The Randomizers:
Background 2, 1, 3 [Options: Blank Slate, Criminal, Performer, Military, Academic, Upper Class]
Power Source 10, 8, 3 [Options: Genetic, Powered Suit, Tech Upgrades, Supernatural, Cursed, Unknown]
Archetype 5, 4, 6 [Options: Blaster, Close Quarters, Armored, Elemental, Robot/Cyborg, Sorcerer]
Personality 1, 2, 6 [Options: Lone Wolf, Natural Leader, Impulsive, Distant, Stalwart, Fast-Talking]
Captain Bolt
Real Name: Captain Ian Blake, First Appearance: Venture Into The Unknown #5, May 1958
Background: Military, Power Source: Powered Suit, Archetype: Blaster
Personality: Distant, Principles: Dependence, Electromagnetism
Status Dice: Green d10, Yellow d8, Red d8. Health: 28 [Green 28-22, Yellow 21-11, Red 10-1]
Qualities: Ranged Combat d10, Leadership d8, Alertness d8, War Veteran d8
Powers: Power Suit d10, Electricity d10, Flight d8, Part Detachment d8, Vitality d6
Green Abilities:
- Environmental Systems (I): Reduce energy damage you take by 1 while you are in the Green Zone, 2 while in the Yellow zone, and 3 while in the Red zone.
- Shock Gauntlets [A]: Attack using Electricity. Hinder using your Min die.
- Press the Charge [A]: Attack using Power Suit. If you Attacked or Hindered that target in your previous turn, use your Max die in this Attack.
- Principle of Electromagnetism [A]: Overcome a challenge involving electromagnetism and use your Max die. You and your allies gain a hero point.
- Principle of Dependence [A]: Overcome in a situation that your exosuit was specifically designed for. Use your Max die. You and your allies gain a hero point.
Yellow Abilities:
- Swarm Punch [A]: Attack up to three different targets using Part Detachment. Apply your Max die to one, your Mid die to another, and your Min die to the third. If you roll doubles, take a minor twist or take irreducible damage equal to that die.
- Charge Up [A]: Boost yourself using Power Suit. Use your Min+Mid dice. That bonus is persistent and exclusive.
- Lead By Example [A]: Attack using Power Suit. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die.
Red Abilities
- Electromagnetic Blast [A]: Attack multiple targets using Power Suit, using your Max+Min dice. If you roll doubles, take a minor twist or energy damage equal to your Mid die.
- Explosive Detachment [A]: Use Part Detachment to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
Out
- Boost an ally by rolling your single Red status die.
With the success of Skybreaker, the makers of Venture Comics started looking for their next big break. Inspired by the success of the Freedom Four, they set about designing their own team of heroes, a group of four patriotic defenders of liberty. In their zeal to copy the success of the Freedom Four, the editors leaned on the writers to echo some of their powers and backgrounds, especially the inclusion of a patriotic military officer in a powered suit to show support for the troops, but also demanded that he be highly distinct from Bunker. Faced with an impossible challenge, the writers leaned into it, and produced Captain Bolt.
First Lieutenant Ian Blake had been a Korean war hero, a skilled pilot who suffered a serious spinal injury while flying a rescue operation for an American retreat. Honourably discharged, he was approached a few years later to take part in a highly secret experimental program to create an electromagnetic flight suit. The experiment was a mixed success; the suit was too complex for most pilots to manage, and of the candidates, only Blake was able to make effective use of it. Promoted and reinstated as the leader of a new team of government-funded heroes, he became Captain Bolt, leader of the Vanguards! His ‘electromagnetic’ suit allowed him to fire off and remote control sections of his armor, manipulate electrical currents, and whatever else the writers thought electromagnetism should be able to accomplish in the moment.
Captain Bolt provided a few new approaches for the writers of Venture Comics. As a patriotic war hero who was also one of the war wounded, he allowed Venture to thread the needle between supporting the military and touching on the horrors of war. Dependent on his power suit to walk, Bolt’s suit became a potential weakness for enemies to exploit as well as a powerful tool. Captain Bolt also continued a Venture Comics tradition of moderately secret identities; his military backers and teammates knew who he was, but the classified nature of the project meant that even his family wasn’t allowed to know his secret, believing that he was working on training projects for new air force pilots.
As leader of the Vanguards, Captain Bolt would fight criminals, super-scientists, and a terrible new threat from another world…
Behind the Scenes
So we’re starting up our team. A Military Power Suit character was a bit of a challenge, in that I wanted to make it noticeably distinct from Bunker. I love the idea of a Part Detachment character in a power suit, and if I’d gotten different Archetype options I might have leaned into that further, but Blaster and leaning into electromagnetism works, too.
This guy also has tremendous Bronze Age opportunities once writers with actual experience with disability and mobility aids get hold of him.