M&M - Heroes of the Shield Gallery

Portent - Ilyanis

One of the last remaining members of the famed Farsider Royal Family, Ilyanis was hidden away for years from the cruel and ruthless current ruler of Farsider City, Queen Selene.

Once Ilyanis was old enough, his benefactors decided to send the young Farsider to Earth, to get further away from Selene and to learn more about Earth. Ilyanis' benefactors also hoped that the boy would learn how to use his significant mental powers and perhaps gather a cadre of Earthlings to help stage a coup against Queen Selene someday.

Ilyanis was sent to Earth as a sort of exchange student. Unfortunately, Queen Selene knew all about the boy and his benefactors, and secretly plotted to destroy not only one of the last remaining members of the Royal Family, but also anyone who had been providing him succor. As Ilyanis' ship took off for Earth, Selene had arranged for it to be sabotaged, and the vessel was nearly destroyed when it entered Earth's orbit.

His ship destroyed, Ilyanis barely survived the crash landing in Great Bay outside Freedom City. Ilyanis was immediately introduced to the Atom Family, who had come to investigate the crash landing. The alien was able to explain to the Atoms why he was on Earth, and they agreed to keep Ilyanis' presence here a secret.

Ilyanis is on Earth to learn more about Earthlings and Earth society, especially supers and how they use their powers. He knows that learning more about supers and getting close to some of them is key to one day returning to Farsider City and dethroning Selene.

Claiming the code-name Portent, Ilyanis approached The Shield about joining his fledgling hero team, and was accepted on a trial basis. While Portent's psychic powers are significant, they are raw and rather untrained. The Shield and his associates have started working with Portent on other facets of superheroing to make him a more balanced operative.

Portent: 151pp; PL 10; Init +2 (Dex); Defense 17 (15 flat-footed); Spd 30ft Run; Atk +4 melee (+0s, Punch); SV Dmg +1, Fort +1, Ref +2, Will +6; Str 11, Dex 15, Con 13, Int 16, Wis 18, Cha 16. Hero Points: 5.

Skills: Computers +7, Concentration +10, Diplomacy +7, Gather Info +7, Knowledge - Farsider City +11, Knowledge - Freedom City +7, Knowledge - Technology +7, Listen +18, Pilot +8, Search +15, Sense Motive +8, Spot +18.

Feats: Indomitable Will, Iron Will, Psychic Awareness.

Powers: Precognition +8 [Extras: ESP, Super Senses; Flaw: Limited - Psychometry Only; Source: Psionics; Cost: 4pp/rank; Total: 32pp] and Telepathy +8 [Extras: Mental Protection, Mind Control; Source: Psionics; Cost: 4pp/rank; Total: 32pp].
 
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Machinehead - Ralph Winters

While in prison for burglary, Ralph Winters agreed to exchange a reduction in his sentence to be a test subject for some new military projects. While his first few projects were nothing special, his final experiment was something quite significant.

The Army was working on a new battlesuit, and needed some covert testing done on non-military subjects before the project could proceed past the design stages. Winters was volunteered for this project, code-named Giant-Killer. During initial testing, it was determined that Winters was ideally suited from a physiological standpoint, and he was brought on as the main test subject.

Early on, Army engineers were concerned about the protective aspects of the suit, and Winters was subjected to many different types of attacks to test out the suit's capabilities. It turned out that the Giant-Killer suit was very protected against most forms of attacks, but critically failed against one energy form: radiation.

The final test against radiological attacks caused part of the Giant-Killer suit to fuse to Ralph's body. He cannot now remove the helmet, the backplate, or the spinal column components of the armor. When Winters realized that he was permanently transfigured, he freaked out and fled the military base, taking the prototype Giant-Killer suit with him.

Spending time on the outside with an unhideable appearance, Winters quickly realized that he would need some help. Asking around with some of his old contacts, Winters found the Shield, and was accepted into the ranks of his Heroes. Winters, as Machinehead, is learning how to use his suit's powers, and perhaps one day, use them to save the innocent and protect justice.

Machinehead: 150pp; PL 10; Init +6 (Dex); Defense 16 (14 flat-footed); Spd 30ft Run, 40ft Fly; Atk +6 melee (+9s, Punch), +7 ranged (+8s, Energy Blast); SV Dmg +4, Fort +4, Ref +4, Will +0; Str 13, Dex 14, Con 14, Int 10, Wis 11, Cha 10. Hero Points: 6.

Skills: Climb +5, Disable Device +2, Escape Artist +4, Hide +8, Jump +5, Knowledge - Freedom City +6, Listen +3, Move Silently +8, Open Lock +6, Profession - Burglar +2, Search +2, Spot +3.

Feats: All-Around Sight, Darkvision, Great Fortitude, Hero's Luck, Immunity - Suffocation, Improved Init, Lightning Reflexes, Point Blank Shot, Power Attack, Radio Broadcast, Radio Hearing, Rapid Strike, Toughness, Ultra Hearing.

Powers: Mental Protection +3 [Source: Training; Cost: 2pp/rank; Total: 6pp] and Sensory Protection +5 [Source: Super-Science; Cost: 1pp/rank; Total: 5pp].

Gear: Battlesuit +8 [Effects: Energy Blast - Radiation, Flight, Immunities (Cold, Disease, Electrical, Exhaustion, Fire/Heat, Poison, Pressure, Sonic), Protection, Regeneration, and Super-Strength; Source: Super-Science; Cost: 8pp/rank; Total: 64pp].

Weakness: Disturbing Appearance - Cannot remove helmet or backplate/spinal inserts (-5 to Bluff and Diplomacy checks).
 
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