Snake Wars

by Bob Greenwade

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Snake Wars

Certainly the most vicious feud in the Champions Universe is that between Genocide and IMAGE. This adventure absolutely has nothing to do with them.

However, not far behind it is the feud between COIL and VIPER. The Serpent Syndicate, the premier supervillain team within VIPER, includes several deserters from COIL, and is led by Python, one of King Cobra's first mutates. Besides, King Cobra is determined to rule the world, and he can't do that with VIPER in the way. In return, Python and the rest of the Serpent Syndicate are very bitter toward King Cobra for what he's done to them, and would like nothing better than to see him dead.

(Important Note: for those of you who are new to the Champions Universe and its denizens, the VIPER agency which exists here is fictional, and predates the recently-publicized Viper Militia -- or, at least, public knowledge of it -- by several years, having first appeared in 1981 in the first publication of Champions. There is absolutely no connection between the two, other than the coincidence that both are secretive outlaw organizations who wear green a lot.)

This adventure is for 5-9 standard Champions characters with 100 base points, up to 150 points in Disadvantages, and about 50-100 points in Disadvantages. At the end of the adventure there are notes for increasing or decreasing its power level to fit campaigns that do not fit this range. In some cases, this adventure may even be appropriate for a Super Agents campaign, and probably without much in the way of adjustment to the story.

How long this adventure lasts depends on how the GM runs it. Given all the options here, it may take several sessions, or it may last only one. Again, it all depends heavily on the needs of the campaign.

This adventure includes a few surprises and secrets to which players should not be privy. If you are a player and have a character who might be involved in this adventure, stop reading now. If you continue reading, your GM will come over to wherever you are and torture you mercilessly for several days. And I'll help!

The text of this adventure assumes that the GM owns copies of the VIPER Sourcebook, and Champions Presents #2 (where COIL is described in detail). No substitutes are really possible, since the necessary details of agents, equipment, and supervillains (including Ringhals and VIPER Force-2) are in those books. If you don't have these books, you can't run this adventure as is, though you may certainly use plot elements from it if you wish.


Slaughterhouse Prime

This adventure starts at a COIL mobile base. Use the maps on pages 103-104 of Champions Presents #2, but change the cover business to a dry cleaner. The video games along the wall become washing and drying machines, and the others games become other large machines used by a dry cleaner (such as a steam press), but otherwise the layout and other details are identical to what's found in CP2. The COIL agents assigned here total 24, and consist of 1 command, 4 covert, 4 front line, 5 heavy weapons, 6 standard, and 4 support agents; determine the details of the agents as you normally would. The dry cleaner is located in a busy commercial district some distance from the city's downtown area; it may even be in the neighborhood of the PCs' base(!). Its manager is one of the covert agents assigned to the base; the other employees are all unaware that this is a COIL base (and one or may be DNPCs of PCs).

The scene here is an attack against COIL by VIPER. Whether some or all of the PCs are present during the attack, or they find out about it later, is up to the GM and the needs and tone of the campaign. If they hear about it afterward, the story as given below is how it goes down; if they're present, they should be allowed to make whatever interference that they want to and can.

As the attack starts, four Cockatrice Flying Personnel Carriers arrive on the scene, escorted by a half dozen Diamondback Flying Motorcycles, three Quetzalcoatl Flying Serpents, and a Wyvern Flying Warserpent (the latter being operated by a VIPER Commander who is a former Vehicle Specialist, and who is in command of this particular operation). They are easily seen approaching and immediately recognized as VIPER vehicles on a mission, so all civilians in the area run away from where they seem to be going; even some of the dry cleaner's employees realize what's about to happen and take cover. As the Cockatrices set down about 20" away from the front of dry cleaner, the Diamondbacks, Quetzalcoatls, and Wyvern immediately open fire on the building, destroying the front wall and anything else within range.

As the Cockatrices open, their passengers disembark. Two of them were carrying two Five-Teams each, led by an Agent Commander and also consisting of three normal Agents and an Agent Trainee; all have the Regular Agent package. The third consists of two Five-Teams with the same makeup, but with the Air Force Package. The fourth and final Cockatrice carries a pair of Mech-Viper Mk I robots. How these agents are armed is up to the GM, but all weapons should be particularly lethal; Entangle, Flash, and other special attacks (including such Power Advantages as Affects Desolid, one-hex Area Effects, and Variable Special Effects) will not be called for on this mission.

The Regular Agents and disembarked Vehicle Specialists move in, killing anyone they find in the dry cleaner while the Air Force Agents circle around overhead in formation, and the Mech-Vipers stand guard against any approaching superheroes (which means that, if they recognize any Public ID superheroes already on the scene, that's who they attack -- especially any who are Hunted by VIPER). If a DNPC is present but no heroes are, then that DNPC is badly injured and barely saved (probably motivating the PC to go after VIPER to seek redress or worse), but not killed.

It's at this point that the COIL agents come out to defend their base. The equivalent of a Heavy Mission Team, with a standard agent filling in for the command agent, emerges in the lounge and opens fire on the VIPER Five-Team in there. The remaining agents come up through the secret passage in the main part of the laundry (located behind a dryer) approximately in the following order: the front line agents, the heavy weapons agents, the command agent, standard agents, and support agents.

The COIL agents put up a good fight, but they don't really stand a chance. VIPER has them badly outnumbered and outgunned, especially with the Mech-Vipers on hand. The COIL agents in the main room are also entering double file, which makes their side of the fight virtually hopeless. While a few VIPER agents do sustain injuries, and a couple are killed, the COIL forces are wiped out (barring any assistance from PC superheroes).

VIPER then rifles through the entire base and takes what they want, including the weapons and other equipment used by the dead COIL agents, spare weapons and ammo in the arsenal, all data from the computers (including any special information that COIL has on the PCs), and even the dead agents' personal effects. When this is done, the Mech-Vipers move in and completely level the place. Then they all gather together and leave the scene, taking any injured or killed VIPER agents with them.


Getting the Heroes Involved

The most obvious way to get the heroes involved is to have them "happen" to be present when VIPER attacks, or respond to the call for help. There are other ways of doing this, however.

If the PCs have a good relationship with the police or PRIMUS (or are the police or PRIMUS), they may be asked (or ordered) to investigate the scene of the crime. This is one of the ugliest cases of mass murder that the local homicide division has ever seen, with nearly 30 corpses. The PCs may also show up out of a general concern that innocent people were hurt, and of course, one or more of these people may have been DNPCs (either working there, or there as a customer).

In addition to any DNPCs who were involved in this, there is one survivor left behind in the dry cleaner. This is Tyrone Hatfield, a normal-looking African-American Heavy Weapons Agent; his 50% Energy Damage Reduction kept him from getting killed in the assault, and Life Support vs having to breathe enabled him to appear dead when the VIPER agents check. As it is, though, he's barely alive and in no condition to talk. He's talking anyway, but he isn't very coherent. The most anyone can understand is that VIPER was the attacker, and they knew that already.

At this point, it will look like the usual organized crime "hit." The PCs will know what organization is behind the attack, but to pin any part of it on any individual well enough to even name a suspect is beyond anyone's ability. It may appear at this point as though this is just someone's Hunter(s) showing up, or just a bit of background color if none of the PCs were present for the attack. In fact, you may wish to run an unrelated short adventure after this just to distract the PCs.

The PCs may be able to glean one clue that there's more to this situation than meets the eye, however. Hatfield tends to babble a lot. It turns out that he'd had a dream on the previous night that the laundry had been attacked, but thought nothing of it until the attack actually happened, matching his dream almost blow by blow. The PCs won't be able to get this bit of information unless at least one has enough Telepathy to get into Hatfield's memories, or Cryptography and PS: Psychology (to decipher his babblings).

If the PCs wish to pursue the question and have the technology to do so, they may discover that Hatfield is a mutant with latent precognitive powers. These powers were made to manifest whe Madame Blue, who had encountered Hatfield in a previous COIL vs VIPER encounter, used her own mental powers to try to locate one of COIL's current local bases.


Revenge Plan Alpha

King Cobra is, quite naturally, not happy with this turn of events. His hatred for VIPER is severe enough; this is just too much. He sends the COIL Alpha Squad out with instructions to find out exactly who in VIPER is behind the attack, and deal with that person or persons appropriate (which is to say, by execution).

The Alpha Squad's weakness in this situation is that not one of them has experience as an investigator. Rodriguez and Bosanek, the only members who can pass for normal in public, can go to Hatfield (in normal garb) and try to get information from him. If the PCs are involved in guarding Hatfield, then they can get a little excitement as the other four members of the Alpha Squad set up a diversion so Rodriguez and Bosanek can get in, and Rodriguez is able to use his telepathy to learn of Hatfield's dream.

Of course, since there are many more mobile bases in the area than just the one that was attacked, the Alpha Squad is put up at a COIL-owned mansion in the wealthy part of town (use the floorplan for Milford Mansion if you need it). They have the agents, computer system, and other COIL resources here at their disposal, and through these means learn two things about VIPER. One is that VIPER Force-2, after temporarily losing some of its personnel to serious injury in a fight against the Cyberknights (though which members are out of action is uncertain), is now in this city. The other is that scientists at the local VIPER's Nest has developed a new Internet "hacking" program that can enable it to pull virtually any information it wants to from any computer connected to the Internet without that computer so much as logging the connection.

As for the first item, the PCs should be able to learn it via any Streetwise or Contacts related to VIPER, and may even learn it before the Alpha Squad. It also prompts King Cobra (when the fact is reported back to him) to send Ringhals and one Constrictor Commando per PC (rounded up to make an even number) to the scene, though it'll take a couple of days for them to arrive.

As for the second item, well...


Surprise Party

What can happen to the PCs next depends on what kind of computer connections they have as a group. If everyone has a Secret Identity, there is no publicly-known base, and no computer with a permanent Internet connection has information about any of this, just skip this and go on to the next section. Otherwise, about two weeks after the attack on COIL, they find themselves under attack.

If the group's base has a secret location, but VIPER's new program can learn where it is, then this will be VIPER's next target. VIPER's next choice will be the home of a PC with a Secret Identity, if it can learn that information. If it can't find any information on any PCs' Secret Identities, then the program will simply learn what it can about the group's physical weaknesses (which it will do in any event) and organize an attack against the PCs' base. Only as a last resort will it arrange for an attack at the home of a PC with Public Identity. If it has a choice, it will schedule an attack against a PC who is not on VIPER's normal "hit list" over one who is. (The program's list of priorities is: Secret is preferred over Public; a group base is preferred over an individual's home; something that VIPER is not normally after is preferred over something that it is; and someone whose weaknesses can be discovered is preferred over someone whose weaknesses can't.)

VIPER can only learn information that is on computers where it would think to look for that information. It would not typically look at a PC's home computer unless the PC has some connection with the group in his civilian identity, has a Public Identity, or otherwise is known to VIPER as a member or associate of the PC group. Places where it might look include any appropriate government agencies (especially the BATF, the CIA, the FBI, PRIMUS, and the Secret Service, as well as the main offices of the Departments of Defense and Justice and any local, state, and Federal law enforcement agencies the PCs have worked with), any corporations which the PCs have worked with closely (especially if the team is a corporate-sponsored team), and any scientific labs which the PCs have consulted with (on the logic that those labs may have done some research on the PCs themselves).

The attack force will consist of two Five-Teams and two Vehicle Specialists per PC (though one of the Vehicle Specialists will be a Cockatrice operator, and will leave as soon as the Five-Teams have disembarked). The Five-Teams will be carefully chosen from among the appropriate types, and will be specifically armed to do their best harm against the PC to which they've been assigned; for example, an aquatic hero with a weakness to heat- and fire-based attacks would probably be faced with two Five-Teams of Aquatic Agents, all armed with lasers and fire grenade launchers. The only special qualifier is that no weapon which requires a two-man firing team will be used here; any vehicle, even the Super Viper Power Suit, may be used. If the attack force as described seems a little weak, VIPER may add one more Vehicle Specialist per PC, or add to the attack force some supervillains such as Blindside, Brick, Damage, Gravity, Hammerhead, or anyone else who seems appropriate (especially if the villain has powers to which one or more PCs would be vulnerable). The same VIPER Commander who led the raid against the COIL mobile base is in command of this one.

The actual purpose for the attack is to cause fear among the PCs. The Nest Leader doesn't really care very much whether VIPER wins or loses this particular battle; he only wants to shake the PCs up emotionally. The message is that VIPER now knows the PCs' secrets. They have access to everything COIL knew about them (if indeed COIL knew anything at all), plus whatever this program could work out from its covert searches on the Internet. Once this message is made clear, the agents are instructed to press any advantage they have, but to make their best possible escape should the battle turn against them. For this reason, the fight may be exceptionally short.

You may want to give the PCs several of these encounters, just to make the worry grow over time. First give some of them solo encounters, then have it all cumulate at their secret gathering place or some other location where they meet frequently. Don't give them any clues other than that VIPER suddenly knows an awful lot about them. This should make them worried enough to want to do something about it.


Degrees of Culpability

In the meantime, VIPER has started with COIL the four-color equivalent of gang warfare, and Ringhals is more than happy to pursue it. On hearing of VIPER's attack against the heroes, she decides to use this against the rival organization. Of course, she can't just approach the PCs' leader and tell him, "We have a common enemy, so let's work together." (Even if she can, she doesn't have that kind of temperament.) That devious little mind of hers soon hatches a plot to maneuver the PCs to where they can seriously hurt VIPER -- and, hopefully, be hurt by them in the process.

Her plan is rather brazen, but should be effective. With her four Constrictor Commandos in tow, she'll rob some business not far from the PCs' base (or some other location they're known to frequent). She'll be as careful as she can to time this robbery so the PCs are around when it happens. A bank or a jewelry store would be ideal (to keep it from looking too suspicious), but a convenience store, fast food restaurant, or just about anything else will do in a pinch.

Of course, the PCs will try to intervene, and Ringhals and her Commandos will make their escape. The Commandos have pre-set orders that as soon as superheroes show up they do a "Shock Wave," and then "Play Football" so Ringhals can get away. (Naturally, the Commandos' equipment choices are tailored toward this end.) Just in case the opposition overwhelms them, the Alpha Squad is hidden in a nearby van to ambush the heroes from behind. Ringhals will try to escape as soon as the PCs show up, whether she's gotten any valuables or not (since the valuables aren't the point of this job). Once Ringhals is gone, the general order is to "Protect the Babes."

After the fight, one of the PCs should be "allowed" to notice a slip of paper that Ringhals has "accidentally" dropped. This is a handwritten note (in Ringhals' own hand) with the word, "Leader," followed an address, possibly some special instructions, and a date two days after this robbery with the underlined notation "7pm." Omitted from the note, of course, is any mention of booby traps, guards, or other elements of danger.

Note: don't give the PCs any Deduction Rolls or any hints to tell them that this is a trap. Anyone with a KS which covers either COIL or VIPER should know that the two organizations are bitter enemies, and anyone familiar with Ringhals individually may see that not only is this kind of robbery not her style, but it's also unlike her to just try to make an escape from superheroes without at least trying to hurt a couple of them very badly. Other than that, though, if the players can't figure out that it's a trap, or if they can figure that out but can't tell what it is, then let them stay as much in the dark as they are. On the other hand, if the players can work out that Ringhals staged that whole robbery just to direct them to VIPER and probably gave them incomplete information, then let them prepare accordingly.

The only problem will arise if the players figure out that Ringhals' actions are part of a trap, but think that COIL is behind it altogether and refuse to bite. They can be strung along a little further from the proper Contacts; street informants, PRIMUS, police, or other sources may make mention of VIPER activity at the address in question, or at least in the neighborhood surrounding it. (Some of that "activity" may be the emergence of the VIPER force that attacked the COIL mobile base; this would give the players an extra clue about what Ringhals is up to.) You may also bring back Tyrone Hatfield, who is suddenly just coherent enough to talk about his latest dream of the future -- the PCs entering a VIPER base while Ringhals and COIL agents look on and give covert aid.

There's one other point that may come up as the PCs check with their Contacts: rumor has it that VIPER has some kind of new Artificial Intelligence program that can gather information like nothing known before now. PRIMUS and UNTIL would very much like to get their hands on this program, but it's more important that it be taken out of the hands of VIPER. Any street Contacts or Contacts within VIPER will be able to tell the PCs that the computer has been nicknamed Slasher (a pun on the phrase "hack and slash") by the local agents.


Raid on VIPER

Exactly what the address on the note leads the PCs to depends on the nature and history of the local VIPER's Nest, and how the GM wants to play out the scenario.

During a previous encounter between COIL and VIPER, Ringhals discovered (quite by accident) the location of the current Nest Leader's home. The details of this depends quite heavily on the Nest Leader's identity; if the Nest Leader lives in the Nest, then that's the location that Ringhals knows. She also learned a few details about the home, such as secret passages, utility wirings, and agent contingents. Similarly, the Nest Leader's identity will affect Ringhals' reason for not using the information before now; she may have been waiting for the right moment to use this information against VIPER, or the person may have been something other than Nest Leader at that time. Whatever the case, she's now intent on putting this information to use.

If the Nest is a particularly large and influential one, then probably you shouldn't use the Nest Leader himself, but one of his lieutenants -- albeit a significant one (after all, this should end in some kind of significant victory). That's up to your own discretion, though; use who you think fits your game.

If you already have your own floorplan for the Nest Leader's abode, use that. (In other words, if you have any ideas that you think are better than mine, you're probably right -- use them!) Just remember that if there are any secret passages one has to follow to get to VIPER's location, instructions for following them will be in Ringhals' note. If the Nest Leader has his own house separate from the Nest proper, use the Milford Mansion layout in the Champions rulebook (pages C49-C51 in the Fourth Edition rules). If the Leader lives at the Nest, use the VIPER's Nest floorplan in the VIPER sourcebook (pages 183-187); for a "cover" business, transform the Burbank restaurant (on pages 162-163 of VIPER) into Rossi's, an Italian restaurant, with secret passages to the nest in rooms 6 (the fusebox and phoneline room) and 7 (the security room, and the location of the secret passage whose instructions are in Ringhals' note -- though she doesn't mention the Five-Team of three Covert and two Mystery agents which inhabit the room). You could, if you wish, put the Nest under the house and have a really involved attack.

Of course, the PCs may or may not have an inkling as to what they're getting themselves into. Ringhals put the "7 pm" time down and underlined it so she could know when the PCs were going to show up, and be around to watch at least part of the fireworks (depending on the specific layout of the location), and she'll be there with her Commandos and the Alpha Squad to sabotage what they can of VIPER's efforts to repel the invaders. (She has no particular love for the PCs, of course, but VIPER is the real enemy right now. She can always take care of the PCs later -- or, if she's lucky, they and VIPER will wipe each other out.) She'll also have contacted a nearby mobile base and had the four COIL agent squads living there join her force.

Yes, the mission may seem a tad too easy for a while. However, if any of the PCs are Hunted by COIL, Ringhals will instruct the Alpha Squad to take advantage of the chaos and the element of surprise to nab the PC in question. They will attempt to first separate that PC from the rest of the group, and then ambush him when he can't yell for help.

The GM should man and arm the home or Nest appropriately. If this is the actual VIPER's Nest, then the contingent should consist of at least all the agents involved in the preceding two attacks, plus three more Five-Team per two PCs. If it's the Nest Leader's separate home, then it's probably guarded by ten Covert Agents (not divided into Five- Teams) dressed as regular security guards and walking the perimeter, six Mystery Agents wandering the grounds, two Five-Teams of Air Force Agents ready to launch on a moment's notice, and four regular Five-Teams within the house. In either case, those members of VF-2 who are not nursing serious injury (Armstrong, Black Lion, Cannon, and Madame Blue are recommended) are present as well, but not expecting any trouble; they're here on vacation, more or less.

On the other hand, the PCs may call in any allies as needed, including the police, PRIMUS, UNTIL, superheroic allies, or whoever will take them seriously. ("It's not that I don't believe you, but do you really expect me to mobilize a force based on a handwritten note?") If they really feel underpowered but are at a loss as to whom to call on, suggest that they contact Protectors Inc., World Security Services, or some other private outfit (depending on who you, as GM, have available) and hire some backup.

How this goes down will probably depend on the specifics of the layout and the PCs' actions, but given Ringhals' covert assistance the PCs should succeed. The Nest Leader and VF-2 will put up a token fight (and VF-2 will use what they can remember and bring up of the PCs' physical and psychological weaknesses against them), but given that the Nest's location is now compromised, they'll probably abandon it.

When the dust settles, Ringhals leads her force to attack the PCs. (By the same token, if the PCs are captured, Ringhals attacks VIPER, inadvertently freeing the PCs and thereby saving the day.) This is a surprise attack; the PCs (or VIPER) should not get an initial Phase 12 action to defend themselves. The force being attacked is tired and weakened, and is at a theoretical disadvantage.


Plot Complications

Just as the list of possible outcomes gets complicated at this point, so do many of the possibilities themselves. There are a couple of things that the GM should keep in mind at this point, however.

One factor is Slasher; after all, even though the AID has stayed mostly in the background, it is the centerpiece of the adventure. The computer may be accidentally destroyed in the fight, but the PCs should try to confirm this. Exactly what they do about Slasher is up to them, but if PRIMUS or UNTIL is with them and Slasher hasn't been accidentally destroyed, they'll disconnect and confiscate the computer. The software developers who wrote Slasher's program didn't make a backup other than the tapes kept in the fireproof safe next to Slasher's CPU, and VIPER computers always have guards nearby ready to execute high-speed "Delete and Overwrite" commands on secure files, so this will be once again out of VIPER's hands -- at least, for now.

Also, the Nest Leader's escape is by no means imperative to the scenario, especially if this is actually only a lieutenant that the PCs are dealing with here. If they're clever enough and/or powerful enough to prevent the escape of the Nest Leader, let them succeed, and end up looking all the more heroic for it.

The final point is that, if it looks like COIL is about to defeat (and thus kill) the PCs, the proverbial cavalry should show up. This force will probably be PRIMUS, who is interested in arresting any Constrictor Commandos or Alpha Squad members it can get its hands on. (UNTIL will be the cavalry only if the PCs contact them and not PRIMUS, though the two may work together in a cooperative effort.) If the PCs don't end up needing a rescuer, PRIMUS, UNTIL, and local police should still show up when the fighting is over to transport prisoners to the appropriate holding facilities.

Other than that, let the outcome of this encounter be based on the PCs' actions. If both they and COIL are captured, for example, the PCs' leader may wish to strike a deal with Ringhals and/or Sarge [that is, Rodriguez] to cooperate in escaping; this could make a very interesting story development, so let it happen. Only send in PRIMUS if the PCs' situation becomes hopeless, and even then try to play it as an opportunity for them to make their move, not a simple bailout from the GM.


Aftermath

How much of the information VIPER got on the PCs that it retains should be based on logic (superhero world logic, anyway). Essentially, since the only physical copies of this information was either stored in Slasher or on hard copy elsewhere in the base, they'll have whatever the Nest Leader and anyone else who escaped can store in their heads. (Since VF-2 was here to relax and have a vacation, they weren't really paying attention to all this stuff, so they won't remember much if anything.) If they discovered someone's Secret Identity, for example, or any big physical weaknesses, this will probably be retained.

On the other hand, information that was not specifically used against the characters in the course of the scenario will probably be forgotten in relatively short order. Also, if the Nest Leader was captured and discredited, then the information gathered by Slasher will probably not be taken seriously; the Secret Identities and physical weaknesses will be double-checked in the PCs' next VIPER adventure, but the rest will probably be ignored. How the PCs deal with VIPER having this information is up to them.

Ringhals, her Constrictor Commandos, and the Alpha Squad may have been captured, or they may escape. In either event, the mission -- to strike back at VIPER for their slaughter of a COIL base -- has been successful. Since VIPER's source of information has been crippled and it's too weakened (at present) to retaliate in any case, Ringhals isn't concerned about the possibility of such a counterattack, so unless she or some of the two elite forces are captured, she'll just send everyone home. If elite soldiers are captured, she'll stage a rescue, preferably while the prisoners are being initially transported. If she's captured, Sarge will lead such a rescue; if both she and Sarge are captured, any rescues will happen later, probably led by Naga and/or Boa Constrictor.


Power Level Adjustments

As with any adventure, this will be too powerful for some groups, and not powerful enough for others. Here some ideas for adjusting it to your own game.

Increasing Power

If the PC group is clearly too powerful for this adventure as it's written, you should increase the opposing forces. On VIPER's side, double the number of Five-Teams involved in most attacks, and bring in some supervillains. If that's too much, you can just use Six-Teams (as described on page 75 of the VIPER sourcebook). Use extra Mech-Vipers when they seem appropriate, and especially when one (or more) of their attacks fits a PC's weaknesses. VF-2 might take a more active role in the goings-on than just fighting back when the Nest is attacked, such as participating in the surprise ambush on the PCs' base; they may also be at a larger force than what's given here -- or even at full force. For that matter, the could be replaced with VF-1 or even the Serpentine Circle (especially if the campaign city is outside the Circle's usual purview; after all, they're on vacation).

As for COIL, you may bring in up to twice the number of Constrictor Commandos, up to half the total force (sixteen); King Cobra will not be willing to part with too many of his elite force. You may also add Boa Constrictor, Frill, Alligator, and Water Moccasin (in that order) to make COIL's combat forces more balanced, though Ringhals will still be in charge of the force. The Alpha Squad may have one, two, or even three extra squads of COIL agents with their commanders answering to Sarge.

Decreasing Power

If the PCs would be overwhelmed by this adventure as it's written, well, one thing you can do is just wait until they have enough experience to be ready. This isn't absolutely necessary, though. If you feel that the group is ready for this adventure in terms of story considerations, there are ways to adjust the power.

For one thing, you can always reduce the size of the attacking forces. The initial attack on the COIL mobile base will probably be about the same as written (since you want VIPER to win that round anyway), but the other forces can be reduced down to half of what's written (one Vehicle Specialist and one Five-Team per PC), and the Mech-Vipers and VF-2 can be left out altogether. You can also restrict the amount of information VIPER is able to learn about the PCs a little more than you normally would. It's a little less vital to come down to the PCs' power level on COIL's side of things; Ringhals can arrive without any Constrictor Commandos, and the agent support at the raid on the VIPER's nest can be cut in half or omitted altogether. However, it's probably a good thing in both of COIL's appearances in this scenario if their forces are somewhat more powerful than the PCs (since they should escape in the first encounter and are there to help the PCs in the second), so don't concern yourself overmuch with it. Just make sure that the COIL forces don't ridiculously overwhelm the PCs.


Colonel Fear: the Nest Leader

Leo Frederic Speer was once a leader of the radical right-wing anti-Federal government militia/terrorist group known as Fear Force. That is, he had his position as Colonel within that militia until its camp was raided by a combined force of BATF, FBI, and Secret Service agents. While most of Fear Force was arrested and the organization as a whole obliterated, Speer managed to escape.

On the run, Speer was sought out and discovered by VIPER recruiters. He was brought in first as an Agent Commander, but soon was put in charge of a VIPER training camp in rural Oregon. More recently he's been put in charge of the local VIPER's nest, and he's been handling it quite well. Because of his history with Fear Force as well as the fear he inspires in those among his men who cross him, he was nicknamed Colonel Fear.

Part Ruthless Bastard and part Cult Classic (with a little Vengeful Viper thrown in), Colonel Fear runs his nest by rewarding good performance lavishly, and treating stupidity and insubordination harshly. He does recognize that not all efforts are successful, and readily commends subordinates for a good but unsuccessful effort. Unlike most Ruthless Bastards and Cult Classics, though, the welfare of those beneath him truly does matter; he does what he can to keep morale high, and doles out his severe punishments only for blatant violations. After all, a happy soldier is a loyal soldier. He preaches to his men that government is their enemy, VIPER is their friend, and that he will protect them.

Colonel Fear's nest is a medium-sized Nest. He tends to avoid the more mystical and experimental aspects of VIPER's resources (such as Psionics Specialists and some of the more exotic weapons), but uses anything else he can get his hands on. He has several "outposts" that are a part of his Nest, each organized differently (according to the needs of the outpost) and serving a different function. The Nest is efficiently run and financially prosperous, operating in assassination, blackmail, electronic theft, extortion, fencing of stolen property, gambling casinos, and weapons-running (including selling some of VIPER's less- advanced weapons to street gangs).

Blackmail and extortion have been used in the past to exact cooperation from District Attorneys and judges. Colonel Fear refuses to get involved in "socially destructive" vice crimes such as drugs, pornography, and prostitution.

For Colonel Fear's statistics, start with a regular VIPER Commander with a VR-05 "Pin" Heavy Laser Carbine, Breakfall, and the Commando Training martial arts package. Then raise his BODY to 13, his INT to 18, and his EGO to 14, and give him a Diamondback Flying Motorcycle, along with appropriate Transport and Weapon Familiarities to work all this stuff. To his Skills, add Climbing, Interrogation, KS: Military Procedure, KS: Military World, Oratory, Paramedic, PS: Martial Arts Instructor, PS: Soldier (INT-Based), Survival, and Weaponsmith (for slug-throwers), and give him a Bowie knife (1d6 HKA, AP, Blade Weapon [-1/4 -- see page 82 of Dark Champions], OAF) for good measure. In addition to the published Disadvantages, he's Hunted by Federal Law Enforcement, has the Style Disadvantage Distinctive Feature from his Commando Training, has a Reputation for being Ruthless (8-, extreme), and has Hates the Federal Government (common, strong) and Ruthless (common, strong) as Psychological Limitations.

Note: in my own campaign, Colonel Fear's Nest is located in Salem, Oregon, and the training camp he once ran is still under his command (being run under cover of Weekend Warriors, a militia camp that caters more to hobbyists and paintball fanatics than to political extremists and other radicals). He is also one of four people vying for the Nest Lieutenant's position in Portland, the Nest of which is officially controlled by the Sinister Samurai, and is the one most likely to win it (the other three candidates being Heinous, the Serpent, and Dr. Victor Tennison).

In case you want one, there is also more detailed write-up of Colonel Fear located elsewhere on this website.

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This adventure is © 1996-2000 by Bob Greenwade. E-mail me if you have any comments or questions.