Billy Thomas, aka The Cheetah (Mega-Super Version)

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The Cheetah
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Joined: Tue Jun 28, 2022 7:35 pm

Billy Thomas, aka The Cheetah (Mega-Super Version)

Post by The Cheetah »

Hero's Journey Training roll 1d20: [18] = 18
There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.

Standard Starting Credits: 1000 ( Universal Credits roll 4d4: [2, 3, 1, 4] = 10 x 100)
Standard Starting Value of Miscellaneous Goods: 3000 ( Common Goods Value roll 2d4: [3, 3] = 6 x 500

Body Armor Hero's Journey From Being Rich roll 1d20: [20] = 20
You may choose any one of the results on this table. Chose the result that lets you substitute whatever body armor you want for your normal starting one and took the T-13 Field Mechanic Light EBA.

Body Armor Hero's Journey From Being Rich roll 1d20: [12] = 12
If your suit is not Environmental Body Armor, this result provides that benefit. If it is EBA, this result provides significant environmental system improvements granting a total of +6 to resist Cold, Heat and Radiation while wearing this suit.

Billy Thomas, aka The Cheetah

Rank: Novice 1
Advances Left:
Race: Human (Nominally. No Racial Benefit)
Iconic Framework: Mega-Super
Attributes:
  • Agility d8
  • Smarts d6
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 360; Parry: 7; Toughness: 13 (6) [As The Cheetah 16 (8)] ; Strain: 0


Skills:
  • Academics*
  • Athletics d6
  • Battle*
  • Common Knowledge d4*
  • Electronics*
  • Fighting d10
  • Focus d10
  • Gambling*
  • Hacking d6*
  • Healing*
  • Intimidation d4
  • Language: American (Native) d8
  • Notice d6*
  • Occult*
  • Performance
  • Persuasion d4*
  • Repair*
  • Research*
  • Science*
  • Shooting d6
  • Stealth d6
  • Survival*
  • Taunt d6*
*Benefits from Genius Power (Free Reroll and no -2 penalty for unskilled use)

Hindrances
  • Hindrances
    • Driven (Minor): To discover if he's in his own world's future or not, and if he is, whatever happened to his teammates.
    • Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
    • Heroic (Major): The character always helps those in need.*
    • Quirk: Flippant (Minor): The flip side of Grim. The hero, perhaps as a coping mechanism, regularly makes jokes, wisecracks, references and humorous observations.
    • Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)*
    • Secret Identity (Major): Only close friends are aware of both his "civilian" identity and his super alter ego.
    • Vulnerability - Rifts (Minor): Distracted whenever within 12" (24 yards). (Super Powers Companion, page 9)*
    * Obligatory Mega-Hero Iconic Framework Hinderance


    Edges and Iconic Abilities
    • Elan: +2 when spending a Benny to reroll a Trait roll.
    • Quick: The hero may discard and redraw Action Cards of 5 or lower. (Super Edge)
    • Rich: Begin with 15,000 credits, gets 2 rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables.
    Mega-Super Iconic Framework
    • Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
    • Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
    • Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
    • Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
    • No Race: Supers do not choose a Race.
    • Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
    • Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
    • With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.

    Powers
    • Accelerated Capability Rate - Additional Actions [Concentration (+2), Fast Action (+2)] (Cost 14) Reduces Multi-Action penalties by 4. May concentrate on 2 actions in a turn for +1 or 1 action in a turn for +2. May perform longer tasks more quickly. (Super Powers Companion, page 49)
    • Enhanced Reaction Speed - Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Quickness). (Super Powers Companion, page 85)
    • High Velocity Strikes - Melee Attack (Cost 4) Increase the damage of the hero’s melee attacks 2d6. (Super Powers Companion, page 73)
    • Increased Cognitive Tempo - Genius [Fast Learner (+1), Limitation: Does Not Apply To Resistance Rolls (-1)] (Cost 2) The character gets a free reroll on Smarts and Smarts-based skills. The hero ignores the -2 penalty when making unskilled, Smarts-based rolls. (Super Powers Companion, page 64)
    • Innate Instinctive Talent - Super Skill (Focus) 2 (Cost 2) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
    • Rapid Recuperation - Regeneration (Cost 5) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour. (Super Powers Companion, page 81)
    • Speed (Cost 11) Pace is increased to 360 (240 mph) and -4 Attack Penalty from any melee or ranged attacks against hero as long as he’s able to move relatively freely (not Bound, Entangled, or in a confined space). This stacks with any other attack penalties from powers or Edges except flight, to a maximum of -10. (Super Powers Companion, page 84)
    • Super Swift Combat Reflexes - Super Skill (Fighting) 1 (Cost 1) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
    • Super Swift Defensive Reflexes - Dodge 4 (Cost 4) Ranged attacks at the hero subtract 1 per level. (Super Powers Companion, page 57)
    Gear

    Standard Adventurer Gear Package
    NG-S2 Survival Pack (20 lb)
    Image
    • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
      • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
      • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
      • Fire starter kit with pocket lighter and flint sparker.
      • First aid kit with three uses (each refill costs 100 credits).
      • Flashlight and radio (five-mile range), crank and solar powered.
      • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
      • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
      • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
      • Survival Knife
      • Wooden Cross
      • Mallet and wooden stakes
      • 1 set extra clothes
    T-13 Field Mechanic Light EBA
    • • Armor: +6 Toughness: +2
      • Weight: 18 lbs (Min Str: d4)
      • Notes: Infravision, mechanic suite grants +2 to Repair rolls-Heavy Improvised Weapon. Improved environmental systems grant a total of +6 to resist Cold, Heat and Radiation.
      • Rarity: -2; Cost: 75,000
    Wilk’s 320 Laser Pistol
    Image
    • • Range: 15/30/60
      • Dmg: 3d6, AP: 3
      • ROF: 1
      • Shots: 20
      • Weight: 4 lbs. (Min Str: d4)
      • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
      • Rarity: +1 Cost: 11,000
    Two E-clips or magazines for each weapon

    Multi-Optics Scope: An advanced scope with thermal, infrared and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1lb, 3000 credits).

    Wrist Claws Str+d6, AP: 2, Min Str d6, Weight 3, Cost $400
    -Stun Modification: After resolving damage, a target hit by a stun weapon must make a Vigor roll (at −2 with a raise on the attack) or be Stunned.

    Armored Cloak (Cheetah Suit)
    • • Armor: +2 Toughness: +1
      • Weight: 5 lbs (Min Str: d4)
      • Notes: Stacks with other non-MDC armor, increases the Strength Minimum required to wear the base armor by one die type, to a minimum of d6.
      • Rarity: +0; Cost: 6,000

    Grapnel and Launcher: A grapnel and high tensile strength cord (110', 2000lb, Hardness 12) attached to a pressurized launcher and reel. The grapnel can be fired at a target up to 18" distant using Shooting, and with a success has securely hooked its target. By activating the reel as a free action the user is pulled in to the target - gaining +2 to Athletics (climbing), +4 with a raise - or if lighter than himself and unsecured, pulls the target to him. If fired at an unwilling target, they make an an opposed Agility check against the Shooting roll. If they fail they become Entangled by the grapnel, or Bound with a raise (5lb, 2500 credits).

    Lock Pick Release Gun: This automatic system handles just about any form of purely mechanical lock, providing a +4 to any Thievery (lockpicking) skill check with such locks (2lb, 1800 credits)

    2 sets of MDC Handcuffs: Designed for military use, they are of bulky, rugged construction and can easily secure targets up to Size 3 without issue; 20 Hardness (3lb, 750 credits)

    Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 credits)

    Infrared Distancing Binoculars: High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations (2lb, 1200 credits)

    Hand Held Computer (1lbs, 250 credits): Billy's iPhone. Unfortunately T-Mobile is no longer in business but it still has apps that work offline, downloaded books, songs and movies, pictures, videos and old texts and emails. Just a little taste of home. [From SWADE page 68]

    Signature Item
    Air Cheetah's

    This footwear was created for Billy by his friend and teammate Mor, who might have been one of the greatest gadgeteers in the world. Based on his gravity wave technology, these shoes enhance a person's ability to maneuver by modulating the pull of gravity on them in a manner that would make it easier for them to travel over rough terrain, climb, and leap. It can even significantly amplify the distance a wearer is able to leap forward or upward if he needs them to do so, but that application requires a higher use of power that could deplete the shoes' energy capacitors if done too often.

    Base Item
    Rocket Boots: These boots have pressurized charges built into them. With an action and a successful Athletics check at −2, the wearer can Jump +4” horizontal and +2” vertical. However, with a failure the user must check Vigor or gain a level of Bumps & Bruises. With a Critical Failure the user suffers a Wound and moves 2d6”, rolling for Deviation (see Savage Worlds). Can make 20 jumps per E-clip. May be added to a suit of armor for 2000 credits (8 lb, 30,000 credits, 2000 credits for armor integration, total cost 32,000 credits)
    Super Science Upgrades
    Major: Free Runner - 25,000 credits
    Major: Modulated Gravity Assistance* - 25,000 credits
    Minor: +1 to Athletics - 5,000 credits
    Minor: +1 to Athletics - 5,000 credits

    *Modulated Gravity Assistance is basically a reskinned and modified version of Acrobat. Instead of giving you a free reroll on Athletics for things that involve balance, tumbling or grappling, it does so for climbing, jumping and swinging.

    Rimdall's Hammer (Patron Item)
    Image
    A seemingly ordinary looking smith's hammer with an ornate handle inlay.
    Unique Enchanted Item
    Damage: Str+2d6+2, AP 0, Mega Damage
    Magic Features
    • Breaker's Delight: +2 damage to break objects and the damage rolled may ace and a raise on the attack roll adds damage, as normal, contrary to the normal rules for breaking objects.
    • Hammer Strikes to Destruction: The hammer excels at destroying inanimate objects. By taking no other actions (including movement), the wielder may bypass and ignore the Armor of inanimate objects and vehicles (not people or the armor they wear) when making a Fighting attack against such an object.
    • Master Smith's Restoration: Due to its magical ability to create minor tools and fashion parts, the hammer acts as a field repair kit (TLPG p. 89).
    • In Search of a Nail: The hammer urges its wielder to look for solutions that it can solve - and thus the character is ever looking to fixing or breaking things as a solution. This counts as a Quirk Hindrance.

    NG LPO Elite Load-Bearing Chest Rig (Patron Item)
    Image
    Features:
    • 12 attachment points
    • Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
    • No Minimum Strength Requirement (3 lbs.)
    • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
    Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

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    2150 credits

    Advances

    Hero’s Journey
    • Education 18 - Elan
    Advances
    • Initial Advances: (Bonus from Hindrances): Raise Vigor 1d, Raise Spirit 1d
    • Edge(s) granted by Super Powers: Quickness
    • Edges(s) from Hero’s Journey Rolls: Elan
    • Novice 1 Advance (PbP): Rich
    • Novice 2 Advance:
    • Novice 3 Advance:
    • Seasoned 1 Advance:
    • Seasoned 2 Advance:
    • Seasoned 3 Advance:
    • Seasoned 4 Advance:
    • Veteran 1 Advance:
    • Veteran 2 Advance:
    • Veteran 3 Advance:
    • Veteran 4 Advance:
    • Heroic 1 Advance:
    • Heroic 2 Advance:
    • Heroic 3 Advance:
    • Heroic 4 Advance:
    • Legendary 1 Advance:
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:


    Background

    It's hard for Billy to believe it's only been around ten years since he first got his powers. So much had happened since that fateful day. Becoming the superhero The Cheetah in response to the emergence of metahuman villains. Joining the Wrecking Crew, a motley team of vigilantes dedicated to protecting New York City and its citizens from criminals, supervillains and whatever else arose to threaten it. Catching the superhuman serial killer Razor. Clashing repeatedly with the metahuman Sinister Syndicate until finally managing to take them down. The years long shadow war with the Mutant Control Board that finally culminated in their being discredited in the public's eyes and subsequent dissolution by the government.

    But the biggest thing that Billy had ever been involved in was helping repel the Intruder Invasion, a world spanning conflict against invaders from an alien reality that eventually saw almost every superhuman joining the fray. It was the final battle in Central Park that changed the course of Billy's life forever and caused him to lose almost everything he knew. Working together the gathering of heroes and United States army managed to repel the invaders back up the last Nightmare Bridge connecting Earth to the invader's realm. Now the only thing left was for someone to plant the Quantum Flux bomb invented by Billy's brilliant Wrecking Crew teammate Mor at the exact center of the Bridge. Once it detonated it would not only destroy it but cause such a huge disruption in the interdimensional gulf between the two realms that further incursions would be impossible for centuries.

    As the fastest hero on the scene, The Cheetah was the only one who stood a chance of planting the bomb and returning to Earth before it went off. Now that the intruders knew about the bombs from the destruction of their two other bridges setting the timer longer than absolutely necessary risked them finding and disarming it. Billy volunteered without hesitation and rushed up the bridge to plant the bomb. Unfortunately, on his way back he was delayed for a few seconds by an injured straggler from the Intruder army who couldn't keep up with their' retreat. Billy managed to easily defeat him and continue on his way. But those crucial seconds were enough to cause him to only almost make it back to Earth. The bomb detonated while he was in sight of the gateway back, sending him plunging through the interdimensional void for an unknown amount of time.

    When Billy woke, he found himself in Central Park but one quite different than the one he left. It was now a lush forest where strange white roses grew. He was then immediately greeted by the caretakers of the place, an order of mystics calling themselves the Knights of the White Rose. After a long conversation where Billy recounted what happened to him, his hosts hypothesized the Quantum Flux explosion must have propelled him forward and possibly sideways in time. The Knights informed him that it's been several centuries since his time, and that there are no tales chronicling the war he described, though it is possible such knowledge was lost in the long years after the coming of the rifts.

    Against the Knights' better judgement, they agreed to help Billy find his team's headquarters, or whatever remained of it, when he asked. Finding it would be definite proof he's in the future of his own Earth and not another. But after managing to locate the site where it might have been, the results were inconclusive. Nothing but a deep sinkhole was discovered, leaving Billy unable to determine whether Jimmy's once stood there or if the gym never existed on this world. All the hero had gotten for his efforts was the opportunity to work out his frustrations by kicking the ass of a bunch of Leopard Men who thought his costume was meant to mock them and the discovery that his time in the void left him with a new and irritating power, the ability to sense the proximity of Rifts by the strong vibrating sensation caused by their harmonic signature resonating with the lingering trace amounts of interdimensional energy absorbed by his body during his time between worlds.

    Being the benevolent sort, the Knights transported Billy from their Garden to a settlement where he could get his bearings and get a fresh start (Castle Refuge if the Tomorrow Legion has already been founded, Kingdale if it had not). In time Billy was able to earn enough money to obtain gear that would be useful in surviving the new age he found himself in. But old habits died hard. In this changed world there was plenty of evil that called out for heroes to oppose, innocents who called out for someone to save them. And Billy found that he could not help but answer that call. And so after a brief respite he took up the mantle of The Cheetah again in this strange new world.

    In the spare time between his day job (Tomorrow Legion team member if it exists) and his exploits as The Cheetah, Billy still looks for clues whether or not Rifts Earth was once his home. He's not sure which answer he'd prefer more. If it isn't his Earth, then there just might be a chance he could return home through a Rift somewhere. On the other hand, if it is, at least he'd have some closure and be able to move on. Heck, he might even have a friend. After all, if anyone could survive the end of the world and still be alive and kicking today, Vendetta could. But till Billy discovers the truth of where he is, all he could do is make the most out of life and save whoever he can.
Last edited by The Cheetah on Mon Jun 12, 2023 2:05 pm, edited 2 times in total.
Billy Thomas, aka The Cheetah

Billy Thomas, aka The Cheetah

Bennies: 4/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Parry: 7 Penalty Against Attacks: -6 Penalty Against Ranged Attacks: -8 Toughness: 12 (5) [As The Cheetah 15 (7)]
User avatar
The Cheetah
Posts: 18
Joined: Tue Jun 28, 2022 7:35 pm

Billy Thomas, aka The Cheetah (Terror on The Dark Frontier Version)

Post by The Cheetah »

Hero's Journey Roll 1d20: [20] = 20

I choose the Experience & Wisdom table, which gives the following result: You may choose any one of the results on this table.

I choose result 10-11: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it

I select Rich. The explanation is that when Billy resumed his heroic activities as The Cheetah he had managed to trounce a number of bad guys with plenty of loot. In the cases there were no rightful owners to return things to, he did the pragmatic thing and kept or sold it to support his endeavors.

Rich gives 2 Hero's Journey rolls from either the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables.

Hero's Journey Roll 1d20: [7] = 7
Hero's Journey Roll 1d20: [12] = 12

I'll apply the first roll to the Body Armor table and the second one to the Cybernetics table.

7 - This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2, or –4 if it already provides this bonus. Cannot be applied to Heavy suits of armor.

12 - There’s a good chance your cyborg was meant for amphibious operations with his Internal Life Support Upgrade, see page 113.

Starting Credits Roll 4d4: [4, 1, 4, 1] = 10 x 100 - 1000 starting credits
Common Goods Value Roll 2d4: [2, 3] = 5 x 500 = 2500 credits worth of Miscellaneous Goods

Billy Thomas, aka The Cheetah

Rank: Novice 0
Advances Left:
Race: Human (Nominally. No Racial Benefit)
Iconic Framework: Mega-Super
Attributes:
  • Agility d8
  • Smarts d6
  • Spirit d8
  • Strength d8
  • Vigor d6
Pace: 1800; Parry: 7; Toughness: 12 (5) [As The Cheetah 15 (7)]; Strain: 3/6

Skills:
  • Academics*
  • Athletics d6
  • Battle*
  • Common Knowledge d4*
  • Electronics*
  • Fighting d10
  • Focus d8
  • Gambling*
  • Hacking d6*
  • Healing*
  • Intimidation d4
  • Language: American (Native) d8
  • Notice d6*
  • Occult*
  • Performance
  • Persuasion d4
  • Repair*
  • Research*
  • Science*
  • Shooting d6
  • Stealth d6
  • Survival*
  • Taunt d6*
*Benefits from Genius Power (Free Reroll and no -2 penalty for unskilled use)

Hindrances
  • Driven (Minor): To discover if he's in his own world's future or not, and if he is, whatever happened to his teammates.
  • Environmental Weakness - Cold (Minor): Character takes +4 damage when hit by an attack of this type, and subtracts 4 from resistance rolls of this power type. (Super Powers Companion, page 8)*
  • Heroic (Major): The character always helps those in need.*
  • Quirk: Flippant (Minor): The flip side of Grim. The hero, perhaps as a coping mechanism, regularly makes jokes, wisecracks, references and humorous observations.
  • Reckless (Major): Anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. (Super Powers Companion, page 8)*
  • Secret Identity (Major): Only close friends are aware of both his "civilian" identity and his super alter ego.
  • Vulnerability - Rifts (Minor): Distracted whenever within 12" (24 yards). (Super Powers Companion, page 9)*
* Obligatory Mega-Hero Iconic Framework Hinderance

Edges and Iconic Abilities
  • Quick: The hero may discard and redraw Action Cards of 5 or lower. (Super Edge)
  • Rich: Begin with 15,000 credits, gets 2 rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables.
Mega-Super Iconic Framework
  • Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
  • Four Color Fun: The character gains 45 Super Power Points, with a Power Limit of 15 points. The super may take Edges and Hindrances from the Super Powers Companion, subject to GM approval.
  • Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
  • Enemies: Major factions have heard of the hero's unusual abilities and want to study or dissect her.
  • No Race: Supers do not choose a Race.
  • Reputation: The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - This increases +1 for every Rank above Novice.
  • Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation or Vulnerability, for no extra benefit.
  • With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic or Overconfident Hinderance for no extra benefit.
Powers
  • Accelerated Capability Rate - Additional Actions [Concentration (+2), Fast Action (+2)] (Cost 14) Reduces Multi-Action penalties by 4. May concentrate on 2 actions in a turn for +1 or 1 action in a turn for +2. May perform longer tasks more quickly. (Super Powers Companion, page 49)
  • Enhanced Reaction Speed - Super Edge 1 (Cost 2) A non-Legendary Edge is granted for each level taken (Quickness). (Super Powers Companion, page 85)
  • High Velocity Strikes - Melee Attack (Cost 4) Increase the damage of the hero’s melee attacks 2d6. (Super Powers Companion, page 73)
  • Increased Cognitive Tempo - Genius [Fast Learner (+1), Limitation: Does Not Apply To Resistance Rolls (-1)] (Cost 2) The character gets a free reroll on Smarts and Smarts-based skills. The hero ignores the -2 penalty when making unskilled, Smarts-based rolls. (Super Powers Companion, page 64)
  • Innate Instinctive Talent - Super Skill (Focus) 1 (Cost 1) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
  • Rapid Recuperation - Regeneration (Cost 5) The hero regenerates a Wound on a successful Focus roll (two on a raise) every hour. (Super Powers Companion, page 81)
  • Speed [Surface Tension (+1)] (Cost 14) Pace is increased to 1800 (1200 mph) and -6 Attack Penalty from any melee or ranged attacks against hero as long as he’s able to move relatively freely (not Bound, Entangled, or in a confined space). This stacks with any other attack penalties from powers or Edges except flight, to a maximum of -10. The character can run across water or even up and down the sides of buildings. The speedster can’t stop moving or he’ll sink or fall. (Super Powers Companion, page 84)
  • Super Swift Combat Reflexes - Super Skill (Fighting) 1 (Cost 1) Buys or increases a skill & its maximum one die type per level. (Super Powers Companion, page 86)
  • Super Swift Defensive Reflexes - Dodge 2 (Cost 2) Ranged attacks at the hero subtract 1 per level. (Super Powers Companion, page 57)
Cyberware
  • Bionic Strength Augmentation: Raise Strength one die step.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Huntsman Medium Personal Armor
Image
  • • Armor: +5 Toughness: +2
    • Weight: 16 lbs (Min Str: d6)
    • Notes: This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2.
    • Rarity: +1; Cost: 24,000
Wilk’s 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

Wrist Claws
  • • Str+d6, AP: 2
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Stun Modification - After resolving damage, a target hit by a stun weapon must make a Vigor roll (at −2 with a raise on the attack) or be Stunned.
    • Rarity: +? Cost: $400
Armored Cloak (Cheetah Suit)
  • • Armor: +2 Toughness: +1
    • Weight: 5 lbs (Min Str: d4)
    • Notes: Stacks with other non-MDC armor, increases the Strength Minimum required to wear the base armor by one die type, to a minimum of d6.
    • Rarity: +0; Cost: 6,000

Dinosaur Swamp T-Rex Tooth Knife
  • • Dmg: Str+d4, AP: 2
    • Weight: 1 lbs. (Min Str: d4)
    • Notes: Mega Damage, Supernatural Attack
    • Rarity: +0 Cost: 125
2 sets of MDC Handcuffs: Designed for military use, they are of bulky, rugged construction and can easily secure targets up to Size 3 without issue; 20 Hardness (3lb, 750 credits)

Dosimeter: Detects presence and amount of radiation with a Range of 5/10/20. (1lb, 200 credits)

Hand Held Computer (1lbs, 250 credits): Billy's iPhone. Unfortunately T-Mobile is no longer in business but it still has apps that work offline, downloaded books, songs and movies, pictures, videos and old texts and emails. Just a little taste of home. [From SWADE page 68]

Mountain Bike: Mountain and dirt bikes traverse the jungle better than other vehicles. Scouts and hunters prefer bikes—they make minimal noise, give off no heat signature, and require minimal maintenance. Riding this vehicle uses Athletics instead of Driving. (300 credits,+2 Rarity).
  • •Size −1 (Normal)
    •Handling +1, Top Speed 16 MPH
    •Toughness 7, Crew 1
    •Notes: ATV, Exposed Crew, Tabletop
    •Pace—double rider's Pace and running die result
2225 credits

Advances

Hero’s Journey
  • Experience & Wisdom 20 - Rich
Advances
  • Initial Advances: (Bonus from Hindrances): Raise Vigor 1d, Raise Spirit 1d
  • Edge(s) granted by Super Powers: Quickness
  • Edges(s) from Hero’s Journey Rolls: Rich
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Background

It's hard for Billy to believe it's only been around ten years since he first got his powers. So much had happened since that fateful day. Becoming the superhero The Cheetah in response to the emergence of metahuman villains. Joining the Wrecking Crew, a motley team of vigilantes dedicated to protecting New York City and its citizens from criminals, supervillains and whatever else arose to threaten it. Catching the superhuman serial killer Razor. Clashing repeatedly with the metahuman Sinister Syndicate until finally managing to take them down. The years long shadow war with the Mutant Control Board that finally culminated in their being discredited in the public's eyes and subsequent dissolution by the government.

But the biggest thing that Billy had ever been involved in was helping repel the Intruder Invasion, a world spanning conflict against invaders from an alien reality that eventually saw almost every superhuman joining the fray. It was the final battle in Central Park that changed the course of Billy's life forever and caused him to lose almost everything he knew. Working together the gathering of heroes and United States army managed to repel the invaders back up the last Nightmare Bridge connecting Earth to the invader's realm. Now the only thing left was for someone to plant the Quantum Flux bomb invented by Billy's brilliant Wrecking Crew teammate Mor at the exact center of the Bridge. Once it detonated it would not only destroy it but cause such a huge disruption in the interdimensional gulf between the two realms that further incursions would be impossible for centuries.

As the fastest hero on the scene, The Cheetah was the only one who stood a chance of planting the bomb and returning to Earth before it went off. Now that the Intruders knew about the bombs from the destruction of their two other bridges setting the timer longer than absolutely necessary risked them finding and disarming it. Billy volunteered without hesitation and rushed up the bridge to plant the bomb. Unfortunately, on his way back he was delayed for a few seconds by an injured straggler from the Intruder army who couldn't keep up with their' retreat. Billy managed to easily defeat him and continue on his way. But those crucial seconds were enough to cause him to only almost make it back to Earth. The bomb detonated while he was in sight of the gateway back, sending him plunging through the interdimensional void for an unknown amount of time.

When Billy woke, he found himself in Central Park but one quite different than the one he left. It was now a lush forest where strange white roses grew. He was then immediately greeted by the caretakers of the place, an order of mystics calling themselves the Knights of the White Rose. After a long conversation where Billy recounted what happened to him, his hosts hypothesized the Quantum Flux explosion must have propelled him forward and possibly sideways in time. The Knights informed him that it's been several centuries since his time, and that there are no tales chronicling the war he described, though it is possible such knowledge was lost in the long years after the coming of the rifts.

Against the Knights' better judgement, they agreed to help Billy find his team's headquarters, or whatever remained of it, when he asked. Finding it would be definite proof he's in the future of his own Earth and not another. But after managing to locate the site where it might have been, the results were inconclusive. Nothing but a deep sinkhole was discovered, leaving Billy unable to determine whether Jimmy's once stood there or if the gym never existed on this world. All the hero had gotten for his efforts was the opportunity to work out his frustrations by kicking the ass of a bunch of Leopard Men who thought his costume was meant to mock them and the discovery that his time in the void left him with a new and irritating power, the ability to sense the proximity of Rifts by the strong vibrating sensation caused by their harmonic signature resonating with the lingering trace amounts of interdimensional energy absorbed by his body during his time between worlds.

Being the benevolent sort, the Knights transported Billy from their Garden to Castle Refuge, where he could get his bearings and get a fresh start. In time Billy was able to earn enough money to obtain gear that would be useful in surviving the new age he found himself in. But old habits died hard. In this changed world there was plenty of evil that called out for heroes to oppose, innocents who called out for someone to save them. And Billy found that he could not help but answer that call. And so after a brief respite he took up the mantle of The Cheetah again in this strange new world.

In the spare time between his work with the Tomorrow Legion and his exploits as The Cheetah, Billy still looks for clues whether or not Rifts Earth was once his home. He's not sure which answer he'd prefer more. If it isn't his Earth, then there just might be a chance he could return home through a Rift somewhere. On the other hand, if it is, at least he'd have some closure and be able to move on. Heck, he might even have a friend. After all, if anyone could survive the end of the world and still be alive and kicking today, Vendetta could.

In fact, that last possibility is partly why Billy asks the Legion for an assignment in the New West. He figures if Corden didn't stay in New York then he'd likely head in that direction. He was from Texas after all, and he did have a fondness for Westerns. He could imagine spending a few centuries dispensing frontier justice would be appealing to the man. Besides the possibility of finding a surviving teammate, there's a chance that intact records and artifacts from his time not yet discovered by treasure hunters, salvagers or the Coalition might be found in that less populated and developed region. Records and artifacts that could prove once and for all whether this Earth is his world's future or not.
Billy Thomas, aka The Cheetah

Billy Thomas, aka The Cheetah

Bennies: 4/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Parry: 7 Penalty Against Attacks: -6 Penalty Against Ranged Attacks: -8 Toughness: 12 (5) [As The Cheetah 15 (7)]
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