Skills, Perks & Equipment

How skills, perks, gear and Experience Points round out the hero behind the mask.

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.

graph TD A[Skill Roll] --> B[Roll 3d6] B --> C[Target: 9 + CHAR/5] C --> E[Roll equal or under: success] E --> F[Made by more: better result] C --> G[Example: Hacking] G --> H[INT 15: 9 + 3 = 12-] H --> I[Roll 12 or less: 74.1%] style A fill:#ff9999 style C fill:#99ccff style E fill:#99ff99 style F fill:#ffff99

Skill Categories: The Hero's Toolkit

โš”๏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

๐Ÿง  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

๐Ÿƒโ€โ™‚๏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

๐Ÿ•ต๏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

๐Ÿ”ฌ 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

๐Ÿช– 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

โš”๏ธ Weapons and Combat Gear

๐Ÿน 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

๐Ÿ”ซ 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

๐Ÿ›ก๏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

๐Ÿ’ป Technology and Gadgets

๐Ÿฆ‡ 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"

๐Ÿ” 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

๐Ÿ“ฑ 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

๐Ÿš— Vehicles and Transportation

๐Ÿฆ‡ 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

๐Ÿš 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

๐Ÿ” 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

๐Ÿฅท 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

๐Ÿ”’ 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

๐Ÿซฅ 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

โšก 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

๐Ÿ•ท๏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

graph TD A[Adventure Complete] --> B[GM Awards Experience Points] B --> C[Rate set by the GM] 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[Buy Off Complications] E --> J[Same costs as character creation] F --> J G --> J H --> L[Gear uses Focus Limitations] I --> M[With GM approval] style A fill:#ff9999 style B fill:#99ccff style C fill:#99ff99 style D fill:#ffff99

Character Growth Paths

๐ŸŒฑ 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

๐Ÿ‘‘ 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

โšก 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

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.

Try It at the Table

Challenge: Skill Package Design

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

๐ŸŽญ 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

๐Ÿฅ Emergency Room Doctor

Background: Medical professional with healing powers

Your task: Balance medical expertise with heroic capabilities

Consider: Medical skills, crisis management, ethics, contacts

๐ŸŽฎ 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:

๐Ÿน 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

๐Ÿš— 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:

  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 Complications?
  4. Overall Arc: How does this character become more confident and effective?

Budget: Assume your GM awards 3 Experience Points per session (15 total)

Where to Go Next

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

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