Panzer

Value Characteristic Points
18 STR 8
18/28 DEX 24
18 CON 16
12 BODY 4
13 INT 3
18 EGO 16
25 PRE 15
16 COM 3
5 PD 1
5 ED 1
5 SPD 12
8 REC 0
24 END -6
30 STUN 0
  Total 97
Points Powers END
5 Elemental Control: Spirit Powers (15-pt reserve); Spirit Powers Only (-1), Variable Limitations -.5 (-.25), Visible (Readily Detectable, -.25), User can be attacked from the Astral Plane without any special modifiers (-.5).  
a-4 Life Support (total); Always On: -½  
b-15 Desolidification; Reduced END: Zero, +½; By default, this is on unless consciously surpressed. 0
c-6 Armor (10 PD/10 ED); Always On: -½; Hardened: ×1, ¼  
d-4 Mental Defense (34 pts); Add to Total; Always On: -½  
e-5 Astral Senses  
(3) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(3) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
f-5 Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Can be shut down by destroying the summoning talisman or anchor that binds the spirit to the physical realm.  
g-5 +10 DEX  
h-4 Power Defense (30 pts); Always On: -½  
i-13 Modified Characteristic: STR; Affects Desolidified: +½; Affects Solid: +2; Reduced END: Zero, +½  
   
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
30 2d6 Aid: All Vehicle Powers (Fade/min., Max. 48); Range: 0; Single Vehicle in his Pocket Dimension at a time: -1; Activation: 11-, -1; Always On: -½; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +½; Transdimensional: Single Dimension, +½; Active Points: 119; Requires several minutes to swtch vehicles: -½; Repairs or adds “Usable By Others” (+.25) and “Transdimensional” (Only usable by others, +.25) to all of a vehicles powers of up to 96 active points. 0
   
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 customized gear. 30
   
49 Usual Equipment  
(2) 12-Point Combat Dress Elemental Control: (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).  
a-5 Armor (8 PD/4 ED); Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½  
b-2 Life Support Systems  
(3) Need Not Breathe; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev  
(1) Life Support: Intense Heat/Cold; Short term and subject to upper limits: -1  
c-2 +3 level w/Stealth (Camoflague)  
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½  
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½  
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½  
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0  
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼  
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
i-2 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.  
(1) English (Basic Conv.); Literacy: Standard, 0  
(6) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 13-
(4) Armor: Warding Talisman (4 PD/2 ED)  
(5) Demon Ward: Change Environment/Holy (2″ rad.); Effect: Fixed, +0 1
(16) Equipment Multipower (40-pt reserve); -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation. As a rule, characters should select a multipower reserve that suits them – 20 (8), 40 (16), 45 (to accomadate the Grenades and/or Tranqualizer Rifle, 18), 60 (24), or 75 (30) points and slots to match.  
u-1 10″ Folding Paraglider: Gliding (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37  
u-1 Security Systems Kit 17-
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
u-1 2d6 Heavy Pistol Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4 0
u-1 1d6 Laser Cutter: Killing Attack (RKA); Range: 185; Penetrating: +½; Armor Piercing: 1, +½; Charges: 64, +½; Concentrate: 0 DCV, -½ 0
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-2 2d6 Stun Spray Grenade Energy Blast; Range: 200; Versus: ED; No Normal Defense (Vrs Force Field, Sealed Armor, Alien Metabolism): +1; Continuous: +1; Area Effect (Radius): 3″ radius, +1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; These spray a sticky most, loaded with DMSO and knockout drugs, over everything in a small radius. 0
u-1 4d6 Thermite Pencils: Energy Blast/Fire; Range: 200; Versus: ED; Explosion (Extended Area +0″/DC): +½; Time Delay: +¼; Trigger (Radio Signal): Set, +¼; Charges: +8, -½ 0
116 Total Powers  
Points Skills, Talents, Perks Roll
0 German (Native Accent); Literacy: Standard, 0  
2 English (Fluent Conv.); Literacy: Standard, 0  
20 +2 level w/Overall Level  
1 Knowledge: Military History 8-
2 Knowledge: Military Vehicles 11-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Mechanics 11-
3 Tactics 12-
37 Total Skills, Talents, Perks  
125+ Disadvantages
15 Distinctive Features: German Military Ghost; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
15 Banished to Afterworlds if Sumoning Talisman Destroyed (Infrequently, Fully)
20 Driven back to netherworld if body reduced to 0 Body (Frequently, Fully)
20 Honorable (Common, Total)
15 Code of Chivalry (Common, Strong)
15 Always Obeys Orders of Superiors (Very Common, Moderate)
10 Reputation: Nazi (undeserved actually) (11-)
10 Public Identity
20 Hunted: Thunderbolts (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: The Nephelim (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Susceptibility: Exorcism Rituals (2d6 STUN and BODY/Minute); Condition: Uncommon, +5
175 Total Disadvantages
COSTS: Char.   Powers   Total Total   Disadv.   Base
  97 + 153 = 250 300 = 175 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 6 34 27/22 21/16 3, 5, 8, 10, 12

Sex: Male, Race: Deceased Human

Appearance: Panzer usually appears as himself (or at least his self-image) – a mid-20’s military man with the slightly “washed-out” appearance typical of a spirit. He doesn’t usually need a body other than whatever vehicle he’s currently using as a focus.

 Powers: Panzers powers depend almost entirely on what vehicle he’s “absorbed” at the moment. While something as minor as a car is sufficient to make him stronger, faster, and somewhat tougher than any ordinary human, a modern main battle tank – such as he’s absorbed at the moment – makes him an adequate match for most other heroes.

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