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: you roll 3d6 and succeed on the target number or less. For a characteristic-based skill bought at full roll (3 Character Points), the target is 9 + (CHAR รท 5): INT 15 gives a 12- roll, INT 18 a 13-. Familiarity with a skill costs 1 point and rolls 8-, the same level as the Everyman skills every character in the genre gets for free. A 3 always succeeds and an 18 always fails. It's like having different specializations on your Swiss Army knife - each tool is designed for specific situations but follows the same basic principle.
Skill Categories: The Hero's Toolkit
โ๏ธ Combat Skills
Based on: Dexterity or Strength
When you need them: Fighting without powers, weapon expertise, tactical combat
Combat Skill Levels
What it does: +1 OCV (or DCV) per level with a chosen group of attacks
Hero examples: Batman's martial arts, Black Widow's combat training
Cost: Per level; the broader the group of attacks, the more each level costs
Weapons Familiarity
What it does: No penalties with specific weapon types
Hero examples: Hawkeye's archery, Punisher's firearms
Cost: A small cost per weapon group; broader groups cost more
Combat Driving
What it does: Vehicle combat and stunts
Hero examples: Ghost Rider's motorcycle skills, Batmobile piloting
Cost: 3 points for a 9 + (DEX รท 5) roll
๐ง 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 expertise, Iron Man's AI development
Typical roll: 9 + (INT รท 5), with penalties for tougher security
Forensic Medicine
What it does: Determine cause of death, analyze injuries
Hero examples: Batman's detective work, Daredevil's enhanced analysis
Typical roll: 9 + (INT รท 5), modified by how messy the scene is
Electronics
What it does: Build, repair, and modify electronic devices
Hero examples: Forge's invention skills, Cyborg's self-repair
Typical roll: 9 + (INT รท 5), modified by how complex the device is
๐โโ๏ธ 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: 9 + (DEX รท 5), with penalties for harder stunts
Stealth
What it does: Move unseen and unheard
Hero examples: Batman's infiltration, Black Widow's espionage
Typical roll: 9 + (DEX รท 5), opposed by an observer's Perception Roll
Climbing
What it does: Scale walls, cliffs, and structures
Hero examples: Spider-Man without powers, mountain rescue
Typical roll: 9 + (DEX รท 5), with penalties for sheer or slick surfaces
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.
The costs below use the two prices this page has covered: 3 Character Points for a characteristic-based skill at its full 9 + (CHAR รท 5) roll, and 1 point for a Familiarity at 8-. Each package assumes the hero's key characteristics are at 13 (a 12- roll) unless it says otherwise. Perks such as Contacts, Fringe Benefits and Reputation are priced by their own rules in Champions Complete, so they're listed without costs.
Professional Skill Packages
๐ต๏ธ Police Detective Package
Core Skills (13 points, INT 13 and PRE 13):
- Criminology 12- (3 pts) - Understanding criminal behavior
- Interrogation 12- (3 pts) - Getting suspects to talk
- Streetwise 12- (3 pts) - Knowledge of criminal underworld
- Computer Programming 8- (1 pt, Familiarity) - Database searches
- Forensic Medicine 12- (3 pts) - Crime scene analysis
Plus (priced by their own rules):
- Weapon Familiarity: Small Arms - Police weapon training
- Contact: Police Department - Official resources
- Contact: Informants - Street-level information
- Fringe Benefit: Police Powers - Legal authority
- Reputation: Honest Cop - 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
๐ฌ Research Scientist Package
Core Skills (14 points, INT 18 for a 13- roll):
- Science Skill: Physics 13- (3 pts, INT-based) - Primary specialty
- Science Skill: Chemistry 13- (3 pts, INT-based) - Secondary science
- Computer Programming 13- (3 pts) - Data analysis
- Electronics 13- (3 pts) - Equipment maintenance
- Science Skill: Biology 8- (1 pt, Familiarity) - Enough to follow the lab next door
- Mechanics 8- (1 pt, Familiarity) - Keeping old equipment running
Plus (priced by their own rules):
- Language: German - Scientific papers
- Contact: University - Academic resources
- Contact: Scientific Community - Peer network
- Reputation: Brilliant Scientist - 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
๐ช Military Officer Package
Core Skills (13 points, INT 13 and DEX 13):
- Tactics 12- (3 pts) - Strategic planning
- Survival 12- (3 pts) - Field operations
- Navigation 8- (1 pt, Familiarity) - Land navigation
- Demolitions 12- (3 pts) - Explosives training
- Combat Piloting 12- (3 pts) - Flight training
Plus (priced by their own rules):
- Combat Skill Levels - Military combat training
- Contact: Military Command - Official support
- Fringe Benefit: Military Rank - 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
โ๏ธ Weapons and Combat Gear
๐น Hawkeye's Trick Arrows
Game Mechanics: A Multipower or Variable Power Pool of arrow powers
Limitations: OAF (Obvious Accessible Focus) -1 for the bow, plus Charges for a limited quiver
Point savings: The OAF alone halves the cost of the arrow powers
Special Effects: Different arrow types (explosive, net, EMP, etc.)
Story Element: Can be lost or damaged, needs restocking
๐ซ Punisher's Arsenal
Game Mechanics: Multiple weapons with different effects
- Assault Rifle: RKA 2d6, Autofire, 30 Charges, OAF
- Sniper Rifle: RKA 3d6, +3 Range Skill Levels, 10 Charges, OAF
- Grenades: RKA 2d6, Area of Effect, 6 Charges, OAF
Story Element: Requires maintenance, ammunition supply
๐ก๏ธ Captain America's Shield
Game Mechanics: Multiple powers in one item
- Defense: Resistant Protection and extra DCV, OAF (it can be knocked away)
- Attack: Thrown Blast that ricochets back to his hand, OAF
- Special: Deflection (blocks incoming ranged attacks), OAF
Story Element: Unique vibranium properties, symbolic importance
๐ป Technology and Gadgets
๐ฆ Batman's Utility Belt
Game Mechanics: A Variable Power Pool of gadgets
Limitations: OAF -1 (grab the belt and the gadgets go with it)
Point savings: The Focus makes a huge toolkit affordable
Contents: Grappling hooks, smoke bombs, first aid, lockpicks
Story Element: "I have just the thing for this situation"
๐ Detective's Investigation Kit
Game Mechanics: Enhanced Perception +3 with Sight
Equipment: Magnifying glass, fingerprint kit, chemical tests
Limitations: OAF -1, plus a Limited Power: only for forensic analysis
Story Element: Professional tools that enhance natural skills
๐ฑ High-Tech Communicator
Game Mechanics: A radio sense (send and receive) for talking with team members
Features: Encrypted, satellite relay, emergency beacon
Limitations: OAF -1, plus a small Limitation because it can be jammed
Story Element: Team coordination, calling for backup
๐ Vehicles and Transportation
๐ฆ The Batmobile
Base Vehicle: Armored high-performance car
Modifications:
- Armor: 20 PD/ED protection
- Speed: Ground movement 50m
- Weapons: Non-lethal deterrent systems
- Electronics: Advanced computer, stealth systems
How it's bought: As a Vehicle (a Perk) with its own characteristics and powers, paid for with Character Points
๐ SHIELD Helicarrier
Base Vehicle: Flying aircraft carrier
Capabilities:
- Flight: 30m, 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
๐ 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
๐ฅท Inobvious Accessible Focus (IAF) -ยฝ
What it means: Hidden but can still be taken if discovered
Examples: Concealed weapons, hidden gadgets, a ring or amulet
Tactical implication: Safer but still vulnerable to thorough search
Cost reduction: One-third discount
๐ Obvious Inaccessible Focus (OIF) -ยฝ
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
๐ซฅ Inobvious Inaccessible Focus (IIF) -ยผ
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
โก Iron Man's Armor Analysis
Powers: Flight, Blast, Life Support, Resistant Protection
Focus Type: OIF (Obvious Inaccessible Focus) -ยฝ
Reasoning:
- Obvious: Everyone can see the distinctive red and gold armor
- Inaccessible: Nobody can grab it off him mid-fight, but it can be damaged, and it can be taken from him once he's captured or out of it
- Story moments: Armor damaged forcing retreat, EMP attacks disabling systems
Point savings: A one-third discount across a massive power suite
๐ท๏ธ Spider-Man's Web-Shooters Analysis
Powers: Swinging, Web projectiles, Entanglement
Focus Type: IAF (Inobvious Accessible Focus)
Reasoning:
- Inobvious: Hidden under costume sleeves
- Accessible: A villain can grab them off his wrists in combat (running out of web fluid is a separate Charges Limitation)
- 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 Experience Points, which the GM awards and you spend exactly like Character Points to 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
Character Growth Paths
๐ฑ The Rookie to Veteran Path
Starting Hero: "Shockwave" (400 Total Points)
- Sonic powers but limited control
- Basic combat skills
- Acoustic engineering knowledge
- Accident-prone with powers
After many sessions (60 Experience Points):
- Improved Power Control (20 pts) - Buy off the "powers misfire" Physical Complication (with GM approval)
- 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
๐ The Specialist to Leader Path
Starting Hero: "Mindbridge" (400 Total Points)
- Powerful telepath but socially awkward
- Prefers to work alone
- Brilliant but impatient
- Distrusts non-psychics
After a long campaign (90 Experience Points):
- Leadership Skills (25 pts) - Persuasion, tactics, inspiration
- Team Powers (30 pts) - Mental link with team members
- Social Growth (20 pts) - Buy off the "Loner" Psychological Complication (with GM approval)
- 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
โก The Power Evolution Path
Starting Hero: "Spark" (400 Total Points)
- Basic electrical powers
- Can generate lightning bolts
- Powers drain quickly (high END cost)
- Limited to direct electrical attacks
After a season of play (75 Experience Points):
- Power Efficiency (20 pts) - Reduce Endurance costs
- Electromagnetic Control (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 powerhouse who can control technology and energy
Try It at the Table
Challenge: Skill Package Design
Create three different 25-point skill packages for these character concepts:
๐ญ 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
๐ฅ Emergency Room Doctor
Background: Medical professional with healing powers
Your task: Balance medical expertise with heroic capabilities
Consider: Medical skills, crisis management, ethics, contacts
๐ฎ 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
Challenge: Equipment Design Challenge
Design complete equipment sets for these hero concepts, including point costs and limitations:
๐น 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
๐ 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
Challenge: Character Development Planning
Plan a 5-session character growth arc for this starting hero:
Starting Character: "Echo" (400 Total Points)
- Powers: Sound mimicry, voice throwing, enhanced hearing
- Background: Former radio DJ, excellent communicator
- Personality: Outgoing but struggles with self-doubt
- Complications: Haunted by past failure, overprotective of civilians
Your Development Tasks:
- Session 1-2: What skills or abilities should they develop early?
- Session 3-4: How might their powers evolve or expand?
- Session 5: What personality growth addresses their Complications?
- Overall Arc: How does this character become more confident and effective?
Budget: Assume your GM awards 3 Experience Points per session (15 total)