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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)

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

(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)

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