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Rong Yu Jing Wei
Rong Yu Jing Wei
Various
Cost Characteristic Value Roll Notes
15 STR 25 14- Lift: 800.0kg; HTH: 5d6; END: [2]
39 DEX 23 14- OCV: 8  DCV: 8
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 14-
6 EGO 13 12- ECV: 4; Mental Defense: 9
5 PRE 15 12- PRE Attack: 3d6
1 COM 12 11-
2 PD 7   Total: 21 PD (14 rPD)
2 ED 7   Total: 21 ED (14 rED)
7 SPD 4   Phases: 3, 6, 9, 12
4 REC 12   Running: 6" / 12"
2 END 50   Swimming: 2" / 4"
5 STUN 42   Flight: 15" / 120"
 
Rong Yu Jing Wei | Summary
Real Name: Various Hair Color: Black
Concept: Martial Artist / Powered Armour Eye Color: Brown
Affiliation: The Immortals Height & Weight: 5' 11" (1.80 m) (average) / 185 lbs (84.00 kg) (average)
Played By: NPC Nationality: Chinese
Created By: Ben Langdon Place of Birth: Various, China
GM: NPC Date of Birth: Various (Usually aged 20-35)
Cost Powers END
54 Uberhuman Agent Powers: Variable Power Pool (Gadget Pool), 45 base + 22 control cost, (67 Active Points); all slots (Limited Class Of Powers Available Very Limited (One Power Set Only: See Below; -1), (VPP Can Only Be Changed Between Adventures; -1/2)
0 1) Aquatic Power Set I: Life Support (Expanded Breathing; Safe in Intense Cold) (7 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 3 0
0 2) Aquatic Power Set II: Swimming 12" (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (27 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 11 1
0 3) Aquatic Power Set III: Infrared Perception (Sight Group) (5 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 2 0
0 4) Aquatic Power Set IV: Ultrasonic Perception (Hearing Group) (3 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 1 0
0 5) Aquatic Power Set V: Armor (2 PD/0 ED) (3 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 1 0
0 6) Brick Power Set I: +20 STR (20 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), No Figured Characteristics (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 7 2
0 7) Brick Power Set II: Armor (8 PD/5 ED) (21 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 8 0
0 8) Brick Power Set III: Knockback Resistance -2" (4 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 2 0
0 9) Brick Power Set IV: Life Support (Extended Breathing: 1 END per Turn) (1 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 1 0
0 10) Brick Power Set V: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Self Only (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 5 0
0 11) Energy Blaster Power Set I: Energy Blast 9d6 (45 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Extra Time (Full Phase, -1/2), (VPP Can Only Be Changed Between Adventures; -1/2), Beam (-1/4) Real Cost: 14 4
0 12) Energy Blaster Power Set II: Energy Damage Reduction, Resistant, 25% (15 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 6 0
0 13) Energy Blaster Power Set III: Power Defense (4 points) (4 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 2 0
0 14) Mentalist Power Set I: Telepathy 8d6 (Human class of minds) (40 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 11 4
0 15) Mentalist Power Set II: Ego Attack 4d6 (Human class of minds) (40 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 11 4
0 16) Mentalist Power Set III: Mental Defense (9 points total) (3 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 1 0
0 17) Mentalist Power Set IV: +5 EGO (10 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 4
0 18) Multi-Armed Power Set I: Extra Limbs (Four Arms) (4), Inherent (+1/4) (6 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 2 0
0 19) Multi-Armed Power Set II: +15 STR (15 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), No Figured Characteristics (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 5 1
0 20) Multi-Armed Power Set III: Clinging (normal STR) (10 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 4 0
0 21) Multi-Armed Power Set IV: Ambidexterity (no Off Hand penalty) (9 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 4
0 22) Multi-Armed Power Set V: +4 CON (8 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), No Figured Characteristics (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 3
0 23) Speedster Power Set I: +2 SPD (20 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 8
0 24) Speedster Power Set II: +3 DEX (9 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), No Figured Characteristics (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 3
0 25) Speedster Power Set III: Running 4", x8 Noncombat (18 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 7 2
0 26) Speedster Power Set IV: Life Support (Extended Breathing: 1 END per Turn) (1 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 1 0
0 27) Telekinetic Power Set I: Telekinesis (20 STR) (30 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 10 3
0 28) Telekinetic Power Set II: Flight 10" (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 6 2
0 29) Telekinetic Power Set III: Force Wall (10 PD/8 ED) (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Extra Time (Full Phase, -1/2), Limited Coverage 180 Degrees (-1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 10 4
0 30) Wraith Power Set I: Desolidification (affected by Light-Based Attacks) (40 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Increased Endurance Cost (x2 END; -1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 13 8
0 31) Wraith Power Set II: Invisibility to Sight Group (20 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 7 2
0 32) Wraith Power Set III: Power Defense (5 points) (5 Active Points); (Limited Class Of Powers Available Very Limited (One Power Set Only; -1), (VPP Can Only Be Changed Between Adventures; -1/2) Real Cost: 2 0
13 Rong Yu Armor: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-1/2)
20 1) Blaster Gauntlets: Energy Blast 10d6 (50 Active Points); OIF (-1/2) 5
13 2) Boot Thrusters: Flight 15", x8 Noncombat (40 Active Points); OIF (-1/2) 4
11 3) Restraining Cables: Entangle 4d6, 4 DEF (40 Active Points); OIF (-1/2), 6 Recoverable Charges (-1/4) [6 rc]
15 4) Supple, Yet Resistant: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2) 0
11 Armor Power Pack: Endurance Reserve (80 END, 8 REC) Reserve: (16 Active Points); OIF (-1/2); REC: (8 Active Points); IIF (-1/4) 0
7 Helmet Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
3 Helmet Defences I: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 Helmet Defences II: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 Helmet Defences IIi: Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
2 Helmet Defences IV: +3 Mental Defense (9 points total) (3 Active Points); OIF (-1/2) 0
3 Helmet Sensors I: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
4 Helmet Sensors II: +2 PER with all Sense Groups (6 Active Points); OIF (-1/2) 0
2 Helmet Sensors III: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Cost Martial Arts
Maneuver Phase OCV DCV Notes
24 Rong Yu Jing Wei Training
Block 1/2 +2 +2 Block, Abort
Fast Strike 1/2 +2 +0 7d6 Strike
Grab 1/2 -1 -1 Grab Two Limbs, 35 STR for holding on
Joint Break 1/2 -1 -2 Grab One Limb; HKA 1d6 +1 , Disable
Kick 1/2 -2 +1 9d6 Strike
Takedown 1/2 +1 +1 5d6 Strike; Target Falls
Cost Skills
6 +2 with with Rong Yu Jing Wei Training
2 AK: Assignment City 11-
3 Breakfall 14-
3 Bureaucratics 12-
0 Everyman Skills
AK: Various, China 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Mandarin (Idiomatic, native accent)
[Notes: Native Language]
PS: Rong Yu Jing Wei 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Interrogation 12-
2 KS: Chinese Policy 11-
2 KS: Modern China 11-
3 KS: Rong Yu Jing Wei 12-
3 Language: Second Language (Depending On Assignment) (completely fluent)
2 Language: Third Language (Depending on Assignment) (fluent conversation)
3 Paramedics 12-
3 Security Systems 12-
3 Tactics 12-
3 Teamwork 14-
175+ Disadvantages
10 Distinctive Features: Rong Yu Jing Wei Armor
25 Monitored: Chinese Government 14-
10 Hunted: Gang Of Five 8-
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
20 Psychological Limitation: Believes In Chinese Government Right Or Wrong
20 Psychological Limitation: Honourable
10 Psychological Limitation: Self-Confident
15 Reputation: Honour Guard Of The Chinese Government, 14-
15 Social Limitation: Secret Identity
15 Social Limitation: Seen As Tools Of The Chinese Government
20 Social Limitation: Subject To Orders
0 Experience Points
Rong Yu Jing Wei | Points Summary
Characteristics Cost: 121 Base Points: 175
Powers Cost: 164 Disadvantages: 175
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 24 Unspent Experience: 0
Skills Cost: 41 Total Points: 350
Background

The Chinese government has long had a tradition of using uberhumans for the good of the State. The Immortals team represents their public face and since its reformation has been very media-friendly and widely recognisable across China and the world. The high incidence of uberhumans in China, due mostly to its very large population base, has allowed China to become one of the super-powers of the uber world. It has created a very large group of ubers known as the Rong Yu Jing Wei, or Honor Guard. While the majority of these ubers are relatively low powered, their abilities are bolstered by high tech armour and martial arts training.

The Rong Yu Jing Wei serve as a constant reminder to the world of China's power. They serve as security at all of China's embassies as well as bodyguards for all important members of the Chinese government. There are literally hundreds of Rong Yu Jing Wei. It is rumored that the Chinese government has also established the Honor Guard to act as a first response in any military action, effectively creating an uberhuman army - something no other country in the world has been able to do with any effectiveness.

Personality

The young ubers who take on the role of Rong Yu Jing Wei are predominantly male, with female agents often used exclusively behind the scenes in the capital. The Rong Yu Jing Wei are silent and loyal, and have undergone extensive training and conditioning.

Quote

"This area is restricted."

Powers

The uberhumans who become Rong Yu Jing Wei are low levelled but still effective individuals. Mostly they are categorised (by Western countries) as: Aquatics (able to operate underwater), Bricks (super strength), Energy Blasters (able to project energy of various types), Mentalists (low level telepaths), Multi-Armed agents (with usually four arms, sometimes more), Speedsters (super speed), Telekinetics (low level telekinesis) and Wraiths (able to turn invisible and move through solid objects).

In addition to their uberhuman powers, Rong Yu Jing Wei are outfitted with specialist armor which provides them with superior defences, concussive force blasts from specially designed gauntlets, jet boots enabling flight and a helmet with a wide array of sensors.

Appearance

The Rong Yu Jing Wei are designed to look alike, replacing individuality with uniform. They wear a dark red hard armor which covers their entire body except for the lower part of their faces, exposing their mouths and chin. They carry no obvious weapons (unless they have activated their blasters), but it is widely known that they are living weapons and so their reputation enables them to serve very effectively as security for the Chinese government.