
  appropriate Immunity]; +1), Area Of Eﬀect 
  (6” Radius; +1) (80 Active Points); OAF (-1), 
  Range Based On STR (-¼), 4 Charges lasting 
  1 Turn each (removed by winds or rain; -½) 
  (total cost:  29 points) plus Darkness to Sight 
  Group 6” radius (60 Active Points); OAF (-1), 
  Range Based On Strength (-¼), Linked (-½), 
  4 Charges lasting 1 Turn each (removed by 
  winds or rain; -½) (total cost:  18 points)
  VIPER Doomsday Weapons
  Not all of VIPER’s weapons are issued to agents 
  or squadrons. Some are large enough, powerful 
  enough, and/or insidious enough that VIPER can 
  use them to threaten the very safety or existence of 
  the world. Naturally, most of these weapons should 
  become the focus of speciﬁc scenarios or sub-plots 
  within scenario arcs; it requires too much eﬀort to 
  build and use them for VIPER to simply reveal one 
  whenever it feels like it. (See also pages 122-23 of 
  Champions, which have other doomsday devices 
  VIPER could build.)
  VIPER Atmospheric Gas Cloud:  If VIPER ever wanted 
  to kill a large number of people while leaving build-
  ings and other objects intact, it could release this 
  poison gas via missiles or other large-scale delivery 
  systems. Specially manufactured to aﬀect only human 
  beings, it has the potential to slaughter billions of 
  people (though it would spare alien and half-human 
  superhumans). But VIPER has to judge the wind pat-
  terns carefully, lest the weather shift and blow the gas 
  into areas inhabited by VIPER agents....
  RKA 8d6, NND (defense is appropriate Life Sup-
  port [Immunity]; +1), Does BODY (+1), Area 
  Of Eﬀect (57” Radius; +1), Continuous (+1), 
  MegaArea (1” = 100 km wide, long, and deep; 
  +¾) (690 Active Points); OAF Bulky (-1½), Only 
  Aﬀects Human Beings (-¼), Subject To Wind 
  Shifts (-¼), 1 Charge lasting for 1 Hour (removed 
  by rain or particularly strong winds; -¼). Total 
  cost:  212 points.
  VIPER Orbital Blaster Cannon:  This enormous blaster 
  weapon, still in the planning stages, will orbit the 
  planet while protected by stealth technology to keep 
  it hidden from the prying sensors of governments 
  and superheroes. It has enough power and range to 
  obliterate entire buildings. In fact, if VIPER had the 
  resources to do so, it could mount the weapon on the 
  Moon and still hit targets on Earth easily.
  RKA 20d6, MegaRange (1” = 1,000 km; +1), Area 
  Of Eﬀect (60” Radius; +1) (900 Active Points); 
  OAF Immobile (-2), Extra Time (takes 5 Minutes 
  to build up the energy for each shot; -2), 4 Charges 
  (-1) (total cost:  150 points) plus Cannon Stealth 
  Technology:  Invisibility to Radio and Hearing 
  Sense Groups, Reduced Endurance (0 END; +½) 
  (total cost:  22 points). Total cost:  172 points.
  VIPER Seismic Bomb:  If VIPER ever wanted to destroy 
  California, Japan, or any other area on or near a major 
  earthquake fault (or simply hold such areas hostage), 
  it could plant this device deep in the ground near the 
  fault. When activated, it makes the fault “slip,” creating 
  a short but intense earthquake. It only harms build-
  ings and other large structures, but as they collapse 
  they could kill thousands of people.
  RKA12d6, Area Of Eﬀect (32” Radius; +1), 
  MegaArea (each hex equals 50 kilometers, for 
  a total radius of 1,600 km; +¾), Trigger (coded 
  radio signal; +¼) (540 Active Points); OAF Bulky 
  (-1½), 1 Charge (-2), Only Aﬀects Structures And 
  Large Objects In Contact With The Ground (-½). 
  Total cost:  108 points.
  VIPER DEFENSIVE &  
  MISCELLANEOUS EQUIPMENT
  VIPER agents use a wide variety of equipment 
  besides weapons. Sometimes an agent’s success or 
  survival depends as much on how well protected 
  he is, or how good his gear is, as it does on how 
  big and powerful a gun he carries. The devices 
  described here represent only a small portion of the 
  equipment in VIPER’s storerooms, so GMs should 
  
  114 ■ The VIPER Armory
  Hero System 5th Edition
  feel free to change these items or create new ones.
  Defensive Equipment
  VIPER BASIC COMBAT UNIFORM (BCU)
  VIPER issues a standard uniform, called a 
  Basic Combat Uniform (or “BCU”), to all agents. 
  Colored green and yellow, it features the VIPER 
  cobra’s-head symbol on the left breast (with indicia 
  of rank above). Made of a sophisticated armored 
  cloth which protects the wearer from injury, the 
  uniform includes various holsters, pockets, and 
  utility pouches for storing the agent’s standard 
  weapons, BEST, and other useful items. VIPER 
  agents who have to operate undetected wear 
  armored clothing instead.
  Cost Power
  9 
  VIPER BCU (Basic):  Armor (6 PD/6 ED) (18 
  Active Points); OIF (-½), Activation Roll 14- 
  (does not protect Hit Locations 3-5 or 6-7; 
  -½)
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED) (24 
  Active Points); OIF (-½), Activation Roll 14- 
  (does not protect Hit Locations 3-5 or 6-7; 
  -½)
  11 
  VIPER BCU (Fire-Retardant):  Armor (6 PD/
  6 ED) (18 Active Points); OIF (-½), Activa-
  tion Roll 14- (does not protect Hit Locations 
  3-5 or 6-7; -½) plus Armor (+4 ED) (6 Active 
  Points); OIF (-½), Only Versus Limited Type 
  Of Attack (ﬁre; -½), Activation Roll 14- (does 
  not protect Hit Locations 3-5 or 6-7; -½)
  7 
  VIPER Armored Clothing:  Armor (4 PD/4 
  ED) (12 Active Points); IIF (-¼), Activation 
  Roll 14- (does not protect Hit Locations 3-5 
  or 6-7; -½)
  VIPER HELMET
  In addition to the BCU, VIPER provides each 
  agent with a helmet. The standard helmet comes 
  equipped with communications systems that allow 
  the agent to receive and transmit radio signals. 
  The more advanced version, issued to Elite Agents, 
  features more advanced communications gear that 
  lets the agent receive and transmit any type of elec-
  tronic signal (the helmet’s built-in computer creates 
  a heads-up display on the helmet’s faceplate for 
  visual data), as well as nightsight gear. If necessary, 
  VIPER technicians can install many other systems 
  in a helmet, such as psionic shielding, a self-con-
  tained oxygen supply, vision- and hearing-enhanc-
  ing equipment, ﬂare protection, and the like.
  Cost VIPER Helmet (Basic)
  2 
  Protection:  Armor (2 PD/2 ED) (6 Active 
  Points); OIF (-½), Activation Roll 8- (only 
  protects Hit Locations 3-5; -2)
  6 
  Communications System:  Radio Perception/
  Transmission (Radio Group) (10 Active 
  Points); OIF (-½), Aﬀected As Hearing 
  Group As Well As Radio Group (-¼)
  Total cost:  8 points.
  Cost VIPER Helmet (Elite)
  3 
  Protection:  Armor (4 PD/4 ED) (12 Active 
  Points); OIF (-½), Activation Roll 8- (only 
  protects Hit Locations 3-5; -2)
  6 
  Communications System:  HRRP (Radio 
  Group) (12 Active Points); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½)
  3 
  Nightvision System:  Nightvision (5 Active 
  Points); OIF (-½)
  Total cost:  12 points.
  Cost Additional Helmet Systems (can be installed in 
  any helmet)
  5 
  Acoustic Shielding:  Hearing Group Flash 
  Defense (8 points) (8 Active Points); OIF 
  (-½)
  5 
  Flare Shielding:  Sight Group Flash Defense 
  (8 points) (8 Active Points); OIF (-½)
  8 
  Hearing Enhancers:  +4 versus Range Modi-
  ﬁer for Hearing Group (12 Active Points); 
  OIF (-½)
  7 
  Oxygen Supply:  Life Support (Self-Contained 
  Breathing) (10 Active Points); OIF (-½), 1 
  Continuing Fuel Charge (1 Hour; -0)
  7 
  Psionic Shielding:  Mental Defense (10 points 
  + EGO/5) (10 Active Points); OIF (-½)
  8 
  Telescopic Faceplate:  +4 versus Range Modi-
  ﬁer for Sight Group (12 Active Points); OIF 
  (-½)
  VIPER Force Belt
  
  115 
  VIPER ■ Chapter Five
  VFF-1/1A FORCE FIELD BELTS
  When the armor oﬀered by the BCU won’t 
  suﬃce to protect an agent from the enemy’s attacks, 
  VIPER may issue him one of its force ﬁeld belts. 
  The basic model, the VFF-1, protects the wearer 
  against typical physical and energy attacks only. The 
  advanced VFF-1A model supplements that protec-
  tion with defense against various attacks commonly 
  used by superhumans, such as Mental Powers or 
  blinding attacks. Both versions have long-life bat-
  teries providing plenty of energy.
  Cost Power
  24 
  VFF-1 Force Field Belt:  Force Field (12 PD/
  12 ED), Reduced Endurance (0 END; +½) 
  (36 Active Points); OIF (-½)
  54 
  VFF-1A Force Field Belt:  Force Field (12 PD/
  12 ED/10 Mental Defense/10 Sight Group 
  Flash Defense/10 Power Defense), Reduced 
  Endurance (0 END; +½) (81 Active Points); 
  OIF (-½)
  VFF-10 FORCE FIELD GENERATOR
  VIPER agents use this device on the battleﬁeld 
  to create a large screen of defensive energy which pro-
  vides them instant cover from attacks. However, if an 
  attack penetrates the screen, the entire force ﬁeld col-
  lapses, forcing the agents to re-initialize the generator.
  Force Wall (12 PD/12 ED, 6” long), Reduced 
  Endurance (0 END; +½) (105 Active Points); 
  OAF Bulky (-1½). Total cost:  42 points.
  DRAGON SERIES BATTLE ARMORS
  Having experienced ﬁrst-hand the eﬀective-
  ness of the powered armor suits worn by superhe-
  roes, VIPER decided in the early 1980s to develop 
  its own suits of battle armor for its agents. Tech-
  nological stumbling blocks, cost overruns, internal 
  politics, bureaucractic delays, and other problems 
  kept this program from creating a functional, 
  eﬃcient suit of battle armor until 1995, after the 
  Supreme Serpent eliminated most of the diﬃculties. 
  Code-named the “Dragon” series of armors, these 
  suits have helped to even the balance of power on 
  many of VIPER’s battleﬁelds. Though nowhere near 
  as complex or powerful as the armors worn by 
  some superheroes, the Dragon armors nevertheless 
  provide agents with a major boost in power.
  In addition to the systems listed below, 
  VIPER’s technicians have, at various times and 
  places, attached grenade launchers, ﬂamethrow-
  ers, additional blasters, and many other devices to 
  Dragon armor. Thus, GMs should feel free to cus-
  tomize the suits to ﬁt their PCs and campaigns.
  Cost Basic Dragon Battle Armor
  32 
  Armor:  Armor (16 PD/16 ED) (48 Active 
  Points); OIF (-½)
  50 
  Right Gauntlet Blaster:  Energy Blast 10d6, 
  Reduced Endurance (0 END; +½) (75 Active 
  Points); OIF (-½)
  5 
  Left Gauntlet Blaster:  As Right Gauntlet 
  Blaster
  52 
  Sensory/Communications Suite:  As a VIPER 
  Elite Helmet, including all optional attach-
  ments
  Total Cost:  139 points
  Steel Dragon Battle Armor:  As Basic armor, but 
  increase Armor to 22 PD/22 ED, Hardened (+¼) 
  (82 Active Points, 55 Real Points; total cost for 
  armor is 162 points)
  Dragonﬂy Battle Armor:  As Basic armor, but add:
  30 
  Jetpack:  Flight 15”, Reduced Endurance (0 
  END; +½) (45 Active Points); OIF (-½)
  Total Cost:  169 points
  Movement Devices
  VFL-4 JETPACK
  VIPER issues the VFL-4 Jetpack to Air Cavalry 
  agents, and other agents who need to take to the air. 
  Though using it eventually tires an agent out, the 
  mobility and maneuverability it grants makes the 
  fatigue worth it. Using the VFL-4 requires a special 
  1-point Transport Familiarity.
  Flight 20”, Reduced Endurance (½ END; +¼) (50 
  Active Points); OIF (-½). Total cost:  33 points.
  VJB-2 JUMPBOOTS
  When jetpacks aren’t available, agents have 
  to make do with the VJB-2 Jumpboots. With these 
  VIPER WRIST  
  COMPUTER
  Well-prepared agents 
  wear this device, which 
  combines a chronom-
  eter with a compass, 
  simple GPS tracker, 
  calculator, and a digital 
  voice recorder able to 
  store up to 30 minutes 
  of recorded conversa-
  tion and reminders. The 
  GPS tracker works oﬀ of 
  signals transmitted by 
  VIPERSAT-3, thereby 
  preventing the authori-
  ties from tracing agents 
  through it.
  Cost Power
  2 
  Absolute Time 
  Sense; OIF (-½)
  2 
  Bump of Direc-
  tion; OIF (-½)
  2 
  Eidetic Memory; 
  OIF (-½), Audio 
  only (-1)
  2 
  Lightning Calcu-
  lator; OIF (-½)
  Total cost:  8 points.
  VIPER Dragon Series Battle Armor
  
  116 ■ The VIPER Armory
  Hero System 5th Edition
  boots on, your average agent makes an Olympic 
  high jumper look puny.
  Leaping +15”, Reduced Endurance (0 END; 
  +½) (22 Active Points); OIF (-½). Total cost:  
  15 points.
  Reconnaissance Devices
  POWER BINOCULARS
  VIPER agents use these binoculars to view 
  objects a long distance away. A built-in laser range-
  ﬁnder allows them to determine the exact distance 
  to the target if necessary.
  +12 versus Range Modiﬁer for Sight Group (18 
  Active Points); OAF (-1) (total cost:  9 points) 
  plus Absolute Range Sense (3 Active Points); 
  OAF (-1) (total cost:  1 point). Total cost:  10 
  points.
  SCOUTING GLASSES
  VIPER agents on undercover missions use 
  these seemingly ordinary eyeglasses to gather infor-
  mation about a target. They include miniaturized 
  telescopic lenses and a micro-camera which records 
  digital images of anything the agent looks at. To 
  activate either feature, the wearer need only touch 
  the glasses in a speciﬁc way, as if adjusting them.
  Cost Scouting Glasses
  4 
  Telescopic Lenses:  +4 versus Range Modiﬁer 
  for Sight Group (6 Active Points); IAF (-½)
  2 
  Micro-Camera:  Eidetic Memory (5 Active 
  Points); IAF (-½), Visual Images Only (-½)
  Total cost:  6 points
  Miscellaneous Devices
  VIPER BEST (BASIC ESCAPE TOOLKIT)
  Most VIPER agents carry this collection of 
  small tools — “your BEST friend,” as their escape 
  and evasion trainers say — to assist them with 
  escaping pursuers and performing other tasks. 
  Typically it comes in a small cartridge belt worn 
  around the upper arm or thigh. It includes minor 
  explosive charges, a basic pick gun, a laser cutting 
  torch, and pepper to foil pursuers who track by 
  scent.
  Cost Power
  8 
  VIPER BEST:  Multipower, 12-point reserve; 
  OIF (belt/collection of OAFs; -½)
  1u 
   1) Microexplosives:  RKA ½d6; OAF (-1), 2 
  Charges (-1½), No Range (-½)
  1u 
   2) Pick Gun:  Lockpicking 11-; OAF (-1)
  1u 
   3) Miniaturized Laser Torch:  RKA 1 point, 
  Penetrating (+½); OAF (-1), 10 Charges (-¼)
  1u 
   4) Pepper Packet:  Images to Smell/Taste 
  Group, 1” radius, Uncontrolled (+½), Usable 
  As Attack (“sticks” to person who breathes 
  it in; +1); OAF (-1), Only Aﬀects Victims 
  Who Inhale It (-¼), 1 Charge lasting 1 Hour 
  (victim can cancel eﬀect by smelling some-
  thing else equally strong, wind or rain may 
  remove the pepper; -¼)
  Total cost:  12 points.
  VIPER SKILL KITS
  VIPER provides its specialized ﬁeld personnel 
  — such as Crime Evasion, Medical, and Commu-
  nications agents — with “kits” of high-tech equip-
  ment designed to make the agent’s job easier.
  
  117 
  VIPER ■ Chapter Five
  +2 to appropriate Skill Roll (e.g., Paramedics 
  for Medical Specialist) (4 Active Points); OAF 
  (-1). Total cost:  2 points.
  STEALTH MATRIX SUIT
  One of the most advanced devices created by 
  VIPER, the Stealth Matrix Suit bends light waves 
  around the wearer, eﬀectively rendering him invis-
  ible. Observant characters can detect the “fringe” 
  where the light bends, and typically the eﬀect shorts 
  out the suit’s battery before too long; the Techni-
  cal Division has scientists working to correct these 
  ﬂaws.
  Invisibility to Sight Group, Reduced Endur-
  ance (0 END; +½) (30 Active Points); IIF (-¼), 
  Activation Roll 14- Burnout (-¼). Total cost:  
  20 points.
  THE SERPENTINE  
  COMPUTER NETWORK
  VIPER links its Nests and processes and 
  stores its data with a powerful computer network 
  code-named “Serpentine.” (Technically, the main 
  computer is Serpentine, and the Nest- and vehicle-
  based units are “Serpentine Nodes,” but most agents 
  just call it the “Serpentine Network.”) One of the 
  most sophisticated computers in the world, with 
  sub-processor units in every Nest and many VIPER 
  vehicles, it has the ability to operate VIPER’s vast 
  communications net (in conjuction with VIPER-
  SAT-3; see below) and run all the automated sys-
  tems in each Nest.
  VIPER has gone to extreme lengths to ensure 
  that the Serpentine Network remains virus-free 
  and secure from intrusion or tampering by outsid-
  ers (primarily superheroes and law enforcement). 
  Serpentine has sophisticated subroutines to detect 
  and counteract attempts to “hack” it. Additionally, 
  in the event the authorities capture or damage one 
  of its units, it can cause that unit to automatically 
  self-destruct. VIPER’s multiple data backup units, 
  scattered throughout the globe, prevent any signiﬁ-
  cant loss of data in the event the main Serpentine 
  servers, located in the world headquarters, must 
  self-destruct.
  Serpentine itself is an AI — the only one 
  VIPER possesses. The Nest- and vehicle-based 
  units are highly sophisticated, but not artiﬁcially 
  intelligent.
  SERPENTINE
   Val Char 
  Cost Roll 
  Notes
   35 INT 
  25 16- 
  PER Roll 16-
   20 EGO 
  20 13- 
  ECV:  7
   20 DEX 
  30 13- 
  OCV:  7/DCV:  7
   5 SPD 
  20  
  Phases:  3, 5, 8, 10, 12
    
   
   
  Total Characteristic Cost:  95
  Cost Powers 
  END
  17 
  Communications:  HRRP (Radio Group), 
  Discriminatory, Invisible To Tracing (+¼); 
  Aﬀected As Hearing Groups (And Partly As 
  Sight Group) As Well As Radio Group (-¼) 0
  40 
  Serpentine Network Links:  Mind Link, any 
  Serpentine Network computer, any 64  
  minds at once, No LOS Needed; Aﬀected  
  As Radio Group, Not Mental Group (-¼) 
  0
  91 
  Network Sensor Systems:  Multipower, 137-
  point reserve; all Only Through VIPER 
  Sensor/Communications Systems (-½)
  6u 
  1)  Local Sensors:  Clairsentience (Sight and 
  Hearing Groups), Mobile Perception Point 
  (cannot move through solid objects), Mul-
  tiple Perception Points (up to eight at once), 
  4x Range (1,500”), Reduced Endurance (0 
  END; +½); Only Through VIPER  
  Sensor/Communications Systems (-½) 
  0
  9u 
  2)  Worldwide Sensors:  Clairsentience  
  (Sight and Hearing Groups), Mobile  
  Perception Point (cannot move through  
  solid objects), Multiple Perception Points  
  (up to eight at once), MegaScale (1” =  
  1,000 km, can scale down to1” = 1 km;  
  +1¼), Reduced Endurance (0 END; 
  +½); Only Through VIPER Sensor/
  Communications Systems (-½) 
  0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  20 
  Sensor Systems:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees) 0
  25 
  Shielding:  Power Defense (25 points)  
  0
  15 
  Shielding:  Radio Group Flash Defense  
  (15 points) 
  0
  10 
  Psychic Shielding:  Mental Defense  
  (14 points total) 
  0
  16 
  Self-Destruct System:  RKA 8d6; No  
  Range (-½), Self Only (-2), 1 Charge  
  which Never Recovers (-4) 
  [1nr]
   
  Skills
  21 
  Computer Programming 25-
  11 
  Criminology 20-
  31 
  Cryptography 30-
  11 
  Electronics 20-
  17 
  AK: Earth 30-
  3 
  KS: Archived Recent News 16-
  3 
  KS: Current News 16-
  7 
  KS: Organized Crime 20-
  7 
  KS: Radar Types And Signatures 20-
  17 
  KS: VIPER 30-
  
  118 ■ The VIPER Armory
  Hero System 5th Edition
  7 
  KS: World Criminals 20-
  7 
  KS: World Law Enforcement 20-
  7 
  KS: World Militaries & Military Equipment 20-
  7 
  KS: World Superhumans 20-
  3 
  Voice Recognition Software:  Language:  English
  11 
  Mechanics 20-
  11 
  Security Systems 20-
  3 
  SS: Astronomy 16-
  3 
  SS: Biochemistry 16-
  3 
  SS: Biology 16-
  3 
  SS: Chemistry 16-
  3 
  SS: Computer Science 16-
  3 
  SS: Electronic Engineering 16-
  3 
  SS: Force Field Physics 16-
  3 
  SS: Genetics 16-
  3 
  SS: Geology 16-
  3 
  SS: Mathematics 16-
  3 
  SS: Nuclear Physics 16-
  3 
  SS: Pharmacology/Toxicology 16-
  3 
  SS: Physics 16-
  3 
  SS: Robotics 16-
  3 
  Systems Operation 16-
  200 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  8 
  Scanner:  Speed Reading (x1,000)
  13 
  Translator:  Universal Translator 16-; Earth 
  languages only (-½)
  40 
  System Taps:  40 points’ worth of Computer 
  Links
   
  Programs
  1 
  Diagnose Malfunctions 
  1 
  Engage/Operate Computer Security (Includ-
  ing Self-Destruct System)
  1 
  Monitor Base Security Systems, Report 
  Anomalies
  1 
  Operate Base Sensors, Report Anomalies
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information 
  On A Topic
  1 
  Send/Receive Data
  10 
  Ten Other Programs, as Appropriate
  Total Abilities Cost:  783
  Total Computer Cost:  878
  Value Disadvantages
  25 
  Hunted:  UNTIL 14- (As Pow, NCI, Capture)
  30 
  Hunted:  US Military And Law Enforcement 
  11- (Mo Pow, NCI, Capture)
  25 
  Psychological Limitation:  Slavishly Loyal To 
  VIPER (Very Common, Total)
  Total Disadvantage Points:  80
  Total Cost:  798/5 = 160
  Description:  The master Serpentine computer, 
  located at the world headquarters in the Mbang 
  Mountains, is an incredibly advanced, sentient 
  computer capable of performing numerous func-
  tions at once. In addition to its general computing 
  powers, it can link to any other Serpentine Network 
  computer, or any other VIPER security, sensor, or 
  communication system, to “see” and “hear” through 
  them or obtain data from them. Unbeknownst to 
  Nest Leaders and superheroes alike, Serpentine 
  often uses VIPER equipment to observe them and 
  then reports back to the Supreme Serpent.
  Contrary to VIPER’s general fears about 
  AI computers, Serpentine has a programmed-in 
  loyalty to VIPER which it would never violate. 
  However, it’s important to remember that its alle-
  giance is to VIPER, not to any one person in (or 
  commanding) VIPER. For example, if Serpentine 
  concluded that the Council Of Thirty no longer 
  served VIPER’s goals and purposes, it might takes 
  steps to arrange for the Council’s removal from the 
  organization.
  VIPER’S NEST SERPENTINE NODE
   Val Char 
  Cost Roll 
  Notes
   23 INT 
  13 14- 
  PER Roll 14-
   18 DEX 
  24 13- 
  OCV:  6/DCV:  6
   4 SPD 
  12  
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  49
  Cost Powers 
  END
  12 
  Communications:  HRRP (Radio Group), 
  Invisible To Tracing (+¼); Aﬀected As 
  Hearing Groups (And Partly As Sight 
  Group) As Well As Radio Group (-¼) 
  0
  20 
  Serpentine Network Links:  Mind Link, any 
  Serpentine Network computer, any 2 minds 
  at once, No LOS Needed; Aﬀected As Radio 
  Group, Not Mental Group (-¼) 
  0
  72 
  Nest Sensors:  Clairsentience (Sight and 
  Hearing Groups), Mobile Perception Point 
  (cannot move through solid objects), Mul-
  tiple Perception Points (up to eight at once), 
  4x Range (1,500”), Reduced Endurance (0 
  END; +½); Only Through Nest’s  
  Sensor/Communications Systems (-¼) 
  0
  5 
  Sensor Systems:  Infrared Perception (Sight 
  Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  10 
  Shielding:  Power Defense (10 points)  
  0
  8 
  Shielding:  Radio Group Flash Defense (8 
  points) 
  0
  16 
  Self-Destruct System:  RKA 8d6; No Range 
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  15 
  Computer Programming 20-
  11 
  Criminology 18-
  23 
  Cryptography 24-
  11 
  Electronics 18-
  9 
  AK: Local Region 20-
  3 
  KS: Archived Recent News 14-
  3 
  KS: Current News 14-
  3 
  KS: Entertainment Materials 14-
  3 
  KS: Organized Crime 14-
  3 
  KS: Radar Types And Signatures 14-
  9 
  KS: VIPER 20-
  
  119 
  VIPER ■ Chapter Five
  3 
  KS: World Criminals 14-
  3 
  KS: World Law Enforcement 14-
  3 
  KS: World Militaries & Military Equipment 14-
  5 
  KS: World Superhumans 16-
  3 
  Voice Recognition Software:  Language:  English
  11 
  Mechanics 18-
  11 
  Security Systems 18-
  30 
  Science Skills (GM’s choice, based on Nest’s 
  needs)
  3 
  Systems Operation 14-
  80 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
  4 
  Scanner:  Speed Reading (x10)
  13 
  Translator:  Universal Translator 14-; Earth 
  languages only (-½)
  20 
  System Taps:  20 points’ worth of Computer 
  Links
   
  Programs
  1 
  Diagnose Malfunctions 
  1 
  Display Entertainment Materials
  1 
  Engage/Operate Computer Security (Includ-
  ing Self-Destruct System)
  1 
  Monitor Base Security Systems, Report 
  Anomalies
  1 
  Operate Base Sensors, Report Anomalies
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information 
  On A Topic
  1 
  Send/Receive Data
  8 
  Eight Other Programs, as Appropriate
  Total Abilities Cost:  466
  Total Computer Cost:  515
  Value Disadvantages
  25 
  Hunted:  UNTIL 14- (As Pow, NCI, Capture)
  Total Disadvantage Points:  25
  Total Cost:  490/5 = 98
  Description:  This writeup represents a typical Ser-
  pentine Node for a VIPER Nest. A larger, more 
  important Nest would have a better Node; some 
  lesser Nests might have worse ones. The GM should 
  customize the computer to suit the needs and loca-
  tion of the Nest, the personality and whims of the 
  Nest Leader, and so forth.
  VIPER VEHICLE SERPENTINE NODE
   Val Char 
  Cost 
  Roll 
  Notes
   18 INT 
  8 
  13- 
  PER Roll 13-
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  44
  Cost Powers 
  END
  12 
  Communications:  HRRP (Radio Group), 
  Invisible To Tracing (+¼); Aﬀected As 
  Hearing Groups (And Partly As Sight 
  Group) As Well As Radio Group (-¼) 
  0
  16 
  Serpentine Network Links:  Mind Link, any 
  Serpentine Network computer, any 1 mind 
  at once, No LOS Needed; Aﬀected As Radio 
  Group, Not Mental Group (-¼) 
  0
  5 
  Sensor Systems:  Infrared Perception (Sight 
  Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  20 
  Sensor Systems:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees) 0
  10 
  Shielding:  Power Defense (10 points)  
  0
  8 
  Shielding:  Radio Group Flash Defense (8 
  points) 
  0
  16 
  Self-Destruct System:  RKA 8d6; No Range 
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Skills
  3 
  Combat Driving 13-
  3 
  Combat Piloting 13-
  9 
  Computer Programming 16-
  17 
  Cryptography 20-
  10 
  AK: Local Region 20-
  3 
  KS: Archived Recent News 13-
  3 
  KS: Current News 13-
  3 
  KS: Organized Crime 13-
  3 
  KS: Radar Types And Signatures 13-
  5 
  KS: VIPER 15-
  3 
  KS: World Criminals 13-
  3 
  KS: World Law Enforcement 13-
  3 
  KS: World Militaries & Military Equipment 13-
  3 
  KS: World Superhumans 13-
  3 
  Voice Recognition Software:  Language:  English
  20 
  Science Skills (GM’s choice, based on Nest’s 
  needs)
  3 
  Systems Operation 13-
  10 
  TFs (as appropriate for type of vehicle)
  10 
  WFs (as appropriate for vehicle)
  10 
  More Skills, as appropriate
   
  Talents
  3 
  Chronometer:  Absolute Time Sense
  5 
  Memory/Recorders:  Eidetic Memory
  3 
  Calculator:  Lightning Calculator
   
  Programs
  1 
  Diagnose Malfunctions 
  1 
  Engage/Operate Computer Security (Includ-
  ing Self-Destruct System)
  1 
  Monitor Radar System, Report Lock-Ons
  1 
  Operate Vehicle Sensors, Report Anomalies
  
  120 ■ The VIPER Armory
  Hero System 5th Edition
  1 
  Pilot Vehicle From Point A To Point B
  1 
  Plot Distance, Travel Times Between Speci-
  ﬁed Locations
  1 
  Scan and Enter Data
  1 
  Scramble/Unscramble Transmissions/
  Receptions
  1 
  Search Reference Material For Information 
  On A Topic
  1 
  Send/Receive Data
  3 
  Three Other Programs, as Appropriate
  Total Abilities Cost:  251
  Total Computer Cost:  295
  Value Disadvantages
  25 
  Hunted:  UNTIL 14- (As Pow, NCI, Capture)
  Total Disadvantage Points:  25
  Total Cost:  270/5 = 54
  Description:  This writeup represents a typical Ser-
  pentine Node for a VIPER vehicle, such as the Pha-
  lanx Armored Van or the Dragon Jet. Not only does 
  it function as a sophisticated autopilot (using its 
  Combat Driving/Piloting abilities), but it provides 
  information to the vehicle’s occupants and can even 
  operate the vehicle’s weaponry if necessary. It also 
  comes with a full communications suite and a link 
  to the overall Serpentine Network.
  Not all VIPER vehicles have a Serpentine 
  Node; typically VIPER’s technicians only install 
  them aboard the larger, more important vehicles. A 
  vehicle with a Node usually has its standard com-
  munications system removed in favor of the better 
  one in the Node, but sometimes retains the stan-
  dard system as a backup.
  VIPER VEHICLES
  L
  ike any other large organization, VIPER 
  often needs ways to transport its personnel 
  from one point to another — for example, 
  from a Nest to the scene of a robbery and 
  back again. For this it relies on its enormous and 
  varied ﬂeet of vehicles. Ranging from more or less 
  normal street vehicles with a little armor plating to 
  experimental spaceplanes, VIPER’s vehicles provide 
  it with mobility and increased ﬁrepower for its 
  many missions.
  For further information about designing 
  Vehicles in the HERO System, please refer to The 
  Ultimate Vehicle.
  GROUND VEHICLES
  GECKO SPORTSCAR
   Val Char 
  Cost Notes
   3 Size 
  15 2” x 1”; -3 KB; -2 DCV
   25 STR 
  0 
  Lift 800 kg; 5d6 HTH [0]
   22 DEX 
  36 OCV:  7/DCV:  7
   13 BODY 0
   7 DEF 
  15
   4 SPD 
  8 
  Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  74
  Movement: 
  Ground: 
  32”/128”
   
  Swimming: 
  0”/0”
  Abilities & Equipment
  Cost Power 
  END
  21 
  Motorized Wheeled Vehicle:  Ground Move-
  ment +26” (32” total), x4 Noncombat;  
  OAF Bulky (standard tires; -1½), Only  
  On Appropriate Terrain (-¼), 1 Continuing 
  Fuel Charge (easily-obtained fuel; 6 Hours; 
  -0) 
  [1cc]
  -2 
  Ground Vehicle:    Swimming -2” (0” total)
  27 
  Concealed Laser Headlights:  RKA 3d6, 
  Armor Piercing (+½); IIF Bulky (-¾),  
  Limited Arc Of Fire (60 degrees, same  
  level; -¾), 16 Charges (-0) 
  [16]
  12 
  Concealed Caltrop Dropper:  RKA 1d6,  
  Area Of Eﬀect (10” Cone; +1), Armor Pierc-
  ing (+½), Continuous (+1), Uncontrolled 
  (removable by spending a Full Phase to 
  sweep them aside; +½); IIF Bulky (-¾),  
  Activation Roll 14- (-½), No Range (-½), 
  Limited Arc Of Fire (60 Degrees behind 
  vehicle, only on same horizontal level; -¾), 
  Only Aﬀects Characters Moving On The 
  Ground (-¼), Combat Driving Roll Cancels 
  Eﬀect (-¼), Automatically Targets Hit  
  Location (tires; -0), 4 Charges (-1) 
  [4]
  5 
  Communications System:  HRRP; OIF Bulky 
  (-1), Aﬀected As Sight And Hearing Group 
  As Well As Radio Group (-½) 
  0
   
  Skills
  6 
  Superb Handling:  +3 with Ground Move-
  ment
  Total Abilities & Equipment Cost:  69
  Total Vehicle Cost:  143
  
  121 
  VIPER ■ Chapter Five
  Value Disadvantages 
  10 
  Distinctive Features:  Sportscar (Concealable 
  With Diﬃculty; Noticed And Recognizable)
  Total Disadvantage Points:  10
  Total Cost:  133/5 = 27
  Additional Equipment
  54 
  Serpentine Node
  Description:  Looking like a sleek, sexy, but oth-
  erwise completely ordinary sportscar, the VIPER 
  Gecko serves the needs of undercover agents and 
  Nest Leaders who have to move around in normal 
  society without revealing their criminal ties — but 
  who may need extra speed and ﬁrepower on occa-
  sion. It can reach speeds of almost 200 miles per 
  hour.
  Options:
  1)  Aqua-Gecko:  This version of the Gecko can 
  also function as a small submersible craft. Change 
  Swimming -2” to Swimming 4”. Total vehicle cost 
  147 points; total cost 27 points.
  2)  Rocket Gecko:  This form of the Gecko has a 
  rack of six rockets concealed beneath its roof; with 
  the press of a button the driver can raise the rack 
  and ﬁre a missile at his foes. Add RKA 2d6, Armor 
  Piercing (+½), Explosion (+½), No Range Modiﬁer 
  (+½) (75 Active Points); IIF Bulky (-¾), Limited 
  Arc Of Fire (180 Degrees forward, only on same 
  horizontal level; -½), Extra Time (travels at the rate 
  of 120” per Segment, taking a minimum of one 
  Extra Segment to reach its target; -½), 6 Charges 
  (-¾) (total cost:  21 points). Total vehicle cost 164 
  points; total cost 31 points.
  VIPER-CYCLE
   Val Char 
  Cost Notes
   1 Size 
  5 
  1.25” x .64”; -1 KB; -0 DCV
   25 STR 
  10 Lift 800 kg; 5d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   11 BODY 0
   4 DEF 
  4 
  Does Not Protect Occupant (-½)
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  55
  Movement: 
  Ground: 
  28”/112”
   
  Swimming: 
  0”/0”
  Abilities & Equipment
  Cost Power 
  END
  18 
  Motorized Two-Wheeled Vehicle:   
  Ground Movement +22” (28” total), x4  
  Noncombat; OAF Bulky (standard tires; -
  1½), Only On Appropriate Terrain (-¼),  
  1 Continuing Fuel Charge  
  (easily-obtained fuel; 6 Hours; -0) 
  [1cc]
  6 
  Solid Tires:  (6 DEF, 6 BODY) 
  0
  -2 
  Ground Vehicle:    Swimming -2” (0” total)
  18 
  Forward Blaster:  RKA 2d6, Autoﬁre (3 
  shots; +¼), 30 Charges (+¼); OIF Bulky 
  (-1), Limited Arc Of Fire (60 Degrees  
  forward; -½) 
  [30]
  5 
  Communications System:  HRRP; OIF  
  Bulky (-1), Aﬀected As Sight And Hearing 
  Group As Well As Radio Group (-½) 
  0
   
  Skills
  4 
  Superb Handling:  +2 with Ground  
  Movement
  Total Abilities & Equipment Cost:  49
  Total Vehicle Cost:  104
  VIPER-Cycle
  
  122 ■ The VIPER Armory
  Hero System 5th Edition
  Value Disadvantages 
  5 
  Physical Limitation:  Two-Wheeled (Infre-
  quently, Slightly Impairing)
  Total Disadvantage Points:  5
  Total Cost:  99/5 = 20
  Description:  Many VIPER Nests rely on this motor-
  cycle — small, maneuverable, and easily taught to 
  new agents — as a mainstay of their ﬂeet of ground 
  vehicles. Using VIPER’s advanced internal combus-
  tion engine technology to achieve speeds higher 
  than those of many conventional motorcycles, and 
  armed with a small forward blaster, it allows agents 
  to employ wolfpacking tactics to destroy larger 
  vehicles (or superhumans).
  Options:
  1)  Jump-Jets:  Some VIPER-Cycles come equipped 
  with special rear-mounted jets so they can jump 
  farther than normal. Add Leaping +5” (5 Active 
  Points); Only Adds To Jumping (-1) (total cost:  2 
  points). Total vehicle cost 106 points; total cost 20 
  points.
  2)  Missile Cycle:  Like the Rocket Gecko, this vari-
  ant has concealed rockets it can ﬁre, but only two. 
  Add RKA 2d6, Armor Piercing (+½), Explosion 
  (+½), No Range Modiﬁer (+½) (75 Active Points); 
  IIF Bulky (-¾), Limited Arc Of Fire (180 Degrees 
  forward, only on same horizontal level; -½), Extra 
  Time (travels at the rate of 120” per Segment, 
  taking a minimum of one Extra Segment to reach 
  its target; -½), 2 Charges (-1¼) (total cost:  19 
  points). Total vehicle cost 123 points; total cost 24 
  points.
  PHALANX ARMORED VAN
   Val Char 
  Cost Notes
   4 Size 
  20 2.5” x 1.25”; -4 KB; -2 DCV
   30 STR 
  0 
  Lift 1,600 kg; 6d6 HTH [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   14 BODY 0
   8 DEF 
  18
   3 SPD 
  8 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  52
  Movement: 
  Ground: 
  25”/100”
  Abilities & Equipment
  Cost Power 
  END
  16 
  Motorized Two-Wheeled Vehicle:  Ground 
  Movement +19” (25” total), x4 Noncombat; 
  OAF Bulky (standard tires; -1½), Only On 
  Appropriate Terrain (-¼), 1 Continuing  
  Fuel Charge (easily-obtained fuel; 6 Hours; 
  -0) 
  [1cc]
  6 
  Solid Tires:  (6 DEF, 6 BODY) 
  0
  -2 
  Ground Vehicle:    Swimming -2” (0” total)
  27 
  Concealed Forward Blaster:  RKA 2d6, Auto-
  ﬁre (5 shots; +½), 64 Charges (+½); IIF  
  Bulky (-¾), Limited Arc Of Fire (60 Degrees 
  forward; -½) 
  [64]
  10 
  Concealed Rear, Port, and Starboard Blasters:  
  As Concealed Forward Blaster, but with  
  diﬀerent angles of ﬁre 
  [64]
  5 
  Communications System:  HRRP; OIF Bulky 
  (-1), Aﬀected As Sight And Hearing Group 
  As Well As Radio Group (-½) 
  0
  Total Abilities & Equipment Cost:  62
  Total Vehicle Cost:  114
  Value Disadvantages 
  None
  Total Disadvantage Points:  0
  Total Cost:  114/5 = 23
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  As far as the average guy on the 
  street can tell, this vehicle is just an ordinary van 
  — maybe it belongs to a family, or some company 
  uses it to make deliveries. But it’s actually a clev-
  erly disguised VIPER vehicle. Built so that a casual 
  glance cannot detect even its armor and solid tires, 
  the VIPER Van provides the perfect means to get a 
  squadron of agents (up to eight of whom can ride 
  in the back, with one driver and one more agent up 
  front) to a mission site undetected.
  Options:
  1)  Heavy Phalanx:  This form of the Phalanx comes 
  with extra armor. Increase to DEF 10. Total vehicle 
  cost 120 points; total cost 24 points.
  2)  Spiked Phalanx:  Some Phalanxes have a caltrop 
  dropper installed. Add RKA 1d6, Area Of Eﬀect 
  (10” Cone; +1), Armor Piercing (+½), Continuous 
  (+1), Uncontrolled (removable by spending a Full 
  Phase to sweep them aside; +½); IIF Bulky (-¾), 
  Activation Roll 14- (-½), No Range (-½), Limited 
  Arc Of Fire (60 Degrees behind vehicle, only on 
  
  123 
  VIPER ■ Chapter Five
  same horizontal level; -¾), Only Aﬀects Characters 
  Moving On The Ground (-¼), Combat Driving 
  Roll Cancels Eﬀect (-¼), Automatically Targets Hit 
  Location (tires; -0), 4 Charges (-1) (total cost:  12 
  points). Total vehicle cost 126 points; total cost 25 
  points.
  3)  Phalanx-XP:  Nests that frequently get involved 
  in vehicular combat often install more powerful 
  weapons on their Phalanxes. Increase Concealed 
  Blasters to RKA 3d6. Total vehicle cost 127 points; 
  total cost 25 points.
  ANACONDA-CLASS LIGHT TANK
   Val Char 
  Cost Notes
   5 Size 
  25 3.2” x 1.6” -5 KB; -3 DCV
   35 STR 
  0 
  Lift 3,200 kg; 7d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   15 BODY 0
   12 DEF 
  30
   4 SPD 
  15 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  85
  Movement: 
  Flight: 
  24”/96”
   
  Ground: 
  0”/0”
  Abilities & Equipment
  Cost Power 
  END
  53 
  Hover Generator:  Flight 24”, x4 Noncom-
  bat, Sideways Maneuverability (+½);  Must 
  Remain Within 4” Of A Surface (-½) 
  0
  -12 
  Hover Only:  Ground Movement -6”  
  (0” total)
  -2 
  Hover Only:  Swimming -2” (0” total)
  36 
  Forward Blaster:  RKA 4d6, 60 Charges  
  (+½); OIF Bulky (-1), Limited Arc Of Fire 
  (60 Degrees forward; -½) 
  [60]
  18 
  Rear Blaster:  RKA 2d6, Armor Piercing  
  (+½); OIF Bulky (-1), Limited Arc Of  
  Fire (60 Degrees rearward; -½),  
  15 Charges (-0) 
  [15]
  10 
  Port, Starboard, And Second Rear  
  Blasters:  As Rear Blaster, with diﬀerent  
  arcs of ﬁre 
  [15]
  5 
  Communications System:  HRRP; OIF  
  Bulky (-1), Aﬀected As Sight And Hearing 
  Group As Well As Radio Group (-½) 
  0
  Total Abilities & Equipment Cost:  108
  Total Vehicle Cost:  193
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  168/5 = 34
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  A mainstay of many Nests’ arsenals, 
  the Anaconda-class Light Tank (or “LT” to many 
  agents) features strong weapons and reasonably 
  sturdy armor. Though not nearly as powerful or 
  durable as the infamous Python-class Heavy Tank 
  VIPER Python-Class Heavy Tank
  
  124 ■ The VIPER Armory
  Hero System 5th Edition
  (see below), the Anaconda has more speed and 
  greater concealability, both of which count for a 
  lot in the urban environments where VIPER usu-
  ally operates. For example, when VIPER needs to 
  approach a target stealthily, it often loads several 
  Anacondas into a tractor-trailer truck, unleashing 
  them only when the truck nears the combat zone 
  — a tactic VIPER can’t use with the larger, much 
  heavier Python.
  The Anaconda uses a crew of two, and can 
  carry up to four additional agents if necessary. Like 
  the Python, it uses hover technology, rather than 
  tracks or wheels, to move.
  Options:
  1)  Smoke Generator:  Some Anacondas come 
  equipped with smoke generators so they can pro-
  vide themselves with cover when necessary. Add 
  Darkness to Sight Group 5” radius; OIF Bulky (-1), 
  4 Charges lasting 1 Turn each (-½), No Range (-½). 
  Total vehicle cost 210 points; total cost 37 points.
  2)  Airacobra-class Variant:  This variant type of 
  Anaconda uses an enhanced hover generator to 
  attain even higher speeds. Increase to Flight 28”. 
  Total vehicle cost 201 points; total cost 35 points.
  PYTHON-CLASS HEAVY TANK
   Val Char 
  Cost Notes
   9 Size 
  45 8” x 4”; -9 KB; -6 DCV
   55 STR 
  0 
  Lift 50 tons; 11d6 HTH [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   19 BODY 0
   16 DEF 
  54 Hardened (+¼)
   3 SPD 
  8 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  113
  Movement: 
  Flight: 
  20”/80”
   
  Ground: 
  0”/0”
   
  Swimming: 
  20”/80”
  Abilities & Equipment
  Cost Power 
  END
  45 
  Hover Generator:  Flight 20”, x4 Noncom-
  bat, Sideways Maneuverability (+½); Must 
  Remain Within 4” Of A Surface (-½) 
  0
  34 
  Underwater Hover Mode:  Swimming 
  +18” (20” total), x4 Noncombat, Sideways 
  Maneuverability (+½) 
  0
  -12 
  Hover Only:  Ground Movement -6” (0” 
  total)
  75 
  Turreted Blaster:  RKA 5d6, Armor Piercing 
  (+½), 60 Charges (+½); OIF Bulky (-1) [60]
  36 
  Forward Secondary Blaster:  RKA 3d6, Auto-
  ﬁre (5 shots; +½), 60 Charges (+½); OIF  
  Bulky (-1), Limited Arc Of Fire (60 Degrees  
  in one direction; -½) 
  [60]
  10 
  Port, Starboard, Rear Secondary Blasters:   
  As Forward Secondary Blasters, but with  
  diﬀerent angles of ﬁre 
  [60]
  45 
  Turreted Grenade Launcher:  RKA 3d6, 
  Explosion (-1 DC/2”; +¾), 30 Charges  
  (+¼); OIF Bulky (-1) 
  [30]
  10 
  Oxygen Supply:  Life Support (Self-Contained 
  Breathing) 
  0
  5 
  Communications System:  HRRP (Radio 
  Group); OIF Bulky (-1), Aﬀected As Sight 
  And Hearing Group As Well As Radio 
  Group (-½) 
  0
  10 
  Radar Array:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees); 
  OIF Bulky (-1) 
  0
   
  Skills
  20 
  Targeting Systems:  +4 with Ranged Combat
  Total Abilities & Equipment Cost:  278
  Total Vehicle Cost:  391
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  366/5 = 73
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  The heaviest of VIPER’s ground 
  vehicles, this awesome machine uses hover technol-
  ogy to propel itself at speeds approaching 80 miles 
  an hour over the ground and through the water 
  (it’s fully submersible). Heavily armored, it features 
  more weapons than the Anaconda Light Tank or 
  other VIPER ground vehicles, including its power-
  ful turreted blaster cannon. When initially deployed 
  on 12 test tanks, the blaster cannon was still in 
  the experimental stages, not always reliable, and 
  required a twelve-second recharge period between 
  shots. Further work ironed out these diﬃculties, 
  and when the Supreme Serpent deemed the cannon 
  ready for full distribution, technicians installed it 
  on all Pythons. It signiﬁcantly boosts the craft’s ﬁre-
  power and has been responsible for the deaths of 
  three superheroes in the past ﬁve years. As of 2003, 
  VIPER has 67 Pythons in its ﬂeet.
  The Python requires a crew of three spe-
  cially-trained agents and can carry three more as 
  passengers (with full equipment storage for all six 
  persons). However, it lacks long-term living quar-
  ters or other such amenities; it’s a work vehicle, not 
  a pleasure craft.
  Options:
  1)  Smoke Generator:  Some Pythons come 
  equipped with smoke generators so they can pro-
  vide themselves with cover when necessary. Add 
  Darkness to Sight Group 10” radius; OIF Bulky (-1), 
  4 Charges lasting 1 Turn each (-½), No Range (-½). 
  Total vehicle cost 424 points; total cost 80 points.
  2)  Force Field Generator:  Some Pythons come 
  equipped with a short-term force ﬁeld generator to 
  provide extra defense when they face superheroes. 
  Add +10 DEF; OIF Bulky (-1), 8 Charges lasting 1 
  Turn each (-0). Total vehicle cost 406 points; total 
  cost 76 points.
  3)  Ringhal-class Flying Tank:  This VIPER tank has 
  full aerial capabilities. Remove the Limitation  Must 
  Remain Within 4” Of A Surface (-½) from Flight. 
  Total vehicle cost 413 points; total cost 78 points.
  
  125 
  VIPER ■ Chapter Five
  AIR VEHICLES
  VIPER AIR-CYCLE
   Val Char 
  Cost Notes
   1 Size 
  5 
  1.25” x .64”; -1 KB; -0 DCV
   20 STR 
  5 
  Lift 400 kg; 4d6 HTH [0]
   20 DEX 
  30 OCV:  7/DCV:  7
   14 BODY 3
   5 DEF 
  6 
  Does Not Protect Occupant (-½)
   4 SPD 
  10 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  59
  Movement: 
  Ground:  
  0”/0”
   
  Flight: 
  35”/140”
  Abilities & Equipment
  Cost Power 
  END
  112 
  Hover Generator:  Flight 35”, x4 Noncombat 
  Multiple, Sideways Maneuverability (+½) 0
  -12 
  Flight Only:  Ground Movement -6” (0” 
  total)
  -2 
  Flight Only:  Swimming -2” (0” total)
  33 
  Forward Blaster:  RKA 2d6, Armor Piercing 
  (+½), Autoﬁre (5 shots; +½), 50 Charges  
  (+½); OIF Bulky (-1), Limited Arc Of Fire 
  (180 Degrees; -¼) 
  [50]
  5 
  Rear Blaster:  As Forward Blaster 
  [50]
  5 
  Communications System:  HRRP (Radio 
  Group); OIF Bulky (-1), Aﬀected As Sight 
  And Hearing Group As Well As Radio  
  Group (-½) 
  0
  10 
  Radar Array:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees); 
  OIF Bulky (-1) 
  0
   
  Skills
  8 
  Maneuverable:  +4 with Flight
  Total Abilities & Equipment Cost:  159
  Total Vehicle Cost:  218
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  193/5 = 39
  Description:  When VIPER needs agents in the air, 
  but doesn’t have enough Air Cavalry personnel to 
  do the job, it breaks out the Air-Cycle, a small one- 
  or two-man aircraft. Able to attain speeds in excess 
  of 200 miles an hour, extremely maneuverable, and 
  reasonably well-armed for a vehicle of its size, it 
  allows groups of agents to swarm into a landing 
  zone quickly, or provide extensive air cover for 
  squadrons on the ground.
  Options:
  1)  Enhanced Firepower:  This form of the Air-Cycle 
  has heavier weaponry. Increase the Forward Blaster 
  to RKA 3d6. Total vehicle cost 235 points; total cost 
  42 points.
  2)  High-Speed Air-Cycle:  Increase to x8 Non-
  combat. Total vehicle cost 226 points; total cost 40 
  points.
  
  126 ■ The VIPER Armory
  Hero System 5th Edition
  3)  Stealth-Cycle:  This form of the Air-Cycle uses 
  special baﬄes to dampen the noise from its hover 
  generator and rockets. Add Invisible To Hear-
  ing Group (+¼) for Flight. Total vehicle cost 237 
  points; total vehicle cost 42 points.
  FALCON HOVER-VAN
   Val Char 
  Cost Notes
   4 Size 
  20 2.5” x 1.25”; -4 KB; -2 DCV
   35 STR 
  5 
  Lift 3,200 kg; 7d6 HTH [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   19 BODY 5
   6 DEF 
  12
   4 SPD 
  18 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  66
  Movement: 
  Flight: 
  26”/104”
   
  Ground: 
  0”/0”
  Abilities & Equipment
  Cost Power 
  END
  85 
  Hover Generator:  Flight 26”, x4 Noncombat 
  Multiple, Sideways Maneuverability (+½) 0
  -12 
  Flight Only:  Ground Movement -6” (0” 
  total)
  -2 
  Flight Only:  Swimming -2” (0” total)
  45 
  Forward Blaster:  RKA 3d6, Armor Pierc-
  ing (+½), Autoﬁre (5 shots; +½), 60 Charges 
  (+½); OIF Bulky (-1), Limited Arc Of Fire 
  (60 Degrees forward; -½) 
  [60]
  10 
  Rear, Port, And Starboard Blasters:  Three 
  more Forward Blasters, but with diﬀerent 
  angles of ﬁre 
  [60]
  5 
  Communications System:  HRRP; OIF Bulky 
  (-1), Aﬀected As Sight And Hearing Group 
  As Well As Radio Group (-½) 
  0
  10 
  Radar Array:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees); 
  OIF Bulky (-1) 
  0
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  145
  Total Vehicle Cost:  211
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  186/5 = 37
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  VIPER’s primary vehicle for trans-
  porting agents to and from missions is the Falcon 
  Hover-Van, which uses the organization’s standard 
  hover technology. Built for speed and maneuver-
  ability, in properly-trained hands the Hover-Van 
  can reach a velocity of approximately 155 miles per 
  hour, maneuver adroitly and even “slide” straight 
  sideways. It packs enough ﬁrepower to demolish 
  police cars and other such targets easily. It has a 
  crew of two specially trained pilots, and can carry 
  an additional 17 agents and their equipment.
  Options:
  1)  Falcon-XP Hover-Van:  This version of the 
  Falcon has even greater ﬁrepower. Increase Forward 
  Blaster to RKA 4d6. Total vehicle cost 226 points; 
  total cost 40 points.
  2)  Stealth-Falcon:  This form of the Falcon uses 
  special baﬄes to dampen the noise from its hover 
  generator and rockets. Add Invisible To Hear-
  ing Group (+¼) for Flight. Total vehicle cost 226 
  points; total vehicle cost 40 points.
  QUETZALCOATL AERIAL GUNSHIP
   Val Char 
  Cost Notes
   9 Size 
  45 8” x 4”; -9 KB; -6 DCV
   60 STR 
  5 
  Lift 100 tons; 12d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   20 BODY 1
   10 DEF 
  24
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  111
  Movement: 
  Ground:  
  0”/0”
   
  Flight: 
  25”/200”
  Abilities & Equipment
  Cost Power 
  END
  90 
  Hover Generator:  Flight 25”, x8  
  Noncombat Multiple, Sideways  
  Maneuverability (+½) 
  0
  -12 
  Flight Only:  Ground Movement -6”  
  (0” total)
  -2 
  Flight Only:  Swimming -2” (0” total)
  45 
  Forward Blaster (Starboard):  RKA 3d6, 
  Armor Piercing (+½), Autoﬁre (5 shots; +½), 
  60 Charges (+½); OIF Bulky (-1),  
  Limited Arc Of Fire (60 Degrees  
  forward; -½) 
  [60]
  10 
  Port, Starboard, And Rear Blasters:  As  
  Forward Blaster, but with diﬀerent  
  angles of ﬁre  
  [60]
  62 
  Forward Missile Launcher:  RKA 5d6,  
  Explosion (-1 DC/2”; +¾), Increased  
  Maximum Range (4,225”; +¼), No  
  Range Modiﬁer (+½); OIF Bulky (-1),  
  4 Charges (-1) 
  [4]
  5 
  Rear Missile Launcher:  As Forward  
  Missile Launcher 
  [4]
  10 
  Oxygen Supply:  Life Support  
  (Self-Contained Breathing) 
  0
  10 
  Radar Array:  Radar (Radio Group), 
  Increased Arc Of Perception  
  (360 Degrees); OIF Bulky (-1) 
  0
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  222
  Total Vehicle Cost:  333
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  308/5 = 62
   
  
  127 
  VIPER ■ Chapter Five
  Additional Equipment
  54 
  Serpentine Node
  Description:  The Quetzalcoatl (named for the 
  feathered serpent god of Aztec myth) is VIPER’s 
  most common air combat vehicle and the means 
  by which squadrons attempt to obtain air superior-
  ity during major battles. With its cruising speed of 
  about 300 miles per hour, and its powerful blasters 
  and two batteries of missiles, it’s one of the most 
  advanced aircraft in the world today. The Quetzal-
  coatl has a crew of two specially trained pilots, who 
  live in quarters on the craft.
  But the Quetzalcoatl does more for VIPER 
  than ﬁght. Large enough to carry 10 agents with all 
  of their equipment, and possessing a full commu-
  nications and sensor array, including a Serpentine 
  Node, the Quetzalcoatl can also act as a troop trans-
  port or mobile command center.
  As of 2003, VIPER has 61 Quetzalcoatls in its 
  ﬂeet.
  DRAGON JET
   Val Char 
  Cost Notes
   11 Size 
  55 12.5” x 6.4”; -11 KB; -7 DCV
   65 STR 
  0 
  Lift 200 tons; 13d6 HTH [0]
   24 DEX 
  42 OCV:  8/DCV:  8
   21 BODY 0
   8 DEF 
  18
   5 SPD 
  16 Phases:  3, 5, 8, 10, 12
    
   
   
  Total Characteristic Cost:  131
  Movement: 
  Ground: 
  0”/0”
   
  Flight: 
  60”/960”
  Abilities & Equipment
  Cost Power 
  END
  202 
  Hover Generator:  Flight 60”, x16 Noncombat 
  Multiple, Sideways Maneuverability (+½) 0
  -12 
  Flight Only:  Ground Movement -6” (0” total)
  -2 
  Flight Only:  Swimming -2” (0” total)
  90 
  Dorsal Turreted Blaster:  RKA 6d6, Armor 
  Piercing (+½), Autoﬁre (5 shots; +½), 60 
  Charges (+½); OIF Bulky (-1), Limited Arc 
  Of Fire (60 Degrees; -½) 
  [60]
  5 
  Ventral Turreted Blaster:  As Dorsal Turreted 
  Blaster 
  [60]
  75 
  Starboard Wing Missile Array:  RKA 6d6, 
  Explosion (-1 DC/2”; +¾), Increased Maxi-
  mum Range (5,050”; +¼), No Range Modi-
  ﬁer (+½); OIF Bulky (-1), 4 Charges (-1) [4]
  5 
  Port Wing Missile Array:  As Starboard Wing 
  Missile Array
  39 
  Bomb Rack:  RKA 4d6, Armor Piercing 
  (+½), Explosion (-1 DC/2”; +¾); OIF  
  Bulky (-1), Dropped (-½), 4 Charges (-1) [4]
  10 
  Oxygen Supply:  Life Support (Self-Con-
  tained Breathing) 
  0
  10 
  Radar Array:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees); 
  OIF Bulky (-1) 
  0
  6 
  Radar Array:  +12 versus Range Modiﬁer  
  for Radar; OIF Bulky (-1) 
  0
  
  128 ■ The VIPER Armory
  Hero System 5th Edition
   
  Skills
  4 
  Maneuverable:  +2 with Flight
  Total Abilities & Equipment Cost:  432
  Total Vehicle Cost:  563
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat vehicle 
  (Not Concealable; Causes Extreme Reaction 
  [fear])
  Total Disadvantage Points:  25
  Total Cost:  538/5 = 108
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  VIPER’s largest, longest range, and most 
  powerful aircraft is the fearsome Dragon Jet. Able 
  to attain speeds in excess of Mach 2, it can launch 
  from any VIPER Nest, reach any point on the planet, 
  attack, and return to home base. It has two blaster 
  batteries, one dorsal and one ventral, mounted on 
  concealed pop-up  turrets, giving it the ability to hit 
  targets all around it. Additionally, it has two racks of 
  missiles (one under each wing) and a complement of 
  four powerful bombs for use against ground-based 
  targets. As of 2003, VIPER has six of these jets in its 
  ﬂeet.
  The Dragon Jet requires a minimum crew of 
  three, though it functions best with seven crewmen. 
  It has living quarters for six agents; typically, the 
  seventh crewman is a high-ranking VIPER oﬃcer 
  assigned by the Nest launching the vehicle. Addition-
  ally, it can carry 25 agents plus all their equipment. Its 
  vertical takeoﬀ and landing (VTOL) thrusters allow 
  it to touch down quickly, oﬄoad its troops, and then 
  return to the skies before the enemy can target it.
  MISCELLANEOUS VEHICLES
  SEA SERPENT MINI-SUB
   Val Char 
  Cost 
  Notes
   6 Size 
  30 
  4” x 2”; -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg; 8d6 HTH [0]
   15 DEX 
  15 
  OCV:  5/DCV:  5
   16 BODY 0
   8 DEF 
  18
   3 SPD 
  5 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  68
  Movement: 
  Ground: 
  0”/0”
   
  Swimming: 
  25”/100”
  Abilities & Equipment
  Cost Power 
  END
  12 
  Water Movement:  Swimming +23”  
  (25” total), x4 Noncombat Multiple;  
  Limited Maneuverability (-½), Side Eﬀects 
  (propeller does KA 2d6 to anyone coming  
  in contact with bottom stern of vehicle, 
  occurs automatically, only aﬀects environ-
  ment around vehicle; -¾) 
  0
  -12 
  Aquatic Only:  Ground Movement -6”  
  (0” total)
  32 
  Forward VIPedoes:   RKA 3d6, Armor  
  Piercing (+½), Explosion (+½), No Range 
  Modiﬁer (+½); OIF Bulky (-1), Only  
  Versus Targets In/On The Water (-1),  
  8 Charges (-½) 
  [8]
  5 
  Rear VIPedoes:  As Forward VIPedoes 
  [8]
  13 
  Submersible:  Life Support (Self- 
  Contained Breathing; Safe Environment:  
  High Pressure, Intense Cold) 
  0
  5 
  Communications Systems:  HRRP (Radio 
  
  129 
  VIPER ■ Chapter Five
  Group); OIF Bulky (-1), Aﬀected As Sight 
  And Hearing Group As Well As Radio 
  Group (-½) 
  0
  13 
  Periscope:  Clairsentience (Sight Group), 
  Reduced Endurance (0 END; +½); OIF 
  Bulky (-1), Limited Range (8”; -¼) 
  0
  11 
  Active Sonar Array:  Active Sonar (Hearing 
  Group), Increased Arc Of Perception (360 
  Degrees), Telescopic (+8 versus Range 
  Modifier); OIF Bulky (-1), Affected As 
  Sight Group As Well As Hearing Group 
  (-½) 
  0
  8 
  Passive Sonar Array:  +4 PER with Hearing 
  Group; OIF Bulky (-1) plus Ultrasonic  
  Perception (Hearing Group); OIF Bulky  
  (-1) plus Telescopic (+4 versus Range  
  Modiﬁer for Hearing Group); OIF  
  Bulky (-1) 
  0
  Total Abilities & Equipment Cost:  87
  Total Vehicle Cost:  155
  Value Disadvantages 
  25 
  Distinctive Features:  VIPER combat  
  vehicle (Not Concealable; Causes Extreme 
  Reaction [fear])
  Total Disadvantage Points:  25
  Total Cost:  130/5 = 26
   
  Additional Equipment
  54 
  Serpentine Node
  Description:  VIPER’s Sea Serpent-class Mini-Sub, 
  able to carry up to four fully-equipped Environ-
  mental Combat Specialist agents (Aquatic), in 
  addition to its pilot, can descend to the bottom of 
  the sea or allow VIPER to travel unseen beneath 
  the waves. If enemies pursue, it can use its power-
  ful “VIPedo” torpedoes to blow them out of the 
  water.
  VIPER ROBOTS
  Although VIPER’s experiences with “auto-
  mated agents” — robots — remains decidedly 
  mixed (superheroes seem to have an extraordinary 
  knack for destroying the things, or even turning 
  them against their creators), it continues to con-
  duct experiments in this ﬁeld. Its latest eﬀort, the 
  VIPER-Mech Mark III, is the most powerful and 
  versatile robot it has ever created.
  VIPER-MECH MARK III
   Val Char 
  Cost 
  Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [0]
   25 DEX 
  45 
  14- 
  OCV:  8/DCV:  8
   10 CON 
  0 
  11-
   23 BODY 26 
  14-
   15 INT 
  5 
  12- 
  PER Roll 12-
   0 EGO 
  0 
  — 
  ECV:  N/A
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   4 COM 
  -3 
  10-
   12 PD 
  27 
   
  Total:  12 PD (12 rPD)
   12 ED 
  33 
   
  Total:  12 ED (12 rED)
   5 SPD 
  15 
   
  Phases:  3, 5, 8, 10, 12
   12 REC 
  0
   0 END 
  -10
   —  STUN — 
  Total Characteristics Cost:  193
  Movement: 
  Running: 
  11”/22”
   
  Leaping: 
  10”/20”
   
  Flight: 
  15”/30”
  VIPER-Mech Mark III
  
  130 ■ The VIPER Armory
  Hero System 5th Edition
  Cost Powers 
  END
  15 
  Robot Body:  Does Not Bleed 
  0
  45 
  Robot Body:  Takes No STUN 
  0
  25 
  Tireless:  Reduced Endurance (0 END; +½) 
  on 50 STR 
  0
  11 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Running 
  0
  5 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Swimming  
  0
  100 
  Onboard Weaponry:  Multipower, 100-point 
  reserve
  9u 
  1)  Palm Blaster:  Energy Blast 12d6, 
  Reduced Endurance (0 END; +½) 
  0
  6u 
  2)  Forearm Blaster:  Energy Blast 12d6, 
  Armor Piercing (+½); 8 Charges (-½) 
  [8]
  5u 
  3)  Eyebeam Blaster:  Energy Blast 20d6; 4 
  Charges (-1) 
  [4]
  4u 
  4)  Duo-Palm Blaster:  Energy Blast 10d6, 
  Area Of Effect (11” Cone; +1); Gestures 
  (both hands; -½), No Range (-½), 8 
  Charges (-½) 
  [8]
  7u 
  6)  Right Shoulder-Mounted Laser:  RKA  
  3d6, Armor Piercing (+½); 16 Charges (-0) [16]
  7u 
  7)  Left Shoulder-Mounted Laser:  RKA  
  2d6, Armor Piercing (+½), Autoﬁre (5 shots; 
  +½), 60 Charges (+½) 
  [60]
  9u 
  8)  Chest-Mounted Flare Generator:  Sight 
  Group Flash 12d6, Reduced Endurance (0 
  END; +½) 
  0
  5u 
  9)  Chest-Mounted Trapweb Launcher:   
  Entangle 8d6 BODY, 8 DEF; 8  
  Charges (-½) 
  [8]
  36 
  Robot Body:  Damage Resistance (12 PD/ 
  12 ED) 
  0
  60 
  Heavy:  Knockback Resistance -10” 
  0
  45 
  Robot Body:  Life Support:  Total 
  0
  45 
  Jetpack:  Flight 15”, Reduced Endurance  
  (0 END; +½) 
  0
  10 
  Robot Legs:  Running +5” (11” total) 
  0
  12 
  Communications:  HRRP (Radio Group), 
  Invisible To Tracing (+¼); Aﬀected As  
  Hearing Groups (And Partly As Sight  
  Group) As Well As Radio Group (-¼) 
  0
  16 
  Serpentine Network Links:  Mind Link,  
  any Serpentine Network computer, any  
  1 mind at once, No LOS Needed; Aﬀected  
  As Radio Group, Not Mental Group (-¼) 0
  5 
  Sensor Systems:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  20 
  Sensor Systems:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees) 0
  30 
  Shielding:  Power Defense (10 points)  
  0
  30 
  Shielding:  Radio Group Flash Defense  
  (10 points) 
  0
  16 
  Self-Destruct System:  RKA 8d6; No  
  Range (-½), Self Only (-2), 1 Charge  
  which Never Recovers (-4) 
  [1nr]
   
  Talents
  17 
  Onboard Computer Systems:  Absolute  
  Range Sense, Absolute Time Sense, Bump 
  Of Direction, Eidetic Memory, Lightning 
  Calculator
   
  Skills
  15 
  +5 with Onboard Weaponry Multipower
  3 
  Computer Programming 12-
  3 
  Cryptography 12-
  3 
  Electronics 12-
  4 
  Language:  English
  Total Powers & Skills Cost:  637
  Total Cost:  830
  200+ Disadvantages
  25 
  Distinctive Features:  VIPER Robot (Not 
  Concealable; Causes Extreme Reaction 
  [fear])
  20 
  Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
  5 
  Physical Limitation:  Aﬀected By Cyberkine-
  sis (has EGO 25 for purposes of cyberkinetic 
  powers, and can be aﬀected by cyberkine-
  sis-based Presence Attacks) (Infrequently, 
  Slightly Impairing)
  5 
  Physical Limitation:  Large (approximately 
  twice human size and eight times human 
  mass) (Infrequently, Slightly Impairing) 
  575 
  Experience Points
  Total Disadvantage Points:  830
  Description:  Building upon the Mech-VIPER Mark 
  I of the mid-1980s and Mark II Mech-VIPER of 
  the early 1990s, VIPER’s laboratories recently devel-
  oped their most powerful robotic servant yet — the 
  VIPER-Mech Mark III. VIPER technicians have 
  already completed six Mark IIIs and issued them to 
  the appropriate Nests; more are on their way soon.
  As beﬁts a combat robot, the Mark III bristles 
  with weaponry. In addition to the obvious blaster 
  ports and attachments in the palms of its hands and 
  on its forearms, it has lasers mounted on both shoul-
  ders, and can also ﬁre energy beams from its “eyes.” 
  A large lens in the center of its chest can generate 
  blinding pulses of light, and smaller ports mounted 
  above and to the right and left of the lens ﬁre in 
  tandem to catch opponents in tough, sticky trapweb.
  The Mark III’s INT represents its sophisticated 
  computer brain. It’s not actually sentient, but it 
  often seems to be thanks to its highly-developed 
  processor system. If it encounters a situation com-
  pletely strange to it, the GM may have it make an 
  INT Roll to react appropriately.
  
  131 
  VIPER ■ Chapter Five
  VIPER RECON-DRONE MARK VII
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [0]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   10 CON 
  0 
  11-
   10 BODY 0 
  11-
   20 INT 
  10 
  13- 
  PER Roll 13-
   0 EGO 
  0 
  —  
  ECV:  N/A
   10 PRE 
  0 
  11- 
  PRE Attack:  2d6
   10 COM 
  0 
  11-
   6 PD 
  15 
   
  Total:  6 PD (6 rPD)
   6 ED 
  15 
   
  Total:  6 ED (6 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   5 REC 
  0
   0 END 
  -10
   —  STUN —  
  Total Characteristics Cost:  75
  Movement: 
  Running: 
  11”/22”
   
  Flight: 
  15”/30”
  Cost Powers 
  END
  15 
  Robot Body:  Does Not Bleed 
  0
  45 
  Robot Body:  Takes No STUN 
  0
   7 
  Tireless:  Reduced Endurance (0 END; +½) 
  on 15 STR 
  0
  11 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Running 
  0
  5 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) 
  on Swimming  
  0
  40 
  Built-In Blaster:  Energy Blast 10d6; 12 
  Charges (-¼) 
  [12]
  18 
  Robot Body:  Damage Resistance (6 PD/6 
  ED) 
  0
  45 
  Robot Body:  Life Support:  Total 
  0
  45 
  Concealed Jets:  Flight 15”, Reduced Endur-
  ance (0 END; +½) 
  0
  10 
  Robot Legs:  Running +5” (11” total) 
  0
  12 
  Communications:  HRRP (Radio Group), 
  Invisible To Tracing (+¼); Aﬀected As Hear-
  ing Groups (And Partly As Sight Group) As 
  Well As Radio Group (-¼) 
  0
  16 
  Serpentine Network Links:  Mind Link, any 
  Serpentine Network computer, any 1 mind 
  at once, No LOS Needed; Aﬀected As Radio 
  Group, Not Mental Group (-¼) 
  0
  5 
  Sensor Systems:  Infrared Perception (Sight 
  Group) 
  0
  5 
  Sensor Systems:  Ultraviolet Perception  
  (Sight Group) 
  0
  5 
  Sensor Systems:  Nightvision 
  0
  3 
  Sensor Systems:  Ultrasonic Perception 
  (Hearing Group) 
  0
  20 
  Sensor Systems:  Radar (Radio Group), 
  Increased Arc Of Perception (360 Degrees) 0
  9 
  Enhanced Sensors:  +3 PER with all Sense 
  Groups 
  0
  15 
  Shielding:  Power Defense (5 points)  
  0
  15 
  Shielding:  Radio Group Flash Defense (5 
  points) 
  0
  7 
  Unimpressed:  +15 PRE; Only To Protect 
  Against Presence Attacks (-1) 
  0
  14 
  Self-Destruct System:  RKA 7d6; No Range 
  (-½), Self Only (-2), 1 Charge which Never 
  Recovers (-4) 
  [1nr]
   
  Talents
  17 
  Onboard Computer Systems:  Absolute Range 
  Sense, Absolute Time Sense, Bump Of Direc-
  tion, Eidetic Memory, Lightning Calculator
   
  Skills
  10 
  +2 with all Skills listed below
  3 
  Bugging 12-
  3 
  Concealment 12-
  4 
  Language:  English
  3 
  Lipreading 12-
  3 
  Lockpicking 13-
  3 
  Security Systems 12-
  3 
  Shadowing 12-
  5 
  Stealth 14-
  3 
  Tracking 12-
  Total Powers & Skills Cost:  425
  Total Cost:  500
  200+ Disadvantages
  5 
  Physical Limitation:  Aﬀected By Cyberkine-
  sis (has EGO 20 for purposes of cyberkinetic 
  powers, and can be aﬀected by cyberkine-
  sis-based Presence Attacks) (Infrequently, 
  Slightly Impairing)
  295 
  Experience Points
  Total Disadvantage Points:  500
  Description:  VIPER doesn’t design all of its robots 
  for combat purposes. It also needs to gather infor-
  mation on robbery targets, potential blackmail vic-
  tims, and the like, and it has found robots ideally 
  suited to these tasks in some situations. The Mark 
  VII Recon-Drone, one of the organization’s most 
  popular “spy-bots,” comes in a variety of innocent-
  looking conﬁgurations. It might resemble a small 
  animal (such as a cat or dog), an ordinary person, 
  or perhaps an everyday object. Its main purpose is 
  to observe and record, then report what it learns 
  to its VIPER masters, but it does come equipped 
  with an onboard blaster in case it’s cornered, and 
  a self-destruct system to keep it from falling into 
  enemy hands.
  The Mark VII’s INT represents its sophisti-
  cated computer brain. It’s not actually sentient, but 
  it often seems to be thanks to its highly-developed 
  processor system. If it encounters a situation com-
  pletely strange to it, the GM may have it make an 
  INT Roll to react appropriately.
  
  132 ■ The VIPER Armory
  Hero System 5th Edition
  V
  IPER is renowned for its use of advanced 
  technology in the commission of crimes 
  and acts of terrorism. Since the organiza-
  tion’s inception, it’s striven to take advan-
  tage of its lack of bureaucracy and moral scruples 
  to develop weapons, vehicles, and other systems 
  that can out-perform those of the authorities. Since 
  VIPER scientists can conduct tests on humans 
  (kidnap victims, captured heroes, VIPER Academy 
  ﬂunk-outs...) whenever they need to, don’t have to 
  obtain Congressional approval (and tolerate Con-
  gressional oversight) for new projects, and have 
  an enormous budget to work with, they can make 
  technological advances the world’s governments 
  and law enforcement agencies generally cannot.
  VIPER recruits scientists the same way it 
  recruits agents — from among the disaﬀected, the 
  criminal, those who feel their talents aren’t appre-
  ciated or aren’t properly compensated. (In some 
  cases it may blackmail scientists into working with 
  it.)  Scientists are just as likely as anyone else to 
  give in to their base emotions or have desires they 
  cannot satisfy through conventional channels. For 
  many, the freedom that VIPER oﬀers — the large 
  research budgets, the ability to work on whatever 
  one wants without having to worry about regula-
  tions or public opinion — is an intoxicating thing 
  that attracts them like a moth to a ﬂame. Others 
  just want a lot of money. VIPER has recruited many 
  former Soviet scientists using these two lures (and 
  others), but it also has many Technical Division 
  personnel from other countries around the globe.
  STATE OF THE VIPER ART
  When it comes to VIPER science, the term 
  “bleeding edge” takes on real meaning. VIPER’s 
  always working on newer, bigger, better ways to 
  hurt other people, conquer the world, and make 
  committing crimes easier. Some of its current tech-
  nological research projects include:
  Project Ageless:  VIPER’s immortality project. 
  VIPER leaders want to live longer, so the immor-
  tality project is one which for some reason never 
  seems to receive budget cuts. Ageless involves stud-
  ies of the relationship of genetics, bio-chemicals, 
  and cellular decay. VIPER also hopes that inhibiting 
  neurological decay will lead to smarter and more 
  perceptive humans, another VIPER research goal.
  Ageless has seen some success over the years; 
  the Duchess, among other VIPER leaders, has used 
  its results to extend her lifespan and youth. But it’s 
  far from achieving its ultimate goals.
  Project Awakening:  The stated purpose of Project 
  Awakening, better known among the VIPER rank 
  and ﬁle as “the Clutch,” is to “devise methods and 
  procedures by which to unlock the latent psychic 
  powers of the human mind.” VIPER’s scientists 
  have experimented with gene splicing, “telepathic 
  massage” of the brain, and even implanting tissues 
  from telepaths in the (probable) psionic centers of 
  people’s brains, and more — all so far with less than 
  promising results.
  Assuming Project Awakening were to succeed 
  — which in turn means assuming the Project’s sci-
  entists are correct when they state that all humans 
  have the potential to possess psionic powers — it 
  would vastly increase VIPER’s combat and espio-
  nage capabilities. Concerned about the possible 
  implications of the Project (such as squadrons of 
  “psi-VIPERs” taking over the organization, or PSI 
  stealing the Project’s data), the Supreme Serpent 
  has reduced funding for and deprioritized Awak-
  ening. Additionally, on orders from the Serpent-
  General, the Watch keeps a close eye on the Clutch. 
  VIPER does not intend to create psionic operatives 
  only to have them turn on it.
  Project Evolution:  This particularly creepy scien-
  tiﬁc project encompasses VIPER’s plan to increase 
  serpentine intelligence via the implantation of 
  customized brain tissue and special proteins. This 
  project has already created snakes with the ability 
  to recognize over a dozen diﬀerent symbols and 
  attack a target on command.
  Project Flamel:  VIPER’s always looking for more 
  ways to generate revenue. One research eﬀort asso-
  ciated with this goal is Project Flamel, which seeks 
  ways to transmute base metals into gold — the 
  ancient goal of the alchemists. If it can devise a way 
  to duplicate the powers of superhumans such as 
  Zorran the Artiﬁcer, not only could VIPER ﬁll its 
  coﬀers with gold, it could create irresistible trans-
  mutative weaponry.
  Project High Ground:  Ever since UNTIL completed 
  the GATEWAY space station, some VIPER scientists 
  have pushed the idea that VIPER should compete on 
  the “high frontier” as well. While somewhat skepti-
  cal, the Council Of Thirty has allowed Project High 
  Ground to proceed with the understanding that the 
  Project’s scientists have to do more than just create 
  a viable space station — they must ﬁnd a way to (a) 
  conceal the station after it’s built, and (b) prevent 
  UNTIL and the governments of the world from ﬁnd-
  ing out about it while it’s being built.
  Project Mendel:  Also known as “Project Stein,” this 
  is VIPER’s ongoing eﬀort to ﬁnd ways to create 
  TECHNOLOGY VIPER 
  DOESN’T WORK ON
  VIPER speciﬁcally 
  refrains from conduct-
  ing research in two tech-
  nological ﬁelds.
  The ﬁrst is artiﬁcial 
  intelligence. The 
  Supreme Serpent doesn’t 
  want VIPER to have any 
  sentient machines other 
  than the Serpentine 
  Network. He feels they 
  pose too big a risk in 
  too many ways; the last 
  thing he wants to deal 
  with is another Mecha-
  non, for example. Even 
  Serpentine makes him a 
  little uncomfortable, but 
  he’s willing to rely on its 
  programmed loyalty... 
  for now.
  The second is nuclear 
  weapons. While VIPER 
  easily has the techno-
  logical acumen and 
  resources to create 
  nuclear bombs, the 
  Council Of Thirty sur-
  mises (correctly) that 
  if the governments of 
  the world had any solid 
  suspicions VIPER was 
  working on nukes, they 
  would redouble their 
  eﬀorts to dismantle the 
  organization. In short, 
  nuclear weapons pose 
  too many public rela-
  tions problems; VIPER 
  can build other dooms-
  day devices without 
  causing itself the same 
  trouble.
  VIPER SCIENCE
  
  133 
  VIPER ■ Chapter Five
  superhumans on demand. Currently led by Dr. 
  Timothy Blank (see below), Mendel has enjoyed 
  numerous isolated successes over the years (such as 
  the creation of Sidewinder), it has never succeeded 
  in ﬁnding reliable ways to create large numbers of 
  superhumans (even “temporary supers” who pos-
  sess powers for a short time and then “burn out” 
  and die). If Project Mendel ever achieves the break-
  through it’s long looked for, VIPER may become 
  unstoppable.
  Project Red Dragon:  VIPER would like to make its 
  Dragon armor (page 115) more widely available, 
  but it’s too expensive and diﬃcult to manufacture. 
  Project Red Dragon’s goal is to ﬁnd ways to make 
  Dragon armor easier and cheaper to make so any 
  Nest that wants a suit or two can aﬀord it.
  Project Spearhead:  The development of VIPER 
  weapons of mass destruction. Rather than attempt-
  ing to create nuclear weapons, Project Spearhead 
  is investigating a number of technological break-
  throughs. The ones on which it’s expending the 
  most eﬀort are the Orbital Blaster Platform and an 
  EMP bomb with an eﬀective radius of hundreds of 
  kilometers (not yet in production).
  Project Two-Step:  VIPER does not have, and des-
  perately wants, teleportation technology. Equipped 
  with teleporters, VIPER agents could inﬁltrate any 
  target facility, steal what they wanted, and then 
  escape without a trace. Fortunately for the world, 
  the secret of teleportation continues to elude 
  VIPER’s scientists... though underworld rumors 
  hint they’re getting close to success.
  Project Viperium:  Inspired by the development of 
  metals such as kendrium, VIPER seeks to create 
  a super-metal of its own. Dubbed “viperium,” this 
  theoretical substance would allow VIPER to protect 
  its vehicles and facilities with armor that is both 
  better and lighter weight than existing armors. 
  Other versions of viperium would improve VIPER 
  body armors.
  Project Whipsnake:  VIPER’s quest to build a mass 
  driver under the jungles of equatorial Africa. This 
  device will have the capacity to hurl large objects 
  into orbit or launch ballistic missiles with relatively 
  low fuel requirements, giving VIPER the power to 
  hit any target on the globe.
  THE FIX:  THE STARS OF 
  TECHNICAL DIVISION
  VIPER has a lot of top-notch scientists work-
  ing for it, but even among the Technical Division’s 
  ranks, some minds and talents stand out from the 
  pack. They’re known as “the Fix” for reasons no one 
  can remember. They include:
  DR. TIMOTHY BLANK
  A world-class expert on the subjects of biol-
  ogy, biochemistry, genetics, and the biological bases 
  for superhuman powers, Timothy Blank left the 
  Biology Department at the University of Florida at 
  Vibora Bay after it was revealed he was both con-
  ducting experiments on human subjects without 
  approval and using several of his graduate students 
  and fellow professors as the subjects of other exper-
  iments without their knowledge. He “defected” to 
  VIPER one step ahead of the law and immediately 
  put his talents to work for it. Thanks to his break-
  throughs, Project Mendel has had a few successes; 
  he’s helped VIPER create several supervillains (such 
  as Diamondback). Doctor Blank has indicated that 
  he’s on the verge of further advances in the area of 
  splicing ophidian and human DNA.
  In addition to his scientiﬁc and intellectual 
  arrogance, Dr. Blank possesses a high degree of 
  megalomania. Although he’s kept his intentions 
  to himself, he long ago decided he should be the 
  Supreme Serpent. He’s funneled money away from 
  other eﬀorts, such as Project Ageless, and into his 
  own private accounts for years to prepare for a 
  takeover. When the time is right — in other words, 
  after he’s exploited VIPER’s resources to develop the 
  techniques and weapons he can use to engineer a 
  coup — he plans to kill the Supreme Serpent and 
  Council Of Thirty and take their place. Even if his 
  plot fails, it’s sure to cause major harm to VIPER.
  DR. JACOB GOLDSTEIN
  A former top scientist in the Harmon Indus-
  tries aerospace division, Jacob Goldstein left the 
  company, taking many valuable technical secrets 
  with him, after a disagreement with his superiors 
  that turned violent (he shot one and pummelled 
  the other bloody with a telephone). VIPER got 
  wind of the situation, tracked him down, and talked 
  him into joining by promising him an unlimited 
  research budget and a chance to work without 
  bureaucratic restrictions.
  Doctor Goldstein hasn’t regretted his decision 
  to join the snakes. Now he can work on cutting-
  edge ﬂight systems without having to tolerate miles 
  of red tape and dozens of inspectors. He’s made 
  signiﬁcant strides in improving the eﬃciency of 
  VIPER’s hovercraft, and Technical Division expects 
  more advances from him in the future. He’s cur-
  rently begun working on ways to improve the VFL-
  4 Jetpack.
  
  134 ■ The VIPER Armory
  Hero System 5th Edition
  DR. MANFRED KLAUSS
  An expert on psychology and neurobiol-
  ogy, Dr. Klauss (a descendant of Myron Klauss) 
  has worked extensively on Project Awakening 
  and other VIPER projects pertaining to psionic 
  powers, superhuman psychology, and the like. 
  Among many other developments, he’s respon-
  sible for the creation of the VBZ-3 Berserkization 
  Ray, a prototype weapon ﬁring a beam that causes 
  the victim to go berserk. The weapon has proved 
  highly successful in ﬁeld trials on superhumans, 
  but unfortunately Dr. Klauss has not yet found a 
  way to control or direct the victim — the berserk 
  superheroes are as likely to turn on VIPER agents 
  and villains as their own comrades, which does 
  VIPER no good. Klauss continues to work on the 
  Berserkization Ray and hopes to make it a viable 
  VIPER weapon someday.
  PROFESSOR JULIE MATHEWSON
  A world-renowned professor of biology at 
  Georgetown University, Julie Mathewson joined 
  VIPER years ago so she could conduct research in 
  her ﬁeld — human genetics — without having to 
  restrict herself to legally and ethically mandated 
  procedures. To her, only knowledge matters, and if 
  she has to hurt a few people to get it, well, they’re 
  making a sacriﬁce for science and the betterment of 
  mankind.
  Since joining VIPER, Prof. Mathewson has 
  reﬁned her studies to focus on the mechanisms 
  through which mutations aﬀect human genes. She’s 
  trying to ﬁnd out why the same procedure turns 
  one person into a superhuman, and leaves another 
  person a drooling idiot. She also wants to know 
  why the same procedure successfully aﬀects two 
  people diﬀerently. If her research bears fruit, VIPER 
  will have at its ﬁngertips the means to create entire 
  armies of supers.
  DR. PHILLIPPE MOREAU
  A renegade among renegades, Dr. Moreau is 
  perhaps the most unprincipled biologist working 
  for VIPER today (and given the presence of his 
  hated rival, Dr. Blank, that’s saying a lot). In his 
  work on “uplifting” animals and imbuing humans 
  with animalistic abilities and qualities, he hasn’t 
  hesitated to inﬂict whatever harm is necessary to 
  get the job done. Other VIPER scientists long ago 
  learned to ignore the screams coming from his 
  laboratories — they know Dr. Moreau prefers to 
  work without anaesthesia.
  DR. IRENA VELTOVSKI
  A “refugee” from Larisagrad, where she claims 
  “jealous colleagues were threatening my life,” 
  Dr. Veltovski is an expert on computer systems. 
  She has already created several subroutines that 
  have improved the functioning of the Serpen-
  tine Network, and the Council Of Thirty expects 
  even better breakthroughs from her over the next 
  decade.
  DR. PARK LEE-WEN
  A former citizen of North Korea, Dr. Park was 
  “kidnapped” by VIPER agents after he contacted 
  the organization and expressed interest in joining. 
  Now that VIPER has given him a state of the art 
  laboratory, an essentially unlimited budget, and the 
  freedom not to have to work on intercontinental 
  missile systems, his true genius for small weapons 
  design has come to the fore. In his ﬁve years with 
  Technical Division, he’s already developed some 
  major system improvements for VIPER blaster 
  weapons, and he predicts some signiﬁcant break-
  throughs in blaster beam power within the next 
  two years.
  Small and pasty-faced from spending too 
  little time outdoors, Dr. Park presents an appear-
  ance of startling contrasts. His salt-and-pepper 
  hair is always neatly groomed, his glasses polished, 
  his shirts and pants clean and wrinkle-free. But 
  he wears the same dingy lab jacket every day, its 
  pockets crammed with a plethora of spare parts, 
  well-used tools, calculators, and pens. It’s hard to 
  tell whether he’s a neatnik or a slob at heart.
  
  VIPER: chapter six
  THE DRAGON BRANCH
  
  136 ■ Dragon Branch
  Hero System 5th Edition
  Membership:  As of 2003, over 30 superhumans 
  scattered all over the world (see accompanying text 
  box for a partial list).
  Background/History:  In the minds of both the 
  public and superheroes, Dragon Branch looms 
  large; some think it runs VIPER, or at least holds 
  far more importance than it does. While VIPER 
  values its superhumans, particularly those who 
  have accumulated years of experience in VIPER’s 
  service, it doesn’t kowtow to them or give them free 
  rein. It expects loyalty, obedience, and diligent ser-
  vice — and for the most part, it receives just that. If 
  a superhuman becomes too much trouble, VIPER 
  can always eliminate him and ﬁnd another one 
  to take his place. The leaders of VIPER consider 
  Dragon Branch an asset they should use, not a pre-
  cious resource to coddle or save. 
  Group Relations:  Given the size of Dragon Branch, 
  and the fact that it’s composed of selﬁsh, and often 
  mentally disturbed, criminals, it’s surprising it holds 
  together as well as it does. The strong hands of the 
  Council Of Thirty and the Supreme Serpent have 
  a lot to do with this, but even they would admit 
  the group is far from perfect. Rivalries, hatreds, 
  and factions persist, sometimes leading to ﬁghts 
  between Dragons... or, worse, causing a Dragon 
  squad to botch a job. In either case, VIPER’s lead-
  ers swiftly impose harsh punishment on everyone 
  involved in the hope of minimizing such incidents 
  (a tactic that largely succeeds).
  Oculon, one of the oldest and most seasoned 
  of VIPER’s supers, leads Dragon Branch by default. 
  But if appropriate, he cedes authority to any “col-
  league” who seems better suited to lead a particular 
  mission or has a real “feel” for it... or whom he’d like 
  to embarrass by giving them a job they’re not suited 
  for. He’s most likely to trust one of the older, stabler 
  superhumans, such as VIPER-X or Freon.
  Within the ranks of the Dragons, age, experi-
  ence, and the possession of innate superpowers 
  all hold more sway. Many of VIPER’s younger 
  supers, particularly those whose powers derive 
  from devices, have little or no say in how Dragon 
  Branch conducts its activities. This creates strain in 
  the group from time to time, and may eventually 
  cause serious rifts in the organization. Delusion, in 
  particular, resents this state of aﬀairs and makes no 
  bones about his disdain for the “old guys” and their 
  clueless ways.
  Tactics:  VIPER rarely assembles the entire Dragon 
  Branch in any one place. Instead it assigns some 
  members to speciﬁc Nests full time, and uses the 
  others (including all the ones with character sheets 
  in this chapter) as “ﬂoaters” who go where they’re 
  needed. When a Nest calls for Dragon Branch assis-
  tance, or the leadership plans a job that requires 
  Dragons, VIPER sends the Dragons best suited to 
  the task at hand.
  Since Dragon Branch can’t work and practice 
  together as a whole, it possesses few deﬁned tactical 
  maneuvers. Instead, it trains members to work well 
  with others in combat situations and to adapt to the 
  circumstances. In game terms, most Dragons have 
  the Teamwork Skill and use it frequently.
  Campaign Use:  Sometimes agents and blasters 
  aren’t enough to challenge a team of superheroes. 
  In that case, a Nest calls in VIPER’s biggest guns:  
  Dragon Branch. Ranging from relatively weak or 
  one-dimensional superhumans like Bloodstar to 
  incredibly powerful ones such as Ripper or Oculon, 
  Dragon Branch represents a signiﬁcant threat to 
  world security. It provides some “muscle” for VIPER 
  when agents and VIPER-Mechs aren’t enough to 
  challenge the PCs. Given the size of the “team,” you 
  can easily choose (or create) just the right members 
  to provide a challenging ﬁght for your PCs.
  Dragon Branch does not Hunt heroes on its 
  own. It only does so when VIPER orders it to, how 
  VIPER orders it to.
  DRAGON BRANCH
  OTHER VIPER SUPERVILLAINS
  Here’s a quick rundown on some of the other villains that belong to VIPER. This list 
  does not include Nest Leader or other members who have superpowers they use on 
  VIPER’s behalf, just full-time supervillains in the organization. Under Location, “Varies” 
  indicates a villain who goes wherever Dragon Branch needs him.
  Name 
  Powers 
  Location
  Adder 
  Poison-spitting, knife-wielding super-agent Varies
  Bloodstar 
  High-DEX, high-SPD weaponmaster 
  Varies
  Boruto (“Volt”) 
  Electricity powers 
  Japan
  Brute 
  Super-strength 
  Varies
  Copperhead 
  Powered armor 
  Varies
  Delusion 
  Holographic super-technology 
  Miami
  Epoch 
  Time manipulation 
  Cairo
  Gauntlet 
  Power gauntlets 
  Varies
  Hayaikaze (“Swiftwind”) Speedster, wind manipulation powers 
  Japan
  Hiss 
  Mental powers 
  Varies
  Iron Lightning 
  Magnetism, electricity powers 
  Southern Africa
  Jī nlí (“Goldforce”) 
  Telekinetic powers 
  Hong Kong
  Minuet 
  Mind control via music 
  Varies
  Nucleon 
  Energy projection and control 
  Varies
  Spitﬁre 
  Uses special “ﬁre blaster” energy pistols 
  Varies
  Tornado 
  Whirling/speedster powers 
  Varies
  Tungarak 
  Super-strength, earth powers 
  Varies
  Whiteﬁre 
  Fire powers 
  Varies
  DRAGON BRANCH 
  PLOT SEEDS
  A “war” breaks out 
  between two factions 
  of Dragon Branch over 
  some real or imagined 
  slight. The PCs have to 
  stop the battle between 
  the two sides from 
  destroying the city... 
  and perhaps diminish 
  VIPER’s roster of super-
  humans in the process.
  Ripper’s Omicron 
  technology goes into 
  overdrive, rendering 
  him far bigger, stronger, 
  and tougher than ever. 
  The PCs have to battle 
  Dragon Branch for the 
  chance to try to stop him 
  — and if they win, then 
  they have to stop him. As 
  the conﬂict rages, Rip-
  per’s rampage through 
  the city continues....
  The PCs discover Dragon 
  Branch has established 
  a covert operation to 
  recruit young superhu-
  mans. They have to ﬁnd 
  a way to stop the project 
  without causing a ﬁght in 
  the middle of a crowded 
  city — and without 
  making VIPER and 
  its superhumans seem 
  a valid option for the 
  impressionable teens.
  
  137 
  VIPER ■ Chapter Six
  BOA CONSTRICTOR
   Val Char 
  Cost 
  Roll 
  Notes
   60 STR 
  50 
  21- 
  Lift 100 tons; 12d6 [6]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   28 CON 
  36 
  15-
   15 BODY 10 
  12-
   8 INT 
  -2 
  11- 
  PER Roll 11-
   8 EGO 
  -4 
  11- 
  ECV:  3
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   6 COM 
  -2 
  10-
   25 PD 
  13 
   
  Total:  25 PD (10 rPD)
   25 ED 
  19 
   
  Total:  25 ED (10 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   33 REC 
  30
   60 END 
  2
   60 STUN 
  1 
  Total Characteristics Cost:  218
  Movement: 
  Running: 
  11”/22”
   
  Leaping: 
  17”/34”
  Cost Powers 
  END
   
  Martial Arts:  Wrestling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Escape 
  +0 
  +0 
  75 STR vs. 
  Grabs
  3 
  Hold 
  -1 
  -1 
  Grab, 70 STR  
  to hold
  4 
  Forearm 
  +0 
  +2 
  12d6 Strike
  3 
  Slam 
  +0 
  +1 
  12d6 + vel/5; 
  Target Falls
  10 
  Skilled At Wrestling:  Reduced Endurance  
  on 60 STR (½ END; +¼); Only For Grabs 
  And Escapes (-½) 
  0
  10 
  Tough As A Snake:  Damage Resistance (10 
  PD/10 ED) 
  0
  10 
  Covered In Snake Skin:  Lack Of Weakness 
  (-5) for Normal Defenses and Resistant 
  Defenses 
  0
  14 
  Hardy As A Snake:  Healing 2d6  
  (Regeneration; 2 BODY per Turn),  
  Reduced Endur-ance (0 END; +½),  
  Persistent (+½); Extra Time (1 Turn; -1¼), 
  Self Only (-½) 
  0
  3 
  Immunity To Venom: Life Support (Immu-
  nity: Ophidotoxins) 
  0
  10 
  Climbs Like A Snake:  Clinging  
  (normal STR) 
  0
  10 
  Fast As A Snake:  Running +5” (11” total) 1
  5 
  Fast As A Snake:  Leaping +5” (17” total) 
  1
  5 
  Snake Vision:  Infrared Perception  
  (Sight Group) 
  0
  10 
  Constrictor’s Body:  Stretching 2” 
  1
   
  Perks
  3 
  Contact:  Biker Gang 8-
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  9 
  +3 with Wrestling
  8 
  +1 with All Combat
  3 
  Acrobatics 13-
  3 
  Acting 14-
  2 
  Animal Handling (Snakes) 11-
  3 
  Breakfall 13-
  3 
  Climbing 13-
  2 
  KS: The Superhuman World 11-
  2 
  KS: The Wrestling World 11-
  2 
  KS: The Local Underworld 11-
  3 
  KS: VIPER 12-
  2 
  KS: Wrestling 11-
  3 
  Oratory 13-
  3 
  PS: VIPER Agent 12-
  3 
  Stealth 13-
  1 
  TF: Two-Wheeled Motorized Ground Vehicles
  Total Powers and Skills Cost:  161
  Total Character Cost:  379
  200+ Disadvantages
  25 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  25 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  10 
  Psychological Limitation:   Compulsive 
  Showoﬀ (Common, Moderate)
  15 
  Psychological Limitation:  Vengeful 
  (Common, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Public Identity (Jack 
  Dunnet) (Frequently, Major)
  54 
  Experience Points
  Total Disadvantage Points:  379
  Background/History:  Jack Dunnet came from a 
  broken home; he and his older brother Dave stuck 
  together closely to protect themselves from their 
  parents as much as possible. When Dave joined a 
  Milwaukee motorcycle gang, he brought Jack in, 
  too. Unfortunately for Jack, when the cops were 
  
  138 ■ Dragon Branch
  Hero System 5th Edition
  after Dave for shooting a man during a motorcycle 
  theft, Dave panicked and hid the gun at Jack’s 
  place. The cops found it, and Jack ended up with a 
  prison sentence.
  Jack made some useful contacts in prison, but 
  overall it was a brutal experience that only made 
  him tougher and meaner than ever. He got out early 
  after volunteering for some medical experiments 
  to test new medicines, and immediately went to 
  visit Dave. Faced with the possibility of having his 
  “little” brother snap him like a twig, Dave oﬀered to 
  use his contacts to set Jack up as a pro wrestler. Jack 
  liked the sound of that.
  Jack was soon a star attraction of “Beyond Wres-
  tling — Ring Wars,” a sleazy promotion that used fake 
  violence (stabbings, shootings, and other atrocities) 
  to “spice up” the storylines between its stable of wres-
  tlers. Since VIPER’d been active in the area of late, 
  Jack became “the Constrictor,” a “bad guy” wrestler 
  who took his orders from a mysterious man in green 
  (the promotion didn’t mention VIPER by name but it 
  was fairly obvious who the Constrictor was working 
  for). Ironically, instead of getting angry, VIPER loved 
  the gimmick. Members of local Nests attended the 
  matches regularly. Jack was a big hit.
  Jack became a big ﬁsh in the little pond of 
  Beyond Wrestling, and was thinking maybe he could 
  move on to greater things — when a “cruciﬁxion 
  match” gone wrong resulted in his accidentally kill-
  ing his biggest rival, Gord McGillen. It was an acci-
  dent, but Gord’s mobster brother didn’t care. He got 
  revenge by having Jack’s brother, Dave, thrown out a 
  fourteenth story window. Then he threw Jack into a 
  tankful of poisonous snakes — “Let’s see you wrestle 
  your way outta this, tough guy.”
  But Jack, to his surprise, didn’t die. Unbe-
  knownst to him, the “medicines” that had been 
  tested on him in prison were experimental sera 
  from VIPER’s bio-engineering research division. 
  The overdose of serpent venom mutated Jack, 
  making him bigger, stronger, and snakelike. He 
  shed his humanity like a snake’s skin, smashed his 
  way out of the snake tank, and slaughtered the 
  mobsters who’d tried to kill him. He decided the 
  snakes must’ve been radioactive — after all, isn’t 
  that how everyone gets superpowers?
  VIPER, naturally enough, had kept an eye on 
  the subjects of its clandestine experiment. When it 
  found out what had happened to Jack, it made him 
  an oﬀer to come work for it. VIPER persuaded Jack 
  it was his only refuge, and Jack bought the argument 
  hook, line, and sinker. VIPER sent him to Dr. Timo-
  thy Blank, who stabilized his condition. Since then, 
  Boa Constrictor has gone on to become one of the 
  most loyal and dependable superhuman operatives 
  in VIPER history. Next to Oculon, he’s the most fre-
  quently deployed super in Dragon Branch and has 
  terrorized VIPER’s enemies around the globe.
  Personality/Motivation:  Using the Agent personality 
  type scheme, Jack would be classiﬁed as a “Bubba.” 
  Under the snakeskin, he’s really an average guy, 
  despite having a life story that would play as a par-
  ticularly sordid episode of “Behind The Mask.” He 
  likes to drink beer, watch football, and ogle pretty 
  girls. He’s actually more laid back than he used to 
  be before his mutation. At the same time, the years 
  in prison have left their scars — Boa Constrictor 
  always watches his back, never fully trusts anyone, 
  and demonstrates his strength whenever it’s appro-
  priate to discourage people from messing with him 
  — and when anyone crosses the line, he deals with 
  them violently and quickly.
  Boa Constrictor has a pronounced venge-
  ful streak. Being beaten in a ﬁght is one thing, but 
  when someone tries to get obnoxious or cute with 
  him, Boa Constrictor gets really angry. He’d rather 
  die than be humiliated in front of people he cares 
  about (even his drinking buddies).
  Quote:  “You think you’re tough, boy? Try being 
  dropped into a pit of radioactive snakes!”
  Powers/Tactics:  Boa Constrictor is a mutated 
  serpent-man with an altered genetic code whose 
  natural regenerative abilities allow him to push 
  his strength well beyond the limits of his physiol-
  ogy. He can also stretch and contort his body in 
  unnatural ways; but even he ﬁnds this power a little 
  “creepy,” so he doesn’t use it as much as he might. 
  Unlike most other VIPER serpent-human hybrids, 
  Boa Constrictor shows few side eﬀects from the 
  transformation process; the only serious aﬄiction 
  is sterility.
  In combat, Boa Constrictor likes to wrestle, 
  because that’s what he’s good at. His favorite tactic 
  is to ﬁnd a good spot for an ambush above the 
  potential battleﬁeld, reach down and grab one of 
  the combatants, and squeeze the life out of the 
  victim while they both hang suspended in mid-air.
  Campaign Use:  Boa Constrictor occupies the role 
  of grunt, the sort of third-tier villain who can give 
  a starting PC a good ﬁght but who’ll end up losing 
  the battle. He’s a snake-themed superagent to place 
  on the front lines of a VIPER battle. His wrestling 
  motif makes him a natural rival for many bricks, 
  particularly those with jock backgrounds or who 
  are naturally competitive. If the PC treats him with 
  a bit of respect, it could turn into a friendly rivalry 
  (and maybe even a way to wean Boa Constrictor 
  from VIPER); otherwise, Boa Constrictor becomes 
  a vengeful, implacable enemy.
  To make Boa Constrictor tougher or weaker, 
  adjust his Characteristics. A stronger Boa Constric-
  tor would have more DEX, INT, SPD, and STUN. A 
  weaker one would have STR 50, DEX 18, and per-
  haps a few other reductions. You could also add or 
  subtract wrestling maneuvers.
  Boa Constrictor does not Hunt heroes on his 
  own. He only does so when VIPER orders him to, 
  how it orders him to.
  Appearance:  Jack Dunnet was a big guy even 
  before the transformation, but as Boa Constrictor, 
  he stands 6’8” and is close to 310 pounds of solid 
  muscle. He is a man-serpent with scaled grey-green 
  skin and the markings of a boa constrictor snake. 
  He goes shirtless, and wears leather pants, heavy 
  leather boots, and ﬁngerless leather gloves, a carry-
  over from his biker days.
  BOA CONSTRICTOR 
  PLOT SEEDS
  The fact that Boa 
  Constrictor’s mutation 
  lay dormant for so long 
  may indicate there could 
  be quite a few potential 
  snake-men out there. 
  VIPER has been investi-
  gating the possibility....
  Boa Constrictor terror-
  izes a city mall — but 
  when he’s captured, 
  it turns out this Boa 
  Constrictor is not Jack 
  Dunnet, but someone 
  else who was in prison 
  at the same time as 
  Dunnet (and who vol-
  unteered for the same 
  medical experiment) 
  who mutated into an 
  almost identical man-
  serpent. The PCs have to 
  ﬁnd out what happened 
  in that prison and how 
  many other Boa Con-
  strictor-level mutates 
  might be out there.
  It’s a wrestling challenge 
  like none before when 
  Bulldozer (“that’s Mr. 
  B-U-L-L-Dozer to you, 
  pal, because the ﬁrst 
  syllable in Bulldozer is 
  Bull!”) decides to chal-
  lenge VIPER’s most 
  notorious wrestling 
  villain to a match in a 
  ring that he’s set up in 
  the busiest intersection 
  in town. Will Boa Con-
  strictor accept the chal-
  lenge? Will any traﬃc 
  be able to move in the 
  downtown core for the 
  next hour? Will VIPER 
  use this “battle of the 
  century” as a diversion 
  to stage a real opera-
  tion? Will the match last 
  long enough for the PCs 
  to wolf down a tub of 
  popcorn? And just how 
  the hell did Bulldozer 
  manage to set up a wres-
  tling ring in the middle 
  of town anyway?
  
  139 
  VIPER ■ Chapter Six
  DIAMONDBACK
   Val Char 
  Cost 
  Roll 
  Notes
   50 STR 
  40 
  19- 
  Lift 25 tons; 10d6 [5]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   30 CON 
  40 
  15-
   20 BODY 20 
  13-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   23 PRE 
  13 
  14- 
  PRE Attack:  4½d6
   8 COM 
  -1 
  11-
   25 PD 
  15 
   
  Total:  25 PD (20 rPD)
   20 ED 
  14 
   
  Total:  20 ED (20 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  8
   60 END 
  0
   60 STUN 
  0 
  Total Characteristics Cost:  199
  Movement: 
  Running: 
  9”/18”
   
  Leaping: 
  10”/20”
   
  Swimming: 
  6”/12”
  Cost Powers 
  END
  16 
  Poison Spittle:  RKA 1 point, Continuous 
  (+1), NND (defense is Force Field; +1),  
  Does BODY (+1); Limited Range (8”; -¼),  
  8 Charges lasting for 1 Turn each  
  (neutralized with vinegar; -0) 
  [8 x 1 Turn]
  22 
  Claws:  HKA 1d6 (2d6 with STR), Armor 
  Piercing (+½) 
  2
  10 
  Fangs:  HKA 1 point (½d6 with STR),  
  Penetrating (x2; +1) 
  1
  35 
  Venom:  Drain CON 3d6, Delayed Recov-
  ery Rate (points return at the rate of 5 per 
  Minute; +¼), Reduced Endurance (0 END; 
  +½); Fangs Must Do BODY (-½) 
  1
   
  Martial Arts:  VIPER Brawling
    
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  12d6 Strike
  3 
  Throw 
  +0 
  +1 
  10d6 + v/5; 
  Target Falls
  20 
  Scaly Skin:  Damage Resistance  
  (20 PD/20 ED) 
  0
  60 
  Tough Body:  Physical and Energy Damage 
  Reduction, Resistant, 50% 
  0
  6 
  Serpentine Form:  Life Support (Extended 
  Breathing:  1 END per Turn; Immunity to 
  Zootoxins) 
  0
  6 
  Serpent’s Speed:  Running +3” (9” total) 
  1
  4 
  Serpent’s Speed:  Swimming +4” (6” total) 1
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  20 
  +4 HTH
  2 
  Animal Handler (Snakes) 14-
  3 
  Concealment 11-
  3 
  Fast Draw (Small Arms) 13-
  2 
  Gambling (Card Games) 11-
  3 
  Interrogation 14-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11- 
  3 
  Paramedics 11-
  3 
  Security Systems 11-
  7 
  Stealth 15-
  3 
  Streetwise 14-
  3 
  Tactics 11-
  3 
  Teamwork 11-
  Total Powers & Skills Cost:  258
  Total Cost:  457
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  20 
  Psychological Limitation: Ruthless, Cruel, 
  And Sadistic (Very Common, Strong)
  20 
  Psychological Limitation:  Casual Killer 
  (Very Common, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Bernard 
  Jamison) (Frequently, Major)
  117 
  Experience Points
  Total Disadvantage Points:  457
  Background/History:  VIPER’s experiments with 
  creating superhumans often focus on the organiza-
  tion’s namesake — snakes. VIPER scientists work 
  with serpent genetic material, poisons, and organs 
  
  140 ■ Dragon Branch
  Hero System 5th Edition
  to ﬁnd ways to enhance normal humans into the 
  realm of the superhuman.
  One such human was Bernard Jamison. 
  Recruited into VIPER in the early 1990s, Jamison 
  ﬁt the organization perfectly. He was tough, ruth-
  less, and cruel, but took orders well and had just the 
  right touch of ambition. His ambition led him to 
  volunteer for some of VIPER’s experiments to grant 
  agents superhuman abilities. He ﬁgured superpow-
  ers would take him a lot further in the organization 
  than his trigger ﬁnger.
  He was right — though he hadn’t counted on 
  all the consequences of the experiment. Through 
  a series of operations and drug treatments, Dr. 
  Timothy Blank and a group of Project Mendel sci-
  entists spliced Jamison’s DNA with that of several 
  types of serpent. Over the course of several months, 
  during which the scientists carefully observed him, 
  he mutated, losing his hair and other mammalian 
  features and replacing them with serpentine ones. 
  His skin became scaly, and he grew claws and fangs. 
  He also developed enormous strength. VIPER 
  considered the experiment a rousing success. Dubi-
  ous at ﬁrst, and angry that the scientists could not 
  reverse the change at will, Jamison gradually came 
  to accept his new body and the powers it gave him. 
  After some years he was so comfortable with it that 
  he wouldn’t have changed back even if he could.
  Since then, Diamondback has been one of the 
  mainstays of Dragon Branch. Strong, quick, and 
  capable, he’s commanded teams of supercriminals 
  and agents on dozens of missions, and participated 
  in hundreds more as combat support. Superhu-
  mans have captured him several times, but with 
  VIPER’s assistance, he always ﬁnds a way to escape. 
  Because he has callously killed several UNTIL and 
  PRIMUS agents, he occupies a prominent place on 
  both organizations’ “Most Wanted” lists.
  Personality/Motivation:  Diamondback possesses all 
  the mercy, kindness, and sympathy of his name-
  sake. He has no consideration for the lives and 
  feelings of anyone else (except those more powerful 
  than him, such as the Supreme Serpent). In combat, 
  he enjoys ﬁghting dirty and inﬂicting as much pain 
  as possible. After the battle ends, he often turns his 
  attention to the interrogation of captured enemies. 
  After all, a few drops of spittle in the right places is 
  enough to make just about anyone talk....
  Though not cold-blooded, Diamondback has 
  psychologically adopted certain snake-like traits as 
  his own. He dislikes cold temperatures and loves 
  heat; he spends much of his free time in VIPER’s 
  saunas, hot tubs, and desert combat camps. He also 
  enjoys swimming, or even just laying around in 
  warm, shallow water.
  Quote:  “I don’t need a bite to poison you!”
  Powers/Tactics:  By merging his DNA with that 
  of certain ophidians, VIPER’s scientists gave Dia-
  mondback strength, resilience, and reﬂexes far in 
  excess of human normal. He strikes with the speed 
  of a cobra and the strength of an anaconda. He 
  loves to ﬁght, to feel his enemies’ ﬂesh pulp beneath 
  his powerful ﬁsts.
  But that’s not all he can do. His powers also 
  include certain venoms, perfect for use on oppo-
  nents who can stand up to him in hand-to-hand 
  combat. One type of poison he injects with his 
  fangs (which, thanks to his strength and durability, 
  can punch through almost any ﬂesh). This poison 
  weakens his foes, making them more vulnerable to 
  his other attacks. If he can’t get close enough to bite, 
  he can also spit an acidic poison over a range of 8”. 
  Able to eat through nearly anything (though not 
  energy ﬁelds), it can cause severe burns and injuries 
  to even the toughest superhumans. One particu-
  larly vicious attack Diamondback enjoys making 
  is a multiple-Power attack where he bites a foe and 
  spits on him at the same time.
  Vinegar neutralizes Diamondback’s acidic 
  spittle. Dousing a spittle wound with vinegar 
  immediately stops the spittle from causing any fur-
  ther damage to the victim (though it does not heal 
  burns already caused).
  Campaign Use:  There’s nothing much unusual 
  about Diamondback — he’s tough, strong, and 
  serves VIPER loyally. It’s unlikely superheroes 
  would encounter him outside of speciﬁc VIPER 
  combat missions.
  To make Diamondback tougher, boost his 
  SPD, STR, and DEX, making him more of a “brick.” 
  You might also consider adding a few inches of 
  Stretching; that would ﬁt well with his other ser-
  pentine powers and give him a way to surprise his 
  foes. To weaken him, get rid of his natural weapons 
  and venoms.
  Diamondback does not Hunt heroes on his 
  own. He only does so when VIPER orders him to, 
  how it orders him to.
  Appearance:  Like many other VIPER superhu-
  mans, Diamondback has a disturbingly serpentine 
  appearance. A mesh of ﬁne greenish scales, much 
  tougher than leather, has replaced his skin, though 
  somehow without diminishing his sense of touch. 
  He has no bodily hair whatsoever, nor a nose, and 
  his eyes are those of a snake. Claws tip his ﬁngers, 
  fangs ﬁll his mouth, and his tongue is forked. 
  Except in cold weather, he usually wears nothing 
  more than a loincloth or kilt-like garment, plus 
  metallic bracers on his wrists.
  DIAMONDBACK 
  PLOT SEEDS
  Dr. Timothy Blank 
  (page 132) decides to 
  make his play to take 
  control of VIPER — and 
  Diamondback discov-
  ers that the evil doctor 
  has implanted genetic 
  “hooks” in him that 
  allows Blank to take 
  control of his mind with 
  ease. Diamondback 
  ﬁnds himself unwill-
  ingly turned against the 
  Supreme Serpent — and 
  what’s worse, VIPER 
  thinks he’s doing it of 
  his own free will! He 
  has to trick the PCs into 
  helping him so he can 
  go back to serving his 
  true masters.
  VIPER scientists use 
  Diamondback’s venom 
  to develop some pow-
  erful new acids and 
  poisons for the organi-
  zation. After encoun-
  tering them in battle 
  against agents, the PCs 
  discover the only way to 
  create antidotes is to use 
  Diamondback’s venom... 
  and that mean’s track-
  ing him down, captur-
  ing him, and obtaining 
  samples.
  Diamondback secretly 
  contacts the PCs. He 
  claims VIPER’s had him 
  brainwashed for years, 
  that he desperately 
  wants his human form 
  back, and that he’ll do 
  anything they ask if 
  they’ll just help him 
  become normal again. 
  Is he telling the truth, or 
  is it part of an elaborate 
  VIPER ploy?
  
  141 
  VIPER ■ Chapter Six
  DRACONIS
   Val Char 
  Cost 
  Roll 
  Notes
   40 STR 
  30 
  17- 
  Lift 6,400 kg; 8d6 [4]
   23 DEX 
  39 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   15 BODY 10 
  12-
   18 INT 
  8 
  13- 
  PER Roll 13-
   20 EGO 
  20 
  13- 
  ECV:  7
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   12 COM 
  1 
  11-
   13 PD 
  5 
   
  Total:  21 PD (8 rPD)
   13 ED 
  7 
   
  Total:  21 ED (8 rED)
   5 SPD 
  17 
   
  Phases:  3,  5,  8,  10, 12
   14 REC 
  0
   60 END 
  0
   50 STUN 
  0 
  Total Characteristics Cost:  187
  Movement: 
  Running: 
  6”/12”
   
  Flight: 
  12”/24”
  Cost Powers 
  END
  120 
  Force Manipulation:  Multipower,  
  120-point reserve
  15m 1)  Force Lifting:  Telekinesis (40 STR), 
  Reduced Endurance (½ END; +¼) 
  3
  6u 
  2)  Disrupt Force Fields:  Suppress Force 
  Fields 10d6, Reduced Endurance  
  (½ END; +¼) 
  3
  4u 
  3)  Strangulation Bubble:  RKA ½d6, NND 
  (defense is Life Support [Self-Contained 
  Breathing] or not needing to breathe; +1), 
  Does BODY (+1), Continuous (+1) 
  4
  7u 
  4)  Force Blast:  Energy Blast 12d6,  
  Reduced Endurance (½ END; +¼) 
  3
  7u 
  5)  Force Prison:  Entangle 6d6, 6 DEF, 
  Reduced Endurance (½ END; +¼) 
  3
  9u 
  6)  Abrasion Field:  RKA 3d6+1 (physical), 
  Armor Piercing (+½), Reduced Endurance 
  (½ END; +¼) 
  3
  7m 
  7)  Telekinetic Flight:  Flight 12”, Reduced 
  Endurance (0 END; +½) 
  0
  18m 8)  Dragon Wall:  Force Wall (14 PD/0 ED, 
  5” long and 2” tall), Transparent To Energy 
  (+½), Hardened (+¼), Reduced Endurance 
  (½ END; +¼) 
  4
  21 
  Draconis Toxin Gun:  RKA 1 point,  
  Penetrating (+½); OAF (-1), 4 Charges (-1)  
  plus Drain DEX and CON 4d6, two  
  Characteristics simultaneously (+½),  
  Delayed Recovery Rate (points return at  
  the rate of 5 per Minute; +¼); OAF (-1),  
  RKA Must Do BODY (-½), Linked (-¼),  
  4 Charges (-1) 
  [4] 
  12 
  VIPER BCU:  Armor (8 PD/8 ED); OIF  
  (-½), Activation Roll 14- (-½) 
  0
  10  
  Strong Willed:  Mental Defense  
  (14 points total) 
  0
  5 
  VIPER Communicator:  High Range Radio 
  Perception (Radio Group); OAF (-1), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  5 
  Psionically Aware:  Mental Awareness 
  0
   
  Perks
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Talents
  3 
  Absolute Range Sense
   
  Skills
  9 
  +3 with Force Manipulation Multipower
  3 
  Bureaucratics 13-
  3 
  Demolitions 13-
  3 
  High Society 13-
  3 
  KS: Military History 13-
  2 
  KS: The Military/Mercenary/Terrorist World 11-
  3 
  KS: The Psionic World 13-
  2 
  KS: VIPER 11-
  3 
  Language:  English (ﬂuent; Greek is native)
  3 
  Lockpicking 13-
  3 
  Oratory 13-
  3 
  Power:  Telekinesis Tricks 14-
  4 
  SS: Archaeology 14-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  Total Powers and Skills Cost:  304
  Total Character Cost:  491
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Megalomania 
  (Common, Strong)
  10 
  Psychological Limitation:  Transﬁxed By 
  Battle (Common, Moderate)
  5 
  Psychological Limitation:  Obsessed With 
  Ancient Battleﬁelds (Uncommon, Moderate)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Alexander 
  Dracoulides) (Frequently, Major)
  161 
  Experience Points
  Total Disadvantage Points:  491
  Background/History:  An obsessive student of mili-
  tary history, Alexander Dracoulides was convinced 
  he was the reincarnation of a great historical 
  general. In an eﬀort to revive his “latent memo-
  ries” of those times, he visited ancient battleﬁelds, 
  consulted Gypsies, and worked with hypnotists. He 
  squandered his family fortune and got nowhere.
  One day he made the mistake of taking the 
  advice of a “shaman” and ingested a copious amount 
  of drugs before going to sleep on a battleﬁeld. He 
  didn’t receive the visions of ancient glory he so 
  longed for — he ended up spending two years in a 
  coma in a hospital in Cyprus. When he awoke, he 
  discovered his muscles had atrophied badly... but he 
  could move objects with the power of his mind! As 
  he went through physical therapy, he practiced with 
  his telekinetic powers, more convinced than ever 
  that he was destined to become a world conqueror.
  Through devious channels, VIPER found out 
  about “Draconis” (“of the Dragon,” the “imperial 
  name” Dracoulides had chosen for himself). It sent 
  DRACONIS  
  PLOT SEEDS
  A popular daytime tele-
  vision talk show sends 
  troubled teens to “boot 
  camp” to straighten 
  them out (and gives 
  overstressed housewives 
  with teenaged children 
  the vicarious thrill of 
  seeing smart-mouthed 
  teenagers receive 
  extremely harsh punish-
  ment). A photograph of 
  one of these boot camps 
  reveals a ﬁgure in the 
  background who might 
  be Draconis! What’s 
  really going on with the 
  “Sally Jen” show and 
  its approach to “tough 
  love”?
  It’s no longer enough for 
  Draconis to command 
  living troops; now he 
  plans to ﬁnd a way to 
  develop his powers so 
  he can summon soldiers 
  from the past to ﬁght 
  on his behalf. Can you 
  stop him before (as Sap-
  phire says) “he commits 
  a crime against nature as 
  well as humanity?”
  Alexander Dracoulides 
  surrenders himself to 
  the authority, claiming 
  he’s never been respon-
  sible for his actions:  
  someone crawled inside 
  his head when he was 
  in a coma in Cyprus 
  and took control of his 
  mind. Was Draconis 
  responsible for his 
  actions, or has he been 
  a victim for his entire 
  career... and if so, who 
  took control of him?
  
  142 ■ Dragon Branch
  Hero System 5th Edition
  a recruitment team to pay him a visit. Upon discov-
  ering his delusions of conquest and grandeur, the 
  VIPER agents played upon them, convincing him 
  that joining VIPER was just the ﬁrst step on his 
  road to rulership of Earth.
  VIPER has since had cause to question the 
  wisdom of the recruiters’ tactic. While Draconis 
  did join the organization and has served as part 
  of Dragon Branch ever since, he’s a poor follower 
  — he persists in his megalomania. After consider-
  able badgering, he persuaded the Council Of Thirty 
  to give him command of a Nest in the northwest 
  United States. Except on the battleﬁeld, where 
  he showed a high degree of tactical skill, he was 
  a miserable leader; it didn’t take long before his 
  Nest was crushed in rather spectacular fashion 
  by the unlikely combination of PRIMUS and PSI 
  (the latter saw him as a rival psionic who could 
  attract telepaths to VIPER).
  That defeat took a little of the wind out of 
  Draconis’s sails, but not much. He continues to 
  agitate for leadership positions, and clearly seems 
  to think VIPER should serve him, not the other 
  way around. Conﬂict between Draconis and the 
  Council is not yet frequent, but is on the rise, and 
  it’s causing concern in some quarters of VIPER 
  that the organization has another rogue supervil-
  lain on its hands. Serpent-General Cliﬀe already 
  has several contingency plans in place to deal 
  with Draconis should the need arise.
  Personality/Motivation:  Draconis is a megalo-
  maniac. He still accepts orders from his VIPER 
  superiors, especially in non-combat situations, 
  but once he gets to the battleﬁeld he’s likely to do 
  what he wants — and if possible he wants to lead. 
  Most Nest Leaders have learned to hand him a 
  squad of agents, indicate an objective, and then 
  let him alone. This usually satisﬁes him... but 
  if he decides someone has pawned a stupid or 
  meaningless mission oﬀ on him, watch out!
  Draconis has such a lofty opinion of “the 
  glory of battle” that combat often transﬁxes him. 
  On his ﬁrst Phase in any combat, he must make 
  an EGO Roll. If he succeeds, he can take actions 
  as he wishes. If he fails, he takes no action (though 
  he defends himself at full DCV), but just watches 
  the battle in delight; he may attempt the EGO Roll 
  again each Phase until he snaps out of it or the 
  battle ends. (An enemy telepath could also use this 
  quirk against him to force him to make additional 
  rolls later in a battle.)
  Quote:  “You think I and my men are jokes? Come, 
  upbraid me with your savage wit... wait a minute, 
  you can’t laugh while I’m squeezing the air out of 
  your lungs, can you?”
  
  143 
  VIPER ■ Chapter Six
  Powers/Tactics:  Draconis is a mutate with powers 
  of force manipulation. He can shape planes of force 
  for various purposes (protecting himself or others, 
  blasting or strangling people, and so forth). He 
  can also exert some control over other force ﬁelds. 
  VIPER scientists suspect he may actually have 
  much greater powers, involving telepathy and other 
  psionic abilities, but his personal obsessions hold 
  him back.
  Draconis’s tactics depend on whether he’s 
  alone or leading a team of agents. While he’s in 
  command, he’s content to use his powers to bolster 
  agents; for example, he’ll put up his “Dragon Wall” 
  to protect agents as they ﬁre, or use his telekinesis 
  to grab a target so agents can more easily direct 
  their ﬁre against it. When ﬁghting by himself, he’ll 
  combat his foes directly with force blasts, force 
  prisons, abrasion ﬁelds, and more. He also carries a 
  dart-gun with poisoned darts; he likes to use this to 
  surprise and weaken his foes.
  Campaign Use:  Draconis serves two purposes in the 
  game. One, you can use him to bolster groups of 
  agents, giving them tactical options they’d otherwise 
  lack. Second, he’s a time bomb waiting to go oﬀ; even-
  tually, he’ll turn on VIPER, and the PCs may be able to 
  take advantage of the situation to attack the snakes.
  The “split from VIPER” plot has been done to 
  death in many campaigns, so if you use Draconis in 
  this way, try to really show the players the tension 
  between VIPER and Draconis, and perhaps add an 
  unexpected twist or two. Alternatively, you can use 
  him as a “VIPER makes an example of him” character:  
  he breaks from VIPER, only to discover an experi-
  mental device was secretly implanted in him that 
  either neutralizes his powers, or kills him.
  To make Draconis weaker, reduce his Multip-
  ower reserve so he can’t use so many powers at once, 
  and/or reduce the Active Points in his individual 
  powers. To make him tougher, increase the Multip-
  ower reserve — or better yet, shift some of the defense, 
  movement, and utility powers to an Elemental Con-
  trol, and give him more attacks in the Multipower. 
  You could also boost a few of his existing powers (for 
  example, increase his Telekinesis to 60 STR).
  Draconis does not Hunt heroes on his own. 
  He only does so when VIPER orders him to, how it 
  orders him to. He chafes at this, though, particularly if 
  he feels a hero has insulted or belittled him. VIPER’s 
  refusal to let him pursue a vendetta against a hero he’s 
  come to hate may be what ﬁnally pushes him over the 
  edge.
  Appearance:  Draconis is a bearded Caucasian male 
  with a Mediterranean skin tone in his early 30s. 
  He wears a green VIPER-style costume with black 
  trim, plus a long ﬂowing cape attached to a pair of 
  shoulder pads with a facing snake motif. He carries 
  his tranquilizer pistol in a holster on his right hip on 
  most occasions. When he speaks in English, his Greek 
  accent is quite noticeable.
  FREON
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
   5 
  12- 
  Lift 200 kg; 3d6 [1]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   13 BODY 6 
  12-
   13 INT 
   3 
  12- 
  PER Roll 12-
   12 EGO 
   4 
  11- 
  ECV:  4
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
   0 
  11-
   8 PD 
   5 
   
  Total:  28 PD (20 rPD)
   8 ED 
   3 
   
  Total:  28 ED (20 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   10 REC 
   4
   50 END 
   2
   40 STUN  7 
  Total Characteristics Cost:  125
  Movement: 
  Running: 21”/42”
  Cost Powers 
  END
  70 
  Ice Powers:  Multipower, 70-point reserve
  7u 
  1)  Ice Blast I:  Energy Blast 14d6 
  7
  7u 
  2)  Ice Blast II:  Energy Blast 9d6, Invisible  
  to Sight Group (+½) 
  7
  7u 
  3)  Ice Blast III:  Energy Blast 9d6, Area of 
  Eﬀect (One Hex Accurate; +½) 
  7
  6u 
  4)  Ice Darts:  RKA 2d6, Armor Piercing x2 
  (+1) 
  6
  3u 
  5)  Ice Bonds I:  Entangle 4d6, 8 DEF; Vul-
  nerable (Fire/Heat; -1) 
  6
  3u 
  6)  Ice Bonds II:  Entangle 4d6, 5 DEF, Ex-
  plosion (+½); Vulnerable (Fire/Heat; -1) 
  7
  4u 
  7)  Ice Sheet:  Change Environment (create 
  ice sheet) 32” radius, -4 to DEX Rolls to 
  move on, Personal Immunity (+¼); Only 
  Aﬀects Characters Who Are Moving On  
  The Ground (-¼) 
  5
  15 
  Ice Powers:  Elemental Control, 30-point 
  powers
  55 
  1)  Ice Armor:  Force Field (20 PD/20 ED),  
  Hardened (+¼), Reduced Endurance (0 
  END; +½) 
  0
  7 
  2) Ice Form:  Invisibility to Sight Group, 
  Reduced Endurance (0 END; +½); Only 
  When Not Moving (-1) 
  3
  12 
  3)  Ice Slides:  Running +15” (21” total);  
  Physical Manifestation (-¼) 
  3
  45 
  4)  Cold Rage:  Succor Ice/Cold Powers 4d6, 
  all Ice/Cold Powers simultaneously (+2) 
  6
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  12 
  +4 with Ice Powers Multipower
  3 
  Combat Driving 13-
  FREON PLOT SEEDS
  When a superhero’s 
  Cold Ray blaster hits 
  Freon, Freon and VIPER 
  discover that he has 
  developed the power 
  to absorb cold and use 
  it to vastly augment 
  his powers. VIPER is 
  now racing to trans-
  port Freon to Ice Sta-
  tion VIPER so he can 
  become one of the most 
  powerful superhumans 
  in the world, while the 
  heroes have to try to 
  intercept him and keep 
  him far, far away from 
  any chilly regions.
  A childhood friend of 
  Freon’s has gone to the 
  tabloids to “expose” him 
  based on some of the 
  unusual incidents from 
  his adolescence. Freon 
  sets out to stop this 
  person and trash the 
  tabloid; the heroes have 
  to ﬁnd out what’s going 
  on and stop it.
  After VIPER take too 
  long to bust Freon 
  out of jail following a 
  botched mission, his 
  loyalty to the organi-
  zation reverses itself. 
  Determined to get 
  revenge on his superi-
  ors, he decides to turn 
  state’s evidence against 
  VIPER. He approaches 
  the heroes with a plea 
  for help. Will they 
  believe him? If so, can 
  they protect him from 
  the hit squads VIPER 
  sends to eliminate him?
  
  144 ■ Dragon Branch
  Hero System 5th Edition
  3 
  Computer Programming 12-
  3 
  Concealment 12-
  5 
  Cramming
  2 
  Gambling (Card Games) 12-
  2 
  KS: History 11-
  3 
  KS: The Superhuman World 12-
  2 
  KS: VIPER 11-
  7 
  Paramedics 14-
  2 
  PS: VIPER Agent 11-
  5 
  SS: Biology 14-
  3 
  SS: Genetics 12-
  3 
  SS: Medicine 12-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 13-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  287
  Total Cost:  457
  200+ Disadvantages
  10 
  Distinctive Features:  Mutant (Not Conceal-
  able; Always Noticed; Detectable Only By 
  Unusual Senses)
  5 
  Distinctive Features:  unusually low body 
  temperature (Easily Concealed)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Cap-
  ture)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Pyrophobia (Fear 
  Of Fire) (Common, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Fred Ells-
  worth) (Frequently, Major)
  20 
  Vulnerability:  2 x STUN from Fire/Heat 
  Attacks (Common)
  20 
  Vulnerability:  2 x BODY from Fire/Heat 
  Attacks (Common)
  87 
  Experience Points
  Total Disadvantage Points:  457
  Background/History:  Born in 1970, Fred Ellsworth 
  was an ordinary enough kid growing up in North 
  Dakota. Then puberty hit, and he suddenly began 
  experiencing wracking pains throughout his body. 
  This went on for over a week, with no doctor able 
  to tell his family what was happening. When the 
  pain ﬁnally passed, he found out, at ﬁrst by accident 
  and then by experimentation, that he had devel-
  oped strange powers over ice and cold.
  For a while, Fred hid his powers; after all, winters 
  are long and cold in North Dakota. But by the time 
  he was in late high school, a few too many people 
  were looking at him funny and asking questions. 
  After he used his “ice bonds” power to stop a bully 
  from beating him up, he ran away from home before 
  “they could lock me up and experiment on me.”
  Fred made his way to San Francisco, commit-
  ting minor crimes along the way to support himself. 
  Shortly after he got to the Bay Area, VIPER leaders 
  there heard about “the new supercriminal” in town 
  and had agents track him down. Making Fred an 
  oﬀer of lavish pay — and a new home, a place he 
  could “belong” — they recruited him into the organi-
  zation in 1990. Fred soon became a loyal member of 
  Dragon Branch, and has remained so ever since. He’s 
  no fool; he knows a good thing when he sees one.
  Personality/Motivation:  A lot of agents consider 
  Freon a little childish — he likes to make stupid 
  jokes, insult his enemies, and sometimes even show 
  oﬀ his powers. But he usually only gets that way 
  when he’s clearly got an advantage over his foes, 
  or when he becomes frustrated over his inability 
  to aﬀect or defeat more powerful superhumans. In 
  ordinary circumstances, he’s clever and competent, 
  a professional supercriminal with more than a 
  decade of experience committing crimes.
  Quote:  “Just stay cool, hero. Chill out.”
  Powers/Tactics:  Freon is a mutant whose powers give 
  him control over cold and ice. He can use them for 
  a wide variety of eﬀects, from several types of chill-
  ing blasts, to super-hardened “ice darts” propelled at 
  such speeds that they easily pierce armor, to encasing 
  his opponents in blocks of ice. He can also surround 
  himself with a suit of “ice armor” that protects him 
  from his enemies’ attacks. When he gets angry or 
  determined enough, he can boost all of his powers 
  using his Succor ability, but this costs a lot of END so 
  he can’t keep it going for long.
  But Freon’s abilities don’t end there. To give him-
  self a high degree of battleﬁeld mobility, he learned 
  
  145 
  VIPER ■ Chapter Six
  how to make “ice slides” that allow him to move at 
  great speeds. To keep his enemies from following 
  him, he can lay down a sheet of ice over a large area, 
  causing everyone in that area to slip, stumble, and 
  fall. Most interestingly of all, he can convert his entire 
  body to transparent ice, eﬀectively rendering himself 
  invisible as long as he doesn’t move (people who get 
  close enough to him when he’s in this state have a 
  chance to see him).
  Freon’s body temperature is 30 degrees colder 
  than an average human’s. People who touch his skin 
  can sense this, so he usually wears long pants and 
  long-sleeved shirts (even in summertime, which 
  sometimes looks odd, but he can use his powers at 
  an extremely low level to keep himself cool). This 
  also renders him vulnerable to attacks based on ﬁre 
  or heat, which has given him a healthy case of pyro-
  phobia (fear of ﬁre). He won’t go anywhere near a ﬁre 
  — not even a candle ﬂame or hearth ﬁre — if he can 
  avoid doing so. He often becomes visibly nervous, 
  even agitated, when near ﬁre or heat sources.
  Freon’s powers depend on having a reasonable 
  amount of moisture in the atmosphere, so they work 
  at lesser eﬀect (typically 75-50% of normal Active 
  Points) in deserts and similar areas, and may not 
  work at all in outer space or other places with no 
  water. Knowing this, Freon actively avoids any such 
  areas, and VIPER tries not to send him to them. 
  (Thus, his powers do not take this as a Limitation.)
  To keep himself occupied during “down time,” 
  Freon has taken advantage of VIPER’s vast dataﬁles 
  and corps of experts to study a wide variety of sub-
  jects — genetics (of particular interest to him due 
  to his mutant heritage), computers, and many more.
  Campaign Use:  Freon is pretty much a straightfor-
  ward VIPER supervillain, loyal to the organization 
  because of all it’s done for him and ever interested 
  in not rocking the boat. He likes the status quo just 
  ﬁne and wants to maintain it; in the event someone 
  in Dragon Branch tried to mount a coup against 
  the Supreme Serpent, Freon would probably inform 
  VIPER’s leaders and side with them in any conﬂict.
  If you want to make Freon more powerful, you 
  have two options. First, you can increase the reserve of 
  his Multipower and the size of his Elemental Control. 
  Second, you could give him more powers (perhaps by 
  choosing some from the Ice And Cold Powers section 
  of The UNTIL Superpowers Database). To weaken 
  him, reduce his Multipower to a 50- or 60-point 
  reserve, decrease his Armor to 10 PD/10 ED, get rid of 
  his Succor power, and perhaps remove a point of SPD.
  Freon does not Hunt heroes on his own. He 
  only does so when VIPER orders him to, how it 
  orders him to.
  Appearance:  Freon wears a light blue and white 
  costume — the basic bodysuit is light blue, with 
  white gloves, belt, trunks, boots, and shoulder piece 
  (the lower edges have an “icicle” motif). His “mask” 
  consists of a plate of ice he molds to the front of his 
  face; it leaves his ears and blonde hair uncovered. 
  Out of uniform he’s a pretty average-looking guy 
  — 5’7”, white, blue eyes, clean-shaven — someone 
  who could easily blend into a crowd (and often has 
  as part of VIPER missions).
  HALFJACK
   Val Char 
  Cost 
  Roll 
  Notes
   40 STR 
  30 
  17- 
  Lift 6,400 kg; 8d6 [4]
   23 DEX 
  39 
  14- 
  OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- 
  PER Roll 12-
   14 EGO 
  8 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   8 COM 
  -1 
  11-
   12 PD 
  4 
   
  Total:  27 PD (15 rPD)
   8 ED 
  3 
   
  Total:  23 ED (15 rED)
   5 SPD 
  17 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  4
   50 END 
  0
   53 STUN 
  0 
  Total Characteristics Cost:  167
  Movement: 
  Running: 
  11”/22”
   
  Leaping: 
  28”/56”
  Cost Powers 
  END
  60 
  Cybernetic Body Powers:  Multipower, 60-
  point reserve
  6u 
  1)  Ionic Blaster:  Energy Blast 12d6; 15 
  Charges (-0) 
  [15]
  4u 
  2)  Laser:  RKA 3d6; 15 Charges (-0) 
  [15]
  6u 
  3)  Stun Ray:  Energy Blast 6d6, NND 
  (defense is FF; +1); 15 Charges (-0) 
  [15]
  6u 
  4)  Muscular Paralysis Ray:  Drain STR  
  4d6, Ranged (+½); 15 Charges (-0) 
  [15]
  6u 
  5)  Flare Beam:  Sight Group Flash 12d6;  
  15 Charges (-0) 
  [15]
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  10d6 Strike
  3 
  Throw 
  +0 
  +1 
  8d6 + v/5; 
  Target Falls
  37 
  Force Field Generator:  FF (15 PD/15 ED), 
  Reduced Endurance (½ END; +¼) 
  1
  18 
  Armored Body:  Armor (12 PD/12 ED);  
  Activation Roll 11- (-1) 
  0
  10 
  Armored Body:  Lack of Weakness (10 
  points) for Normal and Resistant Defenses; 
  Activation Roll 11- (-1) 
  0
  10 
  Flare Compensators:  Sight Group Flash 
  Defense (10 points) 
  0
  12 
  Heavy:  Knockback Resistance (-12”) 
  0
  5 
  Infrared Sensors:  Infrared Perception (Sight 
  Group) 
  0
  12 
  Telescopic Lenses:  Telescopic for Sight 
  Group (+8 versus Range Modiﬁer) 
  0
  10 
  Right Leg Servos:  Running +5” (11” total) 1
  20 
  Right Leg Servos:  Leaping +20” (28” forward, 
  14” upward) 
  2
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
  HALFJACK  
  PLOT SEEDS
  While on the “low” end 
  of one of his mood 
  swings, Halfjack hears 
  a report about a doctor 
  who’s developed revolu-
  tionary new procedures 
  in organ cloning and 
  tissue regeneration. 
  He kidnaps the doctor 
  and demands that he 
  replace his (Halfjack’s) 
  cybernetic half with 
  ﬂesh. The heroes have 
  to rush to ﬁnd the two 
  of them before Halfjack 
  becomes frustrated and 
  kills the doctor.
  Mechanon regards 
  Halfjack as an abomina-
  tion; how dare he sully 
  technology with his 
  putrid ﬂesh? He decides 
  to teach VIPER a lesson 
  by killing Halfjack and 
  destroying a few Nests 
  to boot. The heroes may 
  sit back and gleefully 
  watch... until Mecha-
  non’s methods begin 
  racking up a body count 
  of innocent civilians. 
  He’s got to be stopped!
  Interface decides he 
  needs an ally for his 
  next scheme, and that 
  Halfjack would be per-
  fect. He uses a mind 
  control ray to turn 
  Halfjack away from 
  VIPER. The heroes have 
  to try to stop the two 
  cyborgs’ scheme while 
  dealing with the fact 
  that VIPER’s tearing the 
  city apart looking for its 
  wayward supervillain.
  
  146 ■ Dragon Branch
  Hero System 5th Edition
   
  Talents
  17 
  Onboard Computer:  Absolute Range Sense, 
  Absolute Time Sense, Bump of Direction, 
  Eidetic Memory, and Lightning Calculator
  3 
  Resistance (3 points)
   
  Skills
  20 
  +2 Overall
  3 
  Combat Driving 14-
  3 
  Combat Piloting 14-
  3 
  Electronics 12-
  3 
  Fast Draw (Small Arms) 13-
  3 
  Interrogation 13-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11-
  3 
  Paramedics 12-
  2 
  PS: VIPER Agent 11-
  5 
  SS: Chemistry 14-
  3 
  SS: Cybernetics 12-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  2 
  Survival (Tropical) 12-
  3 
  Tactics 12-
  3 
  Teamwork 12-
  3 
  WF: Blades, Small Arms
  Total Powers & Skills Cost:  331
  Total Cost:  498
  200+ Disadvantages
  25 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  25 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  15 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  5 
  Physical Limitation:  always weighs 3,200 kg 
  (Infrequently, Slightly Impairing)
  15 
  Psychological Limitation:  Loves/Hates 
  Cybernetic Half Of His Body (Common, 
  Strong)
  20 
  Psychological Limitation:  Casual Killer 
  (Very Common, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Public Identity (James 
  “Jack” Smith) (Frequently, Major)
  10 
  Vulnerability:  2x STUN from Electrical 
  Attacks (Uncommon)
  5 
  Vulnerability:  1½x BODY from Electrical 
  Attacks (Uncommon)
  128 
  Experience Points
  Total Disadvantage Points:  498
  Background/History:  There was a time when Jack 
  Smith was just another VIPER agent — an Elite 
  agent, sure, highly trained and extremely compe-
  tent, but still just an agent. He had a reputation for 
  brutality, but in VIPER that’s not really a drawback.
  Then came the day when he ran left when 
  he should have run right. An overzealous super-
  hero hit the right side of his body with a powerful 
  energy blast, nearly killing him. His comrades 
  managed to escape with his body; they ﬁgured they 
  were taking it back to the Nest for burial.
  But Jack was stronger and more stubborn 
  than that. Despite the agonizing pain, he clung to 
  life, passing in and out of consciousness. When 
  VIPER’s doctors saw him, they realized the right 
  half of his body was virtually destroyed. It was a 
  miracle he had survived this long, and he wouldn’t 
  last the night if they didn’t take drastic measures. 
  They made a fateful decision:  call in the cybernetics 
  experts.
  The cyberneticists cut away the dead ﬂesh and 
  replaced Jack’s right-side skeletal structure with 
  carbon steel, using the same substance to reinforce 
  his remaining bones to handle the load. Then they 
  attached other systems to mimic the organs he had 
  lost, a robotic arm and leg, and other pieces. It took 
  almost a week of non-stop work, but Jack lived 
  through it and didn’t reject the new parts due to 
  massive doses of special anti-rejection drugs.
  Thanks to the doctors’ work, the new Jack was 
  stronger, faster, and more durable than any normal 
  human. But his powers came a price:  the right 
  half of his body was now cold, unfeeling metal and 
  silicon. Alternately fascinated and repulsed by his 
  current state, Jack somehow resigned himself to his 
  fate and went back to work for VIPER — but this 
  time as part of the prestigious Dragon Branch.
  Personality/Motivation:  Halfjack’s psyche is a con-
  fused mass of thoughts and emotions, mostly relat-
  ing to his half-robotic body. Sometimes he loves his 
  
  147 
  VIPER ■ Chapter Six
  cybernetic parts — they grant him great strength 
  and agility, not to mention the functional equiva-
  lent of superpowers, and have brought him wealth 
  untold. But at other times he loathes them, realizing 
  all too well how they separate him from humanity 
  and make him a freak. This quasi-bipolar disorder, 
  coupled with his natural violent tendencies and 
  temper, have made him sociopathic. He thinks 
  nothing about murdering a few cops, or a couple 
  of innocent bystanders, or a hostage or agent who 
  simply looks at him wrong. His VIPER disciplinary 
  record is ﬁlled with instances of his having casually 
  murdered someone the organization desperately 
  wanted to ransom, or brainwash, or obtain infor-
  mation from.
  Quote:  “My robotic parts make me perfect. Your 
  ﬂesh makes you weak.”
  Powers/Tactics:  Halfjack’s superhuman abilities 
  derive from his half-cyborg body. VIPER’s doctors 
  replaced the badly injured right half of his body 
  with robotic parts, which VIPER has, over the years, 
  upgraded. His implants and attachments include 
  several diﬀerent types of weapons (an ionic blaster, 
  a high-powered laser, and energy beams which stun, 
  weaken, and blind his foes), various sensory enhance-
  ments, servos and micro-motors which grant him 
  prodigious strength and enhanced reﬂexes, and an 
  onboard computer that serves a variety of functions.
  Early in his career, Halfjack suﬀered from the 
  fact that armor protected only half of his body. Super-
  heroes and cops quickly learned to target the left half 
  of his body, often laying him low before a battle had 
  barely begun. Several years ago, the Supreme Serpent 
  ordered VIPER’s technicians to install a force ﬁeld 
  generator in Halfjack’s cyborg frame. Now protected 
  all over (though still weaker on his left side), Halfjack 
  has become a much more formidable opponent.
  In combat, Halfjack prefers to rely on his cyber-
  netic weapons, keeping his opponents at range until 
  his attacks weaken or injure them. If his ionic blaster 
  and laser won’t do the trick, or if he wants to take an 
  enemy alive, he switches to the more exotic weapons 
  like the stun ray and paralysis ray. After blasting an 
  enemy a few times, he often likes to close in to use his 
  strength to beat them into unconsciousness. If goaded 
  into losing his temper, he may eschew his blasters for 
  hand-to-hand combat.
  Halfjack’s powers are not bought as Foci because 
  they’re so thoroughly integrated into his body that 
  they’re eﬀectively the same as innate superpowers. 
  Removing his cybernetic and robotic parts would 
  require hours of complicated surgery using highly 
  specialized tools.
  Campaign Use:  Compared to most members of the 
  Dragon Branch, Halfjack is mentally unstable. Some-
  times ﬁlled with self-loathing, sometimes an overly 
  prideful showoﬀ, he takes out his anger through 
  violence and murder. He might be the “weak link” a 
  group of heroes looking to take down Dragon Branch 
  needs.
  To make Halfjack more powerful, increase a few 
  of his Characteristics and/or give him more built-in 
  weapons and abilities. If you want, he could become 
  a veritable walking arsenal, with any of the blasters in 
  Chapter Five as a cybernetic weapon. To weaken him, 
  reduce his physical Characteristics and get rid of some 
  of his weapons (or drastically reduce the number of 
  Charges on most of them), and/or reduce or remove 
  his Force Field.
  Halfjack does not Hunt heroes on his own. He 
  only does so when VIPER orders him to, how it orders 
  him to.
  Appearance:  Halfjack’s bizarre appearance has turned 
  the stomach of more than one policeman or television 
  viewer. The right half of his body no longer consists 
  of ﬂesh; instead, cybernetic and robotic parts have 
  replaced what was once there with machines. The 
  left half of his body retains a regular appearance. The 
  result is a hideous caricature of a human being that 
  subtly disturbs even those who have known Jack a 
  long time. Halfjack covers the left side of his body 
  with a red or green half-bodysuit that attaches to clips 
  on his cybernetic body. He does not wear a mask.
  
  148 ■ Dragon Branch
  Hero System 5th Edition
  OCULON
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   20 DEX 
  30 
  13- 
  OCV:  7/DCV:  7
   23 CON 
  26 
  14-
   11 BODY 2 
  11-
   18 INT 
  8 
  13- 
  PER Roll 13-
   12 EGO 
  4 
  11- 
  ECV:  4
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   8 PD 
  5 
   
  Total:  17 PD (9 rPD)
   12 ED 
  7 
   
  Total:  21 ED (9 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   10 REC 
  4
   66 END 
  10
   35 STUN 
  4 
  Total Characteristics Cost:  135
  Movement: 
  Running: 6”/12”
  Cost Powers 
  END
  100 
  Eyebeams:  Multipower, 100-point reserve
  7u 
  1)  Power Blast:  Energy Blast 20d6; 
  Increased Endurance Cost (x2 END; -½) 20
  9u 
  2)  Standard Blast:  Energy Blast 12d6, 
  Reduced Endurance (0 END; +½) 
  0
  9u 
  3)  Concentrated Blast:  Energy Blast 12d6, 
  Armor Piercing (+½) 
  9
  9u 
  4)  Wide Blast:  Energy Blast 12d6, Area  
  Of Eﬀect (One Hex; +½) 
  9
  7u 
  5)  Cone Blast:  Energy Blast 10d6, Area  
  Of Eﬀect (21” Cone; +1); No Range (-½) 10
  7u 
  6)  Focused Blast:  RKA 3d6, Armor  
  Piercing (+½) 
  7
  9u 
  7)  Blinding Blast:  Sight Group Flash 12d6, 
  Reduced Endurance (0 END; +½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  18 
  Armored Costume:  Armor  
  (9 PD/9 ED); OIF (-½) 
  0
  20 
  Alien Eyes:  Sight Group Flash Defense  
  (20 points) 
  0
  5 
  Alien Eyes:  Infrared Perception  
  (Sight Group) 
  0
  5 
  Alien Eyes:  Ultraviolet Perception  
  (Sight Group) 
  0
  10 
  Alien Eyes:  N-Ray Perception (Sight  
  Group; cannot see through force ﬁelds,  
  lead, or gold) 
  0
  12 
  Alien Eyes:  +8 versus Range Modiﬁer for 
  Sight Group 
  0
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  15 
  +5 with Eyebeams Multipower
  2 
  Animal Handler (Snakes) 13-
  3 
  Bugging 13-
  3 
  Computer Programming 13-
  3 
  Electronics 13-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11-
  2 
  PS: VIPER Agent 11-
  3 
  SS: Astronomy 13-
  2 
  SS: Physics 11-
  3 
  Stealth 13-
  3 
  Streetwise 13-
  3 
  Tactics 13-
  3 
  Teamwork 13-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  299
  Total Cost:  434
  200+ Disadvantages
  5 
  Distinctive Feature:  Alien Eyes (Easily Con-
  cealed; Noticed And Recognizable)
  20 
  Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Arrogant Showoﬀ 
  (Common, Strong)
  15 
  Psychological Limitation:  Fear Of Losing 
  His Sight In Any Way (Common, Strong)
  10 
  Psychological Limitation:  Claustrophobia 
  (Uncommon, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Kevin 
  Calhoun) (Frequently, Major)
  89 
  Experience Points
  Total Disadvantage Points:  434
  Background/History:  From the journals of Dr. Phil-
  lippe Moreau:
  The serendipitous coincidences of life never 
  cease to amaze me.
  Shortly after being liberated by my now-col-
  leagues at VIPER, I was brought to the United 
  States and stationed at one of their “Nests” so that 
  I might continue my work uninterrupted by the 
  prudish and ignorant “authorities.” But when one 
  works for VIPER, sometimes interruptions of a far 
  more interesting nature occur.
  One evening two agents arrived in my labora-
  tory well past midnight. One of them was carrying-
  dragging the other, who had suﬀered a facial injury 
  of some sort.
  “Ya gotta help him, Doc!” the conscious one said. 
  “An acetylene torch blew up in his face, I think it 
  hurt his eyes.” As he talked, we hoisted him onto the 
  table, and I began an examination. The explosion, 
  if that’s really what hurt him, had done extensive 
  damage to the face, lacerating the cheeks and jaw 
  — and, most signiﬁcantly, destroying the man’s 
  eyes. There was nothing left there, just gaping, 
  bloody pits.
  “All right, I’ll take care of him. Leave me to my 
  work.”
  “But doc, I wanna wait here and see if he pulls....”
  “Out!” I said forcefully. I dislike having others 
  OCULON  
  PLOT SEEDS
  The Warlord sees a 
  picture of Oculon and 
  realizes he’s got Blueboy 
  eyes. Deciding Oculon 
  might also have some 
  Blueboy technology, 
  the Warlord decides to 
  kidnap him, taking as 
  many of his personal 
  possessions in the pro-
  cess as he can, and then 
  dissect him. Naturally, 
  VIPER’s not going to 
  let Oculon go without 
  a ﬁght, and innocent 
  people might get caught 
  in the crossﬁre....
  When VIPER recovers 
  another Hzeel body, 
  Dr. Moreau wants to 
  transplant parts of it 
  into Oculon’s body, but 
  Oculon refuses to coop-
  erate. The evil doctor 
  decides to trick the PCs 
  into capturing Oculon 
  so he can then arrange 
  to “rescue” him without 
  VIPER’s knowledge and 
  perform his experi-
  ments. He’s certain 
  Oculon will thank him 
  when after he wakes up.
  Oculon begins to 
  develop blindingly 
  painful headaches ema-
  nating from his eyes. 
  Fearing that he may be 
  dying, or that the eyes 
  have somehow begun 
  to “transform” him, he 
  turns to VIPER’s doctors 
  for help, but they can do 
  nothing. He decides to 
  seek the PCs’ help — but 
  VIPER’s not exactly 
  going to let him go over 
  to the enemy quietly.
  
  149 
  VIPER ■ Chapter Six
  watch me work. He scurried away.
  For a moment I stood silent, unable to believe 
  my good fortune. Then I went into the back, to the 
  “cold room,” and opened drawer number two.
  The corpse looking up at me from the tray was 
  clearly not human. The skin tone, shape of the head 
  and frame, and four ﬁngers on each hand proved 
  that. But what drew me to it now were its eyes 
  — large, red orbs, dimmed by death but perhaps 
  not wholly dead themselves. What would happen, 
  I wondered, were I to graft these eyes into poor 
  Agent Calhoun’s ravaged sockets?
  Removing the alien’s eyes was tricky work. 
  Even on humans, eye surgery requires a delicate 
  touch, such as only I and a few other men in the 
  world possess, and alien physiology only made the 
  job more diﬃcult. But of course I accomplished the 
  task. Then began the even more strenuous work of 
  transplanting the eyes into Calhoun. Many hours of 
  work later, I was ﬁnished.
  I kept Calhoun in my makeshift “clinic” for 
  several weeks as he healed, monitoring his prog-
  ress closely and administering massive doses of 
  anti-rejection drugs. At last the day came when, 
  with exquisite care, I removed the bandages from 
  his face. The alien eyes, now ﬁlled with the strange 
  ﬁre of hybrid life, had given Kevin Calhoun back 
  his sight, and much more. We soon discovered he 
  could see spectra beyond what human eyes could 
  perceive. Even more amazing was the revelation of 
  his ability to emit destructive eyebeams! I had suc-
  ceeded beyond my wildest dreams.
  VIPER brought me that alien body thinking 
  I might use it to develop biological weapons for 
  them. I believe that I have, though not of the sort 
  they had in mind....
  Personality/Motivation:  Kevin Calhoun, once noth-
  ing but a Basic Agent in VIPER, was transformed 
  in more than physical ways when Dr. Moreau gave 
  him the eyes of a member of the alien Hzeel race to 
  replace his own ruined ones. The alien orbs inter-
  acted strangely with his human physiology, appar-
  ently vastly increasing his intelligence. Although 
  a high school dropout, he began studying science, 
  eventually becoming as accomplished in that ﬁeld 
  as many with far more formal education than he.
  But with greater intellect also came greater 
  pride, greater arrogance, and a greater tendency 
  to show oﬀ. Oculon has power, and he knows it; 
  he wants everyone else to know it, too. He never 
  wearies of bragging about it, particularly the time 
  his eyebeams rocked Dr. Destroyer. In combat he 
  frequently soliloquizes and exults in his triumphs. 
  But if things start to go against him too much, he’s 
  likely to withdraw and regroup. If the unthinkable 
  happens — he loses his ability to see, even tempo-
  rarily — he may panic and ﬂee.
  Quote:  “My eyebeams can stop Destroyer himself. 
  You’ll be no problem....”
  Powers/Tactics:  Oculon’s powers derive entirely 
  from his alien eyes, which due to the mingling of 
  human and Hzeel biosubstances have the ability 
  to project powerful energy 
  beams. Oculon can vary the 
  width and intensity of his 
  eyebeams, giving him oﬀen-
  sive versatility beyond that of 
  many energy projectors. His 
  eyes also provide him with 
  various vision-related powers.
  In combat Oculon usu-
  ally opens with his Standard 
  Blast or Blinding Blast, or 
  perhaps his Cone Blast if mul-
  tiple targets group together 
  appropriately. If his enemies 
  can withstand his lower-pow-
  ered attacks, he’ll shift to his 
  Concentrated, Focused, and 
  Power Blasts. Although he’s 
  got great oﬀensive power, he 
  also has quite a few weak-
  nesses. His defenses are low, 
  making it easy to take him out 
  of the ﬁght. He lacks Move-
  ment Powers, so he may have 
  trouble keeping up with a fast-
  moving battle. If necessary, he 
  can equip himself with VIPER 
  gadgets to overcome these 
  deﬁciencies, such as force ﬁeld 
  belts and jumpboots.
  Campaign Use:  As one of 
  the leaders of the Dragon 
  Branch, Oculon has consider-
  
  150 ■ Dragon Branch
  Hero System 5th Edition
  able inﬂuence within VIPER. He enjoys using his 
  power and prestige and living the high life; it’s not 
  likely he’d betray the organization casually. But ulti-
  mately he’s loyal to himself, not VIPER, and might 
  jump ship for a better deal if he thought he could 
  get away with it. VIPER would undoubtedly want 
  revenge....
  To make Oculon more powerful, give him 
  some gadgets to overcome his weaknesses (see 
  above), add some slots to his Multipower (a No 
  Range Modiﬁer or Penetrating slot, for example), or 
  give him some other abilities so he’s less of a one-
  trick pony. To decrease his power, reduce his Multi-
  power reserve and perhaps get rid of a slot or three.
  Oculon does not Hunt heroes on his own. He 
  only does so when VIPER orders him to, how it 
  orders him to.
  Appearance:  Oculon is a white male 5’10” tall. He 
  wears a royal blue bodysuit with gold gloves, boots, 
  belt, chest design, and highlights. The suit covers his 
  head (his hair fell out after he got the Hzeel eyes) 
  but leaves his face open. His alien eyes are large and 
  red-gold, and strange lights seem to play within 
  them when he becomes angry, upset, or passionate.
  RIPPER
   Val Char 
  Cost 
  Roll 
  Notes
   70 STR 
  60 
  23- 
  Lift 400 tons; 14d6 [7]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   35 CON 
  50 
  16-
   25 BODY 30 
  14-
   8 INT 
  -2 
  11- 
  PER Roll 11-
   10 EGO 
   0 
  11- 
  ECV:  3
   28 PRE 
  18 
  15- 
  PRE Attack:  5d6
   2 COM 
  -4 
   9-
   20 PD 
   6 
   
  Total:  40 PD (20 rPD)
   20 ED 
  13 
   
  Total:  40 ED (20 rED)
   5 SPD 
  22 
   
  Phases:  3, 5, 8, 10, 12
   25 REC 
   8
   70 END 
   0
   80 STUN  2 
  Total Characteristics Cost:  227
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  24”/48”
  Cost Powers 
  END
  15 
  Omicron Chemistry:  +30 STR; No Figured 
  Characteristics (-½), 4 Charges lasting 1 
  Turn each (stopped by any Drain of any 
  Characteristic; -½) 
  [4 x 1 Turn]
  45 
  Rip ’Em In Two:  HKA 3d6 (6d6 with STR), 
  Penetrating (+½); Must Follow A Grab  
  Made With Both Hands (-½) 
  4
  14 
  Omicron Healing:  Healing BODY 2d6 
  (Regeneration; 2 BODY per Turn), Reduced 
  Endurance (0 END; +½), Persistent (+½); 
  Extra Time (1 Turn; -1¼), Self Only (-½) 0
  50 
  Omicron Armor Plating:  Armor (20 PD/ 
  20 ED), Hardened (+¼); Activation Roll  
  14- (-½) 
  0
  120 
  Tough Body:  Physical and Energy Damage 
  Reduction, Resistant, 75% 
  0
  10 
  Internal Oxygen Supply:  Life Support (Self-
  Contained Breathing) 
  0
  5 
  Super-Physiology:  Life Support (Safe Envi-
  ronments:  Low Pressure/Vacuum, High 
  Pressure, High Radiation) 
  0
  10 
  Super-Strong Legs:  Leaping +10” (24” for-
  ward, 12” upward) 
  1
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  25 
  +5 HTH
  Total Powers & Skills Cost:  299
  Total Cost:  526
  200+ Disadvantages
  25 
  Distinctive Features:  purplish ﬂesh, grafted 
  armor, ten feet tall, etc. (Not Concealable; 
  Causes Horror)
  35 
  Enraged:  Berserk in combat or when using 
  Omicron Chemistry power (Very Common), 
  go 11-, recover 11-
  25 
  Hunted: UNTIL 8- (Mo Pow, NCI, Capture)
  25 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  15 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  5 
  Physical Limitation:  always 2.98 meters tall, 
  always weighs 1,600 kg (Infrequently, Slightly 
  Impairing)
  
  151 
  VIPER ■ Chapter Six
  20 
  Psychological Limitation: Loves To Fight 
  (Very Common, Strong)
  15 
  Reputation:  incredibly destructive super-
  criminal, 11- (extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Public Identity (James 
  Allison)
  126 
  Experience Points
  Total Disadvantage Points:  526
  Background/History:  From the journals of Dr. Phil-
  lippe Moreau:
  I so dislike being awakened in the middle of 
  the night. But I suppose that it’s inevitable given the 
  line of work the jealousy and narrow-mindedness 
  of others has forced me to adopt.
  Five nights ago the Nest Leader banged on my 
  door well past midnight. He took me to see one of 
  his men, lying in the inﬁrmary horribly injured. He 
  babbled something about a botched robbery and 
  the explosion of some type of equipment. Whatever 
  it was, it showered the man with an acidic com-
  pound, eating away most of his skin and features 
  despite his BCU and helmet. The only way to save 
  his life was by grafting armor plating onto his body 
  in place of the lost skin, installing a special exo-
  skeleton to replace his lost muscles, and subjecting 
  him to extensive drug treatments with special sera I 
  recently developed. He lived through all the opera-
  tions and injections, though I fear he will never 
  again know complete freedom from pain.
  ****
  After Dr. Moreau ﬁnished “rebuilding” the man 
  who would become known as Ripper, VIPER gave 
  Ripper a place in Dragon Branch and a reason to go 
  on living — superhuman combat. Over time, they 
  replaced the basic armor and exoskeleton Moreau 
  implanted in and on his body with experimental 
  devices developed by VIPER labs:  Omicron tech-
  nology. His biochemistry stabilized, and sometimes 
  enhanced, by the Omicron chemicals injected into 
  him through his Omicron harness, and his earlier 
  armor replaced with far stronger Omicron Armor, 
  he has become a nearly unstoppable force on the 
  battleﬁeld — one of VIPER’s most powerful, and 
  uncontrollable, superhuman assets.
  Personality/Motivation:  Ripper does not have a 
  highly complicated personality. In a constant state 
  of pain, he’s normally surly, aggressive, and easily 
  angered. The only time he truly enjoys himself is 
  when he’s ﬁghting (particularly other “bricks” or 
  anyone who can challenge him). He often gets so 
  wrapped up in combat that he completely loses 
  control of himself, attacking anyone and anything 
  around him. Few agents, or even other members of 
  Dragon Branch, like to work with him.
  Quote:  “Arrgh!  I’ll hurt you!”
  Powers/Tactics:  Ripper’s powers all relate to his 
  incredible strength and resilience, which come to 
  him compliments of VIPER’s Omicron Chemistry 
  technology by way of Dr. Moreau’s original surgical 
  grafts. Ordinarily capable of lifting an astonishing 
  400 tons and shrugging oﬀ the eﬀects of the most 
  powerful weapons and superhuman attacks known, 
  he becomes even stronger when he activates his 
  Omicron Chemistry harness and injects his body 
  with an extra dose of Omicron ﬂuids. When that 
  happens — he can only do it a few times a day for 
  brief periods — everyone, even his allies, had better 
  watch out. Then he’s capable of savagely pummel-
  ing anyone, even Grond or Dr. Destroyer, and often 
  loses control of his temper so that he cannot tell 
  friend from foe.
  Even after years of playing the “supervillain 
  game,” Ripper doesn’t have a lot of tactical sense. 
  His approach to combat consists of little more 
  than “punch it ’til it stops moving, then attack the 
  next guy.” He particularly enjoys Grabbing his 
  opponents (especially small, fast-moving ones like 
  martial artists) and literally tearing them limb from 
  limb — hence his nom du crime. Sometimes he 
  shows ﬂashes of greater tactical awareness, such 
  as picking up large objects and using them to hit 
  groups of enemies, but usually he sticks to his tried 
  and true “beat them into unconsciousness” method.
  Ripper’s Omicron technology-based powers 
  do not take a Focus Limitation because they’re so 
  thoroughly grafted to his body that they’re eﬀec-
  tively the same as innate superpowers. Removing 
  his Omicron harness and armor plating would 
  require hours of complicated surgery using highly 
  specialized tools — and even then he’d retain his 
  high Characteristics and other abilities (assuming 
  he survived the process).
  Campaign Use:  Ripper is muscle for VIPER, pure 
  and simple. He’s not capable of complex thinking or 
  scheming; he just goes where he’s told and bashes 
  anyone who gets in his way. VIPER has developed 
  special tranquilizer darts for use against him when 
  he becomes Berserk, but these are in short supply 
  and only work about half the time.
  Thanks to his high defenses and Damage 
  Reduction, Ripper is very diﬃcult to put down. 
  Heroes will have to learn to team up on him, or 
  wait until he goes Berserk and attacks his team-
  mates... or you can hold him in reserve as a 
  “weapon of last resort,” like Viperia
  To make Ripper more powerful, give him more 
  “brick tricks” like Rip ’Em In Half — he doesn’t 
  need any more STR, but creative ways to use what 
  he’s got could really expand his repertoire. To make 
  him weaker, reduce his STR and other Characteris-
  tics, and the eﬀects of his various Omicron powers.
  Appearance:  Of all of VIPER’s superhumans, 
  Ripper probably has the most revolting appearance. 
  The accident which led Dr. Moreau to give him 
  superhuman powers in the ﬁrst place ate away most 
  of his skin, including all external features (such as 
  nose, ears, and genitalia), and colored the exposed 
  ﬂesh a bilious purple. Moreau’s surgery, plus years 
  of Omicron treatments, have made his body even 
  uglier, and the armor and Omicron harness grafted 
  to it haven’t exactly done anything to prettify him. 
  Ripper’s appearance alone has caused more than 
  one person to become sick to his stomach.
  RIPPER  
  PLOT SEEDS
  The classic Ripper plot:  
  Ripper goes Berserk 
  in combat, forgets his 
  commander’s orders, 
  and goes on a rampage 
  through the city. The 
  heroes and VIPER have 
  to simultaneously ﬁght 
  each other while trying 
  to capture him/get him 
  back.
  When VIPER doctors 
  use a sample of Ripper’s 
  Omicron chemistry-
  infused blood to save 
  an injured female agent, 
  she becomes the almost 
  as powerful Ripperette! 
  Ripper falls head over 
  heels in love... but she 
  wants nothing to do 
  with the hideous super-
  villain. Can the city 
  withstand his violent 
  attempts to court her, 
  ﬁnd gifts to win her 
  over, and make her his 
  bride?
  After an UNTIL 
  encounter with Ripper 
  goes horribly awry, a 
  crippled UNTIL agent 
  develops an obsession 
  with stopping the hid-
  eous strongman. What 
  lengths will he go to 
  — and how many lives 
  will he be ready to sacri-
  ﬁce — to kill Ripper?
  
  152 ■ Dragon Branch
  Hero System 5th Edition
  SIDEWINDER
   Val Char 
  Cost 
  Roll 
  Notes
   40 STR 
  30 
  17- 
  Lift 6,400 kg; 8d6 [2]
   30 DEX 
  60 
  15- 
  OCV:  10/DCV:  10
   20 CON 
  20 
  13-
   13 BODY 6 
  12-
   15 INT 
  5 
  12- 
  PER Roll 12-
   15 EGO 
  10 
  12- 
  ECV:  5
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  2 
   
  Total:  28 PD (18 rPD)
   10 ED 
  6 
   
  Total:  28 ED (18 rED)
   8 SPD 
  40 
   
  Phases:  2, 3, 5, 6, 8, 9, 11, 12
   12 REC 
  0
   40 END 
  0
   43 STUN 
  0 
  Total Characteristics Cost:  189
  Movement: 
  Running: 
  26”/208”
   
  Leaping: 
  8”/16”
   
  Swimming: 
  20”/160”
  Cost Powers 
  END
  67 
  Gauntlet Blaster:  Energy Blast 10d6,
   
  Autoﬁre (5 shots; +½), 64 Charges (+½);
   
  OIF (-½) 
  [64]
   
  Speedster Martial Arts
   
  Maneuver 
  OCV DCV 
  Notes
  5 
  Flying Dodge 
  — 
  +4 
  Dodge All 
  Attacks, Abort; 
  FMove
  5 
  Passing Disarm -1 
  -1 
  Disarm, 50 STR 
  to Disarm roll; 
  FMove
  5 
  Passing Strike +1 
  +0 
  8d6 +v/5; 
  FMove
  5 
  Passing Throw +0 
  +0 
  8d6 +v/5; Target 
  Falls; FMove
  5 
  Rapid Punch 
  +1 
  -2 
  12d6 Strike
  75 
  Super-Running:  Running +20” (26” total), 
  x8 Noncombat Multiple, Reduced Endur-
  ance (0 END; +½) 
  0
  42 
  Super-Swimming:  Swimming +18” (20” 
  total), x8 Noncombat Multiple, Reduced 
  Endurance (0 END; +½) 
  0
  10 
  Diminished Fatigue:  Reduced Endurance  
  (½ END; +¼) for 40 STR 
  0
  36 
  Friction Resistance:  Armor (12 PD/12ED) 0
  12 
  Armored Costume:  Armor (6 PD/6 ED); OIF 
  (-½) 
  0
  8 
  Impact Plating:  Physical Damage Reduction, 
  Normal, 50%; OIF (-½), Only To Protect 
  Against Damage Sustained When Perform-
  ing Move Throughs/Move Bys  (-1) 
  0
   
  Perk
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Skills
  30 
  +6 HTH
  4 
  +2 OCV with Gauntlet Blaster
  3 
  Combat Driving 15-
  3 
  Concealment 12-
  3 
  Conversation 13-
  3 
  Lockpicking 15-
  2 
  KS: The Superhuman World 11-
  2 
  KS: VIPER 11-
  3 
  Persuasion 13-
  3 
  Power:  Speedster Tricks 15-
  2 
  PS: VIPER Agent 11-
  3 
  Security Systems 12-
  3 
  Shadowing 12-
  3 
  Stealth 15-
  3 
  Streetwise 13-
  3 
  Tactics 12-
  3 
  Teamwork 12-
  Total Powers & Skills Cost:  356
  Total Cost:  545
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation: Cautious 
  (Common, Strong)
  10 
  Psychological Limitation:  Fear Of Being 
  Restrained (Uncommon, Strong)
  15 
  Reputation:  VIPER supercriminal, 11- 
  (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Michael 
  Ramirez) (Frequently, Major)
  220 
  Experience Points
  Total Disadvantage Points:  545
  Background/History:  Michael Ramirez was a low-
  ranking VIPER agent who wanted more. When 
  tests revealed he might prove susceptible to genetic 
  alteration, he jumped at the chance and volun-
  teered for the experiments. Doctor Blank and his 
  assistants exposed Ramirez to special radiations 
  to strengthen his muscles and skin, injected him 
  with drugs to inhibit his body’s ability to generate 
  fatigue poisons, and used chemicals to send his 
  metabolism into hyperdrive. After eight tedious 
  and painful months, he gained superhuman 
  strength and swiftness, though fortunately with-
  out developing serpentine physical features like 
  so many of the other guinea pigs. Since then he’s 
  served VIPER as Sidewinder, taking a break from 
  the organization only during occasional periods of 
  incarceration in Stronghold.
  Personality/Motivation:  Because his powers depend 
  so much on movement, and because he enjoys 
  open spaces so much (they give him room to run), 
  Sidewinder has a powerful fear of being captured, 
  restrained, or conﬁned (including a mild touch 
  of claustrophobia). He particularly fears going to 
  prison, and will do whatever he has to (including 
  running away from the battleﬁeld) to avoid it. He 
  shies away from opponents who can Entangle or 
  Grab him, preferring to leave them for his comrades. 
  However, sometimes he tries to take such enemies 
  out right away with a quick Move Through attack.
  His fear of capture makes Sidewinder unusu-
  ally cautious. He likes to plan missions extensively, 
  taking into account all possible details and compli-
  cations, and having back-up plans for all reason-
  able (and many unreasonable) contingencies. But 
  since he thinks showing his fear this way isn’t very 
  SIDEWINDER  
  PLOT SEEDS
  Sidewinder becomes 
  infatuated with a female 
  PC (or prominent NPC) 
  and begins “wooing” her. 
  When she turns him 
  down repeatedly, his 
  attentions become more 
  sinister... and violent.
  After Sidewinder 
  botches a job, the VIPER 
  leadership punishes him. 
  Believing the screw-up 
  wasn’t his fault (it was 
  Oculon’s), Sidewinder 
  angrily decides to take 
  revenge. To keep from 
  exposing himself, he 
  begins secretly tipping 
  oﬀ the PCs to certain 
  VIPER activities.
  Sidewinder trains hard, 
  saves up his Experience 
  Points, and buys some 
  speedster tricks. With 
  VIPER’s permission, he 
  wants to test them out... 
  on the PCs.
  
  153 
  VIPER ■ Chapter Six
  “macho” or “cool,” he hides it behind a facade of 
  bravado and conﬁdence. He does as much of his 
  planning in secret as he can, and in combat utters 
  wisecracks and snide remarks to make himself look 
  bold and daring. He can’t fool anyone who’s known 
  him for long, though.
  Quote:  “If you blink, you’ll miss me. But I won’t 
  miss you!”
  Powers/Tactics:  Sidewinder’s powers are those of 
  the classic superhuman “speedster”:  he can run 
  (and swim) with incredible speed, has amazing 
  reaction time, and so forth. Though not as fast or 
  ﬂexible as some speedsters, he’s more than quick 
  enough to run rings around his average oppo-
  nent. (If you want him to perform a low-powered 
  “speedster stunt,” such as some of the abilities in 
  the Speedster Powers section of The UNTIL Super-
  powers Database, use his Speedster Tricks Skill.)
  But there’s a lot more to Sidewinder than 
  just speed. Unlike most speedsters, who are com-
  paratively fragile, Sidewinder is strong and tough. 
  He can’t pick up as much as a typical “brick” or 
  punch as hard, but he’s found ways to combine 
  his speed and strength into a lethal package. First, 
  he developed a series of special maneuvers which 
  rely on his speed. He can run by someone at top 
  velocity and strike them (doing extra damage 
  thanks to his momentum) or disarm them, punch 
  an opponent a dozen times in the space of an eye-
  blink, or quickly get out of the way of incoming 
  attacks. Even better, he can simply run into some-
  one as fast as he can, counting on his strength and 
  toughness to keep from knocking himself out. 
  To improve his chances of that, he had VIPER 
  laboratories create special “impact plating” for 
  his costume to protect his shoulders, arms, and 
  other parts of the body which hit targets he col-
  lides with. Between the plating, his natural fric-
  tion-resistant skin, and his armored costume, he’s 
  pretty well protected.
  If Sidewinder’s speed, strength, and maneu-
  vers can’t do the trick, or he can’t reach his oppo-
  nent, he can fall back on his Gauntlet Blasters. 
  Using standard VIPER technology, engineers 
  created these devices for him on the Council Of 
  Thirty’s orders after Sidewinder lost a ﬁght due 
  to his lack of ranged attacks. VIPER technicians 
  have upgraded them several times since then, and 
  could conceivably install other weapons in his 
  costume if necessary.
  Campaign Use:  For the most part, Sidewinder’s 
  a typical VIPER supervillain, encountered pri-
  marily in combat. However, since he retains his 
  human form and interests, the PCs might run 
  into him in social situations without knowing 
  who he is. They could also encounter him while 
  he performs the elaborate preparatory work he 
  puts into missions, then have to try to chase him 
  down when he ﬂees.
  To make Sidewinder more powerful, give 
  him some “speedster tricks” such as supersonic 
  ﬁnger-snaps, high-speed phasing, or the like. You 
  could also add more gadgets to his arsenal. To 
  weaken him, slow him down and get rid of his 
  gauntlet blaster.
  Sidewinder does not Hunt heroes on his 
  own. He only does so when VIPER orders him to, 
  how it orders him to.
  Appearance:  Michael Ramirez is a more or less 
  average looking man of Hispanic descent, though 
  some women ﬁnd his cocky, conﬁdent attitude 
  attractive. His eyes, moustache, and hair are as 
  dark as his heart. As Sidewinder, he wears a black 
  bodysuit costume with dark red boots, knee-
  pads, belt, gauntlets, and impact plating along 
  his shoulders and arms. His half-face mask, also 
  dark red, leaves his hair free. A stylized logo of a 
  sidewinder curves sinuously across his chest in 
  dark red.
  
  154 ■ Dragon Branch
  Hero System 5th Edition
  VIPERIA 
  Daughter Of The Serpent
   Val Char 
  Cost 
  Roll 
  Notes
   70 STR 
  60 
  23- 
  Lift 400 tons; 14d6 [7]
   28 DEX 
  54 
  15- 
  OCV:  9/DCV:  9
   45 CON 
  70 
  18-
   23 BODY 26 
  14-
   23 INT 
  13 
  14- 
  PER Roll 14-
   20 EGO 
  20 
  13- 
  ECV:  7
   40 PRE 
  30 
  17- 
  PRE Attack:  8d6
   20 COM 
  5 
  13-
   32 PD 
  18 
   
  Total:  32 PD (32 rPD)
   32 ED 
  23 
   
  Total:  32 ED (32 rED)
   8 SPD 
  42 
   
  Phases:  2, 3, 5, 6,  8, 9, 11, 12
   23 REC 
  0
   90 END 
  0
   90 STUN 
  9 
  Total Characteristics Cost:  370
  Movement: 
  Running: 
  36”/144”
   
  Flight: 
  30”/240”
   
  Swimming: 
  22”/44”
  Cost Powers 
  END
  175 
  The Inheritance Of The Snake:  Multipower, 
  175-point reserve
  10u 
  1)  Eyes Of Fire:  RKA 4d6, Penetrating  
  (+½), Reduced Endurance (½ END; +¼) 4
  10u 
  2)  Breath Of The Hurricane:  Energy Blast 
  14d6, Double Knockback (+¾), Explo-
  sion (Cone; +½), Reduced Endurance (½ 
  END; +¼); No Range (-½), Does Not Work 
  Underwater Or In A Vacuum (-¼) 
  8
  11u 
  3)  Breath Of Ice:  Dispel Fire Powers 15d6, 
  all Fire Powers simultaneously (+2), Explo-
  sion (Cone; +½), Reduced Endurance (½ 
  END; +¼); No Range (-½) 
  8
  9u 
  4)  Shockwave:  Energy Blast 10d6, Double 
  Knockback (+¾), Explosion (-1 DC/3”; 
  +1), Hole In The Middle (1” in the middle; 
  +¼), Reduced Endurance (½ END; +¼); No 
  Range (-½), Only Aﬀects Targets On The 
  Ground (-¼) 
  7
  9u 
  5)  Thunder-Clap:  Sound Group Flash 10d6, 
  Area Of Eﬀect (10” Radius; +1¼), Personal 
  Immunity (+¼), Reduced Endurance (½ 
  END; +¼); No Range (-½) plus Energy Blast 
  4d6, NND (defense is Hearing Group Flash 
  Defense; +1), Area Of Eﬀect (10” Radius; 
  +1¼), Personal Immunity (+¼), Reduced 
  Endurance (½ END; +¼); Linked (-½),  
  No Range (-½) 
  6
  2u 
  6) The Big Wrap-Up:  Entangle 6d6, up to  
  6 DEF; OIF (appropriate materials of  
  opportunity; -½), No Range (-½), Extra  
  Time (at least a Full Phase, and often  
  longer, depending on how long it takes to  
  get the materials; -½), Defense Depends  
  On Materials Used (-½), Side Eﬀect (may 
  cause considerable damage to the  
  environment; -0) 
  6
  40 
  Daughter Of The Sun: Absorption 8d6 
  (energy; half to BODY, half to END), 
  Delayed Fade Rate (points fade at the rate 
  of 5 per Minute, +¼); Limited Phenomena 
  (ﬁre, heat, and radiation attacks; -¼) 
  0
  52 
  Her Wrath Falls Like The Storm:  Autoﬁre  
  (5 shots; +½) for 70 STR, Reduced  
  Endurance (½ END; +½) 
  1
  44 
  Nothing Is Beyond Her Reach:  Area Of  
  Eﬀect (One Hex; +½) for 70 STR, Reduced 
  Endurance (½ END; +¼) 
  1
  44 
  No Spirit Can Hide From Her:  Aﬀects  
  Desolidiﬁed (+½) for 70 STR, Reduced 
  Endurance (½ END; +¼) 
  1
  90 
  Her Body Is As Solid As Stone:  Energy Blast 
  9d6, Damage Shield (+½), Continuous (+1), 
  Reduced Endurance (0 END; +½); Only 
  Aﬀects Those Who Strike Her, Not Casual 
  Contact Or Grabs (-½) 
  0
  32 
  No Weapon Can Make Her Bleed:  Damage 
  Resistance (32 PD/32 ED) 
  0 
  50 
  She Is Greater Than The Elements, Greater 
  Than The Ages:  Life Support:  Total,  
  including Longevity (Immortality) 
  0
  10 
  Her Senses May Not Be Diminished:   
  Sight Group Flash Defense (10 points) 
  0
  10 
  Her Senses May Not Be Diminished:   
  Hearing Group Flash Defense (10 points) 
  0
  20 
  She May Not Be Toppled:  Knockback  
  Resistance (-10”) 
  0
  20 
  Her Will May Not Be Contravened:   
  Mental Defense (24 points total) 
  0 
  20 
  Her Spirit And Body Are As Indomitable As 
  The Snake:  Power Defense (20 points) 
  0
  22 
  She Will Not Die:  Healing 1d6 (Regen-
  eration; 1 BODY per Turn), Resurrection 
  (unless killed by her father or some future 
  son), Reduced Endurance (0 END; +½),  
  Persistent (+½); Self Only (-½), Extra  
  Time (1 Turn; -1¼) 
  0
  140 
  She Moves Like The Lightning:  Multipower, 
  140-point reserve
  14u 
  1)  She Flies Like The Wind:  Flight 30”, 
  x8 Noncombat, Combat Acceleration 
  (+¼), Rapid Noncombat Movement (+¼),  
  Reduced Endurance (0 END; +½) 
  0
  11u 
  2)  She Runs Like A Cheetah:  Running  
  +30” (36” total), Combat Acceleration (+¼), 
  Reduced Endurance (0 END; +½) 
  0
  4u 
  3)  She Swims Like A Fish:  Swimming +20” 
  (22” total). Combat Acceleration (+¼), 
  Reduced Endurance (0 END; +½) 
  0
  10 
  Nothing May Hide From Her:  N-Ray  
  Perception (Sight Group) (not through  
  lead, gold, or force ﬁelds) 
  0
  20 
  She Sees With The Wind:  Targeting for 
  Hearing Group 
  0
  5 
  She Sees The Hidden Fires:  Infrared  
  Perception (Sight Group) 
  0
  5 
  She Sees In The Moonlight:  Ultraviolet  
  Perception (Sight Group) 
  0
  3 
  Her Hearing Is Keener Than Man:   
  Ultrasonic Perception (Hearing Group) 
  0
  12 
  She Hears Hidden Voices:  High Range  
  Radio Perception (Radio Group) 
  0
  5 
  She Knows The Workings Of The Mind:  
  Mental Awareness 
  0
  9 
  Her Gaze Is As Keen As Dragons:  +6 versus 
  Range Modiﬁer for Sight Group  
  0
  VIPERIA  
  PLOT SEEDS
  In a city that’s recently 
  been victimized by 
  Viperia, a woman shows 
  up who claims she’s 
  Viperia’s mother. She 
  says that for a small 
  price she can perform 
  a mystic ritual that will 
  turn her daughter away 
  from VIPER. Is she 
  a crackpot, a desper-
  ate woman who’s gone 
  insane from the loss of 
  her child, or the reincar-
  nation of Queen Ackee?
  Viperia appears to be 
  unstoppable, but Dark 
  Seraph csays he’s discov-
  ered a mystical way of 
  defeating her, which he’ll 
  share — provided the 
  heroes perform a “small 
  favor” for him. Who is 
  the lesser of these two 
  evils?
  UNTIL intelligence has 
  tracked Viperia’s home 
  base to some place 
  within a 20 kilometer 
  radius in the Ghanian 
  wilderness. Your mis-
  sion is to locate its exact 
  position and (if pos-
  sible) capture her alive.
  Viperia doesn’t par-
  ticularly get along with 
  other supervillains, with 
  one notable exception 
  — Gravitar! By coin-
  cidence, they recently 
  worked together and hit 
  it oﬀ, so Gravitar tracks 
  down Viperia and per-
  suades the super-strong 
  villainess to accompany 
  her on a shop-and-
  rob expedition in the 
  swankiest commercial 
  districts of the world. 
  Why settle for an Yves 
  St. Laurent original 
  when you can have Yves 
  St. Laurent himself? Can 
  you stop the two most 
  powerful women on 
  the planet from going 
  on the world’s deadliest 
  shopping spree?
  
  155 
  VIPER ■ Chapter Six
   
  Perks
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Talents
  16 
  Words Cannot Be Hidden From Her:  Uni-
  versal Translator 14-; Only To Translate 
  African Languages (-¼) 
  0
   
  Skills
  30 
  +3 Overall Levels
  3 
  Acrobatics 15-
  3 
  Breakfall 15-
  1 
  CuK:  Ancient African  
  Cultures 8-
  3 
  KS:  Snakes 14-
  1 
  KS:  VIPER 8-
  3 
  Language:  English 
  (ﬂuent;  
  Bantu is native)
  3 
  Deduction 14-
  3 
  Persuasion 17-
  Total Powers and Skills  
  Cost:  989
  Total Character Cost:  1,359
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo 
  Pow, NCI,  
  Capture)
  20 
  Hunted:  Champions 8- (Mo Pow, 
  NCI,  
  Capture)
  10 
  Hunted:  VIPER and the Serpent 
  Nama 8- (Mo Pow, NCI, Watching)
  10 
  Physical Limitation:  Cannot Take 
  a Recovery If Brought to Below 0 
  END Without A Week’s Hiber-
  nation  
  (Infrequently, Greatly)
  20 
  Psychological Limitation:  Curi-
  ous About The World (Very 
  Common, Strong)
  10 
  Psychological Limitation:  
  Anxious To Please Her Father 
  (Common, Moderate)
  20 
  Reputation:  VIPER supercriminal, 
  14- (Extreme)
  20 
  Social Limitation:  Subject To Orders 
  (Very Frequently, Major)
  10 
  Unluck 2d6
  10 
  Vulnerability: 1½ x Eﬀect from Magic 
  Adjustment Powers (Common)
  10 
  Vulnerability: 1½ x STUN from Magic 
  Attacks (Common)
  10 
  Vulnerability: 1½ x BODY from Magic 
  Attacks (Common)
  989 
  Experience Points
  Total Disadvantage Points:  1,359
  Background/History:  Eleven hundred years ago in a 
  distant land now forgotten, there rose a great war-
  rior-queen, Ackee. After the death of her husband, 
  she took in her hand the sacred spear of her people 
  and drove back the forces of barbarism, uniting the 
  nearby tribes into a small but prosperous kingdom. 
  But as the years passed and death drew near, Queen 
  Ackee became increasingly aware that not only her 
  body would die; it was unlikely that her kingdom 
  would survive her death. This troubled her aged mind, 
  so she embarked on a great journey to visit the cave of 
  the Great Serpent Nama, to seek his wisdom and ﬁnd 
  a way to ensure that her kingdom would be preserved.
  “No kingdom lasts forever,” Nama told her what 
  she already knew, but wasn’t willing to face. “But few 
  kingdoms fade into the dust without leaving some 
  inﬂuence, great or small, on those that follow them. 
  Take comfort in that.”
  “But I must have more!” Ackee declared, not 
  hiding the bitterness in her voice. “Have I not been a 
  brave and just ruler? Have I not been a battle queen 
  without equal, ﬁghting even when my 
  body was pushed beyond the weary 
  limits of the ﬂesh? Have I not made ten 
  thousand sacriﬁces over my long, hard 
  lifetime? Is 
  it fair that 
  I should die 
  without a gift to 
  
  156 ■ Dragon Branch
  Hero System 5th Edition
  hold onto when the breath leaves my body?”
  Then the serpent smiled, and Nama became 
  a Man, young, tall, and glorious beyond all others, 
  as beﬁts the serpent god. Lovingly he took the aged 
  queen Akee into his arms, and behold! — she was 
  young again, and under the moonlight her skin was 
  unweathered, and her beauty had become that of the 
  goddesses of ages past. Then Nama shared the holiest 
  of his arts with the great queen, and she became heavy 
  with child. Seeing that his work was done, Nama dis-
  missed her, telling her in a voice full of majesty (and 
  perhaps regret):
  “Farewell Ackee, greatest queen of Africa. You 
  have a wild thing in your belly, and that is my gift 
  to you, for she will endure the uncounted years and 
  bespeak your memory, though not as a queen, for no 
  kingdom will ever contain her!”
  Ackee returned to her people, who marveled that 
  one as aged as she could still bear a child. But the child 
  was a storm in the womb, and the months were diﬃ-
  cult, and when the time came for the Serpent’s daugh-
  ter to enter the world Ackee did not survive, though 
  with her last breath she looked upon her daughter 
  with a smile on her face.
  The elders named Ackee’s daughter “Tuwi-
  shande,” for that was the name they gave to the great-
  est of the late summer storms that came from the 
  ocean and left the land in ruins. And the name was 
  apt, for none could control Tuwi-shande. As an infant, 
  she tore apart huts; as a child, she devastated villages; 
  as an adolescent, she laid waste to whole countrysides. 
  No spear could pierce her ﬂesh and none dared lay 
  a hand upon her. In her youth, she was easily bored, 
  and had no use for words, for the ones she heard were 
  mostly used to curse her.
  For sport Tuwi-shande searched the lands for 
  signs of battle; when she found them, she dared both 
  sides to kill her, and she laughed when they tried, for 
  against her the mightiest warriors in the world were 
  as harmless as a baby monkey. Finally, every warrior 
  in West Africa felt so humiliated and ashamed by his 
  inability to stop her that no man dared lift his spear, 
  and war vanished from the land. This was a crime 
  against the order of things, so the bravest warriors in 
  Africa set aside their diﬀerences and made the long 
  journey to Nama’s cave. They begged the Serpent 
  God to do something about his wild daughter. Nama 
  laughed at their complaints, but ﬁnally he agreed to 
  put his daughter to sleep until an age of the world 
  arrived that had heroes able to handle someone of her 
  nigh-matchless power.
  Nama called his daughter, and she came to his 
  call, and he ensorcelled her. The spell he wove was 
  imperfect — three times throughout the ages, Tuwi-
  shande awoke for a few weeks, wreaked havoc upon 
  the land, then returned to her slumber for centuries 
  — but it was enough to spare the world from her 
  full wrath. Finally in 1992, when Nama anointed the 
  Supreme Serpent, he realized the time had come to 
  awaken Tuwi-shande. VIPER agents were directed by 
  a dreaming vision to visit the cave where Tuwi-shande 
  lay asleep. It took years of experiments to awaken 
  her, but they did so, and when the Serpent’s Daugh-
  ter was exposed to the wonders of the modern era, 
  she marveled at them. The agents told her of a great 
  war that was taking place between the Snake and the 
  lesser race of men, and Tuwi-shande agreed to help 
  the Snakes without question. The agents clad her in 
  a beautiful green dress which was emblazoned with 
  the symbol of the Snake, and they gave her the name 
  Viperia, which they told her was a sacred name. She 
  was very proud of it.
  Ever since, whenever VIPER has met a foe who 
  has humiliated it or been too much for it to handle, 
  the Council Of Thirty unleashes Viperia, and she ﬂies 
  into the fray, laughing at the enemy. And wherever she 
  goes, all hell breaks loose.
  Personality/Motivation:  Viperia has a rather child-
  like personality. She really enjoys using her powers, 
  destroying things, and making people look useless and 
  stupid in the face of her nearly almighty strength. For 
  this alone, most heroes despise her. But she’s not espe-
  cially vicious; she has more of a childish callousness 
  stemming from self-centeredness and a satisfaction in 
  winning than true ruthlessness or cruelty. She really 
  doesn’t understand much beyond ﬁghting, winning, 
  and her fanatical loyalty to the Snake. In short, she’s a 
  kid with the power of a god who’s being encouraged 
  to indulge her mean streak.
  Since her awakening, Viperia has met people 
  who have fought her with far more power and resis-
  tance than in the old days. She’s very puzzled by them, 
  but doesn’t really take any of them seriously until they 
  defeat her in single combat. (VIPER is quite worried 
  about what might happen on the day she and Dr. 
  Destroyer ﬁnally meet; whenever possible, it carefully 
  monitors the area where she’s active to make sure 
  there’s no chance of such an encounter.) She’s also 
  developed a strong curiosity about the modern world; 
  she may divert from a battle to investigate something 
  new and unusual.
  Viperia has a child’s ambivalence toward 
  romance, and doesn’t understand human sexuality or 
  other “adult” matters. Handsome heroes may receive a 
  few compliments, but she has no compulsion to take a 
  husband or mate... yet.
  Quote:  “You have committed numerous transgres-
  sions against Mother VIPER. For that, you must face 
  the wrath of Viperia!”
  Powers/Tactics:  Viperia is a child of some of the 
  oldest and most powerful magics on earth. She is the 
  embodiment of the most potent of archetypes:  the 
  Sun; the Storm; the Snake. And while the spell that 
  created her has given her the wisdom of the Snake as 
  well as its powers, she’s apparently got some way to go 
  before that part of her power becomes active (her PRE 
  represents the fact that her powers of awe are begin-
  ning to awaken).
  Viperia is a one-woman wrecking crew. If 
  unleashed in combat, she ﬂies into the heart of the 
  enemy force, engaging as many of the foe at once as 
  she can. While her punches alone can devastate even 
  the strongest heroes, she enjoys using her “breath of 
  the hurricane” to knock the enemy around the battle-
  ﬁeld, smashing structures and objects into the piles of 
  rubble that inevitably mark her appearance in a ﬁght. 
  She has developed enough battle-sense to know a big 
  gun hurts more than a small one, and that weapons 
  
  157 
  VIPER ■ Chapter Six
  mounted on vehicles are dangerous, but otherwise she 
  doesn’t worry too much about tactics.
  One of the things that makes Viperia such a dan-
  gerous combatant are the various naked Advantages 
  that apply to her 70 STR. You should only let her use 
  one at a time, but even in that case they give her far 
  more ﬂexibility and power than the average super-
  strong villain.
  Viperia has a few weaknesses. She’s more vul-
  nerable to magic than to other attack forms (a way 
  for her father to control her, if necessary). Also, she’s 
  still not completely recovered from the sleeping-spell 
  Nama used to remove her from the world; when she’s 
  exhausted, she ﬁnds it hard to recover. If brought 
  down to 0 END or lower, she abandons the battle, ﬂies 
  back to her cave in Africa, and sleeps for a week before 
  re-emerging. If she’s ever reduced to -30 STUN or 
  below, it takes substantially longer for her to awaken 
  than a normal character (add an extra six months to 
  the recovery time).
  Campaign Use:  Viperia is VIPER’s weapon of last 
  resort. Even in relatively high-powered campaigns, 
  she shouldn’t show up frequently; she’s an “in case of 
  emergency, break glass” sort of weapon, unleashed 
  only when VIPER has no other way to deal with a 
  situation. After all, the Supreme Serpent is never sure 
  just how much control he, or VIPER as a whole, can 
  exert over her....
  In some ways, Viperia is a thematic variation 
  on the epic of Gilgamesh. At the beginning of that 
  epic, the hero was a justly-despised tyrant who cared 
  nothing for the welfare of the people until he was 
  redeemed by friendship. Viperia also has the potential 
  to grow and develop as a human being, if a hero is 
  willing and able to break through the layers of pro-
  gramming VIPER has used on her. However, no force 
  in the universe is likely to make her turn against her 
  father (unless the evil of your campaign’s version of 
  Nama is much more obvious).
  Viperia is meant to be a tough opponent for 
  any campaign. If she’s too tough for your heroes, do 
  the following:  get rid of her Multipower of “Strength 
  tricks,” at least a few of her naked Advantages for STR, 
  her Absorption, and her Damage Shield; reduce her 
  Characteristics as necessary to bring her closer to 
  average campaign DCs and defenses; and slow down 
  all her modes of movement. On the other hand, if you 
  need to increase her power, boost her STR to 75 (or 
  more!), give her some MegaMovement powers, and 
  add more Strength tricks.
  Viperia does not Hunt heroes on her own. She 
  only does so when VIPER orders her to, how it orders 
  her to.
  Appearance:  Viperia appears to be a beautiful African 
  woman in her early 20s, 5’10” tall with slightly curly 
  dark hair, worn long, and big brown eyes. She wears 
  a green leotard with a gold “V” on her chest, a short 
  skirt, green stockings, boots, and a short gold cape.
  VIPER-X
   Val Char 
  Cost 
  Roll 
  Notes
   40 STR 
  30 
  21- 
  Lift 6,400 kg; 8d6 [2]
   26 DEX 
  48 
  14- 
  OCV:  9/DCV:  9
   33 CON 
  46 
  16-
   15 BODY 10 
  12-
   23 INT 
  13 
  14- 
  PER Roll 14-
   18 EGO 
  16 
  13- 
  ECV:  6
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   18 COM 
  4 
  13-
   16 PD 
  8 
   
  Total:  24 PD (8 rPD)
   16 ED 
  9 
   
  Total:  24 ED (8 rED)
   6 SPD 
  24 
   
  Phases:  2, 4, 6, 8, 10, 12
   15 REC 
  0
   66 END 
  0
   52 STUN 
  0 
  Total Characteristics Cost:  223
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  12”/24”
   
  Swimming: 
  4”/8”
  Cost Power 
  END
  67 
  VSX-A1 “Shriek” Sonic Riﬂe:  Multipower,  
  90-point reserve, 2 clips of 32 Charges for 
  entire Multipower (+½); all OAF (-1) 
  [32]
  4u 
  1)  Standard Setting:  Energy Blast 12d6, 
  Armor Piercing (+½); OAF (-1)
  4u 
  2)  Lethal Setting:  RKA 4d6, Armor Piercing 
  (+½); OAF (-1)
  4u 
  3) “Scrambler” Setting:  Energy Blast 9d6, 
  NND (defense is solid ear coverings, Hear-
  ing Group Flash Defense, target covers his 
  ears, or target is deaf; +1); OAF (-1)
  6 
  Gun Butt/Club:  HA +3d6; OAF (-1), Hand-
  To-Hand Attack (-½) 
  1
  36 
  VPDX-A1 “Coral” Neural Interference Pistol:  
  Drain DEX and INT 4d6, two Character-
  istics simultaneously (+½), Ranged (+½), 
  Delayed Return Rate (points return at the 
  rate of 5 per Minute; +¼); OAF (-1), 8 
  Charges (-½) 
  [8]
  13 
  Enhanced VIPER Fang:  HKA 1d6 (2d6  
  with STR), Armor Piercing (+½), Range 
  Based On STR (+¼); OAF (-1) 
  1
   
  Martial Arts:  Boxing/Commando Training
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  50 STR Disarm
  4 
  Dodge 
  — 
  +5 
  Dodge, Abort
  3 
  Hold 
  -1 
  -1 
  Grab, 50 STR to 
  Hold
  5 
  Hook 
  -2 
  +1 
  12d6 Strike
  5 
  Jab 
  +1 
  +3 
  8d6 Strike
  4 
  Killing Strike 
  -2 
  +0 
  1d6 HKA
  3 
  Throw 
  +0 
  +1 
  8d6 + v/5; 
  Target Falls
  17 
  Enhanced VIPER BCU:  Armor (8 PD/8 
  ED), Hardened (+¼); OIF (-½), Activation 
  Roll 15- (-¼) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor 
  (4 PD/4 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  VIPER-X  
  PLOT SEEDS
  A box belonging to 
  the original VIPER-X 
  comes up at an auc-
  tion in London; rumor 
  claims it contains infor-
  mation about some of 
  VIPER’s deepest and 
  darkest secrets. The 
  owner, an unidenti-
  ﬁed person, refuses to 
  reveal more, or even the 
  box’s location until after 
  he receives payment. 
  VIPER-X wants that 
  box, and so do the PCs... 
  who’s going to get it, and 
  how?
  The PCs hear that 
  VIPER-X is having 
  another aﬀair with Scor-
  pia — something that 
  would undoubtedly get 
  them both killed, due 
  to the enmity between 
  their respective organi-
  zations. An informant 
  tips them oﬀ to the 
  location of a hotel room 
  where an alleged liaison 
  is taking place. Is the 
  information legit, or the 
  bait for a trap?
  The PCs encounter 
  a homeless man in a 
  major metropolitan city 
  who’s the exact double 
  of Kevin Armstrong. He 
  claims VIPER-X is actu-
  ally a clone, made by 
  VIPER scientists years 
  ago in an eﬀort to dis-
  credit PRIMUS. How-
  ever, this man turns out 
  to be a surgically altered 
  Armstrong lookalike, 
  planted by Krait, who 
  hopes the imposter will 
  draw Kevin out. Even 
  after the PCs discover 
  the truth, someone 
  at PRIMUS wants to 
  present the imposter as 
  “the real thing” to erase 
  the embarrassment of 
  one of PRIMUS’s most 
  humiliating episodes, 
  and he wants the PCs 
  to go along with the lie. 
  Do they?
  
  158 ■ Dragon Branch
  Hero System 5th Edition
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision; OIF (-½) 
  0
  5 
  VIPER Helmet (Elite) Acoustic Shielding:  
  Hearing Group Flash Defense (8 points); 
  OIF (-½) 
  0
  5 
  VIPER Helmet (Elite) Flare Shielding:  Sight 
  Group Flash Defense (8 points); OIF (-½) 0
  7 
  VIPER Helmet (Elite) Oxygen Supply:  Life  
  Support (Self-Contained Breathing); OIF (-½), 
  1 Continuing Fuel Charge (1 Hour; -0) [1cc]
  12 
  Iron Will:  Mental Defense (16 points total) 0
  10 
  Augmented Physiology: Power Defense (10 
  points) 
  0
  8 
  VIPER BEST:  Multipower, 12-point reserve; 
  OIF (belt/collection of OAFs; -½)
  1u 
  1) Microexplosives:  RKA ½d6; OAF (-1), 2 
  Charges (-1½), No Range (-½) 
  [2]
  1u 
  2) Pick Gun:  Lockpicking 11- (or +1 to 
  Lockpicking if agent already has that Skill); 
  OAF (-1)
  1u 
  3) Miniaturized Laser Torch:  RKA 1 point, 
  Penetrating (+½); OAF (-1), 10 Charges 
  (-¼) 
  [10]
  1u 
  4) Pepper Packet:  Images to Smell/Taste 
  Group, 1” radius, Uncontrolled (+½), Usable 
  As Attack (“sticks” to person who breathes 
  it in; +1); OAF (-1), Only Aﬀects Victims 
  Who Inhale It (-¼), 1 Charge lasting 1 Hour 
  (victim can cancel eﬀect by smelling some-
  thing else equally strong, wind or rain may 
  remove the pepper; -¼) 
  [1cc]
  33 
  Special VFL-4 Jetpack:  Flight 20”, Reduced 
  Endurance (½ END; +¼); OIF (-½) 
  2
  6 
  Marathon Training:  Running +3” (9” total) 1
  2 
  Triathalon Training:  Swimming +2” (4” 
  total) 
  1
  4 
  Strong Leaper:  Leaping +4” (8” forward, 4” 
  upward) 
  1
  6 
  Perceptive:  +2 PER with all Sense Groups 0
  4 
  VIPER Helmet (Elite) Hearing Enhanc-
  ers:  +4 versus Range Modiﬁer for Hearing 
  Group; OIF (-½) 
  0
  4 
  VIPER Helmet (Elite) Telescopic Faceplate:  
  +4 versus Range Modiﬁer for Sight Group; 
  OIF (-½) 
  0
  10 
  Eﬃcient Physiology:  Reduced Endurance  
  (½ END; +¼) for 40 STR 
  0
   
  Perks
  5 
  Fringe Beneﬁt:  Membership (Dragon Branch)
   
  Talents
  8 
  VIPER Wrist Computer:  Absolute Time 
  Sense, Bump of Direction, Eidetic Memory 
  (Audio Only; -1), and Lightning Calculator; 
  OIF (-½) 
  0
   
  Skills
  16 
  +2 with Al Combat
  10 
  +2 HTH
  3 
  Acrobatics 14-
  3 
  Breakfall 14-
  3 
  Computer Programming 14-
  3 
  Combat Driving 14-
  3 
  Conversation 14-
  3 
  Disguise 14- 
  3 
  Fast Draw (Small Arms) 14-
  3 
  Interrogation 14-
  3 
  AK: Millennium City 14-
  2 
  AK: Washington D.C. 11-  
  2 
  KS: Criminal Law 11-
  3 
  KS: PRIMUS 14-
  3 
  KS: The Military/Mercenary/Terrorist World 14-
  3 
  KS: The Superhuman World 14-
  3 
  KS: VIPER 14-
  3 
  Language:  Arabic (ﬂuent conversation; Eng-
  lish is native)
  3 
  Language:  Bantu (ﬂuent conversation)
  3 
  Language:  Greek (ﬂuent conversation)
  3 
  Language:  Spanish (ﬂuent conversation)
  3 
  Persuasion 14- 
  3 
  Stealth 14-
  3 
  Streetwise 14-
  8 
  Survival (Desert, Marine, Temperate/
  Subtropical, Tropical) 14-
  3 
  Tactics 14-
  3 
  Teamwork 14-
  3 
  TF:  Common Two-Wheeled Motorized 
  Ground Vehicles, Small Wind-Powered 
  Boats, VFL-4 Jetpack
  3 
  WF: Small Arms, Blades
  Total Powers and Skills Cost:  438
  Total Character Cost:  661
  200+ Disadvantages
  25 
  Hunted:  PRIMUS 8- (Mo Pow, NCI, Cap-
  ture)
  25 
  Hunted:  Champions 8- (Mo Pow, NCI, Capture)
  15 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Overly Protec-
  tive of Friends And Associates (Common, 
  Strong)
  10 
  Psychological Limitation:  Hatred Of 
  PRIMUS (Common, Moderate)
  15 
  Reputation:  VIPER supercriminal and trai-
  tor to PRIMUS, 11- (Extreme)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Public Identity (Kevin 
  Armstrong) (Frequently, Major)
  5 
  Vulnerability:  1½ x Eﬀect from Poisons/
  Toxins (Uncommon)
  316 
  Experience Points
  Total Disadvantage Points:  661
  Background/History:  Kevin Armstrong grew up as 
  one Detroit’s golden boys:  boxer, triathlete, scholar, 
  and all-around Renaissance kid. Upon graduating 
  from college, he became one of the elite:  a Silver 
  Avenger in PRIMUS. He was the perfect citizen, the 
  All-American Boy.
  But PRIMUS didn’t turn out to be all Kevin 
  expected. There was too much petty jealousy, too 
  many rivalries and feuds between the Silver Aveng-
  ers, too little cooperation between the organization 
  and other government agencies. It was a snake pit, 
  and Kevin couldn’t adapt to all the games and inter-
  nal politics. He became extremely disenchanted, but 
  the more he complained, the less people seemed to 
  listen to him.
  
  159 
  VIPER ■ Chapter Six
  Then Dr. Destroyer obliterated his hometown 
  of Detroit. His family — including his wife, infant 
  son, parents, and most of the people that he grew 
  up with — were dead.
  Kevin blamed the government for the destruc-
  tion — a government too weak to oppose the ene-
  mies of this country, too busy with partisan bicker-
  ing to deal with the... Kevin had a list of grievances 
  as long as a Congressional report. PRIMUS consid-
  ered Kevin a little high-strung at the best of times 
  (the oﬃcial word was that he’d never fully coped 
  with the initial Cyberline treatments) and like 
  many people, he had problems dealing with what 
  Destroyer had done to Detroit. He was ordered to 
  take an extended leave of absence. While on leave, 
  he went boating on Lake Michigan... and in a freak 
  boating accident, he drowned.
  Except Kevin didn’t die. His “death” was merely 
  a ruse that allowed him to join VIPER. If he was 
  going to work in a snake pit, he’d do so by choice. 
  VIPER didn’t lie or deceive people about what it 
  was. It wanted to impose its will directly on the 
  people, instead of lying to them and letting them 
  destroy their country through self-deception and 
  lack of self-responsibility. VIPER would force the 
  people to make the sacriﬁces necessary to save the 
  country in the long term — sacriﬁces that would 
  prevent a maniac like Destroyer from ever doing 
  again what he had done to Detroit. People wonder 
  how a Silver Avenger could join VIPER — Kevin’s 
  never had a problem telling them why.
  VIPER was more than pleased to accept Arm-
  strong into its ranks, and his fortunes sky-rocketed. 
  Before long he was appointed to command an elite 
  squad, VMS-Alpha, and he soon achieved fame 
  in the organization as the agent who killed the 
  supervillainess Bora during VIPER’s initial attack 
  on Eurostar in 1996. But the good times didn’t last 
  for long. A rival in VMS-Alpha, codenamed Krait, 
  leaked Kevin’s true identity to the media, along with 
  “evidence” that made it seem he was a PRIMUS 
  inﬁltrator of VIPER, not a true traitor to America. 
  Faced with imminent execution by VIPER, and 
  hunted by the authorities, Kevin ﬂed VIPER for 
  more pleasant climes.
  Kevin spent the next few years as a mercenary, 
  earning a great deal of respect in the merc com-
  munity for his skills, tactical genius, and loyalty to 
  his men. He even had a brief aﬀair with the Irish 
  supervillainess Scorpia.
  In 2002, Kevin’s mercenary ventures took him 
  to West Africa. During the middle of a bloody civil 
  war in Sierra Leone, he was ambushed, shot repeat-
  edly, and left for dead. But he didn’t die. He felt the 
  call of the Great Serpent Nama, and he overcame 
  his wounds and went to him. All the Serpent said 
  to him was:  “Tell Essec I say you have a destiny.” 
  He then directed Armstrong to the door that led 
  to VIPER World Headquarters. When Armstrong 
  delivered this message to the Supreme Serpent, 
  Essec recognized it as a clear instruction from 
  Nama to give the discredited agent his blessing, so 
  he pardoned him and reinstated him with honor 
  into VIPER’s ranks. He restored Kevin to command 
  of VMS-Alpha (Krait immediately ﬂed to Southeast 
  Asia and vanished). 
  The Supreme Serpent gave Kevin a new code-
  name, VIPER-X, after the famed VIPER operative of 
  the 1960s (see page 10). Soon VIPER’s leadership was 
  portraying him to the rest of the organization as the 
  perfect agent:  tough, charismatic, loyal to his friends 
  and VIPER, and ruthless to his enemies. Today, 
  VIPER-X  serves as VIPER’s “Poster Snake” as well as 
  one hell of an ongoing embarrassment to PRIMUS. 
  Daniel Johnson, the current Golden Avenger, has put 
  Armstrong’s capture at the top of his “to do” list.
  Personality/Motivation:  Kevin has “leader” stamped all 
  over him. He has enough idealism to get along with 
  people, coupled with enough cynicism to make him 
  join VIPER and serve it loyally. He believes in friend-
  ship, self-discipline, and responsibility, and tends to 
  give people the beneﬁt of the doubt. When he gets 
  into combat against superheroes and agents, he tries 
  to be as dispassionate towards them as possible, seeing 
  them as obstacles to overcome. He’s done a lot of nasty 
  things for VIPER, but so far has rationalized them 
  without experiencing too many pangs of conscience.
  Kevin thirsts for vengeance on both PRIMUS 
  (which betrayed and used him, in his view) and Dr. 
  Destroyer (who wrecked his hometown and killed 
  his family). Perpetually serious, and often moody, he’s 
  as loyal and protective of the people he loves as he is 
  merciless toward his enemies.
  Quote:  “Okay, gang, these guys look tough, so stay on 
  your toes. If we lose our heads, we lose the ﬁght. If you 
  
  160 ■ Dragon Branch
  Hero System 5th Edition
  get in trouble, you got my number, don’t hesitate to 
  yell. If we stay alert, they’re toast. Let’s go get ’em.”
  Powers/Tactics: VIPER-X was always tough — he 
  came from a long line of athletes, scholars, and sol-
  diers... and the Cyberline program made him even 
  tougher. Kevin has the same weakness other Cyber-
  line recipients do:  he’s especially vulnerable to poisons 
  and toxins (including alcohol). He’s tried numerous 
  times to get rid of this handicap, but always fails.
  VIPER-X carries enhanced or experimental ver-
  sions of several VIPER weapons. His “Shriek” sonic 
  riﬂe has standard, lethal, and stunning modes, and 
  anyone who can resist it probably can’t withstand his 
  neural interference pistol. As a last resort, he’s got his 
  Fang dagger. Of course, he has full access to VIPER’s 
  arsenal, so he could always show up to a ﬁght with 
  more equipment, diﬀerent equipment, or improved 
  equipment.
  VIPER-X’s likes to ﬁnd cover and wait for an 
  opponent to come to him. He often Holds his Action 
  so he can help out teammates in need. He prefers to 
  command the troops and snipe at opponents than 
  to charge recklessly into the fray. Unlike most other 
  members of Dragon Branch, he enjoys working with 
  agents (VMS-Alpha or otherwise) instead of super-
  humans.
  Campaign Use:  VIPER-X is meant to be an Opponent 
  That Heroes Respect, someone who seems so capable 
  and reasonable the PCs almost forget he’s the enemy 
  — until his ruthless streak comes into play, and the 
  heroes end up being even more appalled than they’d 
  be against someone predictable like Black Harlequin.
  If you want to weaken VIPER-X, his Cyberline 
  treatments have worn oﬀ since he left PRIMUS. 
  Reduce his STR, DEX, CON, and other Characteris-
  tics to more reasonable “highly-trained human” levels. 
  You should also replace his advanced weapons with 
  more typical VIPER gear. If you want to make him 
  tougher, increase his DEX and defenses, give him 
  some Extra DCs with his Martial Arts, and add some 
  more weapons and gear to his kit.
  VIPER-X does not Hunt heroes on his own. 
  He only does so when VIPER orders him to, how it 
  orders him to. As a Hunter, he strikes soft targets the 
  character cares about (parents, children, DNPCs); he 
  won’t kill these persons (unless they’re acknowledged 
  enemies of VIPER) but will try to get the hero upset 
  and mentally “oﬀ-balance.” He also sets traps and 
  ambushes and employs hit and run tactics, often with 
  the end goal of herding his quarry into a kill zone 
  dedicated to neutralizing the hero’s powers.
  Appearance:  Kevin Armstrong is 6’1” tall, 215 pounds, 
  with long sandy brown hair, dark blue eyes and a 
  handsome, clean-shaven face. He typically wears T-
  shirts and jeans, and has an athletic build. His costume 
  is a modiﬁed VIPER uniform, blue and white instead 
  of green and yellow, with heavier armor, white shoul-
  der pads, elbow pads, and belt, and a white serpent 
  insignia. His helmet has an X-motif over the eyepieces 
  and forehead. VIPER-X has a deep voice, with a bit 
  of gravelly edge, and is normally soft-spoken.
  VMS-ALPHA AND KRAIT
  VIPER Mobile Squadron-Alpha is a trained group of specialists, VIPER’s best of the best, conceived as a highly mobile, 
  jetpack-equipped strike force able to match the toughest, most powerful troops an opponent could throw at them. 
  Hand-picked by VIPER-X, the VMS-Alpha agents drill constantly to make themselves the most eﬀective team possible. 
  Over the years they’ve developed strong bonds of friendship and loyalty; they work together well and support each other 
  fully.
  The current crew is actually the fourth incarnation of VMS-Alpha. The team was founded in 1990, and its ﬁrst two 
  incarnations died disastrous deaths in 1990 and 1992. In 1996, a new team was founded to be led by Kevin Armstrong; 
  it achieved organizational fame by conducting a successful attack on Eurostar that launched the VIPER-Eurostar War. In 
  1997 a jealous Dragon Branch member named Krait sabotaged Armstrong’s career, leading to VMS-Alpha’s disgrace as 
  well. The team stumbled along, accomplishing almost nothing, until Armstrong returned to the organization as VIPER-
  X and was allowed to re-activate it.
  Heroes can distinguish VMS-Alpha by its members’ insignia (a snake shaped like the Greek letter “alpha”) and copper-
  colored helmets. Their primary missions include assassination, kidnapping, extraction/rescue, and reconnaissance. 
  They’re well-known to the authorities, and major agencies make a special eﬀort to capture them; it’s rumored there’s a 
  private wager between UNTIL and PRIMUS commanders on which organization will bring them to justice ﬁrst.
  Krait
  Former Dragon Branch member Krait, now a refugee from VIPER and eagerly sought by the organization, is a wild card 
  the GM could throw into just about any VIPER-oriented scenario (particularly one featuring VIPER-X or VMS-Alpha). 
  Krait was trained as a Vehicle Combat Specialist and Scarlet Serpent, but later developed low-level speedster and psionic 
  powers.
  
  VIPER: chapter seven
  VIPER CAMPAIGNING
  
  162 ■ VIPER Campaigning
  Hero System 5th Edition
  “They say nothing good was ever achieved through 
  violence. If that’s so, “good” is highly overrated.” 
  —Serpent-General Warren Cliﬀe
  An agency is only as good as its operations, 
  and an operation is only as good as the people who 
  run it. VIPER lives or dies by its ability to acquire 
  goods and put fear in the hearts of its enemies. 
  VIPER’s choice of targets, and its capacity to get the 
  job done, make the diﬀerence between an eﬀective 
  ﬁghting force your PCs fear and respect, and a joke.
  On the other hand, no good Champions 
  campaign tells the story of how the villains keep 
  winning and humiliating the heroes. You should 
  create VIPER plots so the bad guys account for 
  themselves well, but ultimately lose. VIPER Nests 
  should have signiﬁcant weaknesses PCs can exploit 
  when the time is right. Traitorous agents, discarded 
  matchbooks, vehicle part serial numbers, the griev-
  ing sister of a brainwashed VIPER dupe — these 
  are the tools by which you can make sure the PCs 
  have a chance to crush the serpent. Finding the 
  proper balance that makes VIPER an organization 
  the PCs fear but doesn’t turn it into an invincible, 
  campaign-killing juggernaut is one of the toughest 
  challenges you’ll ever face as a Champions GM.
  Anatomy Of A Master Plan
  When you’re planning to run a VIPER sce-
  nario, approach it from VIPER’s perspective. Deter-
  mine the target and allocate the necessary number 
  and types of agents to maximize the chances of 
  success. Then list the forces sent to secure each 
  objective, the forces used to cover and support 
  them, and how they all plan to escape. If necessary, 
  create a schedule or a timeline for the crime. And 
  don’t forget:  VIPER commits numerous types of 
  crimes, from robberies to kidnappings to extor-
  tion to counterfeiting to setting up a death trap for 
  superheroes who really get under its skin. VIPER 
  doesn’t just go out and attack people that bother it; 
  it plans, it schemes, it builds up its resources until 
  the time is right to strike.
  Other tips:
  Employ multiple targets. Not everyone on the 
  ﬁeld is a combatant. Add VIPER personnel to the 
  ﬁght who run around the battleﬁeld and try to do 
  things while the grunts cover them. Have agents set 
  demolition charges as distractions, ﬁddle with the 
  security systems (possibly setting booby traps), or 
  steal information from computers. VIPER trains its 
  technical experts to operate in the middle of a ﬁre-
  ﬁght. Their activities, even when they’re doing some-
  thing minor, can serve as an excellent distraction.
  Employ secondary objectives to advance the 
  plot. Make the primary goal of the VIPER mis-
  sion something the PCs can smash with pride, but 
  let VIPER succeed in some minor objective it can 
  exploit later. (“We smashed the Serpent Cannon on 
  Bay Mountain and saved the city. But what was it 
  they stole from that warehouse?”)
  VIPER Nests like to toy with their prey. A Nest 
  may send expendable agents into a no-win situ-
  ation knowing the heroes will capture them, and 
  feed the agents misinformation (or telepathically 
  brainwash them) prior to the mission in the hope 
  they’ll set up the PCs.
  Scenario Problems  
  And How To Fix Them
  When you use VIPER in your Champions 
  campaign, some of the scenarios that look like 
  comic book genre staples become a real pain to try 
  to translate into game terms. Not everything that 
  works in a comic book works in a game; the two 
  diﬀer in signiﬁcant ways (not the least of which is 
  the fact that the “author” [the GM] has no signiﬁ-
  cant control over the actions of the main characters 
  [the PCs]). Here are some problem scenarios you 
  may encounter when using with VIPER and how to 
  handle them.
  BREAKING NEWS: VIPER HOSTAGE CRISIS 
  (AGAIN)
  Hostage-taking deserves a special word of 
  caution. The hostage trick is often used as a turn-
  ing point — agents grab a hostage and threaten to 
  kill him unless the PCs surrender. It’s certainly a 
  common motif in the comics, and deﬁnitely rein-
  forces the villainy of VIPER, but (much like the 
  habit of capturing PCs and taking away their gear) 
  produces a sense of powerlessness and frustration 
  that can be problematic. Champions PCs often don’t 
  act like ﬁctional protagonists in hostage situations. 
  They know a hostage situation (except at an obvi-
  ous climax) is shorthand for “the bad guy gets away 
  and the heroes don’t have a chance.” Players can’t 
  stand that; they’ll have their character take the risk 
  of trying to rescue the hostage. Whether the heroes 
  succeed or fail, they ruin the rest of the scenario.
  Even when a capable GM leaves a hostage-
  taking scenario more open-ended, they’re still 
  exercises in frustration. Hostage situations often try 
  to force the PCs to take a step back, but contrary-
  minded PCs (particularly those without stealth 
  capabilities) get more aggressive in situations where 
  VIPER  
  SCENARIOS
  
  163 
  VIPER ■ Chapter Seven
  their normal tactics don’t work. This may lead to 
  tragedies that destroy not just a scenario, but a 
  campaign. Or it may force the GM to ignore the 
  logical consequences of a hostage-killing, which 
  can also break the game. A Champions campaign, 
  like any ﬁction, weakens when it ignores the conse-
  quences of its characters’ actions.
  To minimize these potential problems and 
  make hostage scenarios work out the way you want 
  them to, try these techniques:
  ■ 
  Make the correct approach obvious. If the best 
  way for the PCs to win is to quietly take out 
  the four lookouts before launching an attack 
  on the room where VIPER keeps the hostages, 
  make sure it’s easy to know that’s the winning 
  strategy.
  ■ 
  If you use hostages as a way to give your bad 
  guys an escape route, remember the follow-
  ing rule:  minor villains and agents who need 
  to escape take hostages; major villains do not. 
  To make it possible for the heroes to resolve 
  hostage situations in successful and dramatic 
  ways, they have to be able to intimidate the 
  enemy into letting the hostage go, or knock 
  him out in one shot so he can’t hurt the victim. 
  Since they can’t do this to major villains, ﬁnd 
  other ways for the Big Bad Guys to escape.
  ■ 
  Use the hostage-taking as a way to engage in 
  roleplaying. Show a few of the hostage-takers 
  fearing the PCs. Let the PCs play on their fear 
  and have a chance to be intimidating bad-
  asses. Most players love that sort of thing, and 
  it provides a way to resolve the crisis without 
  the hostage getting killed.
  ■ 
  Reinforce positive consequences for positive 
  actions. If the PCs rescue the hostages, at least 
  some of the hostages should be grateful. Have 
  them oﬀer free lube jobs for the team van, or 
  name their next kid after the PC.
  ■ 
  Conversely, reinforce negative consequences 
  for negative actions. If the PCs play fast and 
  loose with hostages’ lives, the media will trum-
  pet their callousness and people will become 
  far less likely to respect or help them.
  ■ 
  Evaluate your players beforehand. Are they 
  suﬃciently mature, and suﬃciently cognizant 
  of the way the genre works, to back oﬀ from 
  a hostage situation and attempt a rescue later 
  when the odds are better? If not, it may be 
  best not to use hostages in your scenario at all 
  unless you’re willing to set it up so they can 
  win right then and there.
  HA! YOU SPILLED THE LOCATION OF YOUR 
  NEST AGAIN! I LOVE MY TELEPATHY!
  Telepathy, Mind Control, and Mind Scan are 
  the bane of anyone who plays in genre, because 
  even the dumbest psionic PC is more systematic 
  (and less plot-friendly) in the use of his telepathic 
  abilities than any ﬁctional hero. A good mental-
  ist can ﬁnd a VIPER Nest every damn time. And 
  what’s the fun of that? Anyone can be a “hero” if 
  things are easy; Champions is only fun if you chal-
  lenge the PCs.
  You can minimize the campaign problems 
  posed by captured agents in general, and the use of 
  psionic powers against VIPER speciﬁcally, in sev-
  eral ways. First, have VIPER compartmentalize. The 
  Nest Leader doesn’t inform the agents about every 
  bit of Nest business; they just follow orders, they 
  don’t know why they were told to do something. If 
  necessary, you can use a disassociated Nest struc-
  ture so the agents don’t live and work in the same 
  place as the Nest Leader, thus preserving his secu-
  rity. (On the downside, this requires you to sacriﬁce 
  the “every agent gathers at the main Nest and is 
  part of a community” motif that’s an essential part 
  of the genre.)
  Second, have the Nest prepare its agents for 
  capture. If the Nest has access to a telepath of its 
  own, it may have that operative plant mental blocks 
  (lots of Mental Defense, Usable Simultaneously) in 
  the minds of agents sent on a mission. Alternately, 
  he could put false memories in the agent’s mind to 
  fool telepaths (Major Transform, or perhaps Images 
  to the Mental Sense Group). Nests without that 
  option, or with more ruthless leaders, could simply 
  inject agents with a psionically-activated poison 
  that kills the agent when someone uses Telepathy 
  or Mind Control on him (RKA, NND, Does BODY, 
  Triggered by hostile mental contact).
  Third, if you have a PC with powers like Mind 
  Scan, the Nest probably knows about that (or it 
  will eventually...) and takes appropriate measures. 
  It’s not beyond the scope of VIPER technology 
  THE IMPLICATIONS 
  OF IMPROVEMENT
  If you improve or 
  enhance VIPER agents 
  to give them more abil-
  ity to oppose your PCs, 
  you should consider 
  the potential story 
  implications. Is there 
  an in-game reason for 
  this development from 
  which you can spin 
  plot hooks? Did VIPER 
  develop new, more eﬀec-
  tive technology? Perhaps 
  the agents are using 
  weapon prototypes (and 
  the PCs can stop the 
  development cycle of 
  the weapon). Has VIPER 
  hired a tactics expert 
  to train its agents with 
  new tricks to use against 
  superheroes?
  
  164 ■ VIPER Campaigning
  Hero System 5th Edition
  to create a “psionic curtain” (Invisibility to the 
  Mental Sense Group) device for a base so that the 
  telepathic PC cannot “see” the minds of the people 
  inside it. Similarly, if the PCs consistently use 
  Mental Powers (or other abilities) to foil a Nest’s 
  plans, the Nest isn’t just going to sit there and take 
  it — it will develop defenses, or perhaps capture the 
  annoying PCs and put poisons or cortical bombs in 
  them that activate if they keep using those powers.
  Other Advice
  It’s not important for VIPER to succeed with 
  its plans. But it’s very important for the players 
  (and player characters) to think VIPER’s plans have 
  the potential to succeed. It’s even more important 
  to emotionally involve the players and challenge 
  their characters. When the players see that what 
  their characters do has an eﬀect, they’re much more 
  likely to get involved in the game and the storyline.
  Forge as many personal connections between 
  VIPER and the PCs as you can. Don’t treat every-
  one in the organization as a faceless entity. Show 
  them the personality traits of leaders (and even 
  some rank-and-ﬁle agents), including weaknesses 
  they can exploit (such as rivalries with other VIPER 
  leaders). Try to create at least one adversary, like 
  VIPER-X, who can become a respected (if not 
  liked) nemesis for the PCs.
  Similarly, if the PCs attach importance to a 
  minor ﬁgure (perhaps an agent who keeps dodging 
  their attacks against all odds), elevate him. When-
  ever the players care about an NPC, use that to 
  your advantage.
  VIPER should react to the PCs’ actions, not 
  just stand there as a punching bag for the PCs 
  to hit time and time again. Unless you’re playing 
  VIPER for laughs, its leaders are smart and clever; 
  they’ll ﬁnd ways to correct weaknesses and strike 
  back at the heroes. In short, all actions should have 
  consequences.
  
  165 
  VIPER ■ Chapter Seven
  B
  attles — both in general, and against 
  VIPER in particular — need to work on 
  two levels in terms of their function and 
  place in a roleplaying game session or 
  campaign:
  ■ 
  They should be enjoyable tactical combat exer-
  cises. Fights should challenge the players’ and 
  PCs’ tactical skills and provide exciting combat 
  moments.
  ■ 
  They need to be part of an exciting story. They 
  should advance the plot. Plot developments 
  can (and should) occur in the middle of ﬁghts.
  VIPER is a ﬁghting force. It trains many of 
  its agents for just one thing — combat. In all other 
  aspects of their lives, they’re pawns — and they 
  know it — but once battle is joined, their condi-
  tioning kicks in and they come to life. When twenty 
  to thirty well-armed VIPER agents hit the ﬁeld, 
  they should pose a threat to any similar force, or 
  to superheroes, and they should know they’re that 
  dangerous.
  But it’s one thing to feel superior, another 
  thing to transfer that attitude into interesting sto-
  ries and tactical battles. No tactical situation in 
  Champions is easier to mess up than an agent battle. 
  Four things usually happen to make an agent battle 
  go bad:
  1. 
  Agents are too ineﬀectual (they’re too slow, 
  they can’t hit the heroes, or their attacks don’t 
  have the penetrating power).
  2. 
  Agent battles last too long.
  3. 
  Agents get too lucky, and the heroes lose 
  unexpectedly.
  4. 
  Agent battles get too repetitive and predictable 
  — they become boring.
  MAKING AGENTS  
  EFFECTIVE
  The ﬁrst problem — ineﬀectual agents — may 
  not actually be the problem you think it is. Players 
  sometimes enjoy carving through agents like a hot 
  knife through butter. The occasional easy opponent 
  can do worlds of good for the PCs’ self-esteem, 
  especially if they’ve had long run of really tough 
  ﬁghts and opposition.
  But some threats aren’t meant to be trivial, 
  and VIPER in the Champions Universe setting is 
  intended as a serious adversary. So if VIPER’s the 
  butt of your players’ jokes, and you don’t want it to 
  be, here’s what you can do.
  When superheroes laugh at agents, it’s usually 
  due to one or more of three reasons:
  THE AGENTS CAN’T HIT THE HEROES
  If your PCs can avoid VIPER agents’ attacks 
  without much diﬃculty, you need to improve the 
  agents’ accuracy. The simplest, but crudest, way to 
  do this is just to give them lots of laser sights and 
  combat computers that provide big OCV bonuses 
  (similarly, you can add Area Of Eﬀect (One Hex) 
  to weapons to make it easier to hit any target). But 
  there are subtler, cleverer ways that also enhance 
  VIPER’s image as a competent ﬁghting force:
  ■ 
  Upgrade the agents’ tactics. Have them try to 
  obtain Surprised bonuses, or Multiple Attacker 
  bonuses; give them Teamwork and have them 
  Coordinate their attacks. Agents with disabling 
  attacks (such as Flashes, Entangles, Drains, and 
  the like) can concentrate their ﬁre on a single 
  hero until they hit, and then other agents take 
  advantage of the hero’s momentary weakness 
  to hit and hurt him. Once the agents Stun a 
  hero, have several of them turn their guns on 
  him to take advantage of his reduced DCV.
  ■ 
  Have agents work in tandem. Instead of all the 
  SPD 3 agents taking their Phases in Segments 
  4, 8, and 12, stagger their actions. Some attack 
  on those Segments, others Hold their Actions 
  and attack in later Segments when the heroes 
  are vulnerable. If you have a large enough 
  group of agents, you can have a few of them 
  ﬁring at the PCs on every Segment, giving the 
  heroes no time to rest, prepare for Haymakers, 
  or the like.
  ■ 
  Employ distractions and diversions. Perhaps 
  the easiest way to make agents more eﬀective 
  in a ﬁght is to provide a big, obvious target 
  for the PCs to attack so they leave the agents 
  alone to do their jobs. Mercenary supervillains, 
  of course, are a major diversion; big weapon 
  platforms set up on the edge of the battle-
  ﬁeld make great targets and can absorb a few 
  attacks that might otherwise take out an agent.
  THE AGENTS CAN’T HURT THE HEROES
  If your agents are hitting the target, but they’re 
  not making a dent, chances are you need to increase 
  the DCs of their attacks (or add Advantages like 
  Armor Piercing or Penetrating) or have them Coor-
  dinate more often. Agents aren’t supposed to take 
  heroes out with a single shot (or even a couple of 
  AGENTS IN 
  COMBAT
  
  166 ■ VIPER Campaigning
  Hero System 5th Edition
  shots, in most cases), but they should inﬂict some 
  damage in most cases. Even a point or three adds 
  up when the heroes take it again and again.
  THE AGENTS ARE TOO SLOW
  Inferior agent mobility is a subtler problem. To 
  some extent it’s not a problem you need to worry 
  about:  agents, as more-or-less normal humans, 
  should act and move more slowly than superheroes. 
  But it can cause diﬃculties in the campaign if the 
  heroes use their superior movement capacity to 
  bypass or minimize encounters with agents.
  The ﬁrst way to solve this problem is not to use 
  agents as “speed bumps” on the way to the “really 
  important” encounter. If that’s what’s happening, 
  it makes sense for the heroes to try to avoid the 
  agents — why weaken themselves for the real battle, 
  or waste time ﬁghting cannon fodder while the real 
  bad guys escape? Furthermore, if you use agents 
  this way, it’s hard for the PCs to have any respect for 
  the threat they pose as enemies. In most scenarios 
  involving VIPER, try to give agents a crucial role; 
  don’t use them as trivial opposition the PCs can 
  ignore without consequences.
  Second, you can solve the problem directly by 
  providing the agents with mobility technology:  jet-
  packs; jumpboots; vehicles; and the like. Equipping 
  agents with weapons that have the Improved Maxi-
  mum Range and No Range Modiﬁer Advantages 
  also gives them the means to “keep up with” the 
  PCs even if they don’t move as quickly. Technology 
  isn’t as good as personal movement powers, but it 
  deﬁnitely diminishes the mobility problem.
  AND AS WE BEGIN HOUR 
  FIVE, THREE AGENTS 
  GET POST-SEGMENT 12 
  RECOVERIES....
  Nothing destroys the fun of a Champions 
  game like a battle dragging on too long. Champi-
  ons battles prioritize tactical richness, but this can 
  become a problem when the GM has to keep track 
  of lots and lots of agents. Fortunately, there are 
  some easy ways to handle this.
  First and foremost, analyze why your battles 
  take too long. If you’re bogging down the game 
  choosing agent tactics, push yourself to be more 
  decisive, prepare tactics in advance, or let someone 
  else help you during the ﬁght. If you spend too 
  much time ﬁguring out which miniature represents 
  which agent, perhaps you should stop using minis; 
  conversely, if everyone has trouble visualizing the 
  battle, maybe introducing miniatures into the game 
  will speed things up.
  MINIMIZING BOOKKEEPING
  Second, if the paperwork of tracking agents’ 
  Charges, STUN, and so on slows you down, you 
  should minimize or abandon it. For example, the 
  Minion Control Sheet from the HERO System 
  Resource Kit lets you keep track of 15 agents on a 
  single piece of paper, which really streamlines the 
  process. An even more radical solution is to ignore 
  the bookkeeping altogether. Instead, declare agents 
  as one-, two-, or three-hit opponents. Any success-
  ful attack Knocks Out a one-hit agent; two hits, or 
  one hit with an Attack Roll made by 1, Knocks Out 
  a two-hit agent; three hits, or one hit with an Attack 
  Roll made by 2, Knocks Out a three-hit agent. If a 
  PC uses a Killing Attack, you can substitute “Dead” 
  or “Maimed” for “Knocked Out” if it suits you. Of 
  course, you should treat any supervillain or really 
  important agent as a normal NPC, not someone the 
  PCs can so easily take out of the battle.
  Another way to save time is to treat a squad as 
  a character. Pick the best CV in the squad, add +1 
  OCV for every additional member of the squad, 
  and treat the squad’s attack like an Autoﬁre attack 
  directed against one or more targets (if some or all 
  agents have Autoﬁre weapons, you can either roll 
  those attacks separately, or just increase the overall 
  number of “Autoﬁre shots”). You select which tar-
  gets the squad hits (usually by random roll). If this 
  becomes too eﬀective because you roll well, you can 
  limit the number of successful shots:  no more than 
  two hits for a squad of General Combat Specialists; 
  no more than four hits for a squad of Elite Agents.
  TIME LIMITS
  Third, if necessary impose a strict time limit 
  on the battle — say, two or three Turns. If, at the 
  end of that time, the PCs have the upper hand, 
  then the agents lose (you can assume any still ﬁght-
  ing were actually Knocked Out during the battle). 
  If the PCs are losing, either they must retreat, or 
  they all get Knocked Out and taken prisoner, or 
  overwhelming reinforcements arrive and help the 
  agents capture them. Be wary of using this method; 
  players hate to have this sort of deus ex machina 
  defeat imposed on them, and you can’t always 
  count on the heroes being the winners.
  LUCKY AGENTS
  Bad things sometimes happen to good charac-
  ters in combat. Combat is random and unpredict-
  able, and that’s often a good thing, but if the PCs 
  frequently lose due to dumb luck, the players can 
  get discouraged and the campaign suﬀers.
  Fortunately, there are a few steps you can take 
  to minimize the randomness factor. First, when 
  things go wrong, don’t just attribute it dumb luck 
  and move on — look for reasons and patterns. You 
  probably don’t need to conduct a full statistical 
  analysis of the battle (after all, games are supposed 
  to be fun), but if you take a close look at what 
  happened and try to learn from any mistakes that 
  occurred, you can keep those mistakes from crop-
  ping up repeatedly.
  Second, examine your use of Killing Attacks. 
  The STUN Multiplier makes them more random 
  than Normal Damage — and in a ﬁght with a lot 
  of agents using RKAs, the odds of a high STUN 
  Multiplier roll or two are good. Consider using the 
  universal x3 STUN Multiplier rule for agents’ weap-
  ons, or replacing some KAs with equivalent Normal 
  Damage weapons.
  
  167 
  VIPER ■ Chapter Seven
  Third, when you using weapons that take 
  advantage of a character’s Disadvantages (such as 
  Vulnerabilities), forewarn the PCs whenever pos-
  sible. If the lycanthrope PC recognizes the glint of 
  silver ammunition being loaded into a gun, or the 
  magnetic PC notices an agent setting up a machine 
  to generate a counteracting magnetic ﬁeld, he not 
  only has a chance to react, it gives him a moment of 
  fear that helps sustain his interest.
  Fourth, fudge dice rolls if necessary. If the 
  VIPER agents get lucky and roll high damage num-
  bers, shave oﬀ enough points of damage to prevent 
  the agents from ending the battle too quickly. Keep 
  the PCs’ CON and STUN totals in mind so you 
  know how much it takes to Stun them or Knock 
  them Out.
  ENNUI, THE ENEMY
  The basic structure of any Champions adven-
  ture (or even individual scenes within adventures) 
  is:  set up; ﬁght; resolution. This is the classic comic 
  book pattern, and it works well for games. But it 
  may become boring and predictable after awhile. 
  Ask yourself what you can do, tactically, that the 
  players haven’t seen before.
  SET UP
  VIPER conducts three major types of oﬀensive 
  operations: raids, invasions, and ambushes. The “set 
  up” phase of an adventure covers how the bad guys 
  arrive on the battleﬁeld and prepare to accomplish 
  their objective(s), which usually relates to the type 
  of operation.
  Raid
  In a raid, the objective is to get in quickly, 
  achieve a goal, and then get out with minimal 
  losses. VIPER scouts the location beforehand, per-
  haps setting a few booby traps as diversions in the 
  event the PCs crash the party.
  During a raid, VIPER doesn’t want to engage 
  the PCs, unless it must to get what it came for. It 
  favors stealth, speed, trickery, and evasiveness on 
  these missions; it’s not on the battleﬁeld to “make a 
  statement” or get rid of its enemies. Whenever pos-
  sible, have agents use surprise entrances (VIPER 
  agents crawl through sewer lines, come in disguised 
  as maintenance men, or the like) to get the villains 
  closer to their goal than PCs might expect.
  Invasion
  In an invasion, the objective is to enter, cap-
  ture, and securely control an area. As with a raid, 
  the set up usually involves scouting the area as 
  much as possible in advance. Additionally, VIPER 
  may try to plant an agent inside in advance, so 
  he can turn oﬀ the security systems or otherwise 
  “soften” the area for invasion.
  After invading, VIPER doesn’t want anyone to 
  leave or enter the controlled area, so it has a lot of 
  secondary objectives:  cover all entrances and exits; 
  keep an eye on everyone in the area. When appropri-
  ate, it will advertise its presence to scare people into 
  staying put or not trying to enter. If the agents expect 
  a counterattack, they’ll try to set up traps and security 
  systems to hinder and harm their enemies.
  Ambush
  In an ambush, the objective is to lure a target 
  to an area and either capture or neutralize him. First, 
  
  168 ■ VIPER Campaigning
  Hero System 5th Edition
  VIPER wants to enter the battleﬁeld before the ﬁght 
  (surreptitiously if necessary), take control of it, and 
  prepare it for the ﬁght. It might establish traps, or 
  at least ways it can cut oﬀ the victim’s likely escape 
  routes.
  Second, VIPER needs a way to lure the target 
  into the ambush zone. This may involve research in 
  advance, to discover what he’s interested in or likely to 
  respond to. That may lead VIPER to kidnap a hero’s 
  DNPC, play oﬀ his Psychological Limitations, or the 
  like. If all else fails, using a small forces of agents to 
  draw the hero into the trap usually works.
  The PCs may anticipate VIPER’s actions or catch 
  it scouting the location, then turn the ambush against 
  it. Don’t discourage this — reward the players for their 
  cleverness, but have VIPER react accordingly in the 
  next encounter.
  FIGHT
  After the set up concludes, the battle can begin. 
  Most GMs run a straight combat, relying solely on 
  character capabilities and small-unit tactics to provide 
  interest. That approach is a lot of fun, but it can get 
  repetitive after awhile, and tends to reward charac-
  ters for their power level instead of their cleverness. 
  Cleverness needs props... and so do agents taking on 
  superheroes!
  So, when you include a battle in a scenario, stage 
  it in interesting ways. Instead of having the ﬁght occur 
  in a featureless, enclosed space, dress it up. Try to 
  include at least ﬁve objects that clever characters — be 
  they PCs, villains, or agents — could use to perform 
  stunts or surprise maneuvers. Think in advance of 
  clever tactics an agent could use during a ﬁght (such 
  as shooting a chandelier’s base out so it falls on a pass-
  ing hero’s head, spilling gasoline over the ﬂoor and 
  lighting it on ﬁre, and so forth). Strive for as many 
  visual touches as possible, particularly if they enhance 
  tactical play. Embrace Your Inner John Woo.
  From the VIPER perspective, agents want every 
  bit of unfair advantage they can obtain. When pos-
  sible, they choose the battleﬁeld to suit themselves. 
  For example, if a Nest has lots of Air Cavalry agents, 
  it may favor outdoor combat zones, while a squad 
  armed with area-aﬀecting weapons may try to pick a 
  battleﬁeld where the PCs have to bunch up and can’t 
  maneuver easily. Given the opportunity, VIPER will 
  rig the battleﬁeld by installing landmines, booby traps, 
  automated weapons, and other devices its forces can 
  use to defeat the heroes.
  Most ﬁghts end when the enemy loses, but the 
  heroes’ triumph doesn’t have to be the only high point 
  of the battle. Plan combats to have a secondary climax 
  or a turning point. For example, in the middle of the 
  ﬁght, VIPER sends in a big personnel carrier, and sev-
  eral agents start unloading a huge gun. The carrier’s 
  arrival and the completion and ﬁring of the gun (if it 
  occurs) are both dramatically signiﬁcant and give the 
  battle some structure.
  RESOLUTION
  A combat with VIPER ends one of two ways:  the 
  PCs defeat the agents and VIPER loses; or the PCs 
  fail to stop the organization’s nefarious scheme and 
  VIPER wins.
  TRICKS VIPER CAN PULL 
  DURING A FIGHT
  Here are a few ideas for sneaky tactics VIPER can use 
  in a battle.
  1. One of the agents activates a device on the belt of 
  his costume, which suddenly creates a 3” radius poison 
  gas cloud around him. He starts walking into a nearby 
  crowd of onlookers....
  2. During a battle on a city street, the sides of a parked, 
  seemingly empty sanitation truck drop away, revealing 
  — two VIPER heavy weapons mounts and another 
  VIPER squad!
  3. A person who looks like one of the heroes appears 
  on the battleﬁeld, points at his counterpart, and shouts: 
  “That man is an imposter!” (It’s a GM call whether he 
  is or not.)
  4. The police arrive in the middle of the ﬁght and start 
  reviving downed VIPER agents. Instead of taking the 
  agents into custody, the cops let them go. Then they 
  try to arrest the PCs for assault, disturbing the peace, 
  and other bogus charges. (Mind Control is a wonderful 
  thing.)
  5. A downed VIPER agent’s helmet rolls oﬀ when he’s 
  knocked unconscious, revealing... the mayor! (VIPER 
  brainwashed him and gave him a drug to enhance his 
  speed and strength for a short period.)
  6. An agent hit by a Killing Attack starts sparking 
  — he’s actually a robot!
  7. The VIPER commander pulls out a detonator and 
  presses it. Explosive charges, set about a kilometer away 
  from the ﬁght, start exploding loudly. The VIPER leader 
  sneers and says, “You’d better start rescuing those poor 
  wounded sheep now, hero!”
  8. A third party of agents from a rival villain agency 
  suddenly arrives on the battleﬁeld, checks the identity 
  of several unconscious VIPER agents, ﬁnds the one 
  they want, and then takes oﬀ with him. (You must 
  decide who the rival organization is, and what it wants 
  with this particular VIPER agent.)
  9. The ﬁrst time the PCs attack, their energy blasts and 
  punches go right through the VIPER agents! Either the 
  VIPER agents are holograms (the real VIPER attack is 
  on the other side of town) or VIPER’s employing exper-
  imental holographic technology to artiﬁcially inﬂate 
  the size of its forces.
  10. A wino staggers onto the battleﬁeld and starts yell-
  ing at the top of his lungs: “I’m Dr. Destroyer! I’m Dr. 
  Destroyer!” Agents get behind the wino and start using 
  him for cover.
  11. A police SWAT team and an ambulance arrive, but 
  they’re really VIPER agents who attempt to remove 
  downed agents safely from the ﬁght.
  12. The object VIPER so desperately wanted explodes 
  after the heroes get their hands on it — it was a booby 
  trap set up to mislead the enemy!
  13. An Army plane suddenly ﬂies overhead, and out 
  comes an airdrop of — VIPER agents and heavy 
  weapons!
  14. VIPER agents unexpectedly put two weapons 
  together, stick them on a tripod, overload them, and 
  produce a powerful one-charge area-aﬀecting attack.
  15. VIPER agents disguised as reporters or innocent 
  bystanders confront and attack the heroes just when 
  the heroes think they’ve won the battle.
  
  169 
  VIPER ■ Chapter Seven
  When VIPER Loses
  The endgame is particularly important for 
  agents; a single captured agent is a security risk for an 
  entire VIPER cell, as discussed on page 78. VIPER has 
  several options: 
  Early Evac:  First, in situations where any capture poses 
  a security risk, VIPER may choose to pull out early 
  (as soon it accomplishes its objectives, or determines 
  it cannot succeed). If necessary, it employs distrac-
  tion tactics — explosions, false communications 
  (“Mayday… VIPER’s real target is… the mayor… we 
  need assistance, now!”), phony cops, and other ploys 
  to buy some time to escape.
  Dead Men Tell No Tales:  In some Nests, VIPER agents 
  are fanatical enough to view themselves as martyrs. 
  When heroes or the authorities capture them, they 
  trigger a dead man’s switch, bite down on a poison 
  capsule, or the like.
  Evac The Nest:  As a precaution, VIPER may have 
  several safe houses and headquarters constructed 
  throughout an area. If the heroes capture and/or tele-
  pathically interrogate an agent, VIPER immediately 
  evacuates to a new location and later sends coded 
  transmissions to its agents to direct them to the next 
  base of operations.
  When VIPER Wins
  VIPER rejoices in and takes advantage of its vic-
  tories... but don’t go overboard. First, murdering cops 
  or heroes when they’re down is a great way to accrue 
  unnecessary prison time; unless the supers have really 
  gone out of their way to earn the Nest’s hatred, only 
  the most hardened agent would consider it. The smart 
  Nest is more interested in achieving goals and obtain-
  ing wealth and power than in racking up a body 
  count. It’s better for VIPER to spit on the hero, sneer 
  “you’re not worth the ammo,” and let him “live with 
  the humiliation.” Besides, that’s the four-color thing 
  to do.
  However, don’t take the “humiliation” angle too 
  far. Permanently tattooing defeated foes, sending vid-
  eotapes of the defeat to local TV stations, or similar 
  extreme actions can easily escalate the level of conﬂict 
  between the two sides and ruin the campaign. VIPER 
  can beneﬁt from defeating the heroes without totally 
  ruining their public image.
  Of course, humiliation demands payback, and 
  the greater the humiliation, the sooner the payback 
  has to occur. If your players get really upset by some-
  thing VIPER did to their PCs, give the heroes a chance 
  to get some measure of payback quickly — in the same 
  game session, or the next session. Don’t let them 
  steam too long.
  VIPER-SPECIFIC TACTICS
  The tactics and options described above apply 
  to teams of agents and like characters in general. 
  Here are a few notes on some tactics favored by 
  VIPER speciﬁcally.
  Eight-Team Tactics
  As noted on page 78, in combat situations 
  VIPER typically deploys its forces in squadrons 
  known as Eight-Teams because they consist of eight 
  people. A standard Eight-Team includes:
  ■ 
  One Lieutenant as Squadron Commander 
  (typically a Scarlet Serpent or one of the 
  
  170 ■ VIPER Campaigning
  Hero System 5th Edition
  advanced Combat Specialists)
  ■ 
  One or two Heavy Weapons Specialists
  ■ 
  Three or four General Combat Specialist 
  agents
  ■ 
  One Vehicle Combat Specialist/transport 
  operative
  ■ 
  One Communications Specialist or like agent 
  (used primarily in support)
  If VIPER expects to encounter superpow-
  ered opposition, it may substitute a Superhuman 
  Combat Specialist for the HWS; for major battles, 
  the Communications Specialist may get replaced by 
  another GCS or HWS. It makes other substitutions 
  as appropriate, and of course has many specialized 
  Eight-Teams (such as ones composed entirely of 
  Air Cavalry agents).
  In most combat situations, the Eight-Team 
  gets behind whatever cover is available and ﬁres its 
  blasters at the enemy. Usually at least one member 
  of the team has grenades, which he uses if neces-
  sary. When facing similar opposition (such as cops, 
  a SWAT team, or an Army unit), the team members 
  usually ﬁre at will. When engaging superhumans, 
  they tend to split into groups of two or three that 
  concentrate their ﬁre on single targets. The mem-
  bers of each of these groups often stagger their 
  Phases so the superhero obtains less of an advan-
  tage due to his comparative swiftness.
  If the Eight-Team cannot obtain cover, or it 
  ﬁnds itself surrounded, it usually “circles up” into 
  two groups of four, with each agent having his back 
  to the others. That way the squad has two people 
  looking in each direction at all times and can 
  respond to attackers in the most eﬃcient manner. 
  If possible, the team has the Heavy Weapons Spe-
  cialists lay down Suppression Fire while the others 
  move toward cover or try to break through the 
  enemy cordon.
  When possible, an Eight-Team tries to spread 
  itself out a little so superheroes with Area Of Eﬀect/
  Explosion attacks and police oﬃcers with grenades 
  can’t aﬀect the whole squadron at once. On the 
  other hand, the team remains alert for “bunch-
  ing” among the opposition so a hurled grenade or 
  Spread attack can eliminate several enemies at once.
  TACTICS INVOLVING VEHICLES
  If an Eight-Team has access to a VIPER 
  vehicle, it adapts its tactics to suit. Typically the 
  team’s VCS agent stays inside the vehicle, moving 
  it around the battleﬁeld slowly so the other agents 
  can use it for cover; meanwhile, he (or the vehicle’s 
  Serpentine Node) ﬁres the vehicle’s heavy weapons 
  at the enemy.
  If a VIPER vehicle takes heavy damage and 
  is in danger of crashing, exploding, or going 
  out of control, its Serpentine Node broadcasts 
  a short-range warning pulse to the members of 
  the Eight-Team associated with it and any other 
  nearby agents. Those agents then Abort to defensive 
  maneuvers to get as far away from the vehicle as 
  they can, then regroup.
  Tactics Of Deception  
  And Misdirection
  Not all of VIPER’s tactics involve heavy force 
  on the battleﬁeld. Following the logic of Sun Tzu, 
  it likes to trick and deceive its enemies as much 
  as possible. A smart superhero never takes a ﬁght 
  against VIPER for granted, since he can’t tell what 
  tricks the snakes might have up their sleeves. Some 
  of VIPER’s favorite sneaky tactics include:
  Say Cheese!:  During the battle (or right before it 
  begins), an agent disguised as a photojournalist 
  gets close to a hero and takes a picture of him with 
  a camera rigged to have an extremely bright ﬂash 
  (Sight Group Flash 6d6). Then the costumed agents 
  open ﬁre on the low-DCV hero.
  “Innocent” Bystanders:  A favorite VIPER tactic is 
  to station a handful of agents near the battleﬁeld 
  in Armored Clothing instead of VIPER uniforms, 
  so they appear to be ordinary onlookers (they keep 
  their weapons hidden in satchels, under coats, and 
  the like). If necessary, these “undercover” agents can 
  come to their comrades’ rescue; if the battle goes 
  VIPER’s way, the plainclothes agents report their 
  observations of the ﬁghting agents’ performance.
  I’m Oculon!:  VIPER kidnaps an ordinary citizen, 
  uses mind control drugs to sap his will, and dresses 
  him in a supervillain’s costume — usually, but not 
  necessarily, a villain already associated with the 
  organization. It may even equip the hapless victim 
  with devices that mimic some of the supervillain’s 
  powers. When turned loose on the battleﬁeld, this 
  faux villain draws oﬀ a lot of superhero ﬁre (since 
  heroes tend to ﬁght villains before agents, if given 
  the choice) — and if the heroes hurt the innocent 
  victim, that’s a psychological victory for VIPER as 
  well (plus, the heroes will attack more hesitantly 
  next time).
  False Doomsday:  VIPER loves to use fake mega-
  weapons — bombs, laser cannons, and so on — to 
  distract superheroes. The heroes can’t take the 
  chance that the weapon isn’t real and have to spend 
  precious seconds dealing with the ﬁctitious threat... 
  while VIPER agents pepper them with blaster-bolts.
  Where The Action Really Is:  Committing one crime 
  in location X while the real objective is being 
  achieved at location Y is a time-honored VIPER 
  stratagem. By staging a ﬂashy, combat-heavy crime 
  in, say, the Financial District, VIPER draws all the 
  heroes and cops to that part of town. Meanwhile, a 
  VIPER inﬁltration team or assault squad is steal-
  ing the prototype computer chips the Nest Leader 
  wants from a ﬁrm in the Industrial District without 
  any interference from the authorities. The only 
  limit on this tactic is how many personnel the orga-
  nization is willing to sacriﬁce on the decoy crime.
  
  171 
  VIPER ■ Chapter Seven
  V
  IPER doesn’t exist in a vacuum — it’s part 
  of the greater Champions Universe, and 
  that means it has to interact with the other 
  organizations and people in that setting 
  on a regular basis. This section describes VIPER’s 
  relations with the rest of “bad guys” the Champi-
  ons Universe for the “oﬃcial” setting; obviously, 
  you can change any of these to suit your own 
  campaign. (VIPER’s relationship with the “good 
  guys” is, of course, one of unmitigated hatred and 
  competition; it reserves a particular loathing for 
  UNTIL and PRIMUS.)
  MASTER AND  
  MAJOR VILLAINS
  Dr. Destroyer:  VIPER despises Destroyer, for two 
  reasons. First, he represents a major threat to 
  VIPER’s plans for world domination. His technol-
  ogy is better than VIPER’s, and he doesn’t have to 
  worry about factional inﬁghting within an orga-
  nization. Second, the Thirty Founders lost access 
  to the Serpent Lantern because of him, and that 
  means they age normally.
  If Destroyer made another serious bid to 
  conquer Earth, or even threatened a major part 
  of it, VIPER would likely ally with the authorities 
  to try to stop him. It has no more desire to live 
  in a world ruled by Zerstoiten than anyone else. 
  Of course, afterwards it would try to leverage its 
  “helpfulness” to obtain pardons for past crimes 
  and other concessions from various world gov-
  ernments.
  Gravitar:  VIPER has had no signiﬁcant contact 
  with Gravitar. It regards her as a child dabbling 
  in matters she doesn’t really understand, and pre-
  fers to avoid her. Someone else will get rid of her 
  eventually, or she’ll tire of ﬁghting superheroes 
  and go back to whatever else she was doing.
  Holocaust:  VIPER eagerly seeks any opportu-
  nity to get revenge on Holocaust. Several Nests 
  teamed up with him on various schemes during 
  the late 1980s and early ’90s, to their mutual 
  advantage. Then he betrayed a Nest in Chicago to 
  UNTIL and killed its Leader. The Supreme Ser-
  pent plans to capture Holocaust and have Project 
  Mendel scientists vivisect him... without anaes-
  thesia... for any useful data they can obtain.
  F6
  THE CHAMPIONS 
  UNIVERSE
  
  172 ■ VIPER Campaigning
  Hero System 5th Edition
  Interface:  Interface has worked for VIPER on 
  several occasions in the past half-dozen years, and 
  relations between the two remain cordial for now. 
  VIPER’s leadership doesn’t really like or dislike him, 
  and they ﬁgure that if necessary, they can dispatch 
  him with EMP weapons and other anti-technology 
  attacks.
  Istvatha V’han:  VIPER helped the world’s heroes 
  ﬁght oﬀ V’han’s attempt to conquer Earth in 1998, 
  and would likely oﬀer its assistance again in the 
  event of another attempted invasion. The Supreme 
  Serpent knows she presents a major obstacle to 
  his eventual hopes for dimensional conquest, and 
  would dearly like to see her dead or otherwise neu-
  tralized.
  Mechanon:  VIPER has a very ambivalent attitude 
  toward Mechanon. On the one hand, it’s tantalized 
  by his advanced technology; if it could capture him 
  and take him apart, or gain access to one of his 
  bases, it could improve its own technology enor-
  mously. On the other hand, the idea of Mechanon 
  inﬁltrating the Serpentine Network terriﬁes the 
  Supreme Serpent and the Council Of Thirty. If 
  someone disposed of the robotic master villain, 
  VIPER wouldn’t shed any tears.
  Menton:  “Untrustworthy and incredibly dangerous,” 
  according to VIPER’s proﬁle of him. The organi-
  zation’s enmity with Eurostar, to which Menton’s 
  sister belongs, makes him a sort of de facto enemy, 
  and the thought of him subverting Nest Leaders, 
  Council Of Thirty members, or even the Supreme 
  Serpent himself concerns the organization deeply. 
  If it could, it would kill him.
  The Slug:  The Slug and VIPER have never had 
  contact or worked together. VIPER regards him as 
  a minor threat — one to deal with if the opportu-
  nity arises, but to ignore until he does something 
  against the organization’s interest. The Slug, on the 
  other hand, sometimes wonders if he could take 
  advantage of VIPER’s rigid, hierarchical structure 
  to turn all of its people into Elder Worms....
  Takofanes the Undying Lord:  VIPER doesn’t care 
  much for magic, and thus not for Takofanes either. 
  It has never encountered him or had any dealings 
  with him, and would be happiest if he just faded 
  away for good. If he seriously threatened the Earth, 
  VIPER would probably help ﬁght him... or try to 
  take advantage of the situation while the heroes 
  were otherwise occupied.
  Teleios:  VIPER has dealt with Teleios on occasion, 
  but it doesn’t trust him and therefore minimizes 
  contact. It rarely obtains creatures from him, and 
  never any cloned soldiers, because it surmises (cor-
  rectly) that Teleios would genetically program any 
  such beings to retain loyalty to him before VIPER.
  Tyrannon:  VIPER has no knowledge of Tyrannon’s 
  existence.
  The Warlord:  VIPER has worked with the Warlord a 
  time or two. It regards him as a potential threat, but 
  a relatively minor one. It sees him as a soldier with 
  delusions of grandeur, a would-be world conqueror 
  whose obsession with “military glory” and “the joy 
  of battle” will keep him from ever accomplishing 
  anything meaningful. However, the Duchess is 
  intrigued by his technology, and would very much 
  like to obtain some of it.
  Dr. Yin Wu:  VIPER has never had any contact with 
  Dr. Wu, and probably wouldn’t know entirely what 
  to make of him if they did ever meet.
  VILLAIN TEAMS  
  AND ORGANIZATIONS
  ARGENT:  Although the two organizations do com-
  pete on some occasions, for the most part they 
  enjoy a productive, positive underworld relation-
  ship. VIPER often buys high-tech equipment from 
  ARGENT, or hires its labs to do some quick, high-
  quality research. ARGENT, for its part, sometimes 
  “subcontracts” with VIPER when it needs muscle.
  The Circle Of The Scarlet Moon:  VIPER has never 
  encountered or acknowledged the Circle.
  The Crowns Of Krim:  The Crowns’ activities have 
  disrupted VIPER operations or Nests on a few 
  occasions, so VIPER would prefer to see them 
  removed from this mortal coil altogether if pos-
  sible. However, it recognizes how powerful they 
  (particularly Dark Seraph) are, and prefers to let 
  sleeping dogs lie until an opportunity for a quick, 
  decisive strike against them arises.
  DEMON:  VIPER bitterly hates DEMON, and has 
  warred with it on occasion ever since the Demon-
  ﬂame Incident of 1986 (see page 12). Not only does 
  DEMON’s agenda of world rulership compete with 
  VIPER’s, but Nama believes that if DEMON ever 
  succeeds at invoking its unnamed gods, those gods 
  would eliminate beings such as himself. Therefore 
  he has subtly fanned the ﬂames of hatred between 
  the two. It would take only the tiniest spark to turn 
  this powderkeg into an explosion that could con-
  sume the world and take thousands... or millions... 
  of lives.
  Eurostar:  Despite the current “truce” between 
  the two, hatred runs deep in VIPER for Eurostar. 
  It regards Fiacho and his “lapdogs” as a serious 
  threat to its own European interests, and would 
  like to eliminate them once and for all. One of the 
  Supreme Serpent’s biggest regrets is that VIPER 
  wasn’t able to mobilize fast enough to kill Eurostar’s 
  members after Gravitar casually and thoroughly 
  defeated them in 2001. A second VIPER-Eurostar 
  War could easily break out any day.
  GRAB:  VIPER has been the victim of GRAB’s atten-
  tions on a few occasions. Therefore it would very 
  much like to ﬁnd out more about the group, then 
  have its members killed.
  The Institute for Human Advancement:  Most people 
  in VIPER think the IHA’s anti-mutant, pro-human 
  agenda is stupid (or at least pointless), but if they 
  
  173 
  VIPER ■ Chapter Seven
  can weaken the superheroes of the world, so much 
  the better. The Supreme Serpent is considering a 
  plan to inﬁltrate an agent into the IHA’s ranks to try 
  to better direct the organization in ways that serve 
  VIPER’s plans.
  PSI:  VIPER hates PSI as much as it hates Eurostar. 
  The only reason it hasn’t made stronger moves to 
  crush Psimon and his “little band of telepaths” is 
  that PSI hides itself well... and the Council Of Thirty 
  fears the possibility of PSI inﬁltrating VIPER’s upper 
  echelons with the help of psionic powers.
  The Ultimates:  VIPER has hired the Ultimates a 
  time or two, mostly to provide a distraction while 
  a team of Inﬁltration Specialists committed a 
  crime elsewhere in town. It regards them as fairly 
  competent, but nowhere near the top of the super-
  villain heap.
  INDIVIDUAL VILLAINS
  Brainchild and the Signal Ghost:  Despite the many 
  jokes to the contrary in the Superhuman World, 
  very few people betray VIPER, get away with it, 
  and become supervillains at the expense of the 
  organization. These two are exceptions to that state-
  ment, and VIPER would like nothing better than 
  to capture them, kill them in as brutal a fashion as 
  possible, then leave the wreckage of their bodies 
  somewhere public so everyone will learn what hap-
  pens to people who try to take advantage of VIPER.
  Cateran:  VIPER’s never worked with Cateran, but 
  her supposed immortality intrigues the scientists 
  working on Project Ageless... not to mention the 
  members of the Council Of Thirty. Plans are being 
  developed to kidnap her and ﬁnd out what makes 
  her “tick”... even if it kills her.
  Firewing:  VIPER has no desire to attract Firewing’s 
  attention and avoids him as much as it can. There’s 
  no proﬁt in ﬁghting just for the sake of ﬁghting, 
  after all.
  Grond:  Grond (and to a lesser extent, Ogre) is 
  a favorite VIPER patsy. He’s so easy to turn to 
  VIPER’s desired purposes that it’s almost not a 
  challenge anymore. When Grond goes rampag-
  ing through the streets of Millennium City for no 
  reason, the odds are good that VIPER’s behind it... 
  and that VIPER agents are pulling a job somewhere 
  else in the city.
  Hornet:  Project Mendel wants to capture Hornet 
  and conduct tests to ﬁnd out more about his 
  unique physiology, in the hopes it would help 
  VIPER develop either its own superhumans, or new 
  bioweapons.
  Lady Blue:  VIPER ﬁnds Lady Blue’s sanctimonious 
  attitude oﬀensive, and would like to kill her. How-
  ever, it’s not willing to take the PR hit that would 
  result, so it would have to trick someone else into 
  taking care of the matter.
  Masquerade:  Dangerous, dangerous, ten thousand 
  times dangerous! Concerned that he/she could 
  inﬁltrate the highest levels of VIPER undetected, 
  VIPER has instructed all of its agents to kill him/
  her if given the chance.
  Wayland Talos:  VIPER has hired Wayland Talos to 
  build devices for it, or consult on various projects, 
  
  174 ■ VIPER Campaigning
  Hero System 5th Edition
  on several occasions, and will probably do so again 
  in the future.
  ZigZag:  ZigZag has angered more than a few pow-
  erful members of VIPER with his wisecracks and 
  jokes about the organization. They want to shut his 
  big mouth... permanently.
  VIPER’S TEN  
  MOST WANTED
  As of mid-2003, here’s who VIPER hates the 
  most (not including the PCs, of course!):
  1. Dr. Albert Zerstoiten (VIPER oﬃcially refuses to 
  refer to him as “Dr. Destroyer” out of spite):  After 
  his recent re-appearance in Millennium City, 
  Destroyer jumped to the top of the charts over-
  night. The oﬃcial reason is that “a man with such 
  reckless disregard for the preservation of society 
  imperils VIPER as well as the world.” The unoﬃcial 
  reason is that VIPER lost the Serpent Lantern due 
  to his actions, and thus many members of the origi-
  nal Thirty Founders are ten years older than they 
  would otherwise be.
  2. Wilhelm Carl Eckhardt, Secretary-Marshal of 
  UNTIL:  Eckhardt makes the list more for UNTIL’s 
  traditional rivalry with VIPER than for any other 
  reason. VIPER views him as an excellent bureaucrat 
  and politician, but doesn’t consider him a particu-
  larly outstanding soldier or tactical commander 
  (a grievous misperception which the organization 
  may soon have cause to regret).
  3. Daniel Johnson, the Golden Avenger:  PRIMUS is 
  second only to UNTIL as an enemy organization. 
  Additionally, VIPER has a lot of personal hatred for 
  Johnson, who takes every opportunity to belittle 
  VIPER, rub its defeats in its face, and say how much 
  he enjoys kicking VIPER agents over the landscape 
  with a very toothy smile on his face.
  4. Brainchild:  No one else is a bigger poster boy for 
  “betray VIPER and getting away with it.”
  5-6. The Justice Squadron and the Sentinels:  VIPER 
  can’t decide which of these popular, long-standing 
  hero teams has caused it the most grief, but would 
  happily resolve the issue by killing all of their 
  members.
  7. Holocaust:  Another high proﬁle supervillain 
  who’s gotten on VIPER’s bad side. Six years ago, 
  Holocaust collaborated with one of the larger Chi-
  cago Nests, then sold it out to UNTIL, murdering 
  Nest Leader Andrew “The Conspirator” Metcalf for 
  good measure. VIPER considers him “an odious 
  little man.”
  8. Quasar, leader of UNITY:  Wanted as much for pos-
  sible intelligence on Dr. Destroyer (whom he for-
  merly served) as for his degradation of VIPER.
  9.  Fiacho:  Despite the relative peace that followed 
  the VIPER-Eurostar War, hatred for the “depraved 
  and twisted” leader of Eurostar remains strong in 
  the Council Of Thirty. Fiacho recently issued an 
  ultimatum telling VIPER to stay out of Eastern 
  Europe, and VIPER’s determined to punish him for 
  his insolence. 
  10.  Gyeroy Vedun, Russian mystic superhero:  
  Because turning a VIPER attack squad into a pack 
  of newts is wrong.
  Of course, VIPER has plenty of other people 
  on its hate list. Depending on its mood and recent 
  events, others who occasionally make it into the 
  Top Ten include Defender (whose “connection” 
  with Harmon Industries, the company owned by 
  the Essec family’s ancient enemies the Harmons, 
  attracts the Supreme Serpent’s ire), Downshift, 
  Draco, Nighthawk, Psimon (and the rest of PSI), 
  Swift Swallow, and Thunderbird.
  VIPER AS A HUNTED
  Many superheroes take VIPER as a Hunted, 
  particularly if their origin or pre-campaign activi-
  ties somehow involve the snakes. VIPER has Non-
  Combat Inﬂuence (“NCI”), a worldwide reach, and 
  plenty of resources, so it’s worth a lot of points as a 
  Hunted — a minimum of 20, unless it’s only Watch-
  ing the hero.
  How VIPER behaves as a Hunted depends in 
  part on how VIPER functions in your campaign 
  (see pages 174-75), but certain constants apply. 
  First, VIPER prepares for the hunt. It investigates 
  the hero as much as it reasonably can, keeping an 
  
  175 
  VIPER ■ Chapter Seven
  eye out for any information concerning weaknesses, 
  vulnerabilities, behavior patterns it can exploit, and 
  the like. It rarely uncovers a hero’s Secret Identity, 
  but when it does, it makes the best use of it possible 
  — either blackmailing the hero into working for 
  VIPER, or revealing it to the public to ruin his life.
  Second, when VIPER attacks a Hunted, it 
  attacks hard. It comes prepared with all the weap-
  onry it thinks it’s going to need, and enough agents 
  (and supervillains, if appropriate) to give it the 
  advantage. If possible, it equips its agents with 
  weapons designed to take advantage of the hero’s 
  Susceptibilities and Vulnerabilities (if it knows 
  them). If the hero has powers that allow him to 
  escape easily, VIPER devises ways to compensate 
  for, or even temporarily neutralize, those abilities. 
  A hero who escapes from a VIPER hunter-killer 
  squad should know he’s been in a tough ﬁght.
  Third, VIPER varies its attack pattern. It 
  doesn’t keep coming after the hero with squadrons 
  of agents again and again if that’s not working. 
  Instead of an assault, it arranges a hostage situa-
  tion only the hero can respond to, lures him into a 
  trap, reprograms his base’s security devices to attack 
  him, or builds a robot to mimic his appearance and 
  powers and then sends it on a crime spree. There 
  are lots of ways to go after a hero besides shooting 
  him with a VB-A1 blaster.
  Some heroes mock VIPER for its “failure” to 
  successfully Hunt villains, but they aren’t really 
  aware of all the facts. In the past decade alone, 
  VIPER has killed nearly a dozen superhumans it 
  was Hunting, and has created signiﬁcant diﬃculties 
  in the lives of many, many more. VIPER may not 
  score a kill every time it encounters a hero it Hunts, 
  but it often succeeds in distracting him from his 
  war on crime, and VIPER counts that as a “moral” 
  victory at the least. If a PC hero doesn’t take VIPER 
  seriously as a Hunter, you should teach him the 
  error of his ways.
  VIPER’S NON-COMBAT INFLUENCE
  It’s a mistake to think of VIPER as only being 
  the men and women who sit around the Nest, 
  occasionally stirring from it to commit crimes. 
  VIPER is also the corrupt industrialists who back 
  the organization, the unwitting pawns who follow 
  the industrialists, and the many people planted in 
  strategic positions in government, law enforce-
  ment, education, big business, the media, and the 
  criminal world. In short, any place where it can 
  aﬀect a person’s life, VIPER tries to get someone 
  there to represent its viewpoint, gather information, 
  and further its interests. This is why VIPER usu-
  ally receives a Non-Combat Inﬂuence bonus when 
  it Hunts a character — it has easy access to most 
  government records, people in key places who can 
  hurt the character’s non-combat interests if neces-
  sary, and lots of money and other resources to use 
  against someone if it wants to.
  VIPER has placed agents in the mid-to-upper 
  echelons of every major United States government 
  agency, PRIMUS, UNTIL, and most law enforce-
  ment and criminal organizations (PSI, the Circle 
  of the Scarlet Moon, and the Trismegistus Council 
  are noteworthy exceptions). It has similar agents 
  in place in other prominent world governments. 
  These deep cover operatives report to a VIPER 
  handler and receive assignments to keep an eye on 
  designated targets. However, they rarely engage in 
  more overt acts of espionage — they would commit 
  sabotage only as a precursor to a larger attack.
  VIPER uses its Non-Combat Inﬂuence against 
  its enemies as often as it can. There’s more than 
  one way to skin a superhero, and not all heroes are 
  susceptible to direct attacks anyway. Sometimes 
  it’s a lot more eﬀective to have the hero audited 
  every year, sic government regulators on him and 
  his team, revoke his driver’s license, plant a false 
  criminal record and “Wanted” information in 
  police computers, or the like. VIPER has a talent for 
  ﬁnding creative and incredibly aggravating ways to 
  screw around with a hero’s life without pointing a 
  single blaster at him. This also gives you, as GM, a 
  chance to exercise your own personal ﬁendishness 
  — and to introduce some elements into your game 
  other than combat, investigation, and basic role-
  playing. Delve into the characters’ lives!... then have 
  VIPER use them for its own sinister purposes.
  
  176 ■ VIPER Campaigning
  Hero System 5th Edition
  V
  IPER can play many roles in Champions 
  campaigns — or even be an element in 
  non-superhero games. It all depends on 
  how you envision VIPER in your cam-
  paign, and what steps you’re willing to take to 
  change it to ﬁt your vision.
  CHAMPIONS
  VIPER primarily functions as an adversary 
  organization for superhero characters in Champi-
  ons. But VIPER is an extremely ﬂexible entity, and 
  its power level, threat rating, and importance in a 
  campaign can vary widely, depending on how you 
  wish to use and present it. The roles that VIPER can 
  fulﬁll in a Champions campaign include:
  Major Menace
  As a major menace, VIPER is a serious threat 
  — it really can conquer the world, unless the PCs 
  pull out all the stops, and the mere mention of its 
  name should give heroes pause and make them 
  prepare for a tough ﬁght.
  In this type of campaign, VIPER is virtually 
  impossible to destroy. It’s always present, always 
  hounding heroes when they least expect it, and 
  always pulling one unpleasant surprise after 
  another. The heroes cannot truly defeat VIPER, 
  only hinder and delay it. It learns from its mistakes; 
  when the heroes defeat a Nest, VIPER establishes 
  a stronger, smarter one in its place. It keeps pulling 
  out new weapon prototypes, each more powerful 
  and more accurate than the last. It often achieves 
  frightening successes.
  As a major menace, VIPER is a deadly 
  Hunted for nearly a hero. It devotes its consider-
  able resources — not just military, but ﬁnancial 
  and investigative — to making the hero’s life hell. 
  It will uncover his Secret Identity, harass (or kill) 
  his DNPCs, ruin his credit rating, and attack him 
  whenever it can. When VIPER tires of this game, it 
  will have him killed, often using weapons specially 
  designed just for ﬁghting him. For obvious reasons, 
  taking VIPER as a Hunted on an 8- is not recom-
  mended (besides which, if the organization shows 
  up too often, it loses some of its mystique).
  To run VIPER as a major menace, use the 
  organization as it appears in this book, with the fol-
  lowing adjustments:
  ■ 
  All VIPER squads include at least one Vehicle 
  Combat Specialist (and his vehicle) or an agent 
  wearing a suit of Dragon armor (or the like)
  ■ 
  No agent should be a Basic Agent; every 
  member of VIPER is an Elite Agent
  ■ 
  No agent carries a main weapon that does less 
  than 10 DCs of damage
  ■ 
  Project Shadow has succeeded; all VIPER 
  installations are cloaked (Invisibility to Sight 
  and Mental Group, at the least)
  If you have previously run campaigns in which 
  the heroes did not take VIPER seriously, and you 
  decide to run a tougher and deadlier VIPER in your 
  campaign, let the players know this beforehand 
  (maybe by giving a brieﬁng to the PCs that VIPER’s 
  made some unexpected advances). And of course, 
  you can have VIPER occupy multiple threat levels 
  in a campaign. Perhaps the campaign city starts 
  with a particularly competent VIPER Nest Leader, 
  but when the heroes defeat him after a long strug-
  gle, the next VIPER’s Nest is much less formidable. 
  “They were never the same after Count Von Strong-
  heim fell down the nuclear core shaft” is a common 
  motif in the comics. Certainly VIPER would ﬁnd it 
  diﬃcult to recover from the death of the Supreme 
  Serpent or some other important ﬁgure, and would 
  undoubtedly change in the aftermath.
  Average Threat
  In most Champions campaigns, VIPER func-
  tions as an average threat. It could take over the 
  world, if everything went right, but on the whole 
  it’s no more dangerous than any mid-range master 
  villain or a team of villains. Factionalism, lack of 
  organization, personality problems among agents, 
  and the like all hinder it, keeping it from realizing 
  its potential.
  In an average campaign, letting the PCs take 
  VIPER as a Hunted causes few (if any) diﬃcul-
  ties. VIPER doesn’t Hunt characters in a very 
  competent fashion; every now and then it may do 
  something sinister and clever, but usually it just 
  sends squads of agents or hired assassins to try to 
  dispatch the PC.
  For this type of play, use VIPER as presented 
  in this book, but perhaps tone down some of the 
  projects, or introduce more internal conﬂict. Per-
  haps the Thirty Founders never had to swear an 
  oath of loyalty, and as a result they struggle against 
  each other as much as they do against UNTIL.
  VIPER GENRE 
  BY GENRE
  
  177 
  VIPER ■ Chapter Seven
  Who Are These  
  Clowns In Green?
  In this campaign style, VIPER is a joke. Agents 
  can’t hit the broad side of a barn; Nest Leaders are 
  incompetent cowards who hide behind their agents, 
  then run away when the cannon fodder starts to 
  dwindle. The organization’s schemes are so gran-
  diose and unlikely to succeed that the PCs start to 
  wonder if dealing with VIPER means taking too 
  much time away from ﬁghting real threats. The PCs 
  probably aren’t allowed to take VIPER as a Hunted; 
  the organization doesn’t present enough of a threat 
  to be worth any points.
  In this game, VIPER has no weapons with 
  more than 75 Active Points in their largest attack 
  (and even those weapons have Activation Roll 
  14- Burnout). There are no Elite Agents, just Basic 
  Agents with diﬀerent suites of equipment.
  “Realistic” Threat
  In this campaign variant, VIPER is almost 
  completely divorced from its four-color roots. This 
  is appropriate for Dark Champions campaigns and 
  some Iron Age Champions campaigns.
  In this campaign, VIPER is not so much a 
  paramilitary organization as it is an organized crime 
  group/fanatical cult supported by hackers, merce-
  naries, and street gangs. There are no Nests, nor a 
  Supreme Serpent — VIPER’s leaders live in glass 
  towers, hiding their decadence behind their Forbes 
  500 standings and recession-proof balance sheets, 
  identiﬁable only by the serpent tattoos on their backs 
  and the hidden serpent signet on their rings. Their 
  goals:  increase their wealth and power, and second-
  arily to promote the veneration of the Snake (though 
  that itself is really only another road to power for 
  most of them).
  For muscle, VIPER has its street gangs, who 
  wear the VIPER colors of yellow and green and 
  practice snake-handling as an initiation rite. Some 
  of them, the Cobra Corps, are expert martial artists. 
  Assisting them are an army of computer hackers, 
  and a few specialist high-tech thieves, whose services 
  VIPER buys. In every case, VIPER communicates 
  with its lackeys remotely, to prevent them from 
  learning the leaders’ true identities — “for to come 
  face to face with the Serpent is death!”
  VIPER commits street crimes with a high-tech 
  twist:  computer-assisted robberies, designer nar-
  cotics, selling illegal genetically-engineered guard 
  animals (and holding pit-ﬁghts between geneti-
  cally-enhanced dogs), decrypting communication 
  software to spy on people’s private conversations (for 
  blackmail purposes), underground ﬁghting between 
  brawlers who’ve ODed on designer steroids and 
  other narcotics, smuggling high-tech parts to coun-
  tries currently under an embargo or a tech restric-
  tion, and so on. The monies garnered from these 
  operations go toward lining the pockets of those 
  involved, paying for new research; and throwing par-
  ties where innocent dupes are drugged, kidnapped, 
  and ritually executed for the glory of the Snake.
  “Realistic” VIPER poses mostly a local or 
  national threat, not a worldwide one, though it’s not 
  above raiding a military installation and stealing a 
  top secret weapon prototype or smuggling nuclear 
  materials.
  Being Hunted by “realistic” VIPER isn’t much 
  better than being Hunted by major menace VIPER, 
  except that the organization lacks the muscle to 
  attack the character repeatedly. Instead, it harms 
  him indirectly, by wrecking his credit rating, repos-
  sessing his car, framing him on kiddie porn charges, 
  and so forth.
  COMMANDO HERO
  A Commando Hero campaign is one where the 
  PCs are well-equipped, Heroic-level members of 
  an agency devoted to ﬁghting professional crime 
  and terrorism, including superpowered crime 
  — such as UNTIL or PRIMUS. Commando Hero 
  campaigns emphasize action over espionage, assault 
  over stealth; they may investigate the bad guys, 
  but nearly every scenario ends with a daring com-
  mando raid against a heavily-armed enemy. Player 
  characters are elite commandos, boldly ﬁghting 
  against evil, often using weapons and gear that’s 
  more “futuristic” than real world tech (sometimes 
  considerably more so). Any superhumans who exist 
  are relatively low-powered — typically people like 
  mutated agents or high-tech android robots — and 
  almost invariably evil, since Commando Hero cel-
  ebrates the human spirit.
  Player characters in Commando Hero are 
  Heroic characters, but whether Standard, Powerful, 
  or Very Powerful depends on you. The tone of the 
  campaign is heroic, but unlike in Champions, the 
  PCs don’t usually have Codes Versus Killing and 
  life is cheap on all sides. Characters typically have 
  code-names, a cross between a superhero costumed 
  identity and an air force pilot’s call sign — ones 
  like “Deep Cover,” “Tag ’N’Frag,” “Cluster Bomb,” 
  “Rhythm ’N’ Blues,” “The Earl,” “Ace of Spades,” 
  “Big Bad,” “Sioux Banshee,” “Hide and Go Seek,” 
  “Sherman Tank,” and whatever else the commander 
  thinks of at the time he’s parceling out names.
  In a Commando Hero campaign, VIPER ﬁlls 
  the same role it does in Champions; it’s the Bad 
  Guy. In fact, VIPER may be the most powerful and 
  common Bad Guy in the campaign. It’s the exact 
  opposite number of the agency the PCs work for 
  — a ruthless criminal/terrorist organization that 
  launches one evil plot after another, attempting to 
  get a technological edge, grab power, or subvert the 
  order of world authority. There are no shades of 
  grey — VIPER’s ruthless and cruel, and makes no 
  bones about it. As in Champions, VIPER wears its 
  evil as a sign of strength and honor.
  Scenarios in the Commando Hero genre are 
  pretty basic: 
  ■ 
  protect a person or artifact the enemy wants
  ■ 
  safeguard an experimental weapons system 
  the enemy would like to steal (for some reason 
  the enemy invariably performs its raid during 
  TEN PLACES TO 
  STAGE CLIMACTIC 
  COMMANDO HERO 
  BATTLES
  1. In the middle of a pit 
  ﬁlled with poisonous 
  snakes.
  2. In the tunnels under 
  a rocket launch — with 
  thirty seconds to go 
  before the rocket ignites.
  3. On the deck of a 
  sinking ghost ship, with 
  VIPER aquatic agents 
  positioned in the water 
  as well as aboard the 
  ship.
  4. On a frozen lake, with 
  the ice cracking from 
  weapons ﬁre and the 
  spring thaw.
  5. In a cathedral carillon, 
  at twelve o’clock.
  6.  In the middle of a 
  professional football 
  game.
  7.  In a wrecking yard, 
  around a working car 
  crusher.
  8.  In the middle of a 
  parade held to honor a 
  local hero.
  9. In a collapsed under-
  ground cavern, near an 
  unstable nuclear device 
  that could go oﬀ at a 
  moment’s notice unless 
  it’s deactivated.
  10. At the wedding of an 
  UNTIL/PRIMUS Com-
  mander and his/her 
  long time ﬁancé/ﬁancée, 
  a beautiful/handsome 
  agent.
  
  178 ■ VIPER Campaigning
  Hero System 5th Edition
  the actual weapons test when security’s at its 
  tightest)
  ■ 
  ﬁnd the place where the enemy is conducting 
  an evil activity (drug traﬃcking, slave labor 
  operations to get a powerful artifact, inter-
  cepting communications with spacecraft) 
  and bust it
  ■ 
  join forces with your worst enemy when 
  you’re both attacked by a more evil foe
  The main objective in a Commando Hero 
  game is to get into large scale ﬁghts against 
  agents. The set piece is everything; players should 
  be battling in diﬀerent environments during each 
  adventure climax.
  FANTASY HERO
  You can use VIPER in several ways as part of 
  a Fantasy Hero game. 
  First, you can transport VIPER in its modern 
  incarnation into a Fantasy world via dimensional 
  gate. The Lost Vipers campaign outline below 
  describes one idea for such a game. To keep 
  VIPER as a viable threat, you may need to trans-
  port an entire Nest so the agents can repair and 
  recharge their weapons, build new vehicles, and 
  so forth.
  Second, 
  you could 
  create an order of 
  “snake knights” for your Fan-
  tasy setting. The Knights of the Viper wor-
  ship snakes, serve the whims of dragons, 
  and apply snake venom to their blades. The 
  ancestors of modern VIPER leaders, such as 
  Essec or the Duchess, might play a prominent 
  role in this organization.
  If you set your campaign in the Hero Uni-
  verse’s Valdorian Age, then the Three Serpents 
  (page 6) could come into play. They could also 
  have Serpent-Knights as champions, or priests 
  who try to curry their favor with snake magic 
  (for sample spells, refer to the Serpent Mage 
  Package Deal on page 64).
  For historical games, you should take 
  note of several events in the VIPER chronol-
  ogy. One, which occurred in the Dark Ages 
  sometime between 600 and 775 AD (the exact 
  date’s been left open to ﬁt the needs of your cam-
  paign, but you can use 666 as a default), was the 
  coming of the Six Vipers, the leaders of the bar-
  barian horde sponsored by Nama. Another is the 
  incident of the Vikings and the Golden Serpent 
  during the era of the great Viking voyages to the 
  west (c. 950-1050 AD). You could also use the 
  Serpent’s Wheel in a Renaissance Italy campaign 
  as one of many devious factions seeking power in 
  Machiavellian times.
  VIPER in Fantasy Hero remains VIPER by 
  taking on those trappings that are so familiar to 
  players:  people in green outﬁts running around 
  performing heinous acts with a serpent motif. 
  They want to rule the world and get rich doing it, 
  but they use force of arms and magical might to 
  accomplish their goals instead of high technology.
  PULP HERO
  While VIPER was not oﬃcially born until after 
  the Second World War, its roots in the Victorian 
  and pulp eras are well established. As the Unholy 
  Order of the Grand Reptile, VIPER’s antecedents 
  wreaked havoc in England and Africa (and even 
  in America). Their unyielding hatred of their 
  opponents in the Royal Geographic Society was 
  
  179 
  VIPER ■ Chapter Seven
  matched only by their cruelty and opportunism 
  when it came to exploiting the native populations 
  of Africa, or the obscene lengths they’d go to to sat-
  isfy their obsession with the snake god Nama. They 
  employed mystics, cultists, the best assassins of 
  Cairo and Khartoum, and inventors whose bizarre 
  inventions are beyond the understanding of even 
  today’s science. Their goals, however, remained 
  the same as those who followed Nama long ago:  
  wealth and power. While the Unholy Order was not 
  as renowned as Professor Moriarty, Al Capone, or 
  the other infamous villains of those eras, it was a 
  pernicious and widespread threat. You could easily 
  import it into your Pulp Hero or Victorian Hero 
  game as an adversary for your PCs.
  Similarly, Edgar Lancelyn Essec, the man des-
  tined to become the Supreme Serpent, makes 
  a terriﬁc villain for pulp adventures. At 
  ﬁrst he seems to be a charming rake and 
  a rival for the aﬀections of any beauti-
  ful woman who comes along for the 
  adventure — but he soon turns out to 
  be someone far more sinister. Like many 
  good pulp villains, his arrogant sense of 
  self-worth, condescending stoicism, and 
  need (and ability) to prove himself better 
  than anyone else eventually prompts him 
  to show his evil side.
  CYBER HERO
  In Cyber Hero, you should 
  place the emphasis less on VIPER 
  being an organized crime group, 
  and more on its industrial and 
  economic assets. VIPER isn’t a 
  criminal organization or group of 
  green-garbed terrorists in this set-
  ting, it’s a part of the megacorpo-
  rate order threatening to suﬀocate 
  the world. The snake motif comes 
  up in the programs and icons used 
  by their hackers and in the AI 
  that’s the secret head of the orga-
  nization, the Supreme Serpent.
  In Cyber Hero, VIPER doesn’t 
  employ standard agents. But it 
  uses its deep pockets to hire what-
  ever sort of “security consultants” 
  it needs to maintain its lead over 
  the competition.
  STAR HERO
  You could use VIPER in Star 
  Hero in much the same way you 
  would in Pulp Hero — it’s a secret, 
  high-tech cabal that worships the 
  Snake. This is especially appropri-
  ate in Pulp SF, where strong-jawed 
  heroes battle against villains like 
  the evil Emperor Vipereus, who 
  commands the Serpent Asteroid 
  as it speeds on a collision course 
  toward Earth, and rants that the Snake 
  is a universal symbol of evil. “For he 
  who masters the Serpent is destined to 
  master the universe!”
  In more serious SF campaigns, 
  VIPER’s connection to Champions 
  probably doesn’t work in its favor or 
  encourage credulity. Sure, you could 
  convert VIPER into the evil Ophidions, 
  who ﬂy snake-shaped starships that 
  appear to wriggle as they travel through 
  warp space, ﬁring poison missiles that 
  latch onto a ship’s hull, override the 
  ship’s life support controls, 
  and pump poison inside 
  their prey — but that 
  may seem to stretch 
  believability a bit too 
  much. On the other 
  hand, VIPER could 
  play a major role in a 
  Post-Apocalyptic SF 
  campaign, such as 
  the Vipers In The 
  Dust example 
  below.
  
  180 ■ VIPER Campaigning
  Hero System 5th Edition
  VIPER AS THE GOOD GUYS
  It’s possible, without playing the PCs as true 
  bad guys, to run a campaign where the PCs are 
  VIPER agents — though in a VIPER that’s not 
  quite the evil, insidious organization depicted in 
  this book. Here are three example VIPER-oriented 
  campaigns.
  Green VIPER Liberator
  This campaign is an adaptation of a bizarre 
  Japanese cartoon (which is actual VIPER propa-
  ganda in the Far East in the Champions Universe). 
  The year is 2022, the city is Mega Angeles II, for-
  merly Los Angeles, and the world is a cold, ruthless, 
  high-tech extrapolation of a Champions world 
  after the heroes fought a war against the common 
  man — and man won. Supers (now known as Pari-
  ahs) have been all but wiped out, and the few that 
  remain keep their identities a secret (except when 
  they’re driven by ﬁts of grief or plague-inspired 
  madness to go on a murderous rampage).
  The world is a contrast of the glittering high-
  tech paradise run by corporate megalomaniacs 
  whose arrogance could give Dr. Destroyer a run for 
  his money, and the broken-down slums built in the 
  ruins of the ﬁnal battles between man and those 
  who thought they were above man, where rampant 
  disease (including the Pariah Plague, which targets 
  anyone with a gene likely to produce a common 
  superhero mutation within two generations), 
  unspeakable poverty, and general misery. And there 
  is only one force that might lead the world into 
  something better...
  VIPER, of course. 
  Misunderstood idealists in the days before the 
  Pariah Wars, VIPER wants to bring down the new 
  megalomaniacs, clean up the slums, and grow trees 
  and share the land with natural wildlife (especially 
  snakes). The PCs are agents in the criminal but 
  heroic VIPER organization, ﬁghting evil corpora-
  tions, gangsters, and corrupt (or incompetent) 
  police, as well as committing crimes of the “rob 
  from the rich, give to the poor” variety. In the tra-
  dition of anime, soap opera is as important as the 
  combat — the ability of a character to love, espe-
  cially when it’s angst-ridden tragic love between 
  lovers separated by petty human vices (which 
  frequently prompt the characters to shout long dia-
  tribes against the cruelty of the human race), is as 
  important as their ability to ﬁght.
  Themes in Green VIPER Liberator tend to 
  be socially liberal and as subtle as a freight train:  
  homelessness, racial prejudice, poverty, environ-
  mental terrorism, and people whose souls have 
  been eaten away by a love for violence litter the 
  landscape, waiting for someone to save them. 
  VIPER is guided by the benign Supreme Serpent, 
  who uses violence to advance humanity to “its next 
  stage of universal peace and enlightenment,” and 
  who wishes “to restore the harmony between the 
  worlds of technology and nature.” The Supreme 
  Serpent is really a giant snake named Jinchi Habu 
  (“Wise Snake”). He’s not a mystic, but a telepath 
  who appears in dreams “when one is cleansed of 
  the evils of man.” A person can communicates with 
  the great Jinchi by feeding one’s blood to a snake, 
  then letting the snake bite him (in which case he 
  experiences a hallucinogenic dream where the 
  great Jinchi appears). Jinchi protects his followers 
  with creatures called Kagehabu (“shadow snakes”) 
  — intelligent serpents that can become invisible 
  when they’re in danger and which carry tiny scroll 
  messages from the great Jinchi in their mouths.
  Green VIPER Liberator is a high-powered 
  Heroic anime campaign, with PCs built on at least 
  75 Base Points plus 75 Disadvantage points, if not 
  more. You should encourage players to have the 
  Skills necessary to operate at least one VIPER vehi-
  cle, as vehicular combat is very important in many 
  popular forms of anime.
  GREEN VIPER LIBERATOR PLOT SEEDS
  A Day Without Oranges:  In deﬁance of the order 
  from the city that no one can grow plants without 
  a permit, a woman named Niwa has an orange 
  grove in a hidden alcove in the heart of the slums. 
  The city, hearing rumors of this place, seeks to 
  destroy it. The VIPER agents, asked to protect the 
  grove, soon discover why the city wants the grove 
  destroyed — not only do the oranges grow at an 
  incredibly rapid rate, but those who eat the oranges 
  share the life-force of the heroes who were mur-
  dered in that spot and hear their voices, something 
  the heroes’ killers will do anything to prevent.
  Love At Last, At Last Love:  The Toxicon Corporation 
  is one of the largest and most evil of the corpora-
  tions of Mega Angeles. It believes that if it can steal 
  VIPER technology and wrest the secrets of the 
  snake from it, it can rule the city. Toxicon devel-
  ops Omega, a psionic robot who can inﬁltrate the 
  Serpentine Network — but then Omega sees a ﬁle 
  on one of the PCs, falls in love with him, and bolts 
  from Toxicon. Toxicon sends a Dreadnight ship 
  (a giant tracked battle fortress with ten turret can-
  nons and numerous missile launchers) to destroy 
  everything in its path until it ﬁnds Omega. The PCs 
  meet with Omega, and must protect her from the 
  Dreadnight.
  The Children of Love:  The PCs discover some super-
  human children who are immune to the Pariah 
  virus. Naturally, the corporations want to ﬁnd them 
  and kill them to prevent other superhumans from 
  discovering an antidote to Pariah. The Supreme 
  Serpent will nurture them personally in his Great 
  Underground Sanctuary, but needs time to send his 
  underground tunneling craft to retrieve them. Until 
  then, the PCs must protect them.
  Lost VIPERs
  Okay, so you’re the member of a VIPER’s Nest. 
  You’ve got some nasty enemies, and you’re a hunted 
  man. You can live with that; it’s part of the job, 
  and you’re tough enough to take it. But you never 
  signed on for this....
  
  181 
  VIPER ■ Chapter Seven
  VIPER and some local superheroes put aside 
  their diﬀerences long enough to battle DEMON as 
  the evil cultists performed some arcane ritual, but 
  something went wrong. You and your entire Nest 
  were transported into another world, where you 
  found yourselves in the middle of a battle between 
  villagers out of a fantasy movie and a ﬁre-breath-
  ing dragon! When you and your fellow agents slew 
  the dragon, the villagers proclaimed you heroes. 
  Heroes! They don’t know you very well, do they? Or 
  maybe, now that people aren’t hunting you for your 
  past deeds and you’ve got a clean slate, you can set 
  your life on a diﬀerent path....
  Lost Vipers is a VIPER/Fantasy Hero crossover 
  in which a VIPER Nest ﬁnds itself thrust into a 
  world of High Fantasy and its agents renowned as 
  heroes. The Nest must face the challenge of sur-
  viving in a world lacking modern conveniences. 
  It has a huge technological advantage but no way 
  to resupply itself. It’s got lots of potential enemies 
  (such as the king, the local lords, and the wizard’s 
  guild) wondering who these people are and how to 
  deal with them. Meanwhile the Nest has internal 
  problems — some agents are desperate to go home, 
  while others think this is the perfect place to carve 
  out their own little empire; some want to use the 
  native goodwill as a license to exploit and abuse, 
  others want to be more circumspect or actually 
  become heroes. And then there’s a superhero’s teen-
  age sidekick who got pulled in with them, and that 
  one DEMON Morbane who also came along but 
  escaped during the battle with the dragon....
  Lost Vipers is a gritty, detail-oriented game. 
  Every spare part and clip of ammo counts, every 
  meal is a struggle, there’s no universal translator 
  and people don’t speak the native language. The 
  PCs (typically Standard Heroic characters) have 
  to struggle not only with these diﬃculties, but 
  with learning to live in a new world. Ultimately, 
  however, Lost Vipers involves themes of freedom 
  versus familiarity, and redemption versus indul-
  gence.
  LOST VIPER PLOT SEEDS
  I’m Only A Kid... This Isn’t Happening:  The teen-
  age superhero sidekick is losing it. He was a naive, 
  junior boy scout momma’s boy back in the real 
  world — now, not only does he have to cope with 
  VIPER being acclaimed heroes, he has to help kill 
  animals and make food from them, and deal with 
  the laws and customs of the local world, where it’s 
  standard practice to chop oﬀ the hands of thieves 
  and pluck out the left eye of oglers. The kid obvi-
  ously needs help... but do you oﬀer it, or push him 
  into the abyss?
  
  182 ■ VIPER Campaigning
  Hero System 5th Edition
  An Example Must Be Set:  The Nest’s positive rela-
  tionship with the local village disintegrates when 
  one of the more psychotic (and disliked) VIPER 
  agent brutally attacks and murders a local girl. The 
  villagers want to kill him. The Nest Leader, if he 
  has anything to say about it, keeps silent. The Nest 
  is torn between those who’d like to light the pyre 
  themselves and a bunch of people who feel that if 
  the locals get away with killing one of their own, 
  VIPER will lose control of them. Which side do the 
  PCs join? Does it change things if the soon-to-be-
  executed agent is the only one in the Nest who pos-
  sesses skills that might help the Nest get home?
  Wizards:  Thanks to information provided by a cer-
  tain escaped DEMON Morbane, the local wizard’s 
  guild believes VIPER is too powerful to tolerate. 
  It persuades a ﬂock of summerwyrm dragons to 
  attack the Nest. The agents must defend the Nest, 
  then ﬁnd some way to neutralize the overall threat.
  VIPERs In The Dust
  The year is 2044. Thirty years ago, the Great 
  War against the Superpowered left the Earth a 
  radioactive husk. No one’s sure what happened 
  to cause the ﬁnal holocaust. Most of America’s 
  major cities are uninhabitable centers of linger-
  ing radiation. New York was completely destroyed; 
  it’s now the most radioactive area in the solar 
  system between the sun and Jupiter. All magic was 
  destroyed, and all aliens quickly abandoned Earth.
  The world is divided into thousands of tiny 
  feudal states, most of which are ruled by the 
  remaining superhumans, almost all of whom are 
  mad. Life is short and then you die... until you ﬁnd 
  the remains of an ancient VIPER’s Nest, all of its 
  vehicles and equipment intact. Perhaps there’s a 
  way for someone without superpowers to survive 
  after all. The PCs must choose their destiny in a 
  harsh world, and whatever course of action they 
  may take leads to dangerous threats.
  This is post-apocalyptic game — the Worst 
  Case Scenario of a Champions campaign, the IHA’s 
  nightmare come true. The PCs, not supers but with 
  enough ﬁrepower to oppose them, must try to 
  rebuild the world into a better place. They’re ele-
  ments of positive, if violent, change.
  The PCs have to deal with rogue supervillains 
  and their armed lackeys, as well as mutant animals 
  and the Ascension Virus — a mutated retrovirus 
  found in groundwater and stagnant pools near the 
  hot zones. It gives people superhuman abilities, but 
  every time they use them at close to full power, they 
  risk death and insanity. The PCs also have to gather 
  and husband the area’s resources, especially gaso-
  line, which (even with grain distillery techniques) 
  is more precious than gold. If they can get their 
  hands on enough fuel for those VIPER vehicles to 
  launch an extended campaign, they’d be a lot more 
  powerful....
  VIPERS IN THE DUST PLOT SEEDS
  Count The Clock That Counts The Time:  You need 
  spare parts for your VIPER gear, 
  and the closest Nest you know 
  about is in St. Louis. While visit-
  ing St. Louis, you encounter Cap-
  tain Chronos, who tells you you 
  have to capture Holocaust and 
  bring him to St. Louis. Of course 
  he doesn’t tell you why.
  Not My Defender:  Defender, 
  Monarch of Des Moines and 
  avowed enemy of VIPER, has 
  researched old VIPER Nests and 
  ﬁgured out your approximate 
  location. He’s oﬀering a year’s 
  supply of water to any settlement 
  that leads him to your Nest. Now 
  you must ﬁnd a way to discour-
  age the bands of “bounty hunters” 
  searching for you before someone 
  zeroes in on the base and takes it 
  from you.
  The Enemy of My Enemy:  Freon 
  asks for your help in destroying 
  Blackest Harlequin and his gang, 
  the Merry Fun Circus. Do you 
  trust him?
  
  183 
  VIPER ■ Chapter Seven
  T
  o make it easier for you to use VIPER in 
  your campaigns, here are some templates 
  for a few agent types superheroes might 
  encounter, built using the Package Deals in 
  Chapter Three. All Skill choices have already been 
  made, but you can easily change the Skill selections 
  if necessary.
  GENERAL COMBAT SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  41
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  32 
  VB-A1 “Striker” Blaster Riﬂe:  Multipower, 
  52-point reserve, 32 Charges for entire  
  Multipower (+¼); all OAF (-1) 
  [32]
  2u 
  1) Basic Setting:  Energy Blast 8d6;  
  OAF (-1)
  2u 
  2) Autoﬁre Setting:  Energy Blast 7d6,  
  Autoﬁre (5 shots, +½); OAF (-1), Limited 
  Range (200”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  1
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy  
  Blast 7d6 (35 Active Points); OAF (-1),  
  12 Charges (-¼) 
  [12]
  12 
  VIPER Fang:  HKA 1d6 (plus STR),  
  Reduced Endurance (0 END; +½); OAF  
  (-1) plus Range Based On STR (+¼) for  
  the HKA; OAF (-1), 1 Recoverable  
  Charge (-1¼),  Lockout (cannot use  
  HKA until Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  9 
  VIPER BCU (Basic):  Armor (6 PD/6 ED); 
  OIF (-½), Activation Roll 14- (does not pro-
  tect Hit Locations 3-5 or 6-7; -½) 
  0
  2 
  VIPER Helmet (Basic) Protection:  Armor  
  (2 PD/2 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Basic) Communications 
  System:  Radio Perception/Transmission 
  (Radio Group); OIF (-½), Aﬀected As Hear-
  ing Group As Well As Radio Group (-¼) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (VIPER)
   
  Skills
  6 
  +2 with VIPER Blasters
  3 
  Combat Driving 12-
  3 
  Concealment 11-
  3 
  Fast Draw (Small Arms) 12-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Superhuman World 8-
  2 
  KS: VIPER 11-
  2 
  PS: VIPER Agent 11-
  3 
  Paramedics 11-
  3 
  Persuasion 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  145
  Total Cost:  186
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  86 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  186
  AGENT  
  TEMPLATES
  
  184 ■ VIPER Campaigning
  Hero System 5th Edition
  GENERAL INTELLIGENCE SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  41
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy  
  Blast 7d6 (35 Active Points); OAF (-1),  
  12 Charges (-¼) 
  [12]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½);  
  OAF (-1) plus Range Based On STR  
  (+¼) for the HKA; OAF (-1),  
  1 Recoverable Charge (-1¼), Lockout 
  (cannot use HKA until Charge is  
  recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  9 
  VIPER BCU (Basic):  Armor (6 PD/ 
  6 ED); OIF (-½), Activation Roll 14-  
  (does not protect Hit Locations 3-5  
  or 6-7; -½) 
  0
  7 
  VIPER Armored Clothing:  Armor  
  (4 PD/4 ED); IIF (-¼), Activation Roll  
  14- (does not protect Hit Locations 3-5  
  or 6-7; -½), Cannot Be Worn Together  
  With BCU (-0) 
  0
  2 
  VIPER Helmet (Basic) Protection:  Armor  
  (2 PD/2 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Basic) Communications  
  System:  Radio Perception/Transmission  
  (Radio Group); OIF (-½), Aﬀected As Hear- 
  ing Group As Well As Radio Group (-¼) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (VIPER)
   
  Skills
  3 
  +1 with VIPER Blasters
  3 
  Acting 12-
  3 
  Bugging 11-
  3 
  Computer Programming 11-
  3 
  Concealment 11-
  3 
  Conversation 12-
  3 
  Deduction 11-
  3 
  Disguise 11-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Superhuman World 8-
  2 
  KS: VIPER 11-
  3 
  Persuasion 12-
  2 
  PS: VIPER Agent 11-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  116
  Total Cost:  157
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  57 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  157
  
  185 
  VIPER ■ Chapter Seven
  GENERAL TECHNICAL SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  41
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy  
  Blast 7d6 (35 Active Points); OAF (-1),  
  12 Charges (-¼) 
  [12]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½); OAF 
  (-1) plus Range Based On STR (+¼) for 
  the HKA; OAF (-1), 1 Recoverable Charge 
  (-1¼), Lockout (cannot use HKA until 
  Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  9 
  VIPER BCU (Basic):  Armor (6 PD/6 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  2 
  VIPER Helmet (Basic) Protection:  Armor  
  (2 PD/2 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Basic) Communications 
  System:  Radio Perception/Transmission 
  (Radio Group); OIF (-½), Aﬀected As Hear-
  ing Group As Well As Radio Group (-¼) 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  Membership (VIPER)
   
  Skills
  3 
  +1 with VIPER Blasters
  3 
  Bugging 11-
  3 
  Computer Programming 11-
  3 
  Deduction 11-
  3 
  Electronics 11-
  3 
  Forgery (Money, Credit Cards) 11-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Superhuman World 8-
  2 
  KS: VIPER 11-
  3 
  Paramedics 11-
  3 
  Persuasion 12-
  2 
  PS: VIPER Agent 11-
  3 
  Security Systems 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  Systems Operation 11-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  106
  Total Cost:  147
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  47 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  147
  
  186 ■ VIPER Campaigning
  Hero System 5th Edition
  AIR CAVALRY AGENT
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  12 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  41
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  32 
  VL-A1 “Redline” Laser Riﬂe:  Multipower,  
  52-point reserve, 24 Charges for entire  
  Multipower (+¼); all OAF (-1) 
  [24]
  2u 
  1) Single-Shot Setting:  RKA 3d6; OAF (-1)
  2u 
  2) Autoﬁre Setting:  RKA 2d6+1, Autoﬁre  
  (5 shots; +½); OAF (-1), Limited Range 
  (225”; -¼)
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  1
  5 
  Aiming Laser:  +1 OCV; OAF (-1) plus +2 
  versus Range Modiﬁer; OAF (-1) 
  0
  16 
  VL-S1 “Redeye” Laser Pistol:  RKA 2d6;  
  OAF (-1), 10 Charges (-¼) plus +1 OCV; 
  OAF (-1) plus +1 versus Range Modiﬁer; 
  OAF (-1) 
  [10]
  16 
  VG-1 Frag Grenade:  RKA 2d6+1,  
  Explosion (+½); OAF (-1), 4 Charges  
  (-1), Range Based On Strength (-¼) 
  [4]
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor  
  (4 PD/4 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision (5 Active Points); OIF (-½) 
  0
  8 
  VIPER Helmet (Elite) Telescopic Faceplate:  +4 
  versus Range Modiﬁer for Sight Group  
  (12 Active Points); OIF (-½) 
  0
  33 
  VFL-4 Jetpack:  Flight 20”, Reduced  
  Endurance (½ END; +¼); OIF (-½) 
  2
   
  Perks
  2 
  Fringe Beneﬁt:  Membership (VIPER Elite 
  Agent)
   
  Talents
  8 
  VIPER Wrist Computer:  Absolute Time 
  Sense, Bump of Direction, Eidetic Memory 
  (Audio Only; -1), and Lightning Calculator; 
  all OIF (-½)
   
  Skills
  6 
  +2 with VIPER Blasters
  7 
  +2 DCV; Only While Using Jetpack (-½)
  3 
  Breakfall 12-
  3 
  Combat Piloting 12-
  3 
  Concealment 11-
  3 
  Fast Draw (Small Arms) 12-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Pilot World 8-
  1 
  KS: The Superhuman World 8-
  2 
  KS: VIPER 11-
  2 
  Navigation (Air) 11-
  2 
  PS: VIPER Agent 11-
  3 
  Paramedics 11-
  3 
  Persuasion 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  1 
  TF: VFL-4 VIPER Jetpack
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  226
  Total Cost:  267
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  167 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  267
  
  187 
  VIPER ■ Chapter Seven
  HEAVY WEAPONS SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   18 STR 
  8 
  13- 
  Lift 300 kg; 3½d6 [2]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   5 PD 
  1 
   
  Total:  13 PD (8 rPD)
   4 ED 
  1 
   
  Total:  12 ED (8 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   7 REC 
  0
   26 END 
  0
   31 STUN 
  3 
  Total Characteristics Cost:  44
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  47 
  VB-A4 “Jackhammer” Blaster Riﬂe:   
  Energy Blast 12d6, Autoﬁre (5 shots; +½),  
  30 Charges (+¼); OAF (-1), Limited  
  Range (250”; -¼) 
  [30]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  1
  16 
  VL-S1 “Redeye” Laser Pistol:  RKA 2d6;  
  OAF (-1), 10 Charges (-¼) plus +1 OCV; 
  OAF (-1) plus +1 versus Range Modiﬁer; 
  OAF (-1) 
  [10]
  16 
  VG-1 Frag Grenade:  RKA 2d6+1,  
  Explosion (+½); OAF (-1), 4 Charges  
  (-1), Range Based On Strength (-¼) 
  [4]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½); OAF  
  (-1) plus Range Based On STR (+¼)  
  for the HKA; OAF (-1), 1 Recoverable  
  Charge (-1¼), Lockout (cannot use  
  HKA until Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5½d6 Strike
  3 
  Throw 
  +0 
  +1 
  3½d6 + v/5; 
  Target Falls
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor  
  (4 PD/4 ED); OIF (-½), Activation Roll 8-  
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision (5 Active Points); OIF (-½) 
  0
   
  Perks
  2 
  Fringe Beneﬁt:  Membership (VIPER Elite 
  Agent)
   
  Skills
  6 
  +2 with VIPER Blasters
  3 
  Combat Driving 12-
  3 
  Concealment 11-
  3 
  Fast Draw (Small Arms) 12-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  2 
  KS: Military Technology 11-
  1 
  KS: The Superhuman World 8-
  2 
  KS: VIPER 11-
  2 
  PS: VIPER Agent 11-
  3 
  Paramedics 11-
  3 
  Persuasion 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  Tactics 11-
  3 
  Teamwork 11-
  8 
  WF: Small Arms, Blades, Emplaced Weapons, 
  Flamethrowers, Grenade Launchers, Heavy 
  Machine Guns, Shoulder- Fired Weapons
  Total Powers & Skills Cost:  194
  Total Cost:  238
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  138 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  238
  
  188 ■ VIPER Campaigning
  Hero System 5th Edition
  SUPERHUMAN COMBAT SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   18 STR 
  8 
  13- 
  Lift 300 kg; 3½d6 [2]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   14 EGO 
  8 
  12- 
  ECV:  5
   18 PRE 
  8 
  13- 
  PRE Attack:  3½d6
   10 COM 
  0 
  11-
   7 PD 
  3 
   
  Total:  27 PD (20 rPD)
   6 ED 
  3 
   
  Total:  26 ED (20 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  64
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  62 
  VB-A5 “Sledgehammer” Blaster Riﬂe:   
  Energy Blast 14d6, Autoﬁre (5 shots; +½),  
  40 Charges (+½); OAF (-1), Limited  
  Range (350”; -¼) 
  [40]
  6 
  Riﬂe-butt Club:  HA +3d6; OAF (-1),  
  Hand-To-Hand Attack (-½) 
  1
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy  
  Blast 7d6 (35 Active Points); OAF (-1),  
  12 Charges (-¼) 
  [12]
  16 
  VG-1 Frag Grenade:  RKA 2d6+1,  
  Explosion (+½); OAF (-1), 4 Charges (-1), 
  Range Based On Strength (-¼) 
  [4]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½); OAF 
  (-1) plus Range Based On STR (+¼) for 
  the HKA; OAF (-1), 1 Recoverable Charge 
  (-1¼), Lockout (cannot use HKA until 
  Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5½d6 Strike
  3 
  Throw 
  +0 
  +1 
  3½d6 + v/5; 
  Target Falls
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  24 
  VFF-1 Force Field Belt:  Force Field  
  (12 PD/12 ED), Reduced Endurance  
  (0 END; +½); OIF (-½) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor  
  (4 PD/4 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  5 
  VIPER Helmet (Elite) Acoustic Shielding:  
  Hearing Group Flash Defense (8 points);  
  OIF (-½) 
  0
  5 
  VIPER Helmet (Elite) Flare Shielding:   
  Sight Group Flash Defense (8 points);  
  OIF (-½) 
  0
  7 
  VIPER Helmet (Elite) Psionic Shielding:   
  Mental Defense (13 points total); OIF (-½) 0
  7 
  VIPER Helmet (Elite) Oxygen Supply:   
  Life Support (Self-Contained Breathing); 
  OIF (-½), 1 Continuing Fuel Charge  
  (1 Hour; -0) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision (5 Active Points); OIF (-½) 
  0
   
  Perks
  2 
  Fringe Beneﬁt:  Membership (VIPER Elite 
  Agent)
   
  Skills
  16 
  +2 with All Combat
  6 
  +2 with VIPER Blasters
  3 
  Breakfall 12-
  3 
  Combat Driving 12-
  3 
  Concealment 11-
  3 
  Fast Draw (Small Arms) 12-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  2 
  KS: The Superhuman World 11-
  3 
  KS: VIPER 12-
  3 
  PS: VIPER Agent 12-
  3 
  Paramedics 11-
  3 
  Persuasion 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  265
  Total Cost:  329
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  229 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  329
  
  189 
  VIPER ■ Chapter Seven
  ESPIONAGE SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  44
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy  
  Blast 7d6 (35 Active Points); OAF (-1),  
  12 Charges (-¼) 
  [12]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½); OAF 
  (-1) plus Range Based On STR (+¼) for 
  the HKA; OAF (-1), 1 Recoverable Charge 
  (-1¼), Lockout (cannot use HKA until 
  Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor  
  (4 PD/4 ED); OIF (-½), Activation Roll 8- 
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision (5 Active Points); OIF (-½) 
  0
   
  Perks
  2 
  Fringe Beneﬁt:  Membership (VIPER  
  Elite Agent)
   
  Skills
  3 
  +1 with VIPER Blasters
  3 
  Acting 12-
  3 
  Bribery 12-
  3 
  Bugging 12-
  3 
  Combat Driving 12-
  3 
  Combat Piloting 12-
  3 
  Computer Programming 12-
  3 
  Concealment 12-
  3 
  Conversation 12-
  3 
  Cryptography 12-
  3 
  Deduction 12-
  3 
  Disguise 12-
  3 
  Electronics 12-
  3 
  Gambling (Card Games, Craps) 12-
  3 
  High Society 12-
  3 
  Interrogation 12-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Superhuman World 8-
  3 
  KS: VIPER 12-
  3 
  Lockpicking 12-
  3 
  Persuasion 12-
  3 
  PS: VIPER Agent 12-
  3 
  Security Systems 12-
  3 
  Seduction 12-
  3 
  Shadowing 12-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  Systems Operation 12-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  149
  Total Cost:  193
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  93 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  193
  
  190 ■ VIPER Campaigning
  Hero System 5th Edition
  COMPUTER SPECIALIST
   Val Char 
  Cost 
  Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   13 PRE 
  3 
  12- 
  PRE Attack:  2½d6
   10 COM 
  0 
  11-
   4 PD 
  1 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   6 REC 
  0
   26 END 
  0
   30 STUN 
  3 
  Total Characteristics Cost:  44
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  15 
  VB-S1 “Shorty” Blaster Pistol:  Energy Blast 
  7d6 (35 Active Points); OAF (-1), 12  
  Charges (-¼) 
  [12]
  12 
  VIPER Fang:  HKA 1d6 (plus STR), 
  Reduced Endurance (0 END; +½); OAF 
  (-1) plus Range Based On STR (+¼) for 
  the HKA; OAF (-1), 1 Recoverable Charge 
  (-1¼), Lockout (cannot use HKA until 
  Charge is recovered; -½) 
  0
   
  Martial Arts:  VIPER Brawling
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Dodge 
  — 
  +5 
  Dodge, Aﬀects 
  All Attacks, 
  Abort
  4 
  Punch 
  +0 
  +2 
  5d6 Strike
  3 
  Throw 
  +0 
  +1 
  3d6 + v/5; 
  Target Falls
  12 
  VIPER BCU (Elite):  Armor (8 PD/8 ED); 
  OIF (-½), Activation Roll 14- (does not  
  protect Hit Locations 3-5 or 6-7; -½) 
  0
  3 
  VIPER Helmet (Elite) Protection:  Armor (4 
  PD/4 ED); OIF (-½), Activation Roll 8-  
  (only protects Hit Locations 3-5; -2) 
  0
  6 
  VIPER Helmet (Elite) Communications 
  System:  HRRP (Radio Group); OIF (-½), 
  Aﬀected As Sight And Hearing Group As 
  Well As Radio Group (-½) 
  0
  3 
  VIPER Helmet (Elite) Nightvision System:  
  Nightvision (5 Active Points); OIF (-½) 
  0
   
  Perks
  40 
  Computer:  Laptop Serpentine Node
  2 
  Fringe Beneﬁt:  Membership (VIPER Elite 
  Agent)
   
  Skills
  3 
  +1 with VIPER Blasters
  3 
  Bugging 12-
  7 
  Computer Programming 14-
  3 
  Cryptography 12-
  3 
  Deduction 12-
  3 
  Electronics 12-
  3 
  Forgery (Money, Credit Cards) 12-
  3 
  Inventor 12-
  2 
  KS: The Local Underworld 11-
  1 
  KS: The Superhuman World 8-
  3 
  KS: VIPER 12-
  3 
  Paramedics 12-
  3 
  Persuasion 12-
  3 
  PS: VIPER Agent 12-
  3 
  Security Systems 12-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  Systems Operation 12-
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  166
  Total Cost:  210
  50+ Disadvantages
  5 
  Distinctive Features:  VIPER uniform (Easily 
  Concealed; Noticed And Recognizable)
  10 
  Hunted:  VIPER 8- (Mo Pow, NCI, Watching)
  15 
  Psychological Limitation:  Amoral And 
  Greedy (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  110 
  Experience Points or Disadvantages speciﬁc 
  to the individual agent 
  Total Disadvantage Points:  210
  
  191 
  VIPER
  INDEX
  Abbotsford, BC (VIPER stronghold) ..37
  Adder (VIPER supervillain) ...........136
  Adrenaline Junkie (type of agent) ....66
  Aerie, the (main Chicago Nest) ........86
  Afghanistan .........................................38
  Africa ....................................................39
  Agent divisions ...................................47
  Agent Templates .........................183-90
  Agents
   In combat ........................................165
   Types of .............................................66
  Agone the Smasher (supervillain) ....10
  Air Cavalry Package Deal ..................51
  Air-Cycle ............................................125
  Allotment, annual for equipment  
  and agents, for Nests ........................82
  Anaconda-class Light Tank .............123
  Apep .......................................................6
  Apophis ..................................................6
  Aquatic agents .....................................52
  Arctic agents ........................................52
  ARGENT .....................................97, 172
  Arrogant Showoﬀ (type of Nest  
  Leader) ..............................................69
  Asia .......................................................37
  Athame Package Deal ........................55
  Atmospheric Gas Cloud ..................113
  Australia ...............................................40
  Basic Combat Uniform (BCU) .......114
  Basic Escape Toolkit .........................116
  BCU ....................................................114
  Beda ........................................................6
  Belanger, Phillipe (one of the Thirty 
  Founders) ............................................9
  Belladonna (superheroine  
  murdered by VIPER) .......................92
  Beowulf (superhero) ..........................10
  BEST (Basic Escape Toolkit) ...........116
  Big Snake Lake ....................................20
  Black Page Project ..............................16
  Blank, Dr. Timothy  
  (VIPER scientist) ...........................133
  Blaster attachments ..........................107
  Bloodsports .........................................54
  Bloodstar (VIPER supervillain) .....136
  Bludrinkig (dragon) .............................6
  Boa Constrictor (VIPER  
  supervillain) ....................................137
  Bolton, Sen. Arthur .............................31
  Boruto (“Volt”; Japanese VIPER  
  supervillain) ..............................37, 136
  Brainchild ..................................173, 174
  Brainwashed Masses (type of agent) .. 66
  British Isles ..........................................39
  Brute (VIPER supervillain) .............136
  Bryant, Kelly ........................................10
  Bubba (type of agent) .........................66
  Bully (type of agent) ...........................66
  Business World ....................................43
  Camille, Francis ..................................10
  Campaigning ...............................161-82
  Canada .................................................36
  Capture, doctrine in the event of ......78
  Cateran ...............................................173
  Central America .................................40
  Centralized Nest .................................76
  Cesario, Gen. Arthur (Nest Leader  
  of Hell’s Cellar) .................................92
  Champions ........................................176
  Champions Universe, VIPER in .....171
  China ....................................................38
  Churchward, Marcus ..........................31
  Circle Of The Scarlet Moon ............172
  Citadel, the (the Duchess’s Nest) ......85
  Cliﬀe, Serpent-General Warren .. 35-36
  Cobra College .....................................20
  Combat, agents in .............................165
  Commanders .......................................78
  Commando Hero .............................177
  Communications Specialist  
  Package Deal .....................................60
  Company Man (type of agent) ..........66
  Computer Specialist Package Deal ...61
  Copperhead (VIPER supervillain) ... 136
  Cottonmouth (VIPER  
  supervillain) ................................ 10-13
  Council Of Thirty .........................13, 28
  Cowardly Commander (type of  
  Nest Leader) ......................................69
  Cowardly Liar (type of agent) ...........67
  Crew-Served (Limitation) ...............103
  Crime Evasion Specialist  
  Package Deal .....................................61
  Criminal Division ...............................34
  Crowns Of Krim ...............................172
  Cult Classic (type of Nest Leader) ....70
  Cunning Schemer (type of  
  Nest Leader) ......................................70
  Cyber Hero ........................................179
  Cyclotron (supervillain) ....................10
  D’Coucy, Maj. Gen. Gustave ..............33
  Daily routine ................................. 79-80
  Danini, Roberto (one of the Thirty 
  Founders) ............................................9
  Darius (Nest Leader) ..........................10
  Darkbolt (VIPER supervillain  
  of the 1960s) .....................................10
  Death Adders ......................................11
  Deception and misdirection,  
  tactics for .........................................170
  Defensive equipment .......................114
  Delusion (holotechnology-using  
  VIPER supervillain, assigned to  
  Miami Nest) ..............................92, 136
  Demolitions Specialist Package  
  Deal ....................................................52
  DEMON ......................................12, 172
  Demonﬂame Incident ........................12
  Desert agents .......................................52
  Desert Cat (Saudi superhero) ..... 38-39
  Destronomer (1970s Nest Leader) ...11
  Destroyer, Dr. ......................11, 171, 174
  Destructo-Man (type of agent) .........67
  Detweiler, Frank (Nest Leader) .........12
  DeVries, William ............................. 9-11
  DI Demographics Research, Inc. ......42
  Diamondback (VIPER supervillain) 139
  Disassociated Nests ............................75
  Divisions of VIPER ......................32, 78
  Doomsday weapons .........................113
  Dr. Snake (VIPER supervillain  
  of the 1960s) .....................................10
  Draconis (VIPER supervillain) ......141
  Dragon Branch ......................34, 135-60
  Dragon Jet ..........................................127
  Dragon series battle armors ............115
  Draysha Package Deal ........................62
  Duchess Industries ....................... 40-43
  Eckhardt, Wilhelm Carl ...................174
  Economy, VIPER’s ..............................45
  Egypt ......................................................6
  Eight-Teams ..........................78-79, 169
  Environmental Combat  
  Specialist Package Deal ...................52
  Epoch (VIPER supervillain) ...........136
  Espionage Specialist Package Deal ...57
  Espionage World .................................43
  Essec, Edgar Lancelyn ....................8, 26
  Essec, Lord Hubert Lancelyn ..............7
  Essec, Richard .....................................31
  Essec, Roger ...............................9, 31, 44
  Essec, Roger Jr. ....................................28
  Europe ..................................................39
  Eurostar ........................................14, 172
  Evan-Jones, Sir Robert .........................7
  Falcon Hover-Van ............................126
  Fang (VIPER combat dagger) .........108
  Fantasy Hero .....................................178
  Fatalla (VIPER supervillainess  
  of the 1960s) ............................... 10-11
  Fiacho .................................................174
  Field Commander ..............................78
  Financial Division ..............................33
  Firestarter Package Deal ....................52
  Firewing .............................................173
  Firm, the (Boston Nest) .....................91
  Fix, the (VIPER’s top scientists) ......133
  Fleetwood, Gerald ..............................33
  Flight Command Specialist  
  Package Deal .....................................55
  Fontaine, Monique (Nest Leader  
  of the Warehouse) ............................93
  Force ﬁeld belts .................................115
  Four-Teams .........................................78
  Franchise model for Nests .................82
  Freon (VIPER supervillain) ............143
  Gauntlet (VIPER supervillain) .......136
  Gecko Sportscar ................................120
  Geiskivaro (dragon) .............................6
  General Combat Specialist  
  Package Deal .....................................50
  General Intelligence Specialist  
  Package Deal .....................................57
  General Technical Specialist  
  Package Deal .....................................60
  Goals, organizational ..........................16
  Golden Serpent (artifact) ................ 6-7
  Golden Vipers .....................................84
  Goldstein, Dr. Jacob (VIPER  
  scientist) ..........................................133
  Good guys, VIPER as .......................180
  GRAB .................................................172
  Grave (supervillain) ...........................10
  Gravitar ..............................................171
  Greedy Grabber (type of  
  Nest Leader) ......................................70
  Green Monday ....................................10
  Green VIPER Liberator ...................180
  Greene Hill Lodge And Spa ..............20
  Grenades ............................................109
  Grond .................................................173
  Guy With Big Plans (type of agent) ..67
  Gyeroy Vedun ...................................174
  Halfjack (VIPER supervillain) ........145
  Harmon, James ......................................8
  Hayaikaze (“Swiftwind”; Japanese  
  VIPER supervillain) ................37, 136
  Heavy Weapons .................................105
  Heavy Weapons Specialist  
  Package Deal .....................................53
  Hebijutsu .............................................65
  Heide Mianju (“Black Mask”;  
  a Shanghai Nest Leader) ..................38
  Hell’s Cellar (main New York  
  City Nest) ..........................................92
  Hendricks, Logan ................................41
  Hierarchy ....................................... 24-36
  High Serpents ...............................10, 28
  Hiss (VIPER supervillain) ...............136
  History of VIPER ............................ 6-14
  Holocaust ...................................171, 174
  Hong Kong ..........................................38
  Honor, Wisconsin ...............................20
  Hornet ................................................173
  Hotaru (“Fireﬂy”; yakuza  
  superhuman enforcer) .....................37
  Hunted, VIPER as .............................174
  Huo Xiao (Nest Leader of the Nine 
  Dragon Palace) .................................91
  Ice Station VIPER ...............................86
  India .....................................................38
  Inﬁltration Specialist Package  
  Deal .............................................. 57-58
  Insignia .................................... 35, 68-69
  Institute For Human Advancement ..172
  Intelligence Commander ...................78
  Inter-Nest relations .............................84
  Interface .............................................171
  Internal politics of Nests ....................81
  Internal politics of VIPER .................44
  Introduction ..........................................4
  Iron Lightning (VIPER  
  supervillain) ........................39, 44, 136
  Ishi (“Stone”; yakuza superhuman 
  enforcer) ............................................37
  Istvatha V’han ...................................172
  Jacobi, Paula (Intelligence  
  Commander of the Steel Citadel) ..93
  Jamison, Gen. Barbara ........................39
  Janissary, the (Nest Leader  
  of the Aerie) ......................................89
  Japan .....................................................37
  Jetpack ................................................115
  Jinli (“Goldforce”; a Hong Kong  
  VIPER supervillain) ................38, 136
  Johnson, Daniel .................................174
  Jungle agents .......................................53
  Justice Squadron ...............................174
  Kid (type of agent) .............................67
  Kinkaid, Jennifer .................................41
  Kiyomora, Kamimura (one of the  
  Thirty Founders) ................................9
  Klaus, Dr. Manfred (VIPER  
  scientist) ..........................................134
  Klauss, Prof. Myron ..............................7
  Korea, North ........................................38
  Krait (former VIPER supervillain) ....160
  Laboratori di Unita .............................42
  Lady Blue ...........................................173
  Law enforcement, its knowledge  
  of VIPER ...........................................30
  Lee-Wen, Dr. Park (VIPER  
  scientist) ..........................................134
  Logistics Specialist Package Deal .....58
  Los Angeles Nest .................................91
  
  192 
  Hero System 5th Edition
  Lost VIPERs ......................................180
  Mad Scientist (type of Nest  
  Leader) ..............................................71
  Mark Of Nama ................................9, 28
  Martial Arts styles ........................51, 65
  Martial World ......................................43
  Masquerade .......................................173
  Mathewson, Prof. Julie  
  (VIPER scientist) ...........................134
  Maxwell, Augur ...................................22
  McGivin, Patrick (one of the  
  Thirty Founders) ................................9
  Mechanon ..........................................172
  Media Specialist Package Deal .... 58-59
  Medical Specialist Package Deal .......61
  Melee Combat Operations  
  Specialist Package Deal ...................53
  Melee weapons ..................................108
  Membership (Perk) ............................35
  Mendez, Commandant  
  Rafael Carlos .....................................45
  Menton ...............................................172
  Mercenary/Military/Terrorist World ..43
  Mercy, Francois (leader of the  
  Serpent Mages) .................................64
  Meteorman II (superhero) ................10
  Mexico ..................................................37
  Microman (superhero) ......................10
  Middle East .........................................38
  Minuet (VIPER supervillain) ..........136
  Mirage (supervillainess) ....................92
  Mirrors (former VIPER supervillain) .14
  Moreau, Dr. ............................................7
  Moreau, Dr. Phillippe (VIPER  
  scientist) ..........................................134
  Mortewick, Thomas ............................33
  Mountain agents .................................53
  Mr. Angry At The World  
  (type of agent) ..................................67
  Mystic World .......................................43
  Nama ................................................ 6-14
  Nest Leader Package Deal .................63
  Nest Leaders .................................. 77-78
  Nest Network ......................................75
  Nests (VIPER bases) .............. 34, 72-93
  Nestwork ..............................................75
  Night Operations Specialist  
  Package Deal .....................................53
  Nine Dragon Palace (a Queens Nest) .89
  Non-Combat Inﬂuence, how  
  VIPER uses .....................................175
  North America ....................................36
  North Korea ........................................38
  Nuclear weapons ...............................132
  Nucleon (VIPER supervillain) ........136
  Nunyamo (guise of Nama’s) ................6
  Oath Of Nama ................................9, 44
  Oceania ................................................40
  Oculon (VIPER supervillain) .........148
  Operation Coil ....................................10
  Operation Fever Dream .....................14
  Operation Human Achievement ......18
  Operation Human Destiny ................18
  Operation Human Potential .............17
  Operation Oroborous ........................11
  Operations and projects, current ...16-17
  Orbital Blaster Cannon ....................113
  Outer space ..........................................40
  Package Deals ................................ 50-65
  Personal Weapons Quick- 
  Reference Chart ......................110-111
  Petrie, Commandant Howard .....39, 44
  Petsalnikos, Alexandra (one of  
  the Thirty Founders) ..........................9
  Phalanx Armored Van ......................122
  Philosophy, organizational ................16
  Pistols ...................................................95
  Plague (supervillain) ..........................10
  Poisons ...............................................112
  Political Division ................................32
  Pontormo, Giovanni (Renaissance  
  cult leader) ..........................................7
  Privileges of Nests ..............................83
  Procurement of technology,  
  in VIPER ...........................................97
  Professional, the (type of agent) .......67
  Professor, the (Nest Leader of  
  the Firm) ...........................................91
  Project Ageless ..................................132
  Project Awakening ............................132
  Project Chinese Serpent ....................38
  Project Cold Iron ................................18
  Project Dove ........................................42
  Project Evolution ..............................132
  Project Flamel ...................................132
  Project High Ground .......................132
  Project Mars ........................................18
  Project Mendel ..................................132
  Project Neptune ..................................17
  Project New Venom ............................17
  Project Paragon ...................................16
  Project Red Dragon ..........................133
  Project Scaventer ................................16
  Project Shadow ...................................17
  Project Silent Partner .........................43
  Project Spearhead ...............................17
  Project Spearhead .............................133
  Project Two-Step ..............................133
  Project Unity .......................................17
  Project Viperium ..............................133
  Project Whipsnake ...........................133
  Projects and operations, current ....16-17
  Promotions ..........................................49
  PSI .......................................................173
  Pulp Hero ..........................................178
  Python-class Heavy Tank ................124
  Quasar ................................................174
  Quetzalcoatl Aerial Gunship ...........126
  Ranks, of agents ..................................35
  Recon-Drone Mark VII ...................131
  Recruitment ..................................19, 48
  Red Guard Package Deal ............. 53-54
  Redstone (Vancouver Nest Leader) ..37
  Resources, VIPER’s, Nest  
  access to ....................................... 82-83
  Respectable Businessman  
  (type of Nest Leader) .......................71
  Responsibilities of Nests ....................83
  Revenger (supervillain) .....................10
  Riﬂes .....................................................97
  Ripper (VIPER supervillain) ...........150
  Robots ................................................129
  Russell, Gen, Antoine (Nest  
  Leader in Los Angeles) ....................91
  Russia ...................................................39
  Ruthless Bastard (type of  
  Nest Leader) ......................................71
  Sand Castle ..........................................86
  Sanjiva, Commandant Richard .........39
  Satellite Nest ........................................77
  Scarlet Serpent Package Deal ............56
  Scarlet Shield (superhero) .................10
  Scenarios, VIPER in .........................162
  Science Specialist Package Deal ........62
  Scopes .................................................107
  Scorchers ..............................................60
  Sea Serpent Mini-Sub ......................128
  Sea Snake Citadel ................................11
  Security Commander .........................78
  Seismic Bomb ....................................113
  Sentinels .............................................174
  Serpent Lantern ....................................9
  Serpent Mage Package Deal ........ 63-64
  Serpent Of The Lantern .....................14
  Serpent’s Wheel .....................................7
  Serpent-One ........................................11
  Serpentine Computer Network ....117-20
  Shanghai ..............................................38
  Sharna-Gorak ..................................6, 12
  Sidewinder (VIPER supervillain) ...152
  Sights ..................................................107
  Signal Ghost ......................................173
  Silicon Serpent (Nest Leader of  
  the Steel Citadel) ..............................93
  Slug .....................................................172
  Slumbering Serpents ............................7
  Smoke (former VIPER supervillain) .. 14
  Snake Beer ...........................................74
  Snake Cultist Package Deal ...............64
  Snakebite (Nest Leader of  
  the Swamp) .......................................92
  Sniper Specialist Package Deal .........54
  South America ....................................40
  Southeast Asia .....................................38
  Spitﬁre (VIPER supervillain) ..........136
  Squadrons ...................................... 78-79
  Star Hero ............................................179
  Stealth Matrix Suit ............................117
  Steel Citadel (a San Francisco Nest) ... 93
  Subcultures, VIPER and .....................43
  Superhuman Combat Specialist  
  Package Deal .....................................54
  Supervillains assigned to Nests .........80
  Supreme Nests ............................... 84-86
  Supreme Serpent ...........................13, 24
  Surveillance Specialist Package Deal .. 59
  Swamp, the (Miami Nest) ..................92
  Swords Of Nama ...................................6
  Tactics, for VIPER .............................169
  Takara-Shinja Package Deal ........ 64-65
  Takofanes The Undying Lord ..........172
  Talos, Wayland ..................................173
  Tannhauser, Maj. Gen. Lorelei ...........34
  Technical Division ..............................33
  Technology and equipment .......94-131
  Technology procurement, in VIPER .. 97
  Teleios ................................................172
  Templates, agents ........................183-90
  Terrible Toadie (type of agent) .........68
  Three-Time Loser (type of agent) ....68
  Tornado (VIPER supervillain) ........136
  Training, for agents .............................47
  Tricks, for VIPER in combat ...........168
  Tungarak (VIPER supervillain) ......136
  Twenty Scales ......................................18
  Types of agents ....................................66
  Tyrannon ...........................................172
  Ultimates ............................................173
  Underworld Operations  
  Specialist Package Deal ...................59
  Unholy Order Of The  
  Grand Reptile ................................. 7-8
  United States .......................................36
  Valdorian Age ........................................6
  Vanguard (superhero) .................. 10-11
  Vehicle Combat Specialist  
  Package Deal .....................................54
  Vehicle Maintenance Specialist  
  Package Deal .....................................62
  Vehicles ........................................120-29
  Veltovski, Dr. Irena (VIPER  
  scientist) ..........................................134
  Vengeful Viper (type of Nest Leader) .71
  VIPER, meaning of acronym ..............9
  VIPER Academy ...........................20, 48
  VIPER Academy Self-Improvement  
  Package Deal .....................................50
  VIPER Air-Cycle ...............................125
  VIPER Brawling ..................................51
  VIPER Manifesto ................................10
  VIPER World Headquarters ..............84
  VIPER-Cycle .....................................121
  VIPER-Eurostar War ..........................14
  VIPER-Mech Mark III .....................129
  VIPER-X ..............................................10
  VIPER-X (VIPER supervillain) ......157
  Viperia (VIPER supervillain) ..........154
  Vipers upon the land ............................6
  VIPERs In The Dust .........................182
  VIPERSAT-1 .................................11, 40
  VIPERSAT-3 .......................................40
  VMS-Alpha .......................................160
  Von Drotte, Duchess  
  Henrietta ........................... 9, 29-30, 44
  Vulcaine, Dr. Victor ..............................7
  Warehouse, the (a Vibora Bay Nest) ....93
  Warlord ..............................................172
  Warwick, Dr. Edward .........................41
  Watch Package Deal ...........................56
  Weapons Quick-Reference  
  Chart ........................................110-111
  Whiteﬁre (VIPER supervillain) ......136
  Women in VIPER ...............................80
  Wu, Dr. Yin ........................................172
  Xoruba ...................................................6
  Yamamoto, Akiro ................................32
  ZigZag ................................................174
  
SOURCE: textdata/thevault/Hero System/Hero System - VIPER dojhero206-OEF.pdf