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Heroes...villans...nobodies. Inspired after meeting Norman Osborn, the mysterious Coat of Arms assembled the Young Masters.
The Neo Nazi giant
R Big Zero
Team: No Affiliation
Range: 0
Points: 50
Keywords: young masters, teen
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Damage - INSEPARABLE: Modify Big Zero's attack value by +1 if she has a clear line of fire to Egghead.
The powerful psychopathic robot
R Egghead
Team: No Affiliation
Range: 0
Points: 75
Keywords: young masters, Robot
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Speed - Get in to your head: Egghead can use Perplex but can only modify the combat values of adjacent opposing characters. Damage - INSEPARABLE: Egghead can use Exploit Weakness. Modify Egghead's Damage value by +1 if he has a clear line of fire to Big Zero.
Violent Vigilante
R The Executioner
Team: No Affiliation
Range: 8
Points: 57
Keywords: young masters, teen
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Mysterious Artist
R Coat of Arms
Team: No Affiliation
Range: 4
Points: 54
Keywords: young masters, teen
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Damage - Coat of Tiboro: Once during your turn, you may give Coat of Arms a free action and choose a standard damage power you didn't choose during your last turn. Coat of Arms can use that power until the beginning of you next turn.
Enthusiastic Magic User Enchantress
Team: No Affiliation
Range: 8
Points: 72
Keywords: young masters, teen, mystical
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Speed - GROUP TELEPORTATION: Enchantress can use Phasing/Teleport. When she uses this power, she can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to Enchantress Attack - Mysticism: Enchantress can use Energy Explosion, Incapacitate, or Telekinesis
The Unsure Leader
R Melter
Team: No Affiliation
Range: 2
Points: 38
Keywords: young masters, teen
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Attack - No..Not again!: Once at the beginning of your turn roll a d6. On a roll of 1-4, Melter has poison. On a roll of 5-6, Deal 2 penetrating damage to all adjacent figures
Team ATA
Young Masters
Prerequisites: Young master keyword
All characters on your force with the Young Masters keyword are assigned this feat and have the following team ability instead of any other team ability:
When the character makes a close or ranged combat attack, modify its attack value by +1 for each friendly character with a higher point value that has been knocked out.
Cost: 3 Points per character on your force with the Young Masters keyword.
Wanted to bump this but decided to add some more teen characters to the mix.
Here are the other members of the runaways not included in HOT:
The conflicted cyborg
R Victor Mancha
Team: No Affiliation
Range: 6
Points: 75
Keywords: Runaways, robot, teen
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Defense - Cybernetic body: Victor Mancha has Toughness and Barrier
The brash and loyal Alien
R Xavin
Team: Skrull
Range: 8
Points: 100
Keywords: Runaways, Skrull, teen
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The time displaced child
R Klara Prast
Team: No Affiliation
Range: 2
Points: 15
Keywords: Runaways, kid
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Damage - FLOWER POWER: Damage dealt by Klara Prast is increased by 1 if the target of the attack occupies or is adjacent to hindering terrain.
The betrayer
R Alex Wilder
Team: No Affiliation
Range: 0
Points: 60
Keywords: Runaways, teen
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Speed - THE ABSTACT: Before the beginning of the first turn , choose an opposing character; this character is Alex Wilder's pray. Modify by +1 the attack value of Alex Wilder and all friendly characters with Teen, kid or runaways keyword when they are attacking the Pray. Defense - BETRAYER: Alex Wilder can use Mastermind. When he uses Mastermind, he can choose to deal damage to an adjacent friendly character with the runaways keyword with a point value up to 100 points. This damage cannot later be dealt to Alex Wilder. Damage - SMARTER THEN I LOOK: Alex Wilder can use Perplex, but he can modify the target's combat values by +2 or -2 if he is targeting another character with which he shares a keyword.
Brought together to fight evil 4 young people where giving powers and equipment by the Golden Age superhero called the Black Marvel.
The Shadow clad undead girl
R Dusk
Team: No Affiliation
Range: 4
Points: 50
Keywords: slingers, mystical
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Speed - GROUP TELEPORTATION: Dust can use Phasing/Teleport. Dusk can use the Carry ability to carry up to three friendly characters that must have the Slingers keyword. Defense - ONE WITH THE SHADOWS: Dusk can use Barrier and Smoke cloud. Dusk and friendly characters adjacent to her can use Stealth if they can't already.
The Armored wizkid
R Hornet
Team: No Affiliation
Range: 6
Points: 60
Keywords: Slingers, armor
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The bouncing loudmouth
R Ricochet
Team: No Affiliation
Range: 4
Points: 40
Keywords: Slinger, loners
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The Flawed Leader
E Prodigy
Team: No Affiliation
Range: 0
Points: 60
Keywords: Slingers, Initiative, Heavy Hitters
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Speed - REAL HERO: Prodigy can use charge and leap/climb
SLINGERS:
Prerequisites: Slingers keyword
All characters on your force with the Slingers keyword are assigned this feat and have the following team ability instead of any other team ability:
When a friendly character adjacent to a character using the Slingers team ability is KO’d, roll a d6 and subtract 2 from the result, minimum result 1. After the action is resolved, if this character is not KO’d, it is healed of damage equal to the result.
Cost: 5 points per character on your force with the Slingers Keyword
Young heroes support group who banded together to fight aginst injustice...when not fight among themselves. Here are the unmade members of the Loners/Excelsior
The Turbo powered leader
E Turbo
Team: Spider-man Ally
Range: 0
Points: 55
Keywords: loners, Excelsior, New Warriors, armor
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Speed - TORPEDO SPEED: Turbo can use Charge and Force Blast. When using Charge, she breaks away automatically and can continue to use the rest of her halved movement (if any) after making the attack.
The Girl lost
R Hallow
Team: No Affiliation
Range: 0
Points: 52
Keywords: Loners, Generation X
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TRAITPet like Loyalty: Hallow can us defend but only for character named Phil Urich
Unpowered Co leader
E Phil Urich
Team: No Affiliation
Range: 0
Points: 30
Keywords: Loners, Excelsior
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The spider powered teen
R Mattie Franklin
Team: Spider-man Ally
Range: 2
Points: 70
Keywords: Loners, teen
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Speed - WALL-CREEPER: Mattie Franklin can use Charge, stealth and Leap/Climb. Attack - PSIONIC LEGS: Mattie Franklin can use Flurry, Leap/Climb, and Super Strength Defense - SPIDER SENSE: Mattie Franklin can use Combat Reflexes and Super Senses. Damage - PSI-WEBS: Mattie Franklin can use Incapacitate as if she had a range of 6.
The Next Generation of mutants were not mentored by X-Men founder Charles Xavier at his New York estate, but by Banshee and former supervillain Emma Frost at a splinter school in western Massachusetts.
Speed - MOVEMENT SYNCH: Once per turn as a free action Synch can use any standard or named Movement power possessed by an opposing character 4 or fewer spaces away to which he has a clear line of fire; he has a range value of 6 for purposes of using the movement power. Synch can use the power until he loses MOVEMENT SYNCH, MOVEMENT SYNCH is countered, or he uses MOVEMENT SYNCH to use a different power Attack - ATTACK SYNCH: Once per turn as a free action Synch can use any standard or named Attack power possessed by an opposing character 4 or fewer spaces away to which he has a clear line of fire; he has a range value of 6 for purposes of using the attack power. Synch can use the power until he loses ATTACK SYNCH, ATTACK SYNCH is countered, or he uses ATTACK SYNCH to use a different power Defense - DEFENSE SYNCH: Once per turn as a free action Synch can use any standard or named Defense power possessed by an opposing character 4 or fewer spaces away to which he has a clear line of fire. Synch can use the power until he loses DEFENSE SYNCH, DEFENSE SYNCH is countered, or he uses DEFENSE SYNCH to use a different power
POWER SYNCH: Once per turn as a free action Synch can use up to 4 standard or named power possessed by any single character 4 or fewer spaces away to which he has a clear line of fire; he has a range value of 6 for purposes of using the ranged power. Synch can use the power until POWER SYNCH is countered, or he uses Power SYNCH to use different powers
Speed - TELEPATHIC ASSAULT: Nate Grey can use Mind Control and Running Shot. When Nate Grey uses Running Shot, he can use Mind Control as a free action instead of being given a ranged combat action. Attack - OMEGA TELEPATHIC: Nate Grey can use Psychic Blast, Telekinesis and Incapacitate Damage - MIND MASTER: Nate Grey can use Outwit and Shape Change.
Dude...you know technically bumping is considered Spamming.
I mean why is that when people make a thread and it goes dead they feel the need to bring it up again... (This isn't directed at just you tster). I mean really why can't people let their ideas die with dignity.
I have tons of threads that often pitter out sometimes with NO comments...but I let them be.
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan