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| Issue 1
Title: Birth of the Paradox Patrol
Team Present: Eon, Master of Time, Errant, Myth, Talisman
Adversaries: The Sharooth
When the Sharooth invade the planet Paradox City believes itself safe. After all, the alien invaders are focusing on large cities such as Washington D.C. and New York. One Sharooth cruiser, however, changes course and heads straight for the island city. Army and Air Force resources were fully committed to the battle on the east coast and the Coast Guard forces stationed in the city weren't able to stop the cruiser from taking position over the city. The Sharooth began raining destruction down upon the buildings and populace of Paradox City. Eon, Master of Time, had been an I-hero during WWII and, thanks to his unusual powers, was once more young enough to battle the forces of evil. Indepdently he and two new I-heroes, Myth and Talisman, as well as a depowered Cosmoknight fought the Sharooth. The four then joined together to disable the Sharooth cruiser, which crashed into the ocean. Afterwards Eon proposed the four heroes uniting, offering to teach them about being an I-hero. They agreed and formed the Paradox Patrol which would quickly become the premiere I-hero team on the west coast.
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| Issue 2
Title: A Poseidon Adventure
Team Present: Eon, Master of Time, Errant, Myth, Talisman
Adversaries: Poseidon, god of the sea, Randomizer
Several months after the founding of the Paradox Patrol, the team has settled nicely into their new headquarters: the submerged Sharooth cruiser they disabled on their first adventure. They get called to a disaster and find waves of water assaulting the bridge that leads from Paradox City to the mainland. While Errant, Eon, and Talisman rush to save motorists stranded on the bridge, Myth changes to her sea serpent form and dives into the water only to find a man beneath the waves seemingly controling the attack. She chases but he escapes. Later, a DVD arrives at the mayor's office. The villain calls himself Poseidon, god of the sea, and he demands his trident. He claims it is an artifact currently on display at the Explorer's Museum. The team seeks out and eventually defeats Poseidon but not before a strange battle with the Randomizer who claims it was their first 'test'. This issue established the Patrol's positive relationship with the city government and introduced their base, the Paradox Cruiser.
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| Issue 3 Title: Plagues of Chaos
Team Present: Eon Master of Time, Errant, Myth, Talisman, Think Tank, Major Havoc
Adversaries: Chaos Factor - Black Witch, Blood Diamond, Korruption
One of the most important days in Paradox City is Founder's Day. To recognize the help of the Paradox Patrol over the last several months, Mayor Holt invites them to participate in the opening of the Founder's Day celebrations. The mayor's speech is interupted by an attack by two women. One is wearing a witch's outfit and flies on a broom. The other is covered in some sort of red, gemlike substance. The Patrol fights off the two women, only to learn that the battle was a diversion. Erma Brodie rushes up and tells them SciTech is being broken into! At SciTech they battle the demonic Korruption with the help of two new I-heroes: Major Havoc and Think Tank. Unfortunately, the villain gets away with a text from the SciTech reserve of unusual books. Talisman reveals that their new enemy is called Chaos Factor and that the gemstone covered woman, Blood Diamond, is his sister and the reason he became an I-hero. The Patrol finds out that the book was a spell book designed to recreate the Biblical plagues of Egypt. The Patrol manages to stop Chaos Factor before too much damage is done. Blood Diamond, however, gets away and Talisman leaves the team to pursue her. This issue introduced Think Tank and Major Havoc while removing Talisman. Talisman would later join Witching Hour. It also laid the foundation for a plotline that would not see fruition for many issues.
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| Issue 4
Title: Church of the Cosmic Truth
Team Present: Eon Master of Time, Errant, Myth, Talisman, Major Havoc
Adversaries: Mashan the Star Killer
After a practice exercise of keep away with powers, the Patrol breaks up for their individual daily activity. The Major meets with an old Marine buddy, Thomas Miller. Thomas Miller shouldn't be able to walk due to a war injury that severed his spine. When the Major arrives at the bar he finds that not only can his friend walk but he now has I-powers. Thomas has joined a new religion, the Church of the Cosmic Truth. Meanwhile, Myth finds herself drawn to the Utopia Tree. The Tree explains to Myth that a monster has awakened in the depths. It is coming and it must be stopped of terrible destruction will follow in it's wake. Later that night, Errant and the Major decide to investigate the Church. There they find that the leader of the cult is Mashan the Star Killer, an alien Errant knew as a Cosmoknight. Mashan recognizes Errant and the two converse. Mashan explains that he saw the Cosmic Forge and a new power, the Cosmic Truth battle. The Forge was destroyed and the Truth appointed Mashan as it's emissary to spread the word. Mashan has been given power and has the ability to give power to others. As Errant speaks with Mashan he feels the alien trying to drain his cosmic energy. Errant and the Major leave, determined to continue their investigation of the Church of the Cosmic Truth.
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| Sins Revisited, a short story about Think Tank that takes place after issue 4.
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| Issue 5
Title: HQ Haywire
Team Present: Errant, Myth, Major Havoc
Adversaries: Paradox Cruiser
First, some members of the Patrol have to deal with a replicating werewolf named Wolf Pack who is trying to rob the post office. He's captured. Later, the team teleports onto the Paradox Cruiser, only to have it go haywire. They battle their own defenses as they attempt to get to the power core and shut down the Cruiser. Only things go wrong. The Cruiser's power core is set to overload. Think Tank and Myth get the emergency hatch open and Errant flies the core up into the sky. He is caught in the explosion and sent hurtling to the sea, unconscious.
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| Issue 6
Title: Mirrored Mind
Team Present:Eon, Master of Time, Errant, Myth, Think Tank, Major Havoc
Adversaries: The Thinking Tank
An old corporate opponent of Think Tank taunts him. It seems that the accident that gave Think Tank his powers also recorded his brainwaves. Intellisoft, the company that Think Tank was working for at the time, used those brainwaves as the basis for the Thinking Tank, a new robotic combat unit being demonstrated for the military in just a few days time. Worried that something would go wrong, the team flew to the test site. Their suspicions were confirmed when the Thinking Tank went rogue and killed the Intellisoft and military personnel present. The Thinking Tank steals the Manta and battles the Patrol aboard it. In the fight the Manta is destroyed. The Thinking Tank falls into the ocean and can't be found.
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| Think Tank's Day Planner, an insight into Think Tank's life during issue 6.
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| Issue 7
Title: Double Agents
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: The Derro
Still reeling from the loss of Eon, the Patrol nonetheless answers an emergency call. A hotel fire prompts them to take action and it also introduces them to Fortune's Agent, a new I-hero in the city. When the city's new IAT agent, Lola Deveraux, calls the Paradox Patrol in on a case they invite Fortune's Agent to come along. The entire town of Nightvale in Northern California is suffering from a strange ailment that makes them all sleep. Anyone who enters the town sucumbs. Working together, the Patrol and Fortune's Agent force their way inside where they discover the ancient enemy of the Tero sacking the town's stores while residents sleep away. The Dero are quickly driven back underground and the source of the sleepiness is found. It seems the Dero were using ancient Tero techology in the form of a large ray device. The Patrol takes the device's power crystals and leaves the ray itself for the IAT. This issue marks the first appearance of Fortune's Agent and his joining the team. It takes place after Paradox Patrol Special #2.
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| underHill Technologies, the start of Think Tank's new company.
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| Issue 8
Title: Plastiplasm
Team Present: Errant, Myth, Major Havoc, Fortune's Agent
Adversaries: Plastiplasm
The Patrol gets called in by the police. A Paradox University's boat was stolen and, even worse, his experiment was in the trunk! The experiment, called plastiplasm, was a jelly designed to devour oil slicks from the ocean. The professor has been developing it in his spare time, both at the university and at home, and he hasn't finished testing it yet. He has no idea what will happen if the plastiplasm is removed from stasis. The Patrol used detection and intimidation to track down the gang that stole the boat but in the resulting gunfight the plastiplasm is set loose and escapes into the sewer. They encounter it eating the vinyl siding of a house in the Atlantis district. They fight it and it gets away. Then they find it on the main branch of the public library, seemingly reading. Fortune's Agent makes contact with the now sentient goo and things seem to be on the path towards a peaceful resolution when a freaked police officer fires at the plastiplasm. Not hurt but angry, the plastiplasm goes on a rampage through the Washington district. The Patrol battles it and, in the end, convinces it that it to surrender, noting it can get plenty to absorb if it fulfills it's original purpose. The Plastiplasm and the scientist who created it join the Defense Corps to help clean up toxic messes.
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| Control: in which Myth confesses her worries to her friend.
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| Issue 9
Title: On the Chessboard
Team Present: Myth, Think Tank, Major Havoc
Adversaries: The Chessmen
Three members of the Patrol respond to what they believe is an attack on the Mayor's boat only to discover there is no danger at all. Instead, they are tagged by small darts containing tracers and teleported to an unknown place, each in their own room. There a hologram of a chess pawn appears and explains the situation. They have been captured by the Chessmen, a group of contract killers who run their victims through a series of deadly puzzles. If they make it to the other side without using their powers they are free. If they refuse to cooperate the mayor, whom they have captured, dies. They each make it through the Knight's puzzle, a long pit. Major Havoc refuses to participate in the Bishop's puzzle, a target range where they need to shoot images of police officers, and is seemingly killed. Think Tank and Myth work their way through the deadly puzzles of the Rook, Queen, and King and force their way outside. There the pawn hologram appears to them again and explains the situation once more. They've passed the challenge and are free to go. The mayor was never actually captured. More, the Pawn is an artificial intelligence programed by the Chessmen with a helpful personality but the inability to help as a sadistic joke. Pawn was able to overcome his programming and make it seem Major Havoc was dead so the Chessmen didn't finish the job. He tells them how to get to the Major but tells them they have to hurry because the oil drilling platform they are on will explode in seconds. Myth and Think Tank rescue both Major Havoc and Pawn and make their way back to land. This issue marks the first appearance of Pawn.
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| A Second Chance: Lottie Revives Pawn
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| Issue 10
Title: Herald of Disaster
Team Present: Myth, Think Tank, Major Havoc
Adversaries: The Herald of Disaster
Myth, Think Tank, and Major Havoc return from their abduction by the Chessmen only to find Paradox City in chaos. Every animal on the island seems to have gone feral and are attacking. They stop a number of animal attacks, including one by a legion of hundreds of squirrels. Myth consults the Utopia Tree while in her dryad form and discovers that the Herald of Disaster has arrived. Normally, the Herald inhabits a local animal and warns all the other animals to take cover or flee before a major disaster such as a hurricane or earthquake. However, this time the Herald seems to have gone insane and driven all the animals in Paradox City to turn on humans. The Patrol finds the Herald in the body of a silverback gorilla at the Paradox City Zoo. They battle it and knock it out, forcing the Herald to retreat and the island returns to normal. As for the disaster the Herald was there to proceed... that is yet to come. This issue marks the start of a running joke involving Think Tank and squirrels.
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| Class is in Session: a look at Myth's new job.
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