Champions Complete RPG

Skills, Equipment, and Character Development

The Hero Behind the Mask: Building Complete Characters

Beyond the Cape: What Makes Heroes Human

Imagine Superman without Clark Kent's journalism skills, or Batman without his detective training and high-tech gadgets. Powers make characters super, but skills, equipment, and personal growth make them heroes. These elements ground fantastic characters in relatable human experiences while providing practical tools for adventure.

In Champions, your character's non-powered abilities often determine the difference between a one-dimensional powerhouse and a compelling hero with depth. A character who can only punch things is limited; one who can also hack computers, speak multiple languages, pilot aircraft, and inspire others has unlimited story potential.

The Skill System: Competence and Expertise

Skills in Champions represent everything your character learned through study, practice, and experience. Think of them as your character's professional toolkit - the abilities that existed before they got powers and will remain if those powers ever disappear.

The Expertise Philosophy

Champions uses a unified approach to skills: everything is based on rolling 3d6 against a target number derived from a relevant characteristic plus skill points. It's like having different specializations on your Swiss Army knife - each tool is designed for specific situations but follows the same basic principle.

graph TD A[Skill Roll] --> B[3d6] B --> C[vs Target Number] C --> D[Characteristic + Skill Points] D --> E[Success/Failure] E --> F[Degree of Success] D --> G[Example: Hacking] G --> H[INT 15 + Computer Programming 13-] H --> I[Roll 3d6 vs 15] style A fill:#ff9999 style C fill:#99ccff style E fill:#99ff99 style F fill:#ffff99

Skill Categories: The Hero's Toolkit

⚔️ Combat Skills

Based on: Dexterity or Strength

When you need them: Fighting without powers, weapon expertise, tactical combat

Hand-to-Hand Combat

What it does: Improved unarmed fighting ability

Hero examples: Batman's martial arts, Black Widow's combat training

Cost: 3 points per +1 to Combat Value

Weapons Familiarity

What it does: No penalties with specific weapon types

Hero examples: Hawkeye's archery, Punisher's firearms

Cost: 2-3 points per weapon group

Combat Driving

What it does: Vehicle combat and stunts

Hero examples: Ghost Rider's motorcycle skills, Batmobile piloting

Cost: 3 points

🧠 Intellectual Skills

Based on: Intelligence

When you need them: Solving mysteries, using technology, scientific analysis

Computer Programming

What it does: Hacking, system design, digital forensics

Hero examples: Oracle's computer mastery, Iron Man's AI development

Typical roll: INT + skill vs. system security

Forensic Medicine

What it does: Determine cause of death, analyze injuries

Hero examples: Batman's detective work, Daredevil's enhanced analysis

Typical roll: INT + skill vs. case complexity

Electronics

What it does: Build, repair, and modify electronic devices

Hero examples: Forge's invention skills, Cyborg's self-repair

Typical roll: INT + skill vs. device complexity

🏃‍♂️ Physical Skills

Based on: Dexterity or Strength

When you need them: Athletic feats, stealth, acrobatic stunts

Acrobatics

What it does: Gymnastics, balance, fancy movement

Hero examples: Daredevil's rooftop parkour, Nightwing's circus training

Typical roll: DEX + skill vs. stunt difficulty

Stealth

What it does: Move unseen and unheard

Hero examples: Batman's infiltration, Black Widow's espionage

Typical roll: DEX + skill vs. observer's PER

Climbing

What it does: Scale walls, cliffs, and structures

Hero examples: Spider-Man without powers, mountain rescue

Typical roll: STR or DEX + skill vs. surface difficulty

Building Skill Packages: Professional Competence

Most heroes have background packages that represent their pre-superhero life. These skill packages provide both practical abilities and storytelling hooks. Think of them as character archetypes that ground your hero in the real world.

Professional Skill Packages

🕵️ Police Detective Package

Core Skills (25 points):

  • Criminology 13- (3 pts) - Understanding criminal behavior
  • Interrogation 13- (3 pts) - Getting suspects to talk
  • Streetwise 12- (2 pts) - Knowledge of criminal underworld
  • Computer Programming 11- (1 pt) - Database searches
  • Forensic Medicine 12- (2 pts) - Crime scene analysis
  • Firearms 12- (2 pts) - Police weapon training
  • Contact: Police Department (3 pts) - Official resources
  • Contact: Informants (2 pts) - Street-level information
  • Fringe Benefit: Police Powers (5 pts) - Legal authority
  • Reputation: Honest Cop (2 pts) - Public trust

Story Hooks:

  • Former cases that become superhero mysteries
  • Police contacts who provide official support
  • Knowledge of criminal organizations
  • Legal authority to investigate

Hero Examples:

Jim Gordon, Detective Harvey Bullock, Misty Knight

🔬 Research Scientist Package

Core Skills (25 points):

  • Physics 15- (5 pts) - Primary specialty
  • Chemistry 13- (3 pts) - Secondary science
  • Computer Programming 14- (4 pts) - Data analysis
  • Electronics 12- (2 pts) - Equipment maintenance
  • Professional Skill: Research 13- (3 pts) - Academic methodology
  • Language: German (2 pts) - Scientific papers
  • Contact: University (2 pts) - Academic resources
  • Contact: Scientific Community (2 pts) - Peer network
  • Reputation: Brilliant Scientist (2 pts) - Professional respect

Story Hooks:

  • Scientific explanation for strange phenomena
  • University resources and laboratories
  • Academic rivals who become villains
  • Research projects with unintended consequences

Hero Examples:

Reed Richards, Bruce Banner, Ray Palmer

🪖 Military Officer Package

Core Skills (25 points):

  • Combat Skill Levels +3 (9 pts) - Military combat training
  • Tactics 13- (3 pts) - Strategic planning
  • Survival 12- (2 pts) - Field operations
  • Navigation 11- (1 pt) - Land navigation
  • Demolitions 12- (2 pts) - Explosives training
  • Pilot: Military Aircraft 12- (2 pts) - Flight training
  • Contact: Military Command (3 pts) - Official support
  • Fringe Benefit: Military Rank (3 pts) - Authority and resources

Story Hooks:

  • Military missions requiring superhero intervention
  • Access to military equipment and intelligence
  • Former unit members as allies or enemies
  • Understanding of military threats and tactics

Hero Examples:

Captain America, War Machine, Nick Fury

Equipment and Gadgets: The Hero's Arsenal

Equipment in Champions ranges from simple tools to incredibly sophisticated devices that rival superpowers. The key principle is that equipment follows the same rules as everything else - it's built using the same power system, but with the limitation that it can be lost, stolen, or broken.

Equipment as Externalized Powers

Think of equipment as powers you can hold in your hands. Batman's grappling gun isn't fundamentally different from a hero with natural swinging abilities - it just has the limitation that it can run out of ammunition or be taken away. This approach lets you build everything from simple pistols to cosmic artifacts using the same underlying mechanics.

Equipment Categories

⚔️ Weapons and Combat Gear

🏹 Hawkeye's Trick Arrows

Game Mechanics: Variable Point Pool (60 points)

Limitations: OAF (Obvious Accessible Focus) -1, Charges -½

Real Cost: 24 points

Special Effects: Different arrow types (explosive, net, EMP, etc.)

Story Element: Can be lost or damaged, needs restocking

🔫 Punisher's Arsenal

Game Mechanics: Multiple weapons with different effects

  • Assault Rifle: RKA 2d6, Autofire (+½), 30 Charges
  • Sniper Rifle: RKA 3d6, +3 Range Levels, 10 Charges
  • Grenades: RKA 2d6, Area Effect (+1), 6 Charges

Story Element: Requires maintenance, ammunition supply

🛡️ Captain America's Shield

Game Mechanics: Multiple powers in one item

  • Defense: Force Field 15 PD/ED, OIF
  • Attack: RKA 2d6, Ranged, Returns, OIF
  • Special: Deflection (rebounds attacks), OIF

Story Element: Unique vibranium properties, symbolic importance

💻 Technology and Gadgets

🦇 Batman's Utility Belt

Game Mechanics: Variable Point Pool (40 points)

Limitations: OAF -1, Limited Selection -¼

Real Cost: 18 points

Contents: Grappling hooks, smoke bombs, first aid, lockpicks

Story Element: "I have just the thing for this situation"

🔍 Detective's Investigation Kit

Game Mechanics: Enhanced Perception +3, specific senses

Equipment: Magnifying glass, fingerprint kit, chemical tests

Limitations: OAF -1, Only for forensic analysis -½

Story Element: Professional tools that enhance natural skills

📱 High-Tech Communicator

Game Mechanics: Mind Link with team members

Features: Encrypted, satellite relay, emergency beacon

Limitations: OAF -1, Can be jammed -¼

Story Element: Team coordination, calling for backup

🚗 Vehicles and Transportation

🦇 The Batmobile

Base Vehicle: Armored high-performance car

Modifications:

  • Armor: 20 PD/ED protection
  • Speed: Ground movement 25" (250 mph)
  • Weapons: Non-lethal deterrent systems
  • Electronics: Advanced computer, stealth systems

Limitations: OAF -1, Distinctive -¼

🚁 SHIELD Helicarrier

Base Vehicle: Flying aircraft carrier

Capabilities:

  • Flight: 15" movement, can hover
  • Base of Operations: Mobile headquarters
  • Stealth: Invisibility to Sight Group
  • Defenses: Force fields, point defense systems

Story Element: Mobile command center for global operations

Focus Limitations: The Price of Gear

The genius of Champions' equipment system lies in Focus limitations. These represent the vulnerability of depending on external tools - they can be stolen, broken, or simply left at home. It's the difference between Iron Man's suit (which can be damaged) and Superman's powers (which are inherent).

Types of Foci

🔍 Obvious Accessible Focus (OAF) -1

What it means: Everyone can see it, enemies can take it away

Examples: Swords, guns, obvious armor, vehicles

Tactical implication: Enemies will target your equipment

Cost reduction: Halves the point cost

🥷 Inobvious Accessible Focus (IAF) -½

What it means: Hidden but can still be taken if discovered

Examples: Concealed weapons, hidden gadgets, implants

Tactical implication: Safer but still vulnerable to thorough search

Cost reduction: One-third discount

🔒 Obvious Inaccessible Focus (OIF) -½

What it means: Visible but can't be easily removed

Examples: Cybernetic limbs, built-in armor, mystical tattoos

Tactical implication: Can be damaged but not stolen

Cost reduction: One-third discount

🫥 Inobvious Inaccessible Focus (IIF) -¼

What it means: Hidden and can't be removed

Examples: Internal cybernetics, magical organs, alien symbiotes

Tactical implication: Most secure but still can malfunction

Cost reduction: 20% discount

Focus Examples in Action

⚡ Iron Man's Armor Analysis

Powers: Flight, Energy Blast, Life Support, Armor

Focus Type: OAF (Obvious Accessible Focus)

Reasoning:

  • Obvious: Everyone can see the distinctive red and gold armor
  • Accessible: Can be damaged, hacked, or power depleted
  • Story moments: Armor damaged forcing retreat, EMP attacks disabling systems

Point savings: Massive power suite becomes affordable

🕷️ Spider-Man's Web-Shooters Analysis

Powers: Swinging, Web projectiles, Entanglement

Focus Type: IAF (Inobvious Accessible Focus)

Reasoning:

  • Inobvious: Hidden under costume sleeves
  • Accessible: Can be removed if restrained, run out of web fluid
  • Story moments: "Oh no, I'm out of webs!" dramatic tension

Point savings: Moderate discount for moderate vulnerability

Character Development: Growing Heroes

Great heroes aren't static - they grow, learn, and evolve. Champions character development reflects this through earned character points that can improve existing abilities or add new ones. Think of it as the difference between Spider-Man in his first comic and the experienced hero he becomes.

The Experience Point System

graph TD A[Adventure Complete] --> B[GM Awards Experience Points] B --> C[1-3 points typical session] C --> D[Player Decides How to Spend] D --> E[Improve Characteristics] D --> F[Add New Skills] D --> G[Enhance Powers] D --> H[Buy Equipment] D --> I[Remove Disadvantages] E --> J[Same cost as character creation] F --> J G --> K[Powers cost more to improve] H --> L[Equipment follows focus rules] I --> M[Costly but removes limitations] style A fill:#ff9999 style B fill:#99ccff style C fill:#99ff99 style D fill:#ffff99

Character Growth Paths

🌱 The Rookie to Veteran Path

Starting Hero: "Shockwave" (150 points)

  • Sonic powers but limited control
  • Basic combat skills
  • Acoustic engineering knowledge
  • Accident-prone with powers

After 20 Sessions (60 experience points):

  • Improved Power Control (20 pts) - Remove "Accidental Activation" disadvantage
  • Combat Training (15 pts) - Add martial arts and tactics skills
  • Enhanced Powers (15 pts) - Increase sonic blast damage
  • New Equipment (10 pts) - Sound-dampening suit for stealth

Character Evolution:

From accident-prone rookie to confident hero who can control both powers and battlefield

👑 The Specialist to Leader Path

Starting Hero: "Mindbridge" (200 points)

  • Powerful telepath but socially awkward
  • Prefers to work alone
  • Brilliant but impatient
  • Distrusts non-psychics

After 30 Sessions (90 experience points):

  • Leadership Skills (25 pts) - Persuasion, tactics, inspiration
  • Team Powers (30 pts) - Mental link with team members
  • Social Growth (20 pts) - Remove "Loner" disadvantage
  • Expanded Abilities (15 pts) - Precognition for team protection

Character Evolution:

From isolated psychic to team leader who uses mental powers to coordinate and protect others

⚡ The Power Evolution Path

Starting Hero: "Spark" (175 points)

  • Basic electrical powers
  • Can generate lightning bolts
  • Powers drain quickly (high END cost)
  • Limited to direct electrical attacks

After 25 Sessions (75 experience points):

  • Power Efficiency (20 pts) - Reduce Endurance costs
  • Electromagnetic Mastery (25 pts) - Control over magnetic fields
  • Electronic Integration (20 pts) - Interface with computers and machines
  • Energy Storage (10 pts) - Store electrical energy for later use

Character Evolution:

From simple lightning thrower to electromagnetic master who can control technology and energy

Social Mechanics: Heroes in Society

Superheroes don't exist in a vacuum - they interact with civilians, media, government, and other heroes. Champions provides mechanics for these social interactions that go beyond simple Persuasion rolls.

Practice Exercises

Exercise: Skill Package Design

Create three different 25-point skill packages for these character concepts:

🎭 Former Stage Magician

Background: Professional performer who gained real magic powers

Your task: What skills from their stage career translate to superhero work?

Consider: Sleight of hand, showmanship, psychology, stagecraft

🏥 Emergency Room Doctor

Background: Medical professional with healing powers

Your task: Balance medical expertise with heroic capabilities

Consider: Medical skills, crisis management, ethics, contacts

🎮 Video Game Designer

Background: Creative technologist with digital-based powers

Your task: How do modern tech skills apply to superheroics?

Consider: Programming, design thinking, user psychology, virtual reality

Exercise: Equipment Design Challenge

Design complete equipment sets for these hero concepts, including point costs and limitations:

🏹 Modern Archer Hero

Concept: High-tech archer with specialized arrows

Requirements:

  • At least 5 different arrow types
  • Compound bow with targeting system
  • Protective gear for urban environment
  • Total budget: 50 equipment points

🚗 Vehicle-Based Hero

Concept: Hero whose powers come from advanced vehicle

Requirements:

  • Ground vehicle with multiple capabilities
  • Offensive and defensive systems
  • Support/utility functions
  • Total budget: 75 equipment points

Design Guidelines:

  • Choose appropriate Focus limitations
  • Consider how equipment can be lost or damaged
  • Think about maintenance and resupply
  • Create interesting tactical choices

Exercise: Character Development Planning

Plan a 5-session character growth arc for this starting hero:

Starting Character: "Echo" (150 points)

  • Powers: Sound mimicry, voice throwing, enhanced hearing
  • Background: Former radio DJ, excellent communicator
  • Personality: Outgoing but struggles with self-doubt
  • Disadvantages: Haunted by past failure, overprotective of civilians

Your Development Tasks:

  1. Session 1-2: What skills or abilities should they develop early?
  2. Session 3-4: How might their powers evolve or expand?
  3. Session 5: What personality growth addresses their disadvantages?
  4. Overall Arc: How does this character become more confident and effective?

Budget: Assume 3 experience points per session (15 total)

Next: Gamemastering and Adventure Design

You now have a complete understanding of how to build and develop Champions characters! Our final lesson covers the art of running Champions games:

Time to step behind the screen and become the architect of heroic adventures!