Champions – Superheroic Wealth

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“Money is the greatest super-power of all!”

Wealth in Champion is normally just a minor perk – it costs a mere fifteen points to be a multi-billionaire. Of course, that’s because in Champions (as in many other superhero games) money can’t buy anything that really matters. Things that matter have to be purchased with points, not mere money.

Unless, of course, you build your “Wealth” AS a power…

Now, for a low, low, twenty points – a mere trifle! – you can have wealth that really means something. Buy vehicles and mansions for your friends, start really doing something about that “mutant menace” meme, get that youngster with telepathic powers some light body armor and a tranquilizer pistol to protect his mighty brain, and get a consultant to help you out with that mysterious item.

Cost Powers

I Am Incredibly Rich: 90 Point Wealth Multipower. All powers require one day to take full effect (-3,5), all powers require various OAF’s (wallet, credit card, bank…) (-1), all powers subject to 14- activation (-.5), the user must be able to go shopping or order things (-.5), and the results generally do not arrive for some time (-1). Technically some of these cost Endurance – in fact, up to nine points worth in some case – but it’s spread over a full day, so it doesn’t matter at all.


I Cans Buy Stuff: 2d6 Aid, (Fade/season, Maximum 20, no range); Difficult to Dispel ×2 (+¼); 12′ Radius Effect (“It’s on me!) (+1), Increased Area: ×2 (+¼), Selective Target:(+¼); Affects All Powers Of A Related Group – But Each Must Be Enhanced Separately (+1).

This is used to enhance the target’s Equipment Allowance (points to spend on conventional personal equipment, usually bought as independent items. The base champions equipment pool is “0”), Vehicles, and Bases. Thus, a character with Incredible Wealth can buy EVERYONE in the group their own personal 20-point collection of gadgets, 20 points worth of vehicles, and 20 points worth of bases.

Yes, the ability to buy useful stuff is, indeed, a superpower in Champions, where characters normally have to pay for everything with points…


I Want To Be There Tuesday: You can take your private jet, personal helicopter, or – at worst – just buy plane tickets. 5″ Flight, Non-Combat Multiplier: ×125 (NC: 625″ / 465 MPH), +30, Usable By 8 Others with Simultaneous Use (+1.25; Must take plane; not under own power (-2).

With enough money, you can get pretty much anywhere in the world in very short order – and in considerable comfort too.


Get A Public Relations Campaign Going: 2d6 Mind Control; Verbal Communication (+0), Area Effect (Radius, +1) with Increased Area: ×1000000 (+5) for a net 3000000″ (six thousand kilometers – enough to cover a couple of continents), Nonselective Target (-¼), Continuous (+1), Reduced END: Zero (+½), Uncontrolled (+½), Visible (-¼), Only works on those who pay attention to media (-½), Does not count as an “Attack” (+½), Attracts Attention (-½).

Advertising doesn’t really control minds, but it can certainly sow ideas, make people a lot more receptive to your plans, and get them to do things that they wouldn’t much mind doing anyway.


Place A Want Ad: Summon four 50-point creatures, Range: 0; Summon Limited Group/Possible Employees (+¼), Hire Employees (+¼).

Need some staff? You’re more than rich enough for it. The user may hire a fairly sizable staff, and expect them to be reliable and loyal within reason since the “Hire” modifier covers their salaries and minor perks.


Send It Out For Analysis. Why waste your valuable time in a lab when there are plenty of scientists and universities who can do it for you? All you have to do is look at what they report… Discriminatory “Detect”, Variable (+2, net 24 points), and +10 Perception (+30). Science, 2D6 Aid to any one (+.25) relevant technical skill, fades 1/minute (+.5, AKA; “I read the report”).

In this case, you hand the thing you want analyzed to a scientist-type, and then – in a day or so – just skim through the report he or she comes up with on it. For a few moments you will understand – and after that you’ll have the layman’s summary (whatever description the game master gives you).


Get Some Bids On This: 9d6 Transform (Cosmetic, to the same basic class of target only); Range: 450; Cumulative (+½), Difficult to Dispel ×2 (+¼)

With this power you can have things rebuilt. You can pay for cosmetic surgery, have houses painted, have repairs made to a building, and perform various other makeovers – although, in the superheroic tradition, if you want really big jobs carried out, or things done that will require really major transformations built up in steps (ruined building to leveled building to cleared lot, to new foundation, to new walls going up, etc), you’ll just have to visit each day and see how the job is progressing. Still, with as much money (9d6) as YOU can throw at things, most jobs won’t take very long.


I’ll have my people look into that. +9 “Overall Levels” – giving the user an effective roll of at least 20- on any job which he or she can hire someone to do for him or her and report back on.

Need to know something? Hire a detective agency and get a report or have your research department find out for you. Your time is valuable; after all, your bank says that it’s worth rather a lot per hour…


Get Some People In Here. Change Environment, 32″ radius with Variable Effect (+1), Reduced END Cost (Zero, +½), and Uncontrolled (+½).

You may call in servants, caterer’s, interior decorators, moving men, and more to supply food, a pavilion, furniture, background music, clean up the area, set it up as a playground, etc, etc, etc. As a special note, minor effects – such as sending out for a meal – are usable with this ability more quickly then usual; it doesn’t take long to deliver food.