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Majestic
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Re: Justice Force
Reply #105 - May 24th, 2010 at 4:13am
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#32 – Battle Above the Earth – C.H.E.S.S. alerts Justice Force that an emergency situation has developed on Space Station One, the U.S.'s first fully manned life environ orbital platform.  Security Chief Hugh Manning, head of the station, sent a coded message notifying authorities that a group of supervillains had taken over, captured everyone, and sent a high frequency signal back to Earth.  Spectre, Tempest, Freeze, Mirage, Microtitan, and Kamikaze take a shuttle to the facility and enter without difficulty.  As they move through the structure, they defeat numerous Logrellian soldiers, Anima-Man, Centurion, Mystic, Nightstalker, and R.I.N.G., and destroy their signal transmitter, preventing an invasion by the Logrellian fleet.  The team also rescues Manning and the other hostages and puts the base back in their care.
  
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Re: Justice Force
Reply #106 - May 25th, 2010 at 2:53am
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#33 – The Inhuman League – The team is called to Atlanta for a robbery by a number of freaks and misfits.  Police and ordinary forces are unable to stop the powerful villains, who dub themselves the Inhuman League.  Mirage, Freeze, Tempest, Spectre, and Kamikaze arrive and attempt to negotiate, but Nightmare, Stigmata, Spyder, Gila, and Jaws refuse to parlay.  After a brutal battle, the criminals are defeated and incarcerated.
  
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Re: Justice Force
Reply #107 - May 25th, 2010 at 8:13pm
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And now we start the final storyarc - The Devil's Domain.  I'll also spotlight the last two characters I have any info on, Microtitan and Kamikaze.

First, here's a marker for Microtitan, a character I briefly played.  Obviously the smaller one is what we used when he shrunk into his small form.
« Last Edit: May 25th, 2010 at 8:15pm by Majestic »  

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Majestic
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Re: Justice Force
Reply #108 - May 25th, 2010 at 9:41pm
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I really liked the look of Microtitan.  I drew him off of a small picture taken from Jim Lee's Wildcats; just a cool image (I think of a guard or something).

Like the Sphinz from Mystery Men, I left him "terribly mysterious"    Cool  He showed up in the prison dimension of Finity, the good guy (Alexander) vouched for him, and he helped the heroes win and then accompanied them home.

Like a lot of the older characters, the method for delivering his poison wasn't very well defined.  The way we've usually done it is to require HP damage to allow the venom to be administered (i.e., if the attack hits on Armor or Invulnerability it doesn't get through to the skin or bloodstream).  The idea of spurs was a direct rip off from the bad guys (grackleflints?) in Matt Wagner's Mage.

One funny story about this character.  He was fun to play, but had NO defense of any kind.  So I tried to invent Armor for him (thinking it kind of fit his look anyway).  With a 30% chance you would think he would succeed occasionally.  But NO, he tried over and over and over again, but to no avail.  He attempted to increase it TEN TIMES and the lowest roll he ever got was a 50.  After nearly a year of trying (he was attempting once a month, so spending all his time focused on it), he figured it was not meant to be and gave up (I suppose he probably retired).

Anyway, that's a big part of why he was left so mysterious and not fleshed out or defined more.    Smiley

Identity: -
Name: MICROTITAN
Side: Good
Sex: Male
Level: 2
Age: -

Powers:
Heightened Endurance: +15.
Poison/Venom: % E save failed by victim causes loss of movement/action for 1d20 phases; 1d20 phases; delivered by spurs in elbows.
Devitalization Ray: Range – 42”, PR-3, 3d10 from target’s Power.
Natural Weaponry: Skill; +2 to Hit, +4 to Damage – HtH.
Size Change: Smaller; 1’ tall; Height Factor – 6, Weight Factor - .004; numbers in brackets show smaller form.
Power Blast: Range – 15"; PR-1; Damage - 1d20.
Low Self-Control: Cannot resist fighting when provoked.

Weight: 250 (6’3") [1]
Basic Hits: 5
Agility Mod.: -2 [+8]

Strength: 8
Endurance: 21
Agility: 8 [18]
Intelligence: 10
Charisma: 14

Reactions From:   Good: +2   Evil: -3

Hit Points: 8 [20]
Power: 47 [57]

Healing Rate: 3
Damage Mod.: - [+2]
Accuracy: -2 [+3]
Carrying Capacity: 327
Basic HtH Damage: 1d6

Movement Rates: 37" [8”]
Det. Hidden: 8%
Det. Danger: 12%

Inventing: 30%
Security Clearance: -

Unknown Citizenship

Ranges when small: Devitalization Ray – 7”, Power Blast – 3”

Chance to Hit / Damage:
Power Blast – 14 [19] / 1d20 [+2]
Devitalization Ray – 10 [15] / -3d10 [+2]
HtH – 5 [10] / 1d6+4 [+6] + poison
  
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Majestic
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Re: Justice Force
Reply #109 - May 25th, 2010 at 9:44pm
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One kind of fun thing I was going to do with the armor, btw.  Since he shrunk down with Size Change: Smaller, I wanted there to be a miniature suit in his boot with an exit that he could use when shrinking.  Since it was lightweight and more robe-like (steel mesh), I figured it would easy for him to slip it on.

Alas, it was not meant to be...    Cry

  

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Re: Justice Force
Reply #110 - May 25th, 2010 at 9:47pm
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#34 – Demon Invasion – A tropical storm off the east coast of Florida grows quickly in speed and intensity, and is soon realized to be an entirely new phenomena.  Days later, a concussive shockwave from the Vortex causes many of the planes observing it to be lost at sea and affects weather patterns around the world.  C.H.E.S.S. sends in Imperial, Meganaut, and Telecomm, who transmit back that the Vortex is centered around a bizarre framework construction, hovering over the ocean floor and sucking in everything around it like a small black hole.  Strange creatures are seen on the towers, working on machines, then communication with the heroes is lost.  Panic spreads among the public as scientists reveal that in fourteen months most life on Earth will be destroyed!  The U.N. launches a massive nuclear warhead into the squall with no effect.  Russia sends in their superhero Gravitron, who creates an opposing black hole that causes another incredible blast.  The Vortex and Gravitron both disappear, and the area returns to normal.  An adrift fishing trawler emerges with tales of horrific monsters that slew and ate their crewmates; they claim that a great explosion sucked the beasts in and then they witnessed demons and the Devil himself!  C.H.E.S.S. tells all heroes to remain on alert, then King Homer Grimsby alerts Justice Force that a second mysterious tower is being built at Stonehenge.  Banished eons ago to the dimension of Chaosia (the Devil's Domain), the powerful entity known as the Devil orchestrates giant matter vacuums on three different worlds (Earth, Xareon, and Targo) to feed millions of demons that will form a living link, allowing his escape (which is possible only every 666 years).  As Spectre, Tempest, Mirage, Freeze, and Kamikaze fly in a loaned supersonic jet to Great Britain, they see the Devil's image in the sky, commanding them to turn back.  Next they face a wave of mystic turbulence from Overseer, then multiple flying demons that explode into noxious brown smoke when defeated.  They arrive at Stonehenge, where a black, four-story structure rises 300 feet above the ancient ruins.  The heroes battle their way up, besting human zombies from many different eras of history.  As they ascend, they destroy strange gigantic machinery that the undead had been constructing.  On the third deck they dodge large objects that Overseer teleports at them through a misty portal.  At the top, they overcome many different demons, who explode into a brown liquid that becomes smoke.  Later, this demon ichor entrances the local townspeople, temporarily causing them to go into a killing frenzy toward those unaffected.
  
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Re: Justice Force
Reply #111 - May 25th, 2010 at 9:57pm
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Thanks for posting these write-ups and character sheets, Majestic. Was the name Microtitan an homage to the former alias of Parasite, the shrinking, Power-Point draining villain from Most Wanted Vol. 3? Or was it a coincidence?
« Last Edit: May 25th, 2010 at 9:58pm by Mike »  
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Re: Justice Force
Reply #112 - May 27th, 2010 at 1:21am
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Mike wrote on May 25th, 2010 at 9:57pm:
Thanks for posting these write-ups and character sheets, Majestic. Was the name Microtitan an homage to the former alias of Parasite, the shrinking, Power-Point draining villain from Most Wanted Vol. 3? Or was it a coincidence?


Thanks for the encouragement, Mike.  I appreciate hearing that people enjoy looking these over.    Smiley

I think it was a bit of an homage.  If it had been his primary name (and not more of a subname), I don't think I would have gone with it.  Parasite, the Microtitan Invincible, is an amazingly strong villain, btw.  I've only used him once in this campaign, but he was powerful enough to take on an entire team of heroes!    Grin
  
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Re: Justice Force
Reply #113 - May 27th, 2010 at 1:21am
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#35 – Lost Tomb of Cor – Justice Force receives international praise and rewards for their bravery.  C.H.E.S.S., still concerned, presents the team with a vial of the demon ichor.  Research and analysis reveals it to be an alien organic compound that affects human brain chemistry in its gaseous form.  Records show only one previous encounter, during a reign of terror by Glenn Jocco (Obituary), who nearly dominated the world with it over fifty years before.  The heroes fly to Easter Island to talk to the former terrorist, but the old man yells mad ravings and threats as they approach.  From his tiny hut, surrounded by giant stone heads with glowing red eyes, four demons spring at the vigilantes.  After a short battle, the five men subdue Obituary, destroy the creatures, and recover a powerful magical weapon called a Soul Sickle.  Inside the house, they find his diary and a locked chest which cannot be moved.  A key is found on the madman, and inside the box is a dank hole with an overpowering stench and nightmarish screams.  The adventurers travel down a slippery staircase into the Chaos Room, where Tempest and Spectre face deadly illusions until the others persuade them to disbelieve.  They enter the Hall of Ages, which is covered entirely in ancient runes.  Kamikaze deciphers a tale of alien travelers and King Cor besting a great demon, but is cursed in the process.  As they pass through the Well of the Dead, piled high with mummified corpses, they find a bronze key.  A statue of a monstrous warrior blocks a tunnel, then comes to life and attacks!  They defeat the being, and it turns to dust.  The group goes into the Dome of Knowledge, encrusted with jewels that activate images; they see many recordings, including pictures of the Devil and Chaosia.  Suddenly three statues of beetle-men become animated and assail them with pikes!  The champions dispatch the Horrors and find a hidden door which leads into the Gate of the Dimensions.  That room has a carpet of squirming maggots, and the key found earlier fits into a painting of a large wooden door, revealing a glowing energy field.  Each person is asked what they seek, and Spectre chooses power.  He then steps through the portal to Rome circa 45 B.C., the era of Gaius Julius Caesar.  Though gone for hours, only seconds have passed for the others when they retrieve him.  Frustrated that their leader has likely fractured the timestream, the group decides to confront the Devil and enters the gateway.
  
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Re: Justice Force
Reply #114 - May 27th, 2010 at 11:53am
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Majestic wrote on May 27th, 2010 at 1:21am:
That room has a carpet of squirming maggots, and the key found earlier fits into a painting of a large wooden door, revealing a glowing energy field.Each person is asked what they seek, and Spectre chooses power.He then steps through the portal to Rome circa 45 B.C., the era of Gaius Julius Caesar.Though gone for hours, only seconds have passed for the others when they retrieve him.Frustrated that their leader has likely fractured the timestream, the group decides to confront the Devil and enters the gateway.


This moment provided some really fun role-playing, as my brother-in-law Mark played Spectre here in a way that's I've rarely seen in role-playing games.  Instead of making the typical 'heroic' choice, he behaved more selfishly, and when it backfired on the whole team, they got really pissed at him (their leader).    Grin
  
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Re: Justice Force
Reply #115 - May 27th, 2010 at 1:09pm
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#36 – Devil's Domain – The team steps through to Chaosia, a bizarre dimension with characteristics and natural laws different from Earth; the atmosphere and air are thicker, gravity is more intense, and the soil and rocks are composed of diamond-hard crystals.  The group moves east all day across the endless plains of the Fields of Glass and wards off different groups of creatures; during one fight they also struggle against a wave of fear.  At night, demonic beings assault their camp, but each time they are able to defeat them.  The next day they continue to travel and are still occasionally attacked by strange beasts.  Finally they reach the Coral Forest, where the dangerous terrain forces them to slow down and the monster encounters become more frequent.  Some fall into a deep sleep in the Somniferous Forest, but their teammates are able to wake them.  Hours later, the heroes rescue the sentient Brain Core of the Coral from an assault by more demons; in return it heals their wounds.  After many hours, they reach the Scarlet Orb, a large, metallic hovering sphere at the center of the forest.  The champions overpower ten Boogen guards, then use a control booth to enter the top of the structure.  On the upper level, they pass through a torture chamber, find strange and exotic devices and equipment, ward off a tiny robot, and briefly clash with Overseer, who teleports away.  They descend in a lift to the next level, a maze of twisting tunnels and dead ends that appear to be the interior of a living being.  Discovering storage for the demon ichor and a treasure trove guarded by three Abominations, the group chooses to press on to the bottom level.  There they find an opulent throne room of spectacular grandeur, as well as the Devil, Overseer, and many demons.  Quickly the two sides engage in combat, and Justice Force finds that the large, charismatic Devil is by far the most dangerous foe they have ever faced.  The battle starts to turn against the vigilantes, and Tempest and Mirage fall to their more powerful adversaries.  Suddenly, Freeze teleports behind the Devil and hits him with the Soul Sickle, trapping his essence inside of it!  The ghost of Cor appears and offers a wish to each hero: Freeze asks for the defeat of the demons, Spectre chooses wealth, and Kamikaze requests repair for the timestream.  Each wish is granted, and the victors leave the Soul Sickle (and trapped Devil) under the ancient spirit's care.  They make their way to a demon bridge, where they exit the realm and return home.
  
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Re: Justice Force
Reply #116 - May 27th, 2010 at 3:47pm
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Well, that was the last issue of Justice Force (the team essentially retired after just a couple of years of fighting crime and worldwide threats).  I've still got one more hero to spotlight (Kamikaze), but it by no means it's the end of the summaries.  Next I'll do "Exploits" (I'll start a new thread, though), which is the comic series that (mostly) follows the solo tales of our heroes.  Towards the later issues (there's not that many), it sometimes has adventures where a group of C.H.E.S.S. agents (not part of a larger team) gather together for an adventure.
  
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Re: Justice Force
Reply #117 - May 27th, 2010 at 4:02pm
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Kamikaze was a late addition to Justice Force.  He was played by my friend Tim, whose still part of our Guardians campaign today (this is all part of the same campaign, just the hero team changed).

Kamikaze is an interesting hero.  On the character sheet are a number of interesting powers that one won't find in the rulebook.  My guess (it's been around 20 years) is that he might have made him up (and possibly even played him) in another campaign, likely a group of guys that I know that I used to play with.  When you see the write-up here I'll change things like Genetic Superiority, Immortality, and Radiation to standard V&V powers (Mutant Power, Body Power, and the like).

Here's a basic description written by the player:

Kamikaze
Name: Yoritomo Kamakura
Appearance: Japanese boy in late teens.

     Kamikaze is the last of an alien colony established to study various Earth cultures.  25 years ago, the main base (in the U.S.A.) was abruptly abandoned, leaving agents in far off outposts abandoned.  In the following two years, all remaining observers known to him abruptly died, cause unknown.
     Kamikaze was too young to know much besides his origin and mission on Earth.  His parents were among the observers to die, leaving him alone and confused.  After investigating the abandoned main base, Kamikaze decided to use his alien abilities to become a superhero, hoping he could find a way to explain the abrupt departure of his people.
    
Powers:
     All the colonists were changed by the advanced biologists of his homeworld.  As such, he can transform into a human form and energy based form that registers as wind.  Each form has its unique features, but Kamikaze prefers his human form, as he is used to it.
     Each form is completely separate from the others, needing separate care.  An injury in one form does not show in the others, nor do benefits.  Memories are shared in all forms, though interpretation of events can vary.
  
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Re: Justice Force
Reply #118 - May 27th, 2010 at 4:04pm
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Identity: Yoritomo Kamakura
Name: KAMIKAZE
Side: Good
Sex: Male
Level: 7
Age: 19

Powers (Human form):
Heightened Endurance: +13.
Reduced Endurance: -2; ,maximum E of 26.
Heightened Intelligence: +10.
Mutant Power: Radiation blast; PR-2/shot, Range – Ex2 (46”), Damage – 1d20; attacks at 15 (through unshielded Armor).
Transformation: Type C; Shapeshifter (Creatures); into Wind and Feline forms.

Weight: 180 (5'9")
Basic Hits: 4
Agility Mod.: -

Strength: 13
Endurance: 23
Agility: 15
Intelligence: 18
Charisma: 11

Reactions From:   Good: +1   Evil: -4

Hit Points: 26
Power: 69

Healing Rate: 2.4
Damage Mod.: +2
Accuracy: +2
Carrying Capacity: 405
Basic HtH Damage: 1d6

Movement Rates: 51”

Det. Hidden: 14%
Det. Danger: 18%

Inventing: 54%
Security Clearance: 10
Rep. Pts.: 2

Japanese Citizen

Chance to Hit / Damage:
Radiation – 17 / 1d20+2
Sword – 9 / 2d6+2
HtH – 7 / 1d6+2



Identity: Aoelis
Name: KAMIKAZE
Side: Good
Sex: -
Level: 7
Age: 20

Powers (Wind form):
Flight: Maximum speed – 90 m.p.h. (396”/turn); PR-1/hour.
Invisibility: Permanent; +1 to Hit, -1 to be Hit per turn.
Vibratory Powers: Range – 46”, Damage – 2d8, PR-5/attack; can pass through solids at movement speed, PR-2.
Body Power: Immortal; Invulnerability of 3; Reforms when destroyed in 1d100 hours.


Weight: -
Basic Hits: 10
Agility Mod.: -4

Strength: 9
Endurance: 10
Agility: 19
Intelligence: 16
Charisma: 11

Reactions From:   Good: +1   Evil: -4

Hit Points: 23
Power: 58

Healing Rate: 2.5/minute
Damage Mod.: +3
Accuracy: +4
Carrying Capacity: -
Basic HtH Damage: -

Movement Rates: 42" , Flying - 396"

Det. Hidden: 12%
Det. Danger: 16%

Inventing: -%
Security Clearance: -
Rep. Pts.: -

Chance to Hit / Damage:
Vibratory Powers - 14 / 2d8+3



Identity: Volia
Name: KAMIKAZE
Side: Good
Sex: Male
Level: 7
Age: 15

Powers (Feline form):
Natural Weaponry: Claws; +3 to Hit, +6 to Damage.
Body Power: Genetic Superiority; 2x Strength when training; all physical traits begin at 18.
Heightened Defense: -4 to be Hit.
Heightened Expertise: +4 to Hit – Claws.

Weight: 240
Basic Hits: 5
Agility Mod.: -

Strength: 20
Endurance: 18
Agility: 27
Intelligence: 18
Charisma: 11

Reactions From:   Good: +1   Evil: -4

Hit Points: 65
Power: 83

Healing Rate: 2.5
Damage Mod.: +4
Accuracy: +5
Carrying Capacity: 1,176
Basic HtH Damage: 1d10

Movement Rates: 65"

Det. Hidden: 14%
Det. Danger: 18%

Inventing: 54%
Security Clearance: -
Rep. Pts.: -

Chance to Hit / Damage:
Claws – 17 / 1d10+10
HtH - 10 / 1d10+4
  
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Re: Justice Force
Reply #119 - May 27th, 2010 at 8:14pm
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Really fun reading.  Thanks for sharing this with us.  I have enjoyed it all.
  

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Re: Justice Force
Reply #120 - May 28th, 2010 at 1:27am
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The Cougar wrote on May 27th, 2010 at 8:14pm:
Really fun reading.  Thanks for sharing this with us.  I have enjoyed it all.


Thanks a bunch to all of you for taking the time to read them.  It makes all of the re-typing, scanning, and work to put them on here very much worthwhile.    Smiley
  
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Re: Justice Force
Reply #121 - May 28th, 2010 at 1:36am
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Here's the markers we used for Kamikaze's unique forms.  I drew the human form one, we used an alien marker from From the Deeps of Space for the feline form, and the wind form one came from mist that came with Terror By Night.    Smiley
« Last Edit: May 28th, 2010 at 1:40am by Majestic »  

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Re: Justice Force
Reply #122 - May 28th, 2010 at 1:38am
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And here's the character sheet for Kamikaze's human form.  I could post scans of the other two forms, but - other than Immortality and Genetic Superiority being listed as the actual powers - they're pretty much identical to what I typed up (no pictures).
  

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Re: Justice Force
Reply #123 - Jun 5th, 2010 at 9:32pm
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Following is a campaign timeline, which helps explain approximately when these adventures happened (both in real life and campaign time).  You'll note the names of some of the Justice Force storyarcs, as well as some of the solo tales (Exploits).

Note that only the names of large storyarcs get included (not every specific issue).  So in the case of published modules, you'll only see "Devil's Domain", not the many issues that comprise that tale.
  
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Re: Justice Force
Reply #124 - Jun 5th, 2010 at 9:34pm
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12/90             Crisis at Crusader Citadel
  2/91              Death Duel with the Destroyers
  3/91              The Island of Doctor Apocalypse
  4/91              Night of the Garrote
  5/91              Air Superiority
  6/91              FORCE
  7/91              Dominion Day
  8/91              The Secret in the Swamp
10/91              Pentacle Plot
11/91              The Great Iridium Con
11/91              Terror by Night
12/91              The Dawn of DNA
  1/92              Zodiac Alliance
  2/92              The Doctor is In
  2/92              Battle for Wicklow
  3/92              Consequences
  3/92              Day of Reckoning
  4/92              Glimpse into Eternity
  5/92              Pre-Emptive Strike
  6/92              Battle Above the Earth
  7/92              The Inhuman League
  8/92              Troubleshooter
  8/92              Devil's Domain

« Last Edit: Jun 5th, 2010 at 9:35pm by Majestic »  
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