Champions are differentiated by inclusion of a new trait. Champions do not receive this trait unless purchased.
"Reputation X"; at the beginning of a battle, each player sums their total Reputation. Find the difference; the player with the most Reputation receives additional Elan equal to that amount. Additionally, any Champion automatically generates Fear X against any Common archetype that is not in Cohesion of a Friendly Leader or Champion where X is amount of Reputation.
A Champion that eliminates another in Close Close is allowed through purchase to have its Reputation increased by 1 if the target had an equal or higher Reputation level. Do not award this increase unless the Champion has not been Eliminated and is part of the winning side at the end of the battle.
From the Campaign rules I've been working on, Reputation is 10 BP per level and can only be otherwise incremented (purchased) if a significant amount of time has passed (about 3 years). Dread occurs when the influence lines on a campaign may generates more Elan than the other player for a given map location. Normalizing the Dread means to decrease the amount experienced by a player's forces in battle. Any remainder difference in Reputation then generates Dread against the other player's forces +1 Dread. Dread is a penalty Modifier die when performing any sort of Morale Test.
What this does is create demand to use a Champion in battle; that use becomes organic to the game system. Players will want to always bring out their highest Reputation characters because of the Dread they can generate. Also, players will want to target for attack Champions of the higher Reputation because it provides opportunity to grow his own roster's Reputation.