X-Plode

(Carol LeBeau)
Val Char Base Cost Pts. Roll Notes
13 STR 10 ×1 3 12- 150 kg; 3d6
18 DEX 10 ×3 24 13- OCV: 6 / DCV: 6
13 CON 10 ×2 6 12-
13 BODY 10 ×2 6 12-
13 INT 10 ×1 3 12- PER Roll: 12-
13 EGO 10 ×2 6 12- ECV: 4
18 PRE 10 ×1 8 13- PRE Attack: 4d6
18 COM 10 ×½ 4 13-
3 PD (STR/5) 3 ×1 0 Total: 3 PD / 0 rPD
3 ED (CON/5) 3 ×1 0 Total: 3 ED / 0 rED
4 SPD (1+DEX/10) 2.8 ×10 12 Phases: 3, 6, 9, 12
6 REC (STR/5+CON/5) 6 ×2 0
26 END (CON×2) 26 ×½ 0
27 STUN (BODY+STR/2+CON/2) 27 ×1 0
Total 72

Pts. Power/Talent/Skill/Perk Roll
Energy Charging Mutant Powers
45 Energy Charging Multipower - 90 points, OAF for all slots - requires some object (-1)
3 1m) Explosive Charging - 1d6 RKA, ½ END (+½), autofire 5 shots (+½), explosion (+½), range based on STR (-¼) [2]
6 2m) Time Bomb Charging - 3d6 RKA, ½ END (+¼), explosion (+½), time delay (+¼), no range (-½), damage limited by charged object size (-½) [5]
8 3m) Thermal Charging - 10d6 Energy Blast, ½ END (+¼), explosion (+½), range based on STR (-¼) [5]
2 4m) Blinding Charge - 3d6 Flash vs. Sight Sense Group, ½ END (+¼), explosion (+½), range based on STR (-¼) [2]
1 5m) Luminescent Charge - Change Environment (bright light) 4" radius, ½ END (+¼), concentrate ½ DCV throughout (-½), side effects 3d6 Energy Blast (-¼), no range (-½) [1]
Special Equipment
10 X-Men CommLink - Mind Link, up to 32 people, invisible to Radio sense group (+¼), others must buy this power too (-1), OIF (-½), independent (-2)
1 Sun Glasses - 5 points Flash Defense, OAF - sunglasses (-1), independent (-2)
Combat Skills
4 Weapon Familiarity: Pistols, Street Weapons, Thrown Weapons
6 +2 w/Thrown Weapons
3 +2 w/Thrown Weapons, only vs. hit locations (-1)
5 Rapid Attack w/Thrown Weapons
5 Accurate Sprayfire
5 Concentrated Sprayfire
5 Rapid Autofire
5 Skipover Sprayfire
5 Defense Maneuver II
3 Fast Draw 13-
42 Martial Arts - Dirty Infighting, w/Unarmed Combat and Street Weapons
Maneuver OCV DCV Notes
Jab (defensive strike) 7 9 3d6
Punch (martial strike) 6 8 5d6
Roundhouse (offensive strike) 4 7 7d6
Low Blow (nerve strike) 5 7 2d6 NND
Kidney Blow (killing strike) 4 6 ½d6 HKA
Disarm (martial disarm) 5 7 23 STR Disarm
Block (martial block) 8 8 Block, Abort
Dodge (martial dodge) - 11 Dodge vs. All Attacks, Abort
Escape (martial escape) 0 0 28 STR vs. Grabs
Trip (legsweep) 8 5 4d6, opponent falls
Circus Background
9 Talent: Ambidexterity, no offhand penalty
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
2 Climbing 13-
2 PS: Juggler 12-
3 PS: Tight-Rope Walker 12-
3 KS: Circus Culture 12-
Thieving Skills
2 Concealment 13-
3 Lock Picking 14-
3 Security Systems 13-
2 Shadowing 14-
3 Sleight of Hand 14-
2 Stealth 14-
3 Streetwise 14-
3 KS: Criminal Organizations 12-
3 KS: Penal Law 12-
5 +1 w/Thieving Skills
Background Skills
1 Bureaucratics 8-
2 Conversation 13-
0 Deduction 8-
3 Persuasion 13-
0 Paramedic 8-
3 Seduction 13-
1 Trading 8-
0 Transport FAM w/automobiles
2 AK: New York 12-
233 Skill Total
72 Char Cost
305 Grand Total

Disadvantage Pts.
Distinctive Features: Shows up on mutant-detectors (not concealable, detectable by unusual senses, extreme reaction) 15
Distinctive Features: Black eyes with red pupils (easily concealable) 5
Hunted by Various Mutant Haters (as powerful, 14-) 20
Normal Characteristic Maxima 20
Psychological Limitation: Doesn't take orders well (common, strong) 15
Social Limitation: Criminal record (frequently, major) 15
Social Limitation: Secret ID (frequently, major) 15
Total 105




explode \ik-splod'\ -vi.
to burst, fly into pieces, or break up violently with a loud report, as a boiler from an excessive pressure of steam

(Random House Dictionary)




Background:
Carol LeBeau is the bastard granddaughter of Remy LeBeau, the x-man known as Gambit. Gambit abandoned her grandmother (who's exact identity is unknown, but rumors have it that she was part of the Thief Guild of New Orleans) shortly after her mother was born, and she was thrown out to the streets. Even though Gambit's intentions were gallant - to draw his (many) enemies away from the woman he loved and their daughter, his plan backfired. He grandmother was not a mutant, and without Gambit on their side to protect them, they quickly became a target for all those who sought to extract revenge on the red eyed former thief. Eventually, she found refuge in a circus that was passing by, who took her in as a tight-rope walker (which gives credibility to the rumor about her being a thief). She brought up her daughter the same way, and she, in turn, tried to bring up her granddaughter the same way. Carol turned out to be a decent tight-rope walker and acrobat, but her true skill was juggling. It wasn't long before the ringmaster took her off the tight rope and had her performing juggling knives, torches and a variety of other dangerous objects, to the crowd's delight.
When she was fourteen, Carol's mutant powers first manifested themselves, and although she tried to hide them the best she could, she soon understood that the circus was no longer safe for her. A few months later she left the circus, running away like a thief in the night. She spent the next three years doing everything she had to do to survive the cold streets of New York, never thinking further than where she's going to scrounge her next meal.
That was, until she was caught pick-pocketing. She was sentenced to three years in a youth correctional facility. During her time there, she was approached with an offer from a man who called himself David Solomon (better known as X-Cel, as she would later learn) - he could get her released into his custody. At first, she refused. Then he told her who he really was. And that he knew who she really was. He offered her an opportunity to make something out of her life. To follow in the footsteps of her grandfather she was brought up to admire. A chance to learn more about him, and what had become of him after he left her grandmother. And maybe, just maybe, a chance to finally prove or disprove his role as the traitor to the mutant race, and his involvement with the Morlock massacre. She agreed.

Personality:
Most of Carol's life-shaping experiences happened while she grew up on the streets. Carol is basically a warm and caring person who will usually try to help wherever and whoever she can, but growing up on the streets has taught her to hide that side of herself. Like most homeless people, Carol developed a distrust to figures of authority, and although she is very grateful for the opportunity X-Cel presented her, she still has trouble accepting his authority and remains somewhat a loner within the group.
Carol's main motivation is her admiration of her grandfather, Gambit, from which she inherited her mutant powers. She is driven by the desire not only to learn more about him, but also to clear his name and his legacy from its shady history, such as his involvement in the Morlock massacre.

Appearance:
Carol is a young and attractive woman. She has a small and athletic body, standing 1.63m tall and weighing 45 kg. She is a natural red-head, and she inherited Gambit's unique eyes - red pupils on a black background.
Since her days on the streets, Carol favors big and baggy outfits with lots of pockets, perfect for hiding all sorts of things, some of which she shouldn't have in the first place.
As X-Plode Carol wears a dark blue body suit with a bright red X on the front, like all the other X-Men. She still wears her trench coat which allows her to carry all sorts of small projectiles she can use her powers on. In addition, she wears an eye band to conceal her identity, and gloves with the fingers cut off to allow her to use her powers.

Powers/Tactics:
Although Gambit's blood has been diluted by two generations of marriages to regular humans, Carol has trained much more intensely to control her powers than her grandfather. The result is that even though she doesn't have the same raw power Gambit possessed, she can control her powers to much finer degree of sophistication.
X-Plode's mutant power is the ability to charge small items with great amounts of potential energy. The typical use of this power is to charge a small projectile and have the energy release in a single explosion, effectively creating a small hand grenade or explosive projectile. With some concentration, Carol can also charge the object in such a way that the charge will last longer, effectively creating a time bomb. She can also charge an object so that it lets off its energy as a heat wave (which is useful for knocking opponents out without harming them too much), or in a blaze of light which will temporarily blind an opponent. She can also make the charged object slowly bleed off its excess energy, effectively turning it into a flash-light, but this requires her concentration to keep the charged object from exploding in her hand.
Even though Carol has no formal marital arts training, she knows enough dirty tricks to hold her own if cornered into hand to hand combat.

Notes:
Oh well, I just had to have a tie to the real X-Men somehow, didn't I?