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As per MH: Champions, each character is a 400 point PC built around a Champions, Furious Fists, or Heroes template. Starting wealth is $20,000 modified by Wealth or Patron. Each character also starts with an additional pool of 20 CP that can only be spent on Languages, Perks, or Techniques. No more than 6 points can be spent on Languages. Use the Dabbler perk to represent unimportant background skills. Special Rules for Heroes templates Imbuements New Templates Some New Templates are available.

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  • MH/House Rules
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  • As per MH: Champions, each character is a 400 point PC built around a Champions, Furious Fists, or Heroes template. Starting wealth is $20,000 modified by Wealth or Patron. Each character also starts with an additional pool of 20 CP that can only be spent on Languages, Perks, or Techniques. No more than 6 points can be spent on Languages. Use the Dabbler perk to represent unimportant background skills. Special Rules for Heroes templates Imbuements New Templates Some New Templates are available.
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  • As per MH: Champions, each character is a 400 point PC built around a Champions, Furious Fists, or Heroes template. Starting wealth is $20,000 modified by Wealth or Patron. Each character also starts with an additional pool of 20 CP that can only be spent on Languages, Perks, or Techniques. No more than 6 points can be spent on Languages. Use the Dabbler perk to represent unimportant background skills. Special Rules for Heroes templates Characters built on a template from Action: Heroes, Action: Furious Fists, or Pyramid v3-5: X-Terminators need significant changes to be playable. They should reasonably resemble the closest Champions template, with cheapened or partial advantages bought up to full price (ie, removing limitations on Gadgeteer and buying full price Weapon Master or Gunslinger). All templates must have Combat Reflexes and at least 6 points in 2-3 skills from Know Thy Enemy. They must also have a motivational lens from Champions or equivalent -15 point disadvantage that explains why they participate in Monster Hunting. As these characters are more work for the GM, players must explain the character to the GM, especially any tricky bits or odd constructions (GM's judgment what constitutes tricky bits). Approval characters with unexplained tricky bits may be revoked at any time, including during play. Imbuements Crusaders, Experiments, Demons, Outcast Angels, and Psis purchase Imbuements (both skills and the base advantage) from their Advantage points, applying their normal power modifiers if applicable. The GM will veto inappropriate imbuement skills depending on the template. New Templates Some New Templates are available.
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