The next day, things are a little tense at first, Walter barely muttering hello when Dan slides into the seat beside him. Dan pulls out a sheet of paper and passes it over. Walter smiles slightly down at the upgrade plans for the ship they are now calling Archie and doing most of their adventuring in (Dan has already reinforced the sides and bottom with nearly an entire roll of duct tape so that they can bring it out in the clearing without worrying about it getting wet or dirty). A little hesitantly, he begins recounting some ideas he has for today's game, becoming more animated at Dan's encouraging smile, and by the time their teacher arrives, things seem to be back to normal.
Stephen is out sick, and Dan is sort of glad. He's not really sure what to do about the boy. The team is solid with the five of them (or occasionally six, when Eddie joins in), and to be perfectly honest, he just doesn't like Stephen that much. Still, he knows what it's like to be left out, and he doesn't want to be mean. Maybe he can play sometimes during recess, Dan decides. There's no reason they have to invite him along after school.
He means to mention this idea to the others, but doesn't really know how to bring it up without getting Walter angry again. They get so wrapped up in the game after not playing the previous afternoon that the subject just never comes up.
Most of their time after school that day is spent helping Dan make his modifications to Archie. He's borrowed a boxcutter from his dad -- the kind of borrowing, that is, where he'll make sure to have it back before anyone ever notices it's gone -- and painstakingly cuts holes in the floor of the box, reinforcing the edges of these with more tape, so that they can actually move the craft while inside it, as well as affixing some new knobs and levers to the control panel, which is making the transition from purely visual to actually functional as fast as Dan can find new items to attach to it. When they take the ship out for a test run they find moving it is still a little awkward, but definitely possible. Then Dan gives them all flying lessons, explaining what all the new buttons and instruments do, which comes in handy as they conveniently make sure Nite Owl is knocked out during their next mission.
The next day at recess they're up on the wobble wooden bridge that connects two of the playground climbing structures, saving some people from a flood, when Stephen comes charging over, making the bridge shake precariously as they all try to keep their feet.
"Hey guys!" he says excitedly. He's wearing a short red cape, which is more than any of them dare to do during school hours, their costumes remaining in their corners back at Headquarters. "Guess what? I made up a name! I'm Captain Carnage," he announces proudly, hands on his hips. "I'm a supervillain. Can I play now?"
"No," Walter says immediately.
"Why not?" Stephen demands, pouting in a way not entirely becoming of a supervillain.
"Because you can't," Walter snaps before anyone else can say anything.
"You're mean," Stephen says, getting angry now. "I just wanted to play with you guys."
"Walter," Dan starts, "why not --"
"No," Walter insists, cutting him off. "We don't need him."
"Fine," Stephen says. "I didn't really want to be a stupid supervillain anyway. It's a dumb game. You guys are dumb." He turns to walk away, and before anyone can react, Walter lunges forward and shoves him. The bridge lurches again at the sudden movement, and Stephen slips, loses his footing and tumbles over the side, hitting the ground with a sickening thud.
