| 47 |
Solar Energy Conduit:
Multipower, 95-point reserve, (95 Active Points); all slots Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
|
| 1u |
1)
Bend The Light:
Invisibility to Sight Group (20 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
2 |
| 4u |
2)
Gentle Magnification Of The Sun's Rays:
Change Environment 64" radius, +4 Temperature Level Adjustment, Long-Lasting: 6 Hours, Reduced Endurance (0 END; +1/2) (88 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
|
| 3u |
3)
Heat Blast:
Energy Blast 8 1/2d6, Explosion (+1/2) (64 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
6 |
| 1u |
4)
Heat Shield:
Force Field (10 PD/20 ED) (30 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
3 |
| 3u |
5)
Laser Beam:
Killing Attack - Ranged 4d6+1 (65 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
6 |
| 1u |
6)
Ride The Heat Waves:
Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
|
| 2u |
7)
Sun Beam:
Energy Blast 7d6 (35 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
3 |
| 3u |
8)
Sun Burst:
Sight Group Flash 13d6 (65 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
6 |
| 1u |
9)
Tricks Of The Light:
Sight Group Images Increased Size (4" radius; +1/2), +/-1 to PER Rolls (13 Active Points); Activation Roll 15-, Jammed (-3/4), Only Works In Daylight (-1/4)
|
2 |
|
|
|
| 17 |
Absorb The Vitality Of The Sun I:
Absorption 6d6 (energy, to STUN) (30 Active Points); Only Restores To Starting Values (-1/2), Only Works In Daylight (-1/4)
|
|
| 24 |
Absorb The Vitality Of The Sun II:
Armor (0 PD/28 ED) (42 Active Points); Only Up To Amount Rolled With Absorption (-1/2), Linked (Absorb The Vitality Of The Sun I; -1/4)
|
|
| 29 |
The Power Of The Sun:
Endurance Reserve (115 END, 20 REC) Reserve: (31 Active Points); Only Works In Daylight (-1/4)
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|
|
|
|
| 8 |
Body Armour:
Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Real Armor (-1/4)
|
|
|
10
|
+1 Overall |
|
10
|
+2 with PRE-Based Skills |
|
2
|
AK: London, United Kingdom 11- |
|
2
|
AK: Manila, Philippines 11- |
|
1
|
AK: Paris, France 8- |
|
3
|
Acting 13- |
|
3
|
Breakfall 12- |
|
3
|
Bribery 13- |
|
3
|
Bureaucratics 13- |
|
3
|
Combat Piloting 12- |
|
3
|
Computer Programming 12- |
|
3
|
Concealment 12- |
|
3
|
Conversation 13- |
|
3
|
Criminology 12- |
|
3
|
Deduction 12- |
|
3
|
Electronics 12- |
| 0
|
Everyman Skills |
|
AK: Beijing, China 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
PS: Socialite 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
3
|
Forensic Medicine 12- |
|
2
|
Forgery 12- |
|
2
|
Gambling (Dice Games) 12- |
|
3
|
High Society 13- |
| 13
|
Linguist |
|
Language: English (completely fluent)
|
|
Language: French (completely fluent)
|
|
Language: Hindi (completely fluent)
|
|
Language: Japanese (completely fluent)
|
|
Language: Mandarin Chinese (Idiomatic, native accent)
[Notes: Native Language] |
|
Language: Tagalog (completely fluent)
|
|
3
|
Lipreading 12- |
|
3
|
Lockpicking 12- |
|
3
|
Oratory 13- |
|
3
|
Paramedics 12- |
|
3
|
Persuasion 13- |
| 18
|
Scholar |
|
KS: International Relations 13-
|
|
KS: Organised Crime 11-
|
|
KS: Public Relations 12-
|
|
KS: The Chinese Entertainment Industry 13-
|
|
KS: The Chinese Government 13-
|
|
KS: The Chinese Military 12-
|
|
KS: Uberhumans 11-
|
|
3
|
Security Systems 12- |
|
3
|
Seduction 13- |
|
3
|
Sleight Of Hand 12- |
|
3
|
Stealth 12- |
|
3
|
Streetwise 13- |
|
2
|
Survival (Urban) 12- |
|
3
|
Systems Operation 12- |
|
0
|
TF: Small Planes |
| 2
|
The Immortals Package |
|
AK: China 13-
|
|
Communicator: HRRP (12 Active Points); OIF (-1/2)
|
|
Money: Well Off
|
|
Monitored: Gang Of Five 14-
|
|
Monitored: Worldwide Media 8-
|
|
National Police Powers
|
|
Reputation: The Heroes Of China 14-, +3/+3d6
|
|
Teamwork 8-
|
| 10 |
Hunted: Matari 8-
|
| 20 |
Normal Characteristic Maxima
|
| 15 |
Physical Limitation: Night Blindness
|
| 15 |
Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
|
| 10 |
Psychological Limitation: Avoids Using Powers
|
| 10 |
Psychological Limitation: Doesn't Quite Trust Her Powers
|
| 10 |
Psychological Limitation: Egotistical
|
| 20 |
Psychological Limitation: Will Not Kill
|
| 15 |
Social Limitation: Celebrity
|
| 10 |
Social Limitation: Jerk Magnet
|
| 15 |
Social Limitation: Public Identity
|
| 4 |
Experience Points |
Zha Lee was involved with top level Chinese officials even before she left high school, thanks in part to her parents' position as a principal and a party official. She recognised most movers and shakers in the party and when she graduated from high school with no inclination for attending university, she landed a comfortable position in the Foreign Ministry, before being moved to the Chinese Embassy in Manilla. It was during her time in the Philippines that she met Santoso Budhisantoso, an equally egotistical young intern. Budhisantoso pursued Lee for weeks, ignoring her rebuffs, and eventually took more drastic measures. He cornered her in an office elevator and demanded she accept his moves. His hands exploded into blades of fire, and Lee was frightened for the very first time in her life.Her reaction scared her even more. The elevator was suddenly infused with light and Budhisantoso was screaming. The doors opened and she fled, leaving the Indonesian man behind. When she arrived back at her apartment, she was still glowing, and her partner reported her obvious ubergene to his superiors in Beijing.It was at this time that the Immortals were being reinvented and Lee was recalled, quickly trained and assessed as a prime example for membership: she was beautiful, knew who was who in the Party, and had a public relations-friendly power.But they rushed her into the team, and when she first stepped out into the public arena as Lamb, she faltered. Her powers shut down and she felt panicked. This power shutdown has occurred several times since and seems to be mostly stress-related. Because of the inconsistent nature of her powers, she feels more comfortable utilising her subterfuge skills. |