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The Word
| Dex: 03 | Str: 03 | Bod: 03 | Motivation: Power |
| Int: 04 | Wil: 06 | Min: 04 | Occupation: Cult leader |
| Inf: 08 | Aur: 07 | Spi: 05 | Resources {or Wealth}: 010 |
| Init: 015 | HP: 020 |
Skills: Charisma (Persuasion, Interrogation): 11, Charisma (Intimidation): 06, Detective (Law): 08, Medicine (Brainwashing): 07, Medicine (Medical treatment): 06
Bonuses and Limitations:
- All Skills are Contingent Upon Charisma (Persuasion, Interrogation) and are only usable if the Word can employ his power of persuasion.
- Medical Treatment presumably can also heal MIND and SPI damage
Advantages: Gift of Gab, Headquarters (Expansive), Leadership, Scholar (American English language)
Connections: Ultima (High)
Drawbacks: None
King of his castle
When the Thing and the Torch came to the Word’s then-current estate, they were met by sophisticated defences:
- The entire estate was apparently under high-quality video surveillance.
- An unrevealed system blew up the gas tank of the FF’s car - perhaps some sort of microwave projector bar hidden under the road.
- A pair remote-controlled .30 machineguns could pop up from the side of the ambush side [AV 03, Projectile weapon (Scattershot): 08, Ammo: 06, R#03]
- Mines with a relatively weak explosive charge [Bomb: 05] whose main goal was actually to release an invisible, odourless knockout gas [Knockout gas: 13, Invisibility (Visual, Olfactory): 04, Bonus: KO gas attacks BODY/BODY]
- Agents could mop up incapacitated opponents by affixing “brain-wave inhibitors” keeping them stunned.
- The Word’s staff also had special collars that would react immediately if the wearer tried to use a super-power - for instance electric shocks if the Torch tried to flame on, and a tranquiliser and knockout drug if the Thing exerted himself.
- The security staff were humanoid robots with the stats of basic soldiers and carrying laser carbines [BODY 01, Laser beam: 06, R#05]
Game Stats — DC Adventures
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Word — Averaged PL 3
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 | 01 | 00 | 00 | 01 | 04 | 01 | 04 |
Close attack 1, Defensive Roll 1
Benefit 3 (Millionaire), Fascinate (Persuasion), Inspire, Leadership
Athletics 1 (+2), Deception 6 (+10), Expertise (Cult leader) 7 (+10), Expertise (English language) 11 (+15), Insight 6 (+7), Intimidation 2 (+6), Perception 3 (+4), Persuasion 7 (+11), Treatment 6 (+9) (Limited 1 to Provide care, Revive and Treat P&D) (Quirk - the patient must be able to understand the Word’s words)
| Initiative +0 |
| Unarmed +2, Close, Damage 1 |
| Dodge | 1 | Fortitude | 2 |
| Parry | 2 | Toughness | 1/1* |
| Will | 5 |
Relationship Dearly loves his daughter Ultima
Trade-off areas Attack&Effect PL 2, Dodge/Toughness PL 2, Parry/Toughness PL 2, Fort&Will PL 4
Point total 61 Abilities 24, Defences 6, Skills 23, Powers 0, Devices 0, Advantages 8. Equiv. PL 5.
King of his castle
When the Thing and the Torch came to the Word’s then-current estate, they were met by sophisticated defences:
- The entire estate was apparently under high-quality video surveillance.
- An unrevealed system blew up the gas tank of the FF’s car - perhaps some sort of microwave projector bar hidden under the road.
- A pair remote-controlled .30 machineguns could pop up from the side of the ambush side [Offence bonus +1, Ranged Ballistic Multiattack Damage 7]
- Mines with a relatively weak explosive charge [Burst-Area Explosive Damage 4] whose main goal was actually to release an invisible, odourless knockout gas [Affliction: 13, Subtle, Fatigued/Exhausted/Incapacitated resisted by Fortitude]
- Agents could mop up incapacitated opponents by affixing “brain-wave inhibitors” keeping them stunned.
- The Word’s staff also had special collars that would react immediately if the wearer tried to use a super-power - for instance electric shocks if the Torch tried to flame on, and a tranquiliser and knockout drug if the Thing exerted himself.
- The security staff were humanoid robots with the stats of basic soldiers and carrying laser carbines [Ranged Laser Damage 5, Quirk (Easily disabled by abuse)]
