Champions – Panzer II

A number of heroes had arisen during the second world war, on both sides. Hans Schaefer was one of them on the German side – more specifically on the Eastern Front. Hans developed the ability to “absorb” vehicles, adding their abilities to his own. While he was an honorable old-school military man – and never a Nazi – as “Panzer” he was hailed as one of the heroes of the Master Race. With the abilities of a Tiger Tank contained within an agile human frame, Panzer served his country with distinction until he was lost in action somewhere in the Ukraine – possibly in battle with another metahuman.

He wasn’t exactly pleased when Deathurge used blood magic to pull his spirit back to Earth – and was even less pleased at being forced to possess a youngster (however foolish the boy had been) and do battle with the Mandate and other heroes on behalf of a genocidal lunatic. When the Mandate – and the White Necromancer in particular – finally eliminated Deathurge it was a considerable relief.

There was finally a benefit to being summoned though; until the last energies of the spell dissipated he’d still have free access to Earth and the ability to manifest there. It would be nice to look in on his country and family.

Actually his country looked like it could use an extra hero – and a sixteen-year-old great-grandson who had a talent for shamanism looked like he could use a little purpose in his life and a little extra power to deal with other spirits and problems.

Panzer passed on a great deal of his power – and the experimental american tank that he’d acquired at Deathurge’s direction – to young Matthias Schaefer before departing once more for the higher planes – amplifying his great-grandsons abilities in a variety of ways and raising the seventeen-year-old to the status of a Tier 2 Hero.

Unfortunately, Panzer II has inherited most of his grandfather’s (undeserved) reputation as a Nazi along with the powers and the name. That hasn’t stopped him from helping out – but it’s certainly made his reception pretty mixed throughout the European Union.

Panzer II’s powers are quite straightforward; he has a few shamanic tricks – a twenty-point package – and Panzer’s ability to “absorb” vehicles and add their abilities to his own (built as an extradimensional vehicle storage and an aid effect that gives the vehicles functions the “Usable by Others” and “Transdimensional” modifiers. Given that he’s currently “absorbed” a hovertank, he can add it’s strength, armor, and body ratings to his own, use it’s movement powers, use it’s weapons, and use it’s electronics – essentially turning it into a virtual suit of powered battle armor. Between an effective eighty strength, fairly massive armor, high-speed flight, and an assortment of weapons and electronics, Panzer pretty much takes the “Iron Man” role – even if he does simply look like a young man who (when in “costume”)  wears a flying helmet and dark glasses (which, between them, obscure most of his face), an old leather flying jacket, leather pants, and leather gloves. It isn’t much of a costume – but it isn’t like being a hero pays well and he can only “store” one set of clothes at a time even with a fetish-charm to help out.


Panzer II


Value Characteristic Points
14/20 STR 4
18/20 DEX 24
18/21 CON 16
10/13 BODY 0
10/16 INT 0
14/17 EGO 8
19/25 PRE 9
12/24 COM 1
5/8 PD 1
5/8 ED 1
5 SPD 22
8/11 REC 0
28/40 END -4
29/35 STUN 0
Total 82


Points Powers END
3 Elemental Control: Shamanic Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Visible (Readily Detectable, -.25), (-.5).
a-3 Mental Defense (15 pts); Add to Total; Always On: -½
b-6 Astral Senses
(4) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
(4) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
c-2 Power Defense (12 pts); Always On: -½; Generic Limitation (Only versus magical and spirit attacks)
d-4 2d6 Aid: Shamanic Magic (Fade/turn, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Points fade instantly after power used: -½; Extra Time: 1 min., -1½; Maximum of three rituals per day and seven prepared effects.: -1; Increased END (2 per turn over the one-minute usage time): ×5, -2 10
e-2 Extra-Dimensional Movement; The Astral Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1; Generic Limitation (Leaves physical body behind): -1; Increased END: ×5, -2 10
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of  gear. 30
14 Extra-Dimensional Movement: To Pocket Realm; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (Radius): 8″ radius, +1; Increased Area: ×4, +½; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1; Only affects vehicles: -1 5
27 2d6 Aid: All Vehicle Powers (Fade/hour, Max. 30); Range: 0; Single Vehicle in his Pocket Dimension at a time: -1; Extra Time: 1 min., -1½; Always On: -½; Affects: All Powers of Special Effect, +2; Continuous: +1; Reduced END: Zero, +½; Transdimensional: Single Dimension, +½; Repairs or adds “Usable By Others” (+.25) and “Transdimensional” (Only usable by others, +.25) to all of a vehicles powers up to a limit of 60 active points (base; advantages and limitations are irrelevant). . 0
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
73 Total Powers  


Points Skills, Talents, Perks Roll
20 +2 level w/Overall Level
3 Combat Driving 13-
3 Combat Piloting 13-
3 Persuasion 14-
2 Professional Skill; Shamanism 11-
2 Knowledge; The Astral Realms 11-
2 Knowledge; Spirits 11-
5 Choke Hold (OCV -2, DCV +0, Grab, 2d6 NND)
5 Offensive Strike (OCV -2, DCV +1, 8d6)
0 German (Native Accent); Literacy: Standard, 0
45 Total Skills, Talents, Perks  


Cost Equipment
50 Battlemaster Hovertank (0kg)
10 Shamanic Charms; OIF (Various minor talismans): -½
(9) Tortoise Shell Hairclip; Armor (3 PD/3 ED)
(3) Lack of Weakness (-5 to Roll) ; Activation: 14-, -½
(3) Military Medal; Instant Change ; Clothes: One Set, 5; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼
60 Total Equipment


125+ Disadvantages
20 Code Against Killing (Common, Total)
15 Overconfidence (Very Common, Moderate)
10 Reputation: Nazi (undeserved) (11-)
5 1d6 Unluck
15 Secret Identity
10 Natural Bridge to the Spirit Worlds (Infrequently, Greatly)
75 Total Disadvantages


COSTS: Char. Powers Total Total Disadv. Base
82 + 118 = 200 200 = 75 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 6 15 11/3 11/3 3, 5, 8, 10, 12


Panzer II may eventually have a point total of up to 225 points. In his case money and more dexterity are probably in order.


3 Responses

  1. […] Panzer II: Grandson to a World War II German Superhero […]

  2. […] Panzer II: Shaman and heir to a WWII German Hero. […]

  3. […] Panzer II: Shaman and heir to a WWII German Hero. […]

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