# Champions tags: #game/rpg/champions ![[Champions - Complete (cover).jpg]] _Champions_ is the grand patriarch of "point-buy" roleplaying games, a system designed for those who find _Dungeons & Dragons_ to be insufficiently algebraic. In this game, characters do not roll random statistics to determine their worth; instead, they are allotted a pool of "Character Points" with which to purchase their souls, sinew, and superpowers. It is an "effects-based" system, meaning the game mechanics care not whether your "Energy Blast" is a bolt of holy fire or a cynical necromancer's gaze—only how many six-sided dice you roll to inflict suffering. It offers infinite flexibility, provided one has the patience to navigate a character sheet that resembles a tax return. ## Core Mechanics The engine of this machine—often called the _HERO System_—is built upon the humble six-sided die (d6), likely because it is the only shape the mortals can reliably stack without toppling. ### The Success Roll (3d6 Roll Low) When a character attempts a feat of skill or violence, they roll three six-sided dice (3d6). Unlike the barbarians who seek high numbers, the _Champions_ player prays for low ones. The goal is to roll **under** a Target Number. - **The Formula:** The base chance of success is generally calculated as `9 + (Characteristic / 5)`. - **The "11-" Baseline:** For an average mortal, the target is usually 11 or less, granting a roughly 62.5% chance of success. Rolling a 3 is a critical success; rolling an 18 is a critical failure, usually resulting in humiliation. ### Combat Resolution (OCV vs. DCV) Violence is resolved through a comparison of Offensive Combat Value (OCV) and Defensive Combat Value (DCV). The attacker calculates their Target Number with the following equation: 11 + Attacker’s OCV - Defender’s DCV = Target Number The attacker must roll 3d6 under this result to land a blow. It is simple subtraction, yet it seems to baffle the Paladins endlessly. ### The Effect Roll (Damage) Once a hit is secured, the player rolls a handful of d6s to determine the "Effect." In superheroic combat, damage is bifurcated into two types, requiring the player to read the dice twice: 1. **STUN Damage:** The total sum of all pips on the dice. If this exceeds the target's Constitution, they are "Stunned" (useless). If it exceeds their Stun points, they fall unconscious. 2. **BODY Damage:** The measure of lethal injury. This is counted by looking at the face of each die: - **1:** 0 Body - **2–5:** 1 Body - 6: 2 Body Most superheroes are designed to be knocked unconscious (0 STUN) long before they are actually killed (0 BODY), allowing them to wake up in time for the villain's monologue. ### The Speed Chart Perhaps the most diabolical mechanic is the "Speed Chart." A turn is divided into 12 "Segments." A character's Speed (SPD) statistic dictates how many times they act in a turn and on which specific segments. A Speed 12 character acts every second; a Speed 2 normal human acts merely twice, spending the rest of the battle serving as a hostage. ## Editions of Note The game has mutated several times since its inception. - _**Champions**_ **(1st, 2nd, and 3rd Editions):** The primitive era. The rules were loose, the art was charmingly amateurish, and the paper was thin. - _**Champions**_ **(4th Edition):** The "Big Blue Book." This edition formalized the separation of the genre (_Champions_) from the mechanics (_HERO System_), allowing the system to be used for genres other than spandex-clad brawls. It is often revered by the old guard. - _**Champions**_ **(5th Edition):** Often called "FRED" (Fifth Rules Edition), this tome is dense enough to be used as a blunt instrument. It expanded the rules to cover every conceivable edge case, resulting in a book of terrifying thickness. - _**Champions**_ **(6th Edition):** The Great Heresy. This edition removed "Figured Characteristics," meaning stats like Physical Defense were no longer derived from Strength or Constitution but had to be bought separately. This caused much wailing and gnashing of teeth among the faithful. - _**Champions Complete**_**:** Essentially a condensed version of the 6th Edition rules. It retains the controversial mechanical changes but presents them in a package that does not require a pack mule to transport. ## References - [The Official Source - Hero Games Store](https://www.herogames.com/store/category/48-champions/ "null") - [Purchase the Tome - DriveThruRPG](https://www.drivethrurpg.com/en/product/107799/champions-complete "null") - [A Historical Critique - Darkshire Reviews](https://www.darkshire.net/~jhkim/rpg/reviews/herosystem.html "null")