Champions at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Points, Not Classes
Every hero is built from Character Points: characteristics, skills and powers all have a price, and Complications describe what makes life hard.
Build Any Power
A power is an effect plus Advantages that make it better and Limitations that make it cheaper. The special effect is up to you.
The Speed Chart
A Turn is 12 Segments. Your SPD decides how many of them you act in, so fast heroes really do act more often.
STUN and BODY
Most attacks knock heroes out long before they hurt them badly. STUN measures staying conscious; BODY measures real injury.
The Guide
Building heroes first, then the rules of play, then the GM's page and playing solo.
Getting Started
Building Heroes
Character Creation
Concept, point totals, buying characteristics, Complications and a complete hero built step by step.
Sample Characters
104 ready-to-play heroes and villains from 350 to 750 points, solo and in teams, with every point accounted for.
Powers
Building any power from effects, Advantages and Limitations, Active and Real Points, and special effects.
Playing the Game
Combat
The Speed Chart and Phases, attack rolls with OCV and DCV, normal and killing damage, STUN, BODY and Knockback.
Skills, Perks & Equipment
Skills and skill rolls, packages, gadgets bought as Foci, and how heroes grow with Experience Points.
For the GM
Playing Solo
Tools
Use these at the table.
Dice Roller & Damage Calculator
3d6 rolls with exact odds, attack rolls from OCV and DCV, normal and killing damage with STUN and BODY, and a Speed Chart.
Character Sheets
Fillable 6th Edition sheets with characteristic costs and rolls, Speed Chart Phases, powers, skills and Complications, point totals, saving and printing.