V11121

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Volume 1, Issues 10 - 21

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Issue 11

Title: At Last... Kaija!
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Kaija
Kaija appears off the coast of Paradox City but makes landfall on the mainland. The Patrol immediately responds, only to find Kaija larger and more powerful than it was during World War II. Worse, during the battle another problem appears. The Logromoyth, an alien species that worships chaos energy, brings two warships down to join the fight. Errant realizes, using his cosmic senses, that Kaija is a being of pure chaos and realizes the Logromyth must want to harness that power for horrible destructive purposes. The Patrol splits up, with some dealing with the Logromyth ships and others keeping Kaija busy. The aliens are dealt with first. Realizing that the battle against Kaija is one they just can't win, Think Tank uses a Logromyth chaos projector to constructs a device that will destabilize Kaija. The Patrol takes their one shot and a reality seems to fluctuate for a moment. Kaija vanishes and the area seems to flicker through a few hundred different dimensional variations before settling... sort of. Both Major Havoc and Think Tank find themselves subtly changed. Major Havoc's shield now flies and Think Tank's powers, once invisible, now glow red. This issue marks the debut of the new Paradox Patrol logo.

Learning Curve, Think Tank explores his altered powers.
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Issue 12

Title: Enter the Fist
Team Present: Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Hand of the Dragon - Black Witch, Colony, Mac Knife, the Mad Gasser of Mattoon II, Queen Dragon
The Patrol is asked to consult at Alcatraz. A rocket crashed into the building and three prisoners: Black Witch, Colony, and Mac Knife were teleported out. The Patrol takes the remains of the rocket back to study. The rocket itself is quite crude but the teleportation technology is amazingly advanced. They discover an odd sigil carved onto the teleportation mechanism and put Pawn onto researching it while they deal with a new threat. Several I-villains, five in fact, have appeared in different parts of the city and begun to destroy things. The team splits up. Errant battles Colony. Myth finds herself face to face with the Mad Gasser of Mattoon. Think Tank goes up against a newly upgraded Mac Knife. Fortune's Agent fights the Black Witch; and the Major locks in combat with a woman calling herself the Gladiatrix. It turns out to be a ruse, though. Even though most of the Patrol members are winning their battles they ultimately lose. The villains are teleported away before they can be apprehended. When the Patrol tries to return to their base they find it gone. Using her cricket form, Myth teleports aboard the now repaired vessel that is quickly moving away from the US. Meanwhile, the Patrol discovers that the sigil carved on the teleportation module is the personal sign of an RPG character once played by none other than Erma Brodie.

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Issue 13

Title: Fist of the Dragon
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Hand of the Dragon - Black Witch, Colony, Mac Knife, the Mad Gasser of Mattoon II, Queen Dragon
While Myth spies on the villains who stole the ship, learning than the woman calling herself the Gladiatrix is, in fact, Queen Dragon, the rest of the Patrol confronts Erma Brodie. They realize that she's been mind controlled and free her. She explains, then, that Queen Dragon is her twin sister and that she took control of Erma and the mayor during the Chaos Factor incident, which Queen Dragon paid for. In fact, Queen Dragon has been behind much of the Patrol's troubles, including the attack by the Randomizer during the Poseidon adventure. She also hired the Chessmen. The Randomizer fight was to test their team's power levels. The Chessmen was all about getting Pawn into a position where the program could shut down the Paradox Cruiser's security system. The five way attack by the various villains just before the ship was kidnapped was designed to allow the Patrol's teleportation vectors to be calculated from multiple angles, in order to pinpoint the location of their base. Erma was forced to create the teleportation device used to free the villains from Alcatraz but she was able to free up enough willpower to carve the sigil, hoping it would lead to her. Erma provides the team with a jet to chase the Cruiser in. Meanwhile, the villains discover Myth and capture her. The Patrol travels to Tuvala and engage the Dragon and her Fist in an underground facility. Myth escapes to join the fight. Colony, Black Witch, and the Mad Gasser are captured. Mac Knife is thrown into the ocean and not recovered. Queen Dragon is released, since she couldn't be prosecuted due to her status as a head of state. The Patrol takes the partially repaired Cruiser back to where it belongs. This issue marks the end of a plot begun behind the scenes in issue 3.

Mark's Life, a glimpse into the life of Think Tank.
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Issue 14

Title: Myth and Legend
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Legend
In the past month, the Paradox Patrol have noticed some oddities. At one point, for example, there seemed to be a dragon flying above the city, only this dragon was red in color. At another, they chased a seeming ghost. It turns out that these occurances are connected. Myth's best friend, Mark Landsman, has been dating a woman named Emma Rosethorn for a few months. Now, thanks to some suspicion on the part of Myth and detective work on the part of Fortune's Agent, Emma is revealed to have shapeshifting powers of her own! In fact, she is the grand-daughter of the man who created the book that gave Myth her powers. The original Wizard Rosethorn, during the 40s, traveled the world and 'collected' mythological creatures, trapping them in the pages of his book. The final creature, the dryad of the Utopia Tree, was used to make the cover. His intention was to use the book in a ritual to give him the power of all those creatures but he never managed it. After the end of the first I-era the book was lost. A few pages were torn out before the book ended up, ultimately, at SciTech. Emma found three of those lost pages: a siren, a banshee, and a red dragon. She is now seeking the rest of the powers - the ones Myth has accidentally acquired. She tracked Myth to SciTech and happened to oversee her talking to Mark. She then used her siren form to trap Mark and, eventually, found out Myth's true identity. Then she struck. Calling herself Legend, Emma used her siren form to ensnare the male members of the Patrol. They chased and almost killed Myth. In fact, Major Havoc managed to use a chainsaw to hurt the Utopia Tree before the Patrol broke free of Legend's mental control. They brought the wounded Myth to SciTech, worried that Legend might attack a hospital full of innocent people. Instead, she attacked them at SciTech. During the battle Myth awoke and realized she could use her own abilities, as the possessor of the lion's share of the mythological forms, to shut Legend down. Emma was forced back into human form and apprehended.

Something More: Myth's obsession after defeating Legend.
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Issue 15

Title: The Star Killer
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Mashan the Star Killer
For months, now, the Church of the Cosmic Truth has operated freely in Paradox City. The Patrol has been unable to find anything illegal in the church's activities. That changes when Mashan apparently kidnaps Reaction, former member of the Teen Strike Force, current college student at Paradox University, and romantic interest of Fortune's Agent. Sure that Mashan has taken Reaction, the team rushes to her rescue. It turns out that Reaction's powers come from an incredibly powerful but tiny space folding drive implanted in her hands - something Mashan wants. The Patrol breaks into the church's house and does battle. Errant and Mashan knock each other around the city while the others defeat the deacons and rescue Reaction. Once Reaction is safe, they hurry to help Errant, who is getting slowly beaten down by the more powerful Mashan. Together, the team forces the cosmic powered cult leader to flee. The next day, the church is gone. Mashan is still out there. Somewhere. The issue marks the introduction of Reaction, a former member of the TSX, as a supporting character.

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Issue 16

Title: Meanwhile, in Another Part of the City...
Team Present: No members of the Paradox Patrol were in this issue
Adversaries: Doctor Robot
In Paradox City, SciTech and Kirby Academy have set up the secret 'Wolfman Program', where young people with I-powers are given both an education and training in I-heroics. The first members of the program are Jake (a speedster), Sillhoete (a shadow morph), the Collective (a multiple body personality), and Adam Atlas (a size changer). Not only do they have to deal with the challenges of being outcasts in their own school, they also have to battle the giant mechanoid minion of the evil Doctor Robot.

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Issue 17

Title: Tanks
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Thinking Tank, the Dero
The Patrol's search for the Dero finally pays off. They discover a possible entrance to the hidden, underworld, and travel there to explore. In the tunnels they encounter not only Dero but cybernetically enhanced Dero. The Patrol defeats the four armed threat while Think Tank presses on, discovering that the Thinking Tank is, in fact, behind the Dero's upgrade. It seems the Thinking Tank has been using Tero technology, along with stolen robotics parts, to enhance and control a small army of Dero. At the same time he has been making use of a Tero machine to scan the fabric of reality and claims to have discovered that reality, as it is, shouldn't exist at all. Something odd happened in the timeline during World War II and has been rippling out throughout space and time, changing things. Think Tank and the Thinking Tank battle. The Thinking Tank is driven off and the team takes the cosmic scanner, intending to use it to find Eon.

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Issue 18

Title: We're All a Little Mad Here
Team Present: Errant, Myth, Think Tank, Major Havoc, Fortune's Agent
Adversaries: Cheshire Cat
A Patrol is ambushed by the Cheshire Cat, an I-villain that Fortune's Agent battled before joining the team. The Cat uses his illusion powers and a one-of-a-kind magical mirror to turn the Patrol evil. Most of the Patrol begins scheming while the Major decides to put a more direct plan into action. He assassinates several gang leaders in a bid to take over the Paradox City criminal underground. Eventually, the Patrol is tricked into going to the SciTech building where Operation: Alpha is waiting for them. It seems the Major's actions have tipped off the authorities, who brought in the world's premiere I-team. The battle that ensues is epic but, in the end, the Patrol is subdued. During the fight Think Tank touches the American Centurion II|American Centurion]]. He experiences a brief vision of multiple realities and then breaks free of the Cheshire Cat's curse. Think Tank convinces the Centurion he has been freed of the Cat's influence but the rest of the Patrol is imprisoned in Alcatraz. This issue marks the first cross-over between Operation: Alpha and the Paradox Patrol.

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Issue 19

Title: The Dark Side
Team Present: Errant, Myth, Major Havoc, Fortune's Agent
Adversaries: Cheshire Cat
While Think Tank works with Operation: Alpha on a way to return the Patrol to normal, the rest of the team sits in Alcatraz in specially designed cells. They are still evil but that changes when a woman named the Strega appears in a vision before them. She uses magic to supress the effects of the mirror and explains that she was asked to help by Talisman. She tells the team must break the mirror because her spell will fade quickly. The Patrol, knowing they won't get released just because they say they're not evil, breaks out. They track down the Cheshire Cat and destroy his mirror. Unfortunately, Errant's powers react poorly with the magic and he loses them altogether. To continue fighting crime, Errant is forced to use an alien battlesuit he found using a set of ancient tablets Mashan had originally stolen. This issue marks the change of Errant from a cosmic-powered warrior to an I-technology hero and the last appearance of John Pitt as Major Havoc.

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Issue 20

Title: Rest in Peace
Team Present: Errant, Myth, Think Tank, Black, Fortune's Agent
Adversaries: Umbras Caesar's I-tech legion
A series of attacks on I-Heroes by powerful armored figures lead the Paradox Patrol to investigate. They discover a bunker hidden in the midwest. There they battle and defeat a group of robots. Inside the Bunker they discover several things. There are both robotic and armored versions of what are called I-killers. The Purity Party has hired Umbras Caesar to hunt down and kill as many I-heroes as possible. Later, the new Teen Strike Force is attacked by the I-killers. The Patrol quickly realizes that the I-killers are going after weaker I-heroes first and that the next target may very well be the kids at Kirby Academy. In fact, at that moment the students of the Wolfman Program are being attacked! Only the combined forces of the Paradox Patrol and the Wolfman Program manages to stop the I-killers and, even then, there is a loss of life. Both Fortune's Agent II and one member of the Collective die.

A Conversation, a conversation between Atom Atlas and Think Tank
A Letter, a letter from Jake to his uncle the Human Rocket.
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Issue 21

Title: The Return of Eon
Team Present: Eon, Errant, Myth, Think Tank, Black
Adversaries: Zombies and vampire.
Still reeling from the loss of Fortune's Agent II, the team redoubles their efforts to find Eon. Using the cosmic scanner, Think Tank calculates Eon will intersect this reality at a specific location and time. Think Tank and Myth modify the cosmic scanner into a cosmic catcher and the Patrol hurries to Argentina to save Eon. There they discover an abandoned village and the odd diary of a local missionary. Something horrible has happened. The Patrol manages to bring back Eon just in time to find out what that horrible thing is. One of Eon's old foes from World War II is now a vampire. The Paradox Patrol has to defeat both him and the zombie horde he made from the villagers' bodies.

Go to: Volume 1, Issues 1-10
Go to: Volume 1, Special Issues
Go to: Volume 2
Go to: Volume 2, Special Issues

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