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Minister's Random Builds: Catwoman, Double Dare, Bananaman

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Postby Thorpacolypse » Tue Jun 02, 2009 6:41 pm

Bump. That Inspector Gadget is one of the best things ever.

Plus, I need to borrow some of those Weird War builds. I flip flop on my FTF group challenge, but I am really leaning towards an occult angle since I have been reading the Dresden Files.
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Postby TroyXavier » Wed Jun 03, 2009 3:48 pm

Very cool Gadget. My other half would love to see Bananaman as that was one of her favorite cartoons when she lived in England.
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Postby Libra » Thu Jun 11, 2009 8:42 am

Good grief Bannanaman! I haven't thought about him in ages . . . :D
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Re: Minister's Random Builds: Gadget, Catwoman II, Double Dare

Postby Minister » Sat Jul 25, 2009 5:47 pm

Image

Bananaman

“Little Eric Wimp is no ordinary schoolboy. He has an amazing secret. Every time Eric eats a banana, he becomes the Dandy's greatest (and, erm, only) superhero... BANANAMAN! Except it's not really a secret, now that we've told you, is it? Oh well.
“This fruit-powered preserver of peace and justice is ever ready for the call to action - provided he has a fresh banana handy, of course. Several local fruit'n'veg shops are on 24 hour alert should a bunch of bananas ever be needed! Bananaman has the muscles of twenty men, and, unfortunately, the brain capacity of twenty mussels.”


PL 7, 95 pp

Str 16 [26], Dex 14, Con 16 [26], Int 6, Wis 6, Cha 12
(10 pp)

Skills
Bluff 4 (+5), Knowledge (Current Events) 2 (+0), Knowledge (Pop Culture) 2 (+0), Notice 4 (+2)
(3 pp)

Feats
Accurate Attack, All-Out Attack, Attack Focus (Melee) 4, Dodge Focus 6, Power Attack, Sidekick 4
(17 pp)

Powers
Enhanced Constitution 10 (20 pp)
Enhanced Strength 10 (20 pp)
Flight 6 (6 pp)
Impervious Toughness 8 (8 pp)
Super-Strength 4 (8 pp)
(62 pp)

Combat
Attack +2 (+6 melee), Damage +8 (Unarmed), Defence +6 (+0 flat-footed), Initiative +2
(4 pp)

Saving Throws
Toughness +8, Fortitude +8, Reflex +4, Will +2
(7 pp)

Drawbacks
Normal Identity [Eric Wimp]
(-4 pp)

Complications
Various inconsistently applied and banana-related.

I’ve failed in my attempt to do a grim ‘n gritty remake of Bananaman (though I did find the picture, in the form of this), but have provided my most stupidester Flying Brick, beating even The Captain. Complete with the strength of twenty men (twenty big men, who I take to be Str 16 for calculation of carrying capacity). I’ve left off the gadgets, as they’re rather intermittent in use (Thermal Banana, Banana Laser Gun, Electronic Thermal Underwear and so-forth).

He’s actually a half decent tank for his level, but is as dumb as a dumb thing and has non-existent skills.

Also, the name is taken from the comic rather than the cartoon.


Crow
PL 1, 20 pp


Str 6, Dex 14, Con 8, Int 8, Wis 12, Cha 10
(6 pp)

Skills
Notice 4
(1 pp)

Powers
Flight 2, Shrinking 8 (Innate, Permanent)
(13 pp)

Combat
Attack +2, Damage –3 (Unarmed), Defence +2, Initiative +2

Saving Throws
Toughness -1, Fortitude -1, Reflex +2, Will +1
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Re: Minister's Random Builds: Gadget, Catwoman II, Double Dare

Postby Arthur Eld » Sun Jul 26, 2009 9:36 am

Now I really want to see someone give that Miller-esque Bananaman stats, but your version is still great. Hoping to see more from you soon, Minister!
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Re:

Postby Marshal Law » Fri Aug 07, 2009 6:39 am

Minister wrote:Don't I recall Mercury Age being shiny and nice looking, but toxic if you look too closely? Anyway, something undeniably Iron Age now:



Marshal Law (Joe Gilmore)

Image

"I’m a hero hunter. I hunt heroes. I haven’t found any yet."

PL 10, 141 pp

Str 26 [16], Dex 16, Con 34 [14], Int 10, Wis 12, Cha 10
(18 pp)

Skills
Drive 6 (+9), Investigate 4 (+4), Intimidate 13 (+13), Knowledge (civics) 2 (+2), Notice 7 (+8), Pilot 6 (+9), Search 6 (+6), Sense Motive 6 (+7), Survival 6 (+7)
(14 pp)

Feats
All-Out Attack, Attack Focus (Ranged) 2, Equipment 12, Fearless, Improved Initiative Move-by Action, Power Attack, Second Chance (sense motive), Startle, Takedown Attack, Track
(23 pp)

Powers
Enhanced Constitution 20 (20 pp)
Enhanced Strength 10 (10 pp)
Regeneration 2, Bruised 2, Injured 2 (4 pp)
Super-Strength 2 (4 pp)
(38 pp)

Equipment
Rocket Launcher (30 ep)
-Impossibly Large Pistol (Assault Rifle) (1 ep)
Sanctum Sanctorum (9 ep)
Eagle [Strength 45, Flight 5, Defence 8, Toughness 12, Size Huge, Alarm, Navigation System] (20 ep)

Combat
Attack +12 (+14 ranged), Damage +8 (unarmed), +10 (rocket launcher), +5 (impossibly large pistol)
Defence +8
Initiative +7
(40 pp)

Saving Throws
Toughness +12, Fortitude +12, Reflex +5, Will +7
(8 pp)

Complications
Duty: “The Dream”, Hatred: Super-Heroes, Public Spirit


Now you’re probably wondering what exactly is his role... why the San Futuro P.D. employs some lunatic with barbed wire wrapped around his arm, who out-ramboes Rambo. Well... in the inner city, where getting home is an adventure, people complained we wern’t doing enough about the gangs...

Now we know the mood of the country... we watch the movies too. You know the type: “First they killed his wife... then his kid... then his hamster... now he’s going to blow up New York.” So... we went and got our own vigilante. The ultimate lawman. He costs a fraction of the price of really policing the inner city. And reassures the public that something’s being done. So he, too, is part of the myth. Our boy. Our Rambo on a leash.


Just browsing, and this old build caught my eye.

I was just wonderign why you went with the rocket launcher and generic big pistol instead of his signature Meat Cannon (heavy pistol), which would basically be a 6 power array with

An autofire attack for his "ordinary" bullets.
The "Hotline" - an armour-piercing taser.
Fear Gas (plastic capsules that burst open on impact)
Dragnet - An razorwire net designed to entangle fast manouverable fliers... and then explode.

These all appear - in the first story, and the fear-gas is especially important to the story...

Also named in that first story are "Smart Bullets", "Cold Turkey" and "SHOCC absorber" but since they are not used their exact nature is unknown. We do know, however, that he employs a Shrapnel Shell - an explosive burst of 2160 pieces of shrapnel for taking down those annoyingly evasive speedsters... followed up, in the one example we see of its use, with an incendiary white-phosphorous shell....

"Got his Meat Cannon - which of his fancy slugs we use on him, Suicida?"
"What do you suggest, STARPO pig? Smart Bullet? SHOCC Absorber? Cold Turkey? Fear Gas? Or maybe... HOT LINE!"
HAWK-Girl: Init +9; Melee: +8/+8; Def: +8 (Ff +2); Saves T/F/R/W +8/+5/+5/+5
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Re: Minister's Random Builds: Catwoman, Double Dare, Bananaman

Postby Thorpacolypse » Sat May 19, 2012 6:28 pm

Minister if you're still out there, i'd like to take some of your Weird War creations and update them to 3E for use in my setting. I've always thought they were wonderful and I have an idea for using them.
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Re: Minister's Random Builds: Catwoman, Double Dare, Bananaman

Postby Minister » Sat May 19, 2012 7:33 pm

Feel free. To be honest I'd been distracted away from M&M, first by Mage and now by Rogue Trader, but I may see if I can muster up a few builds of my own now I've been reminded.
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