Sample Characters

104 ready-to-play characters: 80 heroes and 24 villains, solo and in 16 teams, from 150-point agents to 750-point powerhouses.

Using These Characters

Every character on this page is an original, built with the rules from Character Creation. Most are standard superheroes on the Champions Complete default of 400 Total Points, of which 75 come from Complications (325 + 75). Use them as pre-made heroes for a one-shot, as allies and rivals for the GM, or as worked examples to pull apart when you build your own. None of them is a published Marvel, DC or Champions Universe character.

Power Levels

Character Creation leaves the total to the GM: street-level games sit below 400 points with a lower Complications cap, and heroes go above 400 when the GM sets a higher total or by spending Experience Points. This page uses these budgets:

The Points line on every card shows where its total comes from. Badges are purple for 350 and 400 points, orange for 500 points and up, and red for villains.

To use one, pick a hero whose concept appeals to you, rename them freely (names and day jobs are only suggestions), then adjust to taste. Move points between characteristics, powers and skills as you like, but keep the books balanced: characteristics + powers + skills must still come to the base points plus Complications plus any Experience Points.

Load them into your sheets. All 104 characters on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the concept and identity, base points, Complications cap and any Experience (so the sheet's Total Points match the card), all seventeen characteristics, STUN, BODY and END ready to track, Resistant defenses, Flight under Movement, every power, skill and Complication, the card's description as Background and each power's description under Powers & Tactics. Villains and agents are marked as villains, and team members get the team's premise and full roster under Campaign Use. The sheets are ready to play: every power has its Active Points, Real Points and END (0 for Resistant Protection), Flight lists its END, Mental, Power and Flash Defense are 0, starting heroes have 0 Experience, Combat Notes list each attack with its dice, END and to-hit roll plus the hero's punch and Presence Attack, and every Complication carries a suggested 6th Edition breakdown (frequency and severity) that gives its value. Choices the cards leave open are marked GM choice in Notes: those breakdowns, whether a Killing Attack is Ranged or Hand-to-Hand, and Requires a Roll as a flat 11- roll. A few builds were corrected so the rules match their descriptions (melee attacks take No Range, area attacks take Area of Effect, and every Vulnerability has a value its attack form allows); each sheet says what changed under Corrected in Notes. Points still balance on every sheet. Each card below shows these in-play numbers.

Each card shows:

What these builds leave out. This guide prices a core set of powers (Blast, Killing Attack, Resistant Protection, Flight, Telepathy and Mind Control) and skills, so every character here is built from those, with a few standard modifiers (Area of Effect, Personal Immunity and No Range for close-in and area attacks). Martial Arts, Combat Skill Levels, extra Running, Teleportation, Hand-to-Hand Attack, Perks and Talents all have their own prices in Champions Complete; add them from the core rulebook if you like, paying for them by trimming something else. Complication values follow the worked example in Character Creation and are a starting point: settle the exact value of each one with your GM from the Complication rules.

Rounding. Active Points, Real Points and END are rounded to the nearest whole number, with halves rounded in the character's favor, as in the Powers examples.

Solo Heroes

Twenty single heroes for a one-player game, a guest star at the table, or a ready-made recruit when a player's hero is out of action. Every one is a standard 400-point superhero with the full 75 points of Complications.

Street Level: 350 Points

Four street-level vigilantes on one GM's lower budget: 300 base points plus up to 50 points of Complications, 350 in all. Few powers, lots of skills, and gear that can be taken away.

Veterans: 500 Points

Four experienced heroes: the standard 325 base points and 75 points of Complications, plus 100 Experience Points earned in play.

Veterans: 600 Points

Four heavyweight veterans: 325 base points, 75 points of Complications and 200 Experience Points.

Veterans: 750 Points

Four of the most powerful heroes on Earth: 325 base points, 75 points of Complications and 350 Experience Points. Use them as allies for a high-powered campaign or as the yardstick that 400-point heroes grow towards.

Teams of Two

Four duos: a partnership, a mentor and student, an odd couple, and two people who keep running into each other.

Teams of Three

Four trios: a classic blaster-brick-mentalist triangle, a street-level pack, a team of misfit scientists, and a veteran with two rookies to show how a 600-point hero and 400-point heroes share a table.

Teams of Four

Two teams of four: a government rapid-response unit and a mystic order that guards the city's hidden doors.

Teams of Five

Two teams of five: former villains working off their sentences, and a college hero club.

Teams of Six

One full table of six: a world-class team with a satellite headquarters.

Villains & Adversaries

Ten solo villains for the heroes above to fight, many of them already named in the heroes' Hunted and Rivalry Complications. They're built exactly like heroes: 325 base points and up to 75 points of Complications, plus Experience Points for the 500- to 750-point masterminds and powerhouses.

Villain Teams

Three groups of villains: a terrorist cell, an arson cult and a corporate black-ops unit. Every member is a 400-point build.

Minions & Agents

The rank and file. These agents are built on a small budget one GM might set for henchmen: 150 base points and no Complications. They're meant to come in groups, so the GM can run a dozen of them without a full hero's sheet.