Billy Thomas, aka The Cheetah (SPC Vigilantes)

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

Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by The Cheetah »

Billy Thomas, aka The Cheetah

Rank: Novice 3
Advances Left:
Race: Human
Iconic Framework: Super Vigilante
Attributes:
  • Agility d8
  • Smarts d6
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 360; Parry: 7; Toughness: 7 (2); Strain: 0

Skills:
  • Athletics d6*
  • Common Knowledge d4*
  • Fighting d10
  • Focus d8
  • Hacking d6
  • Intimidation d4
  • Language: English (Native) d8
  • Notice d6*
  • Persuasion d4*
  • Stealth d4*
  • Taunt d6
*Core Skills

Hindrances
  • Heroic (Major): The character always help those in need.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Quirk: Flippant (Minor): The flip side of Grim. The hero, perhaps as a coping mechanism, regularly makes jokes, wisecracks, references and humorous observations.
  • Secret Identity (Major): Only close friends are aware of both his "civilian" identity and his super alter ego.
  • Wanted: Mutant Control Board (Major)*: The character is wanted by the authorities.
*Obligatory Headquarters Associated Hindrance

Edges and Iconic Abilities
  • Ambidextrous: Ignore -2 penalty when making Trait rolls with off-hand.
  • Dodge: -2 to be hit by ranged attacks.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Super Powers: This Edge grants characters a number of “Super Power Points” they can use to buy the super powers listed in Chapter Four. Power Level 1.5 (24/8)
  • The Best There Is: The hero has a very potent power. Her Power Limit is half her maximum Super Power Points (round down) rather than a third (listed on the Campaign Power Level table).
  • Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Powers
  • Accelerated Capability Rate - Additional Actions [Fast Action (+2)] (Cost 7) Reduces Multi-Action penalties by 2. May perform longer tasks more quickly. (Super Powers Companion, page 49)
  • High Velocity Strikes - Melee Attack (Cost 2) Increase the damage of the hero’s melee attacks 1d6. (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)
  • 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 Defensive Reflexes - Dodge 2 [Defl, (Cost 2) Ranged attacks at the hero subtract 1 per level. (Super Powers Companion, page 57)
Gear

Body Suit +2 Armor, Min Str d6, Weight 8, Cost $200 (Free With Patron Status)

Ballistic Helm +4* Armor, Min Str d4, Weight 5, Cost $80

*Ballistic Protection: Reduces the damage of bullets by 4 before taking AP values into account.

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.

Comm Link: One mile range, or may link to radio or telephone networks, Cost $100

Current Wealth: $170

Advances

Advances
  • Free: Super Powers Edge
  • Initial Advances: (Bonus from Hindrances): Raise Agility and Spirit 1 die, The Best There Is Edge
  • Edge(s) granted by Racial Features: Ambidextrous Edge granted by the Human Adaptable Edge
  • Novice 1 Advance: Dodge Edge
  • Novice 2 Advance: Quick Edge
  • Novice 3 Advance: Two-Fisted Edge
Background

Billy Thomas was just an ordinary guy before he got his powers. Brighter than average, though not a genius by any standards, he got into the computers and after graduating college was hired by The New York City Department of Information Technology & Telecommunications (DoITT).

It was a a little over year after he graduated when he developed super powers. He discovered he had superspeed in every aspect of his being. He found himself capable of moving at incredible speed, reacting to things faster than humanly possible and recovering from injuries in hours that would normally take days to heal. But that wasn't all. Not only were the capabilities of his body accelerated but his mind as well. While he didn't actually become smarter than he was before, he was now able to think much faster, enabling him to mull things over in seconds and accomplish all sorts of tasks a lot more quickly.

A big fan of comics and superhero movies growing up, Billy pondered whether he should use his new found abilities to become a real life superhero. On the one hand, with great power came great responsibility. On the other, it would be a dangerous and probably illegal pursuit that could ruin is life or even get him killed if something went wrong. In the end, the emergence of the first supervillains tilted him toward becoming a hero. He couldn't just stand idly by while the bad guys victimized innocent people when he had the ability to fight them.

It was a wildlife documentary that inspired his heroic identity. He decided that, as the fastest land animal in existence, the cheetah would be an appropriate motif for someone with superspeed. He procured an armored body suit and atered it to have the appropriate look, as well as a set of wrist claws that he added a taser modification to for extra sting. He then began has hero career, and shortly afterwards he joined l the Wrecking Crew after encountering the team during his activities.
Last edited by John Carter on Mon Jun 27, 2022 9:48 am, 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)]
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Ndreare
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Re: Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by Ndreare »

John Carter wrote: Tue Jun 14, 2022 7:51 am Billy Thomas, aka The Cheetah

Rank: Novice 3
Advances Left:
Race: Human
Iconic Framework: Super Vigilante
Attributes:
  • Agility d8
  • Smarts d6
  • Spirit d8
  • Strength d6
  • Vigor d6
Pace: 360; Parry: 7; Toughness: 8 (6); Strain: 0

Skills:
  • Athletics d6*
  • Common Knowledge d4*
  • Fighting d10
  • Focus d8
  • Hacking d6
  • Intimidation d4
  • Language: English (Native) d8
  • Notice d6*
  • Persuasion d4*
  • Stealth d4*
  • Taunt d6
*Core Skills

Hindrances
  • Heroic (Major): The character always help those in need.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Quirk: Flippant (Minor): The flip side of Grim. The hero, perhaps as a coping mechanism, regularly makes jokes, wisecracks, references and humorous observations.
  • Secret Identity (Major): Only close friends are aware of both his "civilian" identity and his super alter ego.
  • Wanted: Mutant Control Board (Major)*: The character is wanted by the authorities.
*Obligatory Headquarters Associated Hindrance

Edges and Iconic Abilities
  • Ambidextrous: Ignore -2 penalty when making Trait rolls with off-hand.
  • Dodge: -2 to be hit by ranged attacks.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Super Powers: This Edge grants characters a number of “Super Power Points” they can use to buy the super powers listed in Chapter Four. Power Level 1.5 (24/8)
  • The Best There Is: The hero has a very potent power. Her Power Limit is half her maximum Super Power Points (round down) rather than a third (listed on the Campaign Power Level table).
  • Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Powers
  • Accelerated Capability Rate - Additional Actions [Fast Action (+2)] (Cost 7) Reduces Multi-Action penalties by 2. May perform longer tasks more quickly. (Super Powers Companion, page 49)
  • High Velocity Strikes - Melee Attack (Cost 2) Increase the damage of the hero’s melee attacks 1d6. (Super Powers Companion, page 73)
  • Increased Cognitive Tempo - Genius [Fast Learner (+1), Limitation: Does Not Apply To Resistance Rolls (-2)] (Cost 1) 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)
  • 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 - Dodge 2 [Deflect (+2), Limitation - Can Not Deflect Energy Attacks (-1)] (Cost 3) Ranged attacks at the hero subtract 1 per level. Once per turn may attempt to Deflect a ranged attack which missed them with a Focus roll. (Super Powers Companion, page 57)
Gear

Body Suit +2 Armor, Min Str d6, Weight 8, Cost $200 (Free With Patron Status)

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.

Current Wealth: $350

Advances

Advances
  • Free: Super Powers Edge
  • Initial Advances: (Bonus from Hindrances): Raise Agility and Spirit 1 die, The Best There Is Edge
  • Edge(s) granted by Racial Features: Ambidextrous Edge granted by the Human Adaptable Edge
  • Novice 1 Advance: Dodge Edge
  • Novice 2 Advance: Quick Edge
  • Novice 3 Advance: Two-Fisted Edge
Background

Billy Thomas was just an ordinary guy before he got his powers. Brighter than average, though not a genius by any standards, he got into the computers and after graduating college was hired by The New York City Department of Information Technology & Telecommunications (DoITT).

It was a a little over year after he graduated when he developed super powers. He discovered he had superspeed in every aspect of his being. He found himself capable of moving at incredible speed, reacting to things faster than humanly possible and recovering from injuries in hours that would normally take days to heal. But that wasn't all. Not only were the capabilities of his body accelerated but his mind as well. While he didn't actually become smarter than he was before, he was now able to think much faster, enabling him to mull things over in seconds and accomplish all sorts of tasks a lot more quickly.

A big fan of comics and superhero movies growing up, Billy pondered whether he should use his new found abilities to become a real life superhero. On the one hand, with great power came great responsibility. On the other, it would be a dangerous and probably illegal pursuit that could ruin is life or even get him killed if something went wrong. In the end, the emergence of the first supervillains tilted him toward becoming a hero. He couldn't just stand idly by while the bad guys victimized innocent people when he had the ability to fight them.

It was a wildlife documentary that inspired his heroic identity. He decided that, as the fastest land animal in existence, the cheetah would be an appropriate motif for someone with superspeed. He procured an armored body suit and atered it to have the appropriate look, as well as a set of wrist claws that he added a taser modification to for extra sting. He then began has hero career, and shortly afterwards he joined l the Wrecking Crew after encountering the team during his activities.


Looks really good except for two thing.

1) Toughness should be listed as 8 (2) not as 8 (6). The way you listed it an AP weapon would instantly kill you.
John Carter wrote: Tue Jun 14, 2022 7:51 am [*]Increased Cognitive Tempo - Genius [Fast Learner (+1), Limitation: Does Not Apply To Resistance Rolls (-2)] (Cost 1) 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)
2) I do not think "Limitation: Does Not Apply To Resistance Rolls" counts as a -2 limitation for a 2 point power as fast learner does not apply to defense rolls anyways it would be hard to stretch that that somehow weakens it. I would however consider it worth -1

3) In the last paragraph you misspelled altered as atered
PS: Nice clean layout.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Naabaahii
Posts: 63
Joined: Tue Jun 07, 2022 7:59 pm

Re: Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by Naabaahii »

Loving the concept. I think this is a great upfront melee fighter. I can picture him running by slashing, or start running in circles like the cartoon Tazmanian Devil.
Naabaahii
Wounds: 3/3
ISP: 10/10
Bennies: 2/3
Parry: 7
Toughness: 19 (6)

Ak'is
Wounds: 3/3
Parry: 4
Toughness: 10

Dzeel
Wounds: 3/3
Parry: 6
Toughness: 11
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Re: Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by Technospawn »

Approved.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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The Cheetah
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Re: Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by The Cheetah »

Could someone transfer Billy to this account?
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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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Billy Thomas, aka The Cheetah (SPC Vigilantes)

Post by Ndreare »

The Cheetah wrote: Wed Jun 29, 2022 4:13 pm Could someone transfer Billy to this account?
Done
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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