Welcome again to the photographic record of how all the sculpts of characters with the Super Strength power can hold object tokens.

I’m pleased to present another oldie (but not so good, really) who, at first glance, doesn’t even seem to rate Super Strength, a lawyer to super-people, Kate Spencer aka Manhunter:

She holds it like so under her arm and on the base. Though your results may vary due to how bendy she can get buried in the tackle box as she is along with hundreds of other figures that hardly ever see any play.

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Next Token Totin’ edition will be SMASHING!

I really wanted to try all my Nova Corps pieces in a single team.

Nova Corps Recruit (Galactic Guardian 00) 50
R Nova (Supernova 037) 56
Nova Corps Denarian  (Galactic Guardians 210) 80
V Nova (Supernova 039) 78
Nova Corps Centurion  (Galactic Guardians 015) 100
Nova (Galactic Guardians Fast Forces 001) 125
Super-Nova (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201

The “Share Through The Worldmind” trait gives all the team some interesting — but nerfed — powers. Moreover, most also allow an additional game effect activated by fellow Corpsmen’s power action which we’ll call STW (Share Thru Worldmind) actions.

  • The Recruit offers a one-way Defend for the cheapies on the team, making him (and, by extension, the Supernova Rookie) good meat shields for bigger pieces. He’s also the best piece to take STW actions.
  • The Denarian’s version of Super Senses (only on a 6) could literally be a lifesaver. There’s also his ability to make an attack reroll after a STW, but this isn’t super-useful over making a standard move or attack action with the other Nova.
  • Both the Centurion and Super-Nova up the team’s firepower with Ranged Combat Expert (which maybe begs the use of Trick Shot on, say, the 10-ranged Supernova Vet, who could then shoot from behind the Recruit he’s loaning his 18 DV to). But a STW can give a Nova +1 damage for that turn, in case you need the damage boost for a close attack or a Running Shot.
  • Nova (201) contributes Force Blast to the team — a power you’ll probably use almost never, as the action needed to knock the foe back will either be useless (against, say, giants or Charge) or better used to fight or pump up damage. A STW action allows this Nova to knock back both friend and foe 1 square. Can’t think of a single time this would be useful when Force Blast would not — especially since this Nova breaks away automatically.
  • Nova Prime offers nerfed Leadership for all, which could come in handy for all. His STW option is even better, as he gets action tokens removed.

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What sparked this interest in Nova Corps, aside from the fact that I reread much of the fine 36-issue series this week, is my frustration in either not being able to or neglecting to use the various “Shared Through the Worldmind” traits lately. The first time, I was using the Nova Corps ATA to fit Nova Prime on a team of 100-points-and-higher. The second, a half-constructed, half-sealed tourney, kept me from fitting on all the different traits to be had. But I had so much fun finessing the ones I did have available that I decided to scrap the Howling Commandos team I was going to play in a 900 Modern Age team in favor of this one, while I still had the chance in Modern Age:

Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Denarian (Galactic Guardians 210)  80
Nova Corps Centurion (Galactic Guardians 015)  100
Super-Nova  (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201
+ Infinity Gauntlet on Nova Prime 10
+ Soul Gem 5
+ Space Gem 5
+ Time Gem 5

= 898 points. This was a first outing using the Infinity Gauntlet, used on Nova Prime. It wound up in a 4-player battle royale against some Guardians of the Galaxy, a horde of Skrulls, and a hodgepodge team led by MODOK, Queen of Fables and Beta Ray Bill from Hammer of Thor.

I played it far too conservatively and scored only minimal points — namely, a generic Valkyrie and a Force Blasted-into-wall Space Phantom — before time ran out.

  • The Gauntlet was also highly useless on Prime, as it takes forEVER to get the dial moving. (I’m beginning to see that the Gauntlet is really only good on characters who can push freely. They don’t really need the help so much.)
  • Getting these “human rockets” going is an issue, as the team lacks both the swing and AV to get the first strikes, aside from Nova Prime.  Worse, the same Centurions that offer the extra TK boost are also the most reliable attackers of the rest of the team. What’s their real role?
  • Hard to figure out how to use Super-Nova. He’s well-armored with Impervious but his AV is a weak-for-the-cost 9. Pushing gets him to Running Shot and 10 AV but he’s down to Invulnerability, now.
  • Air-Walker remains the glass cannon of the team. Only a theme-team reroll saved me from a disastrous Hypersonic Speed critical miss stranding him in full view of multiple enemies.

I’m still highly dissatisfied. I need to run this crew soon in a full game or tournament — preferably with the Fast Forces Nova to pump up the team with his Perplex. Perhaps in the next 1000-point game?

Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Recruit (Galactic Guardians 002) 50
Nova Corps Denarian (Galactic Guardians 210)  80
Nova Corps Centurion (Galactic Guardians 015)  100
Super-Nova  (Galactic Guardians 200) 142
Nova Prime  (Galactic Guardians 001) 150
Air-Walker (Hammer of Thor 044) 201
and
Nova (Galactic Guardians Fast Forces 001) 125
= 998 points. Throw in Mjolnir, the Black Lantern and a heavy for the Denarian…at least while the orange elements are still Modern Age through June!

Welcome again to the photographic record of how all the sculpts of characters with the Super Strength power can hold object tokens. Finally sort of getting back into a regular groove here.

I’m pleased to present a pic of the old school, Mr. “I broke Hypersonic Speed” himself, Vet Icons Superman:

 

He holds it easily under the cape until he clocks your favorite figure for seven.

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Next Token Totin’ edition on Thursday. Tomorrow, a battle report on a spacefaring team I’m still aching to play. (No, it’s NOT Guardians of the Galaxy.)

Back to regular rotation of talking about DC feat card I went back and customized with artwork for fun. (Here’s a link back to the original concept.)

Still on Icons feats. Next in line should be either Unstoppable, Brilliant Tactician or Divebomb. But somehow I completely missed out on the first two, and the third is no longer usable in HeroClix:

“When soaring, the character may make close combat attacks against grounded characters.”

Soaring’s been gone as a game mechanic since early 2008. So, no Card Art feature for it (though I did make one. It never got uploaded to the site, though).

Instead, let’s finish up the feats of Icons with Siphon Power:

This was a tough one to pick art for. I needed something that didn’t say “I, vampire” and was kinda  heroic and would fit in the tiny sliver of room afforded by the too-long, too-useless text of this horrible feat. The closest thing I could find was this art from the first JSA story arc in which Star Spangled Kid rushes at big bad Mordru with a power-siphoning infant in hand.

Comics are strange.

Thankfully, for the final feat in the Icons set, the art was much simpler to find and the results much more elegant.

From the excellent “Batgirl: Year One” miniseries circa 2004 by Chuck Dixon and Marcos Martin.

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OK. Maybe I’ve gotten this little feature back on track. Tomorrow, it’s more Token Totin’ time!

Finally, the top two figures that need a remake. These make people say: “Did you even read the actual comic?”

Lady Shiva

She’s the DCU’s premier martial artist, second to none. But when she was made way back in the second DC set, Cosmic Justice, she only rated a 9 Attack Value that sank to eights, sevens and even an unthinkable 6 AV.

Second to none? Maybe second to the worst.

If the character existed in the real world, the quite amoral Lady Shiva would probably kill the designer with a heart-stopping death palm just to make a statement.

Redesigning Shiva shouldn’t be hard. It’d be as simple as taking the best non-superpowered martial artist HeroClix figure in the game, giving her the same abilities and then juicing up the stats some. Think GG Gamora, but a little less super.

But there ought to be some aspect of Shiva’s “alpha-predator-of-the-martial-arts” ferocity in there, somehow. Perhaps a trait that A) forces -1 AV to all non-Martial Artist foes against her and B) forces her to attack or attempt to base the highest-point Martial Artist on the other team and scores extra points if she KOs it.

In any case, fixing Lady Shiva would correct the second greatest miss in HeroClix design history, making her Heroclixin’s #2 most needed remake.

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The #1 FAIL, though?

Marvel Boy The Uranian

This Agent of Atlas, as seen in Hammer of Thor, is as poorly made a figure as we’ve ever seen in HeroClix:

  • The name’s wrong. The character had stopped calling himself “Marvel Boy” decades ago. He goes by the code “The Uranian” now, in homage to his adopted homeworld of Uranus (…it’s a long story).
  • The sculpt’s wrong. Not only has he long stopped using his red-and-blue costume of the ’50s, but it also was bare-legged, not blue-trousered as in the HeroClix figure.
  • The powers are wrong. As Marvel Boy, he was kinda your basic flying brick via his energy- and gravity-manipulating wristbands. The HeroClix figure doesn’t reflect much of that at all. As The Uranian, he’s more of a psychic, with telepathic powers and strong illusion-casting abilities. The HeroClix figure doesn’t reflect much of that at all, either.

Uranian’s other chief contribution to the team is his mentally controlled spaceship that serves as their transport. If only there were a way to symbolize that in HeroClix.

Oh, there is, you say?

“LEAPFROG: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein’s speed value is not modified by the Carry ability.”

Wow. And it was in the VERY SAME SET. Instead, Marvel Boy got a horribad SP that does nothing but bloat his cost to an unusable 102 points of ineffectiveness — especially with his 9 and 8 AVs:

“TELEPATHIC PROJECTION: Marvel Boy can use Mind Control. After a successful attack by Marvel Boy using Mind Control, he can use Incapacitate as a free action targeting the same character.”

Really. Every other member of the team is a decent piece. How did this solitary one go so incredibly wrong in every way?

A proper Uranian would have some frontloaded Outwit or Perplex (or both), the ability to carry multiples of his Atlas teammates a la Chase Stein’s power above (complete with some damage reducers for the ship’s hull and Ranged Combat Expert for his ship’s big gun, the Meteor Smasher) and, of course, a more proper sculpt, as seen near the end of My Custom Mods series. In the comics, he’s very much the linchpin of the team as the backfield support figure.

For just plain comic accuracy AND game playability, Marvel Boy / The Uranian is Heroclixin’s number one needed remake.

Patriot

Once a surprise hit of a team, the Young Avengers are rather thinned out these days, and Patriot’s actually left the team. He and his crew are a decent cautionary tale in HeroClix for “too much, too soon.” We got them too early in both their careers and in the Special Powers era of ‘Clix. The quintet introduced in 2007’s Avengers set are all underpowered and barely playable:

  • Giant-girl Stature is both in the wrong costume and lacks even the basic giant-size brick powers of damage reduction (ANY!) and her AV is possibly the worst overall in the game for 50 points. She does have some use as a giant taxi and Plasticity-boosted tie-up, and her dial is long.
  • Iron Lad is a design fail, too. While his AV is appropriately low, he ought to have much better damage numbers. That said, Invulnerability + Shape Change is a decent defense.
  • Hulking is a hulking mass of powers wasted on horrid combat values. But the Invulnerability + Shape Change is even better on him, allowing him to soak a lot of attacks, and he can deal a lot of damage.
  • His BF Wiccan is the useful one — Enhancement super-taxi that pushes to Prob Control (and how they need it) and Support) — but like his mom Scarlet Witch, he’s underpowered.

It’s  their leader Patriot who’s the most in need of a redo, though. His dial is a hot mess like the others’ but, as I’ve recounted above, each of them still brings a strength to the team.

Patriot?

He starts with Battle Fury, representing his short-lived addiction to the Mutant Growth Hormone drug to give himself powers. But the enhanced battle ability is nowhere apparent in the 8 Attack. Moreover, Energy Shield/Deflection on a 15 DV for a character with no range is unfortunate. He can’t even be carried to serve as a meatshield by any of the taxis. He has a single solid click in #2, with improved stats across the board — well, except for damage slipping from 3 to 2. The Leadership he gets is wasted on a team full of free-moving Avengers who also all cost more than him. His DV slides from a good 17 Toughness to a crap 15 and lower to 12 Combat Reflexes…blech.

So, to recap: he’s poor at tie-up. No range. Can’t be carried. Leadership too low. Short-lived with poor DV. Good at nothing, really.

By the end of the initial Young Avengers series, he’s gotten a transfusion of the Super Soldier Serum from his grandfather (Captain America (Secret Invasion 019)) and he’s a much more capable hero.

In fact, a dial a lot like his grandpa’s would be ideal. Toughness from the shield, Charge and Flurry for the fighting skill (the long run of 9 AV being solid, too), some Willpower later with the DV to make it work, and, most of all, some Leadership up front — perhaps a SP version that works better with Young Avengers, to make them the force they can be, and finish the job that Secret Invasion’s Hawkeye started (and to build on what upcoming member Speed in Chaos War may bring to the team).

Bettering the Young Avengers. It’s a worthy goal and is why Patriot is Heroclixin’s #4 Needed Remake.

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Flash’s Rogue’s Gallery just got a nifty anti-Hypersonic Speed ATA to show their ability to consistently challenge the Scarlet Speedster. But their dials could use some upgrading as well. And although the number one worst-dialed Rogue has got to be Weather Wizard, in Heroclixin’s opinion he must stand a close second in line for a redo behind the Rogues’ leader:

Captain Cold

I mean, Weather Wiz is a bit of a terror in the comics, and none of the others are pushovers, either. Yet all of them hold a healthy respect for Captain Cold, and it’s time he got a dial that shows why he’s the unquestioned, if unofficial, leader of the Rogues.

  • Leadership is a must. A boosted version for Rogues would be key.
  • He’s got to have the usual ice powers — Incapacitate, Barrier — but they need to be juiced somehow, or made cheaper. There are plenty of example Special Powers that could be lifted and applied to Mr. Snart here (such as Icicle (Justice League)’s “Copsicles” SP). If WizKids would just go ahead and make Incap worth its points by using my suggestion — that an Incapped character can’t make free actions — it’d be fine. But since they haven’t, maybe Cold should get the first shot at the Incap upgrade. Running Shot is also a must — and it’d be neat if he could use Barrier instead of shooting with it.
  • A representation of his “cold field,” a subtle use of his freeze gun that slows molecular movement (including the Flash’s super speed) that could make him a silver bullet to moving attack powers similar to Star Boy or Harry Leland. But it should to be connected to an action instead of being a passive power.
  • Finally, he needs excellent combat values. As he’s said, he’s a fellow who tangles with a guy who moves close to the speed of light. Normal-reflexed characters shouldn’t stand much of a chance.

He doesn’t play too well with non-Rogues, so it’s the only keyword he’d need. And no team symbol would save points for all the costly powers he needs to hover around 100 points. A Captain Cold that chills opponents’ hearts across the table is Heroclixin’s #3 Most Needed Remake.

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Next are a pair that sorta proxy for their whole crew but happen to be the one most in need of remake for one reason or another.

Chameleon Boy

The Legion of Super-Heroes roster somewhat resists calls for remakes, in that there are so many Legionnaires yet to be made at all (Ferro Lad, White Witch, Blok, Quislet, Chemical King, Comet Queen, to name just a few)!

Still, there have been a number of misfires on the team described as “The Justice League of the future.” The three founders — Cosmic Boy, Lightning Lad and Saturn Girl — were little more than one-trick-pony wildcards in the set they appeared in, Cosmic Justice. That unfortunate trend extended to the next DC set, Unleashed, and its key Legionnaire representative, Chameleon.

Chameleon is a Durlan, an alien race of shapeshifters like Skrulls but even better at it. Cham is one of the most powerful and deserves a dial with the following abilities:

  • Shape Change, and a lot of it. Preferably, he’d have a double dip of it like many Skrulls do. Better yet, he ought to have a version that’s not actually called Shape Change to make him a minor silver bullet to Battle Fury and WoS Bullseye. :) Another idea: When targeted by the same character since last turn, he gets a +1 to one of his quasi-Shape Change rolls.
  • Chameleon Boy can transform to hulking brontopoids or miniscule alien insects. It’d be nice to see his extreme shapeshifting powers reflected in an ability to pick Great Size or Tiny Size for a round.
  • In fact, it might be interesting to see a new Cham with a “pick-the-click-you-want” ability like Xavin (Galactic Guardians 022). In any case, he ought to have a rainbow dial or one loaded with Special Powers to represent his extreme adaptability.

As leader of the Legion Espionage Squad, Cham would have the Spy keyword in addition to the usual Future, Legion of Super-Heroes, and maybe Teen keywords. He’s the #6 most-needed remake.

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It’s not just Marvel and DC where remakes are needed. In fact, just about EVERY Indy character could stand to have a new dial, as they have not aged well at all.

But truth be told, a majority of the Indy set characters aren’t even in print any more. CrossGen, 2000 A.D., Danger Girls are all in limbo to various degrees and reasons.

But one Indy line has continued for a good long run and could use a massive upgrade:

Invincible

The Mark Grayson we got back in 2007 was quite decent for the time and point in the rookie hero’s career. He was a lite Hypersonic brick who couldn’t put up much of a real fight against his much more powerful and seasoned dad, Omni-Man.

But now, Invincible has tangled with world-beaters on the same level as his father and come out on top (though always, ALWAYS the worse for wear). So Invincible deserves a proper upgrade around 200 points, with the following key design points:

  • A full-speed Charge rather than top-dial Hypersonic Speed. Better to bury the latter a few clicks in, IMO.
  • Battle Fury. It’s in his blood.

Of course, it wouldn’t make any sense to just redo ‘Vince when there’s a whole vibrant universe of great characters to share a set with. Whether a six- or seven-piece Fast Forces or a full-blown 60-figure set, Invincible ought to have friends (and foes). He’s the #5 most needed remake in Heroclixin’s book.

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Tomorrow, two more who top the list of characters in their keyword needing another look.

Next round, goes to characters who’ve gotten some useful versions, but have evolved well past their  do-one-thing-well origins. Again, one from each of the Big Two:

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Captain Atom

The Legacy versions did one thing well: Running Shot while being Impervious. Just like, y’know, several other dials in the game. But that’s not what makes Captain Atom unique. In addition to being a flying, blasting machine, he has the ability to absorb the energy of, say, a detonating nuclear bomb, then later release it in a self-detonation of his own that tends to fling him through time. (There was a sort-of version of him as a villain, Monarch (Crisis 043), but the less said of that, the better.)

So give him a Trait that reflects that, something like this:

When Captain Atom is hit with Pulse Wave, or takes 3 or greater damage from a ranged attack, roll a d6 and subtract the damage he’d take from the result and put that many Detonation tokens on his card. At the beginning of each turn, remove a Detonation token; when the last is removed, he must immediately use Pulse Wave as a free action and is removed from the battlefield. Replace each of the Detonation tokens and place him on his card and remove a token at the end of each round. When the last token is removed, place him in his starting area. If the game ends before he returns, victory points are scored by the opponent.

Short version: When he takes a big blast, he explodes with the excess energy and is transported to the future.

Needed keywords: Justice League International, Soldier, Super Buddies. Because he’s a mainstay of those named keywords in particular and has never quite gotten a dial that really nails him, he’s Heroclixin’s #8 Most Needed Remake.

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Scarlet Witch

I had a nice long treatise written on how Scarlet Witch deserves to be more than a cheapo boot speed Probability Control specialist that might be able to toss up a Barrier sometimes. I also wrote about how powerful a flying, reality-warping Switchie would be… too powerful, probably, for the game even in today’s power creep leap atmosphere. I mean, how do you balance a character who can say a sentence and permanently counter a whole keyword?

Anyway, it was a great entry, until WordPress “No more mutants’d” it and it was lost forever. :(

Hence, this short version.

The Scarlet Witch we need is still a Prob specialist, but with a bit more offensive focus. Her version of PC should only work on enemies’ rolls, and when she forces a miss, she can counter a power or ability the attacker used during the action, including team abilities (and regardless of team abilities).

That accurately reflects her “hex-bolts” or “chaos magic” more than basic PC. Meanwhile, solid range and offensive numbers (at least 10 AV and 3 damage at range) should suffice for her skills on the battlefield.

Because this longtime Avenger needs a definitive version, she’s Heroclixin’s #7 Most Needed Remake. Maybe the soon-to-release Chaos War version(s?) will do justice to Marvel’s biggest sometime-chaos magician?

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Tomorrow and Thursday, the countdown moves to characters that sorta proxy for their whole crew but happen to be the one most in need of remake for one reason or another.

These are characters that have at least one full dial (not counting bystanders) in the game but are somehow inadequate and need to be redone, STAT. We’re starting with a pair from both mainstream universes that have some dials that are playable, but are woefully outdated both power-wise and character/keyword/teamwise.

Moon Knight

The white-clad nocturnal crimefighter has gotten a pair of lightweight renditions (REV in Critical Mass and an Uncommon in 2007’s Avengers) that don’t properly represent his “Marvel’s Batman if he had Super Strength and was insane, sometimes” level of ability.  The 2007 Avengers version made a go at it, but severely failed due to a poorly written, three-fold Special Power that can only be 2/3 used. (He can use Close and Ranged Combat Expert or self-Perplex but takes a click of damage right after. The trouble is that Perplex’s effects go away after taking damage, so he could never — EVER! — use his Perplex.)

Moon Knight’s profile has also risen a little bit in the Marvel U. since his last clix incarnation, having helmed a pair of solo series and won a place in the Secret Avengers. So since his erroneous SP was never given an errata and he needs the Avengers keyword proper, Moon Knight is Heroclixin’s #10 Most Needed Remake.

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Power Girl

“Peegee” had a decent-for-the-time trio of versions made in 2005’s Legacy set, with the Vet starting with Charge, Quake and Impervious for  just 120 points. But like most every figure of the time as well, she dropped fast, sinking to sad lows by mid-dial. What good is Super Strength’s appearance with Attack Values of just 8 and 7 and no Charge or anything and utter dependence on the Justice Society team ability to prop up defenses of 15, 14 and 13?

2010’s Brave and the Bold set brought us a much beefier Power Girl at 199 points, sporting the same JSA team ability as the older REV (but with better DVs), the appearance of Hypersonic Speed, nonstop, uncounterable Super Strength and a nifty Special Power granting Exploit Weakness against non-Robot, non-Willpowered foes.

But in the end, this Power Girl is still not right.

  • Her Attack Values are almost exactly as bad as her Legacy incarnation. How does that happen in this stage of the game? She’s the most expensive Modern figure in the game to have a click of 7 AV on her dial — one of just nine costing 150 or more points — and one of the only three that have 2 clicks of it. The other two are human Ms. Marvel and Psycho-Man, both of Secret Invasion and costing 31 and 48 points less, respectively.
  • Her Super Strength trait had to be added via errata. Though I don’t doubt it’s built into her cost — how else to explain it? — one wonders if some of those points are again wasted on her inability to hit many targets literally half her weight class for literally half her dial.
  • Where’s the range? She’s a Kryptonian, with the heat-ray optics to match. I know she likes to tangle in close, but it’d be nice to have the option.

Add to it all her poor sculpt, which totally fails to capture the spirit of the cover art that inspired it, and you have a character who deserves much better. Let’s hope there’s a shot at the classic, pre-New-52 version of Power Girl, Heroclixin’s #9 Most Needed Remake.

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Next round, goes to characters who’ve gotten some useful versions, but have evolved well past their  do-one-thing-well origins.