The Champions Guide

Champions is the superhero roleplaying game from Hero Games, built on the HERO System: no classes and no levels, just points you spend to build exactly the hero you imagine, from a street-level vigilante to a cosmic powerhouse. This guide follows Champions Complete, the one-book version of the HERO System 6th edition rules. It takes you from your first character through powers and combat to running a campaign, or playing alone.

The core rollattacks: 11 + OCV − DCV

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

Playing the Game

For the GM

Playing Solo

Tools

Use these at the table.