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Very Hot Topic (More than 25 Replies) Justice Force (Read 11549 times)
Majestic
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Re: Justice Force
Reply #70 - May 9th, 2010 at 4:00pm
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Jimmy didn't play Magna-Man for too long (mostly on some solo adventures), so he made another secondary character, Mirage.  Andrew Smithers is a frumpy, nerdy science teacher who turns into Mirage, a paranormal able to turn invisible.  While invisible, he is able to blast opponents with powerful beams of energy.  He also has the cool ability to turn damage inflicted against him (if he has a saved action and absorbs it) into something else, like Armor, Invulnerability, more Hit Points, or many other possibilities.

Jimmy played the character until he was Level 8.  A couple of years ago I pulled the character out of mothballs and upped him some levels (to Level 14) to have as a potential one shot PC for visitors to play at GuardianCon.  This worked well, so the next year I upped him another level (to 15), and that's what you'll see here:

Identity: Andrew Smithers
Name: MIRAGE
Side: Good
Sex: Male
Level: 15
Age: 50

Powers:
Transformation: Type A - Power Activation; takes one action.
Invisibility: One action; PR-1/hour; +1 to Hit, -1 to be Hit per turn invisible.
Mutant Power: +5 Endurance; +10 Agility; +7 Intelligence.
Regeneration: One action to heal 1.2 Hit Points per turn.
Absorption: Requires saved action; roll d10.
1) Damage
2) Hit Points
3) Power
4) Invulnerability
5) Force Field
6) Opponent's Ability
7) Initiative
8) Experience Points
9) Regeneration
10) Armor
Power Blast: Range – 17"; PR-1; Damage 1d20.

Weight: 170 (5'7")
Basic Hits: 4
Agility Mod.: -

Strength: 21
Endurance: 12
Agility: 24
Intelligence: 18
Charisma: 20

Reactions From:   Good: +4   Evil: -2

Hit Points: 33
Power: 75

Healing Rate: 1.2
Damage Mod.: +4
Accuracy: +4
Carrying Capacity: 889
Basic HtH Damage: 1d8

Movement Rates: 57"
Det. Hidden: 14%
Det. Danger: 18%

Inventing: 54%
Security Clearance: 3
Rep. Pts.: 6
Perception: 25

American Citizen

Training: +4 to Hit – HtH

Chance to Hit / Damage:
Power Blast – 20 / 1d20+4
HtH – 13 / 1d8+4
  
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Re: Justice Force
Reply #71 - May 9th, 2010 at 4:01pm
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Here's the current character sheet for Mirage:
  

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Re: Justice Force
Reply #72 - May 9th, 2010 at 4:03pm
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Here's the basic marker for Mirage:
  

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Re: Justice Force
Reply #73 - May 9th, 2010 at 4:04pm
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...and here's what he looks like when he's invisible (I usually make a ghosted marker of the character):
  

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Re: Justice Force
Reply #74 - May 9th, 2010 at 4:05pm
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And here's the frumpy Andrew Smithers:
  

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Re: Justice Force
Reply #75 - May 10th, 2010 at 7:42pm
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dsumner wrote on May 9th, 2010 at 3:21pm:
The Zodiac Conspiracy was outstanding, it still ranks as one of my favorite Champions, or superhero RPG, supplements period. I also liked Mind Games, to Serve and Protect, the VOICE of Doom, The Blood and Dr. McQuark, and the Coriolis Effect.


Thanks for the intel, dsumner.  I just checked with one of our players that has played decades of Champions.  I assumed he's probably played most of the published adventures, but he said they didn't; they made up their own stories.  Over the years I've picked up some Champions modules that looked interesting (or had cool art).  I already own The Blood and Dr. McQuark and The Coriolis Effect.  Some day I'm going to have to run convert them to V&V and run them for our group!    Smiley
  
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Re: Justice Force
Reply #76 - May 10th, 2010 at 7:44pm
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#19 – The Big Show – Vampire Victor Von Heinrich, using the alias of Thomas Prest, brings his circus to Miami to win the heart of television reporter Jessica Tory, as well as to study and test the local superhero team, Justice Force.  Mirage, Sinder, Scorpio, Panther, Tempest, and Spectre attend the show and enjoy a variety of entertainment.  Along with the routine clowns, acrobats, and exotic animals, they observe a number of unusual performers: voodoo master 'Zuvembie Lord', strongman Albert, and albino Batwing with an act of flying bats; Prest himself serves as the charismatic ringleader for the main event.  That night, Tory awakens to an unidentified dark-clad intruder in her home who knocks an intervening policeman into a coma.  The heroes investigate and find a ticket to the circus and bat hairs.  The following day the circus proceeds normally, but in the evening a movie shoot at a nearby cemetery is thrown into chaos when real zombies begin emerging from the earth and attacking extras made up as the undead!  The group is called in and swiftly stops the paranormal threat, but the obvious suspect ('Zuvembie Lord' Billy Jimson) confesses to being a fraud and has a solid alibi.  Prest is unavailable for questioning, sleeping in a coffin inside a funhouse complex beneath the circus grounds.
  
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Re: Justice Force
Reply #77 - May 11th, 2010 at 12:12am
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Majestic wrote on May 10th, 2010 at 7:42pm:
dsumner wrote on May 9th, 2010 at 3:21pm:
The Zodiac Conspiracy was outstanding, it still ranks as one of my favorite Champions, or superhero RPG, supplements period. I also liked Mind Games, to Serve and Protect, the VOICE of Doom, The Blood and Dr. McQuark, and the Coriolis Effect.


Thanks for the intel, dsumner.  I just checked with one of our players that has played decades of Champions.  I assumed he's probably played most of the published adventures, but he said they didn't; they made up their own stories.  Over the years I've picked up some Champions modules that looked interesting (or had cool art).  I already own The Blood and Dr. McQuark and The Coriolis Effect.  Some day I'm going to have to run convert them to V&V and run them for our group!    Smiley


The books I named are the ones I think would easily converted to V&V. There's also the Circle and METE (it's for 1st edition), by Aaron Allston the would work well. There's a few others modules (Day of the Destroyer, Wrath of the Seven Horsemen, and ATLAS unleashed), that I liked, but I'm not sure how well they'd convert over though.

Also, there's  a book for GURPS Supers, alled Super Scum, that would convert over very easily. You can pick it up on the cheap.
  

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Re: Justice Force
Reply #78 - May 11th, 2010 at 11:45am
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#20 – Terror by Night – After the third and final night of the circus, Prest meets with Tory and takes her to dinner.  Much later, at her home afterwards, she screams and faints.  Prest/Heinrich materializes from a mist on her front lawn and challenges the vigilantes.  Justice Force confronts the villain and skirmishes with him briefly.  Heinrich then turns into a mist, defies them mockingly, and flies away as a bat.  They follow him to the entrance for the Hall of Mirrors on the circus grounds, where he disappears inside.  The vampire exits via a secret hatchway, and the entering heroes are magically transported through enchanted mirrors to the mastermind's funhouse deep underground.  The adventurers journey through traps, puzzles, and mazes, and battle robotic versions of a Minotaur, gargoyles, and Heinrich himself.  Near the end they are separated into individual rooms with holographic environments and robot monsters.  Mirage squares off with the Creature from the Black Lagoon in a watery marsh; Tempest confronts Frankenstein's monster in a mad scientist's laboratory; Panther engages a werewolf on foggy moors; Sinder is attacked by a beautiful female vampire in a coffin-filled crypt; Scorpio tackles a clay golem in a dank cavern; Spectre battles Zuvembie Lord and actual zombies in a jungle clearing.  After defeating their adversaries, the team confronts Baron Heinrich again in a large chamber.  As their host turns into a mist, the group is engulfed by a cube-shaped room.  It deposits them on the surface where the circus is being taken down.  Batwing chooses to abandon his act and adventure alongside the others.  Epilogue: One week later Tory receives a letter in the mail from Heinrich.
  
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Re: Justice Force
Reply #79 - May 12th, 2010 at 3:11pm
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#21 – It Begins – Adonis is baited by Shee-Ariel to accept an offer of riches from Doctor DNA in exchange for the Errants rendering their services in North America.  When the criminals arrive in Miami, Doctor DNA gives them genetic brainwashing pills to subtly silence troublesome people.  Days later, a sperm bank is broken into, but nothing appears to be disturbed.  Panther, Spectre, Sinder, Mirage, and new superheroes Excalibur and Batwing investigate at Horizon Research.  Though there are no signs of forced entry into the building, the door to the storage vault has been ripped from its hinges and they find a squashed cockroach inside the normally sterilized interior.  Broken seals show that storage cabinets inside were opened, but seals on individual frozen sample containers are intact and show no tampering.  The next day, Mirage apprehends drug-runner Roscoe Watt, who claims that 'Scuz' is the new crime boss in the city.  Sinder rescues a small private plane on fire over the nearby suburb of Malton, but pilot Gavin Hart appears to be hiding something; the three other passengers are unemotional and slow.  The Errants call an emergency meeting over concern that Shee-Ariel's recklessness (fireballing the plane) could bring unwanted attention; they decide to give a pill to Hart (as they did his companions).  When revisited by the heroes, he is flat and bland just like the others.  As the Errants give pills to more and more civilians, the problem gets out of hand.  Soon people all over Malton, even police officers, are zombie-like and have no personality.  Due to programming by Miragi, the affected people (even the elderly) all listen to the same electronic pop song, which is heard all over town.  Shee-Ariel, furious at the Errants for their incompetence and hoping to wipe out evidence, decides to destroy Malton.  The following evening, her alien Shredders set off demolitions at key locations while she wildly blasts fire from the sky.  As Justice Force arrives to stop her she torches an apartment complex, then detonates charges on the water tower, diverting the rescuers so that she can fly away.

  
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Re: Justice Force
Reply #80 - May 12th, 2010 at 3:27pm
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Astute observers that are extremely familiar with the FGU module "Terror By Night" may have recognized the absence of one pivotal character: Tim Vanesk.  That's because I substituted a Player Character I created - Batwing - for that character, even using the image provided for my new PC.  This was a creative way of introducing a PC, while also keeping him as one of the suspects in the adventure's mystery.

I was surprised - when compiling this info - that Batwing was my first PC in the campaign.  I honestly had no idea of that fact (it's been many years).  I obviously didn't play him very long (he's only Level 3), and I am reminded when typing up his stats how wimpy he truly was ("Ooh, he can do a 'bat attack' and do a potential 1d4!")    Smiley

Still, he provided a good 'support' character, which used to be all that I was looking for (as I was almost always the GM).  Powers like Telepathy, Flight, and even Darkness Control can serve to aid the team in the accomplishment of the mission, without the GM's PC hogging the spotlight or being one of the main combatants.

I'm also amazed at how many members of Justice Force ended up getting Transformation (and then chose Power Activation).  Perhaps a better name for the team would have been the Transformers!    Grin

Here's Batwing...

Identity: Michael James
Name: BATWING
Side: Good
Sex: Male
Level: 3
Age: 22

Powers:
Transformation: Type A - Power Activation; takes one action.
Animal Control: Bats; maximum of 7.
Heightened Strength: +9.
Flight: Maximum of 240 m.p.h.; PR-1/hour.
Darkness Control: One action; PR-2; sphere with radius of 14”; Range-48”.
Telepathy: Range-90”; ‘switchboard’-9 minds; PR-1/turn; thought scan-1 action, PR-1; mind probe-1d6 turn s, PR-5, Range-touch.
Psychosis: Dislikes and avoids sunlight, bright lights.
Low Self-Control: Flash of light causes transformation back to normal.

Weight: 110 (6’0")
Basic Hits: 3
Agility Mod.: +2

Strength: 20
Endurance: 12
Agility: 16
Intelligence: 9
Charisma: 14

Reactions From:   Good: +1   Evil: -1

Hit Points: 11
Power: 57

Healing Rate: .9
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 506
Basic HtH Damage: 1d8

Movement Rates: 48”, Flight-1,056”
Det. Hidden: 8%
Det. Danger: 12%

Inventing: 27%
Security Clearance: -
Rep. Pts.: 0

American Citizen

Chance to Hit / Damage:
Bats – 10 / 1d4
HtH – 7 / 1d8+1
« Last Edit: May 12th, 2010 at 3:29pm by Majestic »  
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Re: Justice Force
Reply #81 - May 12th, 2010 at 11:23pm
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Here's the marker I drew for Batwing (with a friendly bat from Terror By Night)...
  

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Re: Justice Force
Reply #82 - May 12th, 2010 at 11:25pm
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And here's the character sheet (I'm sure many of you will recognize the image).    Grin
  

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Re: Justice Force
Reply #83 - May 13th, 2010 at 11:04pm
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#22 – The Plot Thickens – Doctor DNA oversees his factory, where he plans to produce enough pills to alter the genetic code of every living being on the continent.  The Errants scheme to eliminate Justice Force with a multi-phased plan.  With Malton a smoldering ruin, the team aids in the clean-up.  At night, as Carl Nasca (Spectre) goes to a movie with Jennifer Boyt, he is attacked by two Shredders!  He successfully wards off the savage aliens, disintegrating one and incapacitating the other.  Next, the gigantic Mongo, escorted by Cockroach, heads toward Miami and is intercepted by Excalibur and Batwing.  Despite much property damage, the adventurers subdue the two.  Downtown, Panther hears a scream and rushes to rescue a distraught girl, but she turns on him and attacks with a poisoned dagger!  The hero fends off the ambush from the young woman (Valeri, an Errant) and a Shredder, escaping without serious injury.  Through the media, Shee-Ariel demands a meeting with all local superheroes at a racetrack.  While the team waits there patiently, the criminals cause disasters all over the city to create diversions.  Batwing, Mirage, and Sinder depart to help the populace, while Spectre, Panther, and Excalibur remain.  In grand style Shee-Ariel and Scuz drive up; they are soon joined by Adonis, Magnetron, Miragi, Valeri, and three Shredders.  After a lengthy battle, the heroes force the villains to retreat.
  
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Re: Justice Force
Reply #84 - May 13th, 2010 at 11:12pm
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I've noticed that the later write-ups for Justice Force, which were played back in the early 90's (1991 and 1992), are much longer and more in-depth.  Part of that is because I didn't do the summaries at the time, as I usually do now.  I did the early issues, but then put it off and moved on to the Guardians.  I only recently (a few years ago) went back and wrote them, using old notes (and of course having the modules really helps, as the entire plots are spelled out).
  
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Re: Justice Force
Reply #85 - May 13th, 2010 at 11:30pm
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The next character that I'm going to spotlight, Sinder, is an interesting fellow.  He is a PC of my brother-in-law Mark (the guy who played Spectre), and he has become his primary PC in the campaign.  He's played him - off and on - for nearly 20 years, both as an associate of Justice Force and the Guardians.

Now you wouldn't think this guy is very tough.  He's got pretty underwhelming stats other than Agility and Charisma (S9, E11, A21, I9, and C19), so that gives him very few Hit Points (7) and low Power (50).  With pretty much no defenses (he has Flame Defense, but nothing like Invulnerability, Armor, or anything to protect those 7 HP), he goes down in combat pretty easily.  It's a good thing we made him immortal from the start, as he's died (during combat) literally SIX times!

The amazing thing about this character (though he is a glass cannon) is the fact that he rolled Heightened Attack THREE times.  This is no big deal when you're level 1 or 2, but once you're up at 6th Level and higher, it really starts to pay off with some mega damage!  Now at 9th Level, he's adding a whopping 27 damage to all attacks!

One spooky thing about this character.  He created this character - like I said - back in the early 90's.  He rolled "Physical Handicap", and - almost as a throwaway (honestly without a lot of thought on any of our parts) - selected that Sinder would have a prosthetic left leg.  It never came up in combat (as a flaming character, he could fly), and we honestly hardly ever mentioned it.  One story I did, where the heroes had their memories displayed for each other by Dr. Destroyer, explained briefly how he'd lost the leg in a combine accident on a farm as a child, but other than that it really didn't come up in gameplay.

Then - nearly a decade later - somewhere around 2000, Mark had an accident.  He was riding his motorcycle in a lengthy charity ride with other law enforcement officers (Mark is a decorated police officer).  He was way up in Canada (in the middle of nowhere) when he hit a patch of gravel and laid his bike down.  He remembers looking across the highway and seeing his severed leg.  He ended up being airlifted to Seattle, and he ended up losing his left leg just under the knee.  He quickly (and quite miraculously) recovered, being back to work as a police officer (with a prosthetic) in something like six months, and went on to win further awards (even a national one).

We found it kind of strange that it ended up being exactly the limb he chose for Sinder.  His wife (now ex) was honestly kind of freaked out about it (thinking V&V is 'evil' because of it), but I wonder if maybe he wasn't (even subtly) being prepared for what was going to happen later in life.

In any event, it was an extremely strange coincidence; probably the weirdest I've ever seen in gaming.

Sinder's still an awesome character, and one he ends up playing occasionally (every few years).
  
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Re: Justice Force
Reply #86 - May 13th, 2010 at 11:46pm
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Here's the latest stats I have for Sinder.  It's been awhile since he's been played, as his character sheet shows him as age 36 but he was born in 1958 (so now he'd be 51 or 52).  It's not been 16 years since he played him last, so I think he's forgotten to update that.

Identity: Victor Larson
Name: SINDER
Side: Good
Sex: Male
Level: 9
Age: 36

Powers:
Gravity Control: PR-1 per +/- multiplier; Range – 9".
Flame Power: PR-3 to activate; Range – 18", PR-3/attack, Damage – 1d12.
Revivication: Immortal; Endurance x5 (55%) chance to wake-up when knocked unconscious.
Telepathy: Range – 90"; thought scan – one action/turn.
Heightened Attack (3): +27 to Damage.
Physical Handicap: Prosthetic left leg; movement -4" and -4 to Agility saves when not flamed on.

Weight: 150 (5'6")
Basic Hits: 3
Agility Mod.: -

Strength: 9
Endurance: 11
Agility: 21
Intelligence: 9
Charisma: 19

Reactions From:   Good: +4   Evil: -2

Hit Points: 7
Power: 50

Healing Rate: .75
Damage Mod.: +2
Accuracy: +4
Carrying Capacity: 122
Basic HtH Damage: 1d4

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

Inventing: 27%
Security Clearance: -
Rep. Pts.: 3

American Citizen

Deaths: 6

Chance to Hit / Damage:
Flame – 20 / 1d12+29
Gravity – 14 / weight
HtH – 9 / 1d4+29
  

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Re: Justice Force
Reply #87 - May 13th, 2010 at 11:47pm
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Here's another (more recent) marker that we use for him when he's not flamed on (which could serve as a Victor Larson marker as well):
  

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Re: Justice Force
Reply #88 - May 13th, 2010 at 11:53pm
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Here's the character sheet I have for Sinder (who should be much older now):
  

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Re: Justice Force
Reply #89 - May 14th, 2010 at 12:44pm
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#23 – The Dawn of DNA – Doctor DNA delivers a recorded message that is broadcast on every TV and radio station around the world.  He explains that he is a benevolent conqueror of humanity, which he has been studying.  He invites all paranormals to join him, claims that the Errants were a diversion, and threatens to release the horror of his DNA Deficients on the world!  Cockroach reveals the location of the mastermind's Pill Factory outside Miami, so the vigilantes head there and enter via an abandoned mineshaft hidden in a cave.  The six men invade the complex, taking out many armed soldiers as they penetrate deeper and descend into the facility.  Doctor DNA confronts the heroes, but realizes that he is outmatched; unbeknownst to his opponents he switches bodies with scientist Ray Horn to avoid capture.  Slipping away, he quickly destroys all of his notes and work (including his only DNA Deficient), then escapes through a secret slide.  The vigilantes round up many guards and technicians and shut down the entire operation.
  
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Re: Justice Force
Reply #90 - May 16th, 2010 at 3:09am
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#24 – Zodiac Alliance – Mirage and Sinder are made full-time members of Justice Force.  At a news conference in Philadelphia, a large number of superpowered beings interrupt the proceedings to make a statement of their own.  C.H.E.S.S. sends Panther, Sinder, Mirage, Spectre, and allies Batwing, Scorpio, and Freeze to confront this mysterious new organization, which calls itself the Zodiac and fashions each member after an astrological sign.  Scorpio reveals to his friends his past as an assassin on Vinι and as they arrive at the site he discloses that he has been recruited to join the Zodiac.  The group appears to have an international and otherworldly membership: in addition to Scorpio their roster consists of Taurus, Gemini, and Aquarius (formerly Bull, Temper, and Stormlord of the Crushers), as well as Aries, Cancer, Leo, Virgo, Libra, Sagittarius, Capricorn, and Pisces.  The confrontation between the two sides devolves into combat, and Panther swiftly tears into Scorpio, brutally ripping the stinger from his back and killing their former teammate.  Despite their superior numbers, the Zodiac disengages, leaving only the unconscious Taurus and slain Scorpio behind.
  
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Re: Justice Force
Reply #91 - May 16th, 2010 at 7:46pm
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#25 – The Doctor is In – C.H.E.S.S. learns of recent activity on Nacht Island, and asks Justice Force to investigate.  Tempest, Spectre, Panther, Batwing, and Freeze journey to the location, entering limestone caves on the main island.  They discover that Doctor Apocalypse is attempting to reactivate his massive psionic generator, and this time the Destroyers are there to assist him.  The group demands that the powerful device be shut down, but the psychotic warlord refuses, explaining that he will use the heroes to power a colossal mind control ray.  The evil genius attacks the vigilantes, and is joined by Behemoth, Shapeshifter, Iron Maiden, Ratman, Electrocutioner, and Annihilator.  The adventurers hold their own in the ensuing battle and are able to seriously damage the psychic equipment, but the villains prove too powerful for them and force the champions to evacuate.
  
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Re: Justice Force
Reply #92 - May 16th, 2010 at 7:47pm
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This last one was almost a sequel to "The Island of Doctor Apocalypse", as it took place at the same place and had the same villain and obstacle (the psionic generator); the only difference was the addition of the Destroyers (and the heroes already knew the island so didn't have to explore it this time).
  
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Re: Justice Force
Reply #93 - May 17th, 2010 at 9:14pm
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#26 – Battle for Wicklow – Devastating property damage from a superpowered rampage brings the team to Germany.  Spectre, Tempest, Batwing, and Freeze follow a path of destruction to the edge of Wicklow Forest, where they hear tales of mighty paranormals with immense strength.  Eventually they encounter Valcanus, Death Adder, and Balgren, and after a brutal clash they take down the criminals.  Appreciative German authorities take the lawbreakers into custody.
  
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Re: Justice Force
Reply #94 - May 18th, 2010 at 6:53pm
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#27 – Consequences – Freeze officially joins the team.  Based on an anonymous call, Tempest, Freeze, and Spectre check out a strange building in Miami where they encounter three superhumans that they do not recognize.  The two sides square off, and the vigilantes soon realize that ranged attacks on opponents Meganaut, Telecomm, and Imperial cause energy blasts that affect everyone nearby.  After a short battle, the two sides realize that they are both on the same side and cease hostilities.  The phone call is traced to Los Angeles, and Mirage and the three heroes fly there.  In a deserted building they take out five Vengeance Robots and find clues that Professor Malevolence was the one behind sending them to the other group's base.  Freeze portals to his home dimension, but soon returns with word that danger threatens it!

  
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Re: Justice Force
Reply #95 - May 18th, 2010 at 6:54pm
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Astute observers will notice that I was setting our heroes up to know who those other three heroes were (Meganaut, Telecomm, and Imperial) for the upcoming "Devil's Domain".  IIRC in the module proper they were based out of Miami too (just like Justice Force), so it was kind of fun to have a 'hero vs. hero' encounter with them.    Grin
« Last Edit: May 19th, 2010 at 9:42pm by Majestic »  
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Re: Justice Force
Reply #96 - May 19th, 2010 at 9:41pm
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#28 – Trouble at Home – Freeze returns to Sub-Zero with his three teammates.  The weather is drastically different from the sunny spring they just left in L.A., and Tempest is unable to do much to slow the wintry blizzard or biting cold of the icy world.  The group is attacked by a pack of wolf-like Killrakin, but they are able to fend off the vicious beasts and make their way north.  At a crystal palace they meet Freeze's royal family and learn that he is a prince in the kingdom.  A group from Earth that includes Time Thief, Darkshine, and Kachandra, as well as her pets T-479 and Semdifor, arrives and demands a powerful native artifact; the heroes are shocked to find their friend Panther assisting the villains as a mercenary.  The two groups skirmish, and Justice Force chases away the hostile invaders.
  
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Re: Justice Force
Reply #97 - May 20th, 2010 at 10:11pm
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#29 – Pre-Emptive Strike – G.I.A.N.T. brings Justice Force to Kansas, where Titan Missile Silo Seventeen was recently attacked from within.  No treason or sabotage appears to have occurred, and yet a two-ton bunker door has disappeared and two S.A.C. officers were killed.  Mirage, Freeze, Spectre, and Tempest arrive early in the morning and meet General McGough in the bunker.  Shortly after, a large, black, opaque rectangular doorway appears and Voltoid, a quick, boxy android, comes through and attempts to take control of the launch computer.  The heroes swiftly down the intruder, then moments later stop a Trojan I robot that flies through.  The four adventurers step through the gateway and find themselves in a large antechamber aboard the strange, alien spacecraft Superior.  They are attacked by the Guardians of the Gate, a Flame Dragon and Frost Dragon, and knock out both enormous beasts.  The group then enters a pyramid-shaped area, where all but Spectre are incapacitated by knockout gas.  A short time later the veteran vigilante falls to humans Vendetta and Sprite, while the alien Tympanus observes.  Superior, surrounded entirely by an irregular iron asteroid, floats inside a distant nebula, far from Earth.
  
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Re: Justice Force
Reply #98 - May 21st, 2010 at 6:20pm
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#30 – Finity Quest – Tympanus and Vendetta discuss their plan to instigate World War III on Earth, irradiating the northern hemisphere to provide a suitable home for Tympanus' race.  They reluctantly send the four captured heroes to the prison dimension of Finity, a prehistoric wasteland with a colony of supervillains.  The group first makes a secure camp for the badly injured Tempest.  After a day exploring the hot and humid swampland, the team meets the astral form of Alexander Tissaveerasinghe, a stranded archaeologist from the future.  Their new ally, whose body remains trapped within his time-traveling craft Aristotle, agrees to return them home in exchange for their assistance.  Alexander briefs the others on the powers of the Primevils and describes the layout of their camp on Trilobite Island, where they have built a stockade and moat around his vessel.  He also introduces them to Microtitan, a valiant adventurer who recently arrived in Finity, as well as Kamikaze and Vengeance, both sent by C.H.E.S.S. to rescue Justice Force.  After careful planning, Freeze, Spectre, Mirage, Microtitan, Vengeance, and Kamikaze attack the fortification and assail felons Oberon, Rocker, Contessa, Blonde Berserker, Glacia, Wrack, and Soulburner.  After defeating many of the criminals and forcing the rest to flee, the travelers and Microtitan free Alexander's body and return to Earth with him via his ship.

  
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Re: Justice Force
Reply #99 - May 21st, 2010 at 6:25pm
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Thanks for posting these, Majestic. These are fun to read. Your most recent posts are covering the same ground as my current campaign--sort of, since we're in the middle of an "opposite" rendition of the Pre-Emptive Strike module.
  
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Re: Justice Force
Reply #100 - May 22nd, 2010 at 12:04pm
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Mike wrote on May 21st, 2010 at 6:25pm:
Thanks for posting these, Majestic. These are fun to read. Your most recent posts are covering the same ground as my current campaign--sort of, since we're in the middle of an "opposite" rendition of the Pre-Emptive Strike module. 


Very cool!  You'll note that I usually ran these the way they were written.  I might make a very minor adjustment (taking out a few Crushers, for example), but for the most part I tried to run them as the author intended.  I have to say that they all ran quite smoothly and were pretty balanced.
  
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Re: Justice Force
Reply #101 - May 22nd, 2010 at 1:19pm
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#31 – First Encounters – The tabloid National Inquisitor contacts the team, offering a big donation to charity if they will look for their missing reporter Johnny Dugan, who disappeared investigating the story of the Wisconsin Lizard Man.  Tempest, Spectre, Freeze, Kamikaze, and Microtitan, as well as reporter Sheila Baynes and photographer Kyle Stewart, journey to Big Rock, Wisconsin.  They meet local storyteller Old Jed, who tells tales of a deadly Lizard Man that guards the large rock in the center of town and catches lone victims in the woods.  The rock, which used to be worshipped by Native Americans, is reputed to be a meteorite that glows during some stellar phenomena, and anyone who tries to damage or move it supposedly falls under a terrible curse.  The adventurers check out the massive, black rock formation and search for the missing man, but find only Dugan's glasses and a strange footprint in the forest.  Old Jed leads the heroes and reporters in canoes down the Rock River to an old Indian burial ground.  As they near Rock Island, the group is attacked by a squad of Logrellian Shock Troopers, who drop nets from above and target the civilians.  The highly trained alien warriors are a fanatical fighting force, and as each are defeated they vaporize themselves with Personal Disintegrators.  After a short but intense battle, a number of the attackers retreat.  An unconscious Dugan is found nearby, and a brilliant flash of light and thunderous noise signal the departure of a Logrellian scout ship.

  
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Re: Justice Force
Reply #102 - May 22nd, 2010 at 2:21pm
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He didn't show up much with Justice Force (I think he did mostly solo adventures), but you might have still noticed the name Excalibur in a few issues.  He was a PC played by my brother Daryl (the guy running Tempest and who briefly played Scorpio before he turned to Evil and joined the Zodiac).  His next secondary PCs were Excalibur and Cyborg, but I don't have a character sheet for Cyborg.

Excalibur is a grandson of the original Excalibur (the World War II hero), which makes him a cousin of the villain Stormlord (which I think is a pretty cool origin).

Identity: Montgomery Laird
Name: EXCALIBUR      
Side: Good
Sex: Male
Level: 2
Age: 29

Powers:
Heightened Reflexes: One action every ten phases; +8 to Agility.
Heightened Agility: +14.
Heightened Endurance: +13.
Heightened Intelligence: +14.
Willpower: Type A; PR-1 per use as a defense.
Natural Weaponry: +3 to Hit, +6 to Damage – HtH; bonus +4 to hit on special attacks.
Pet: Hawk named Merlin (see separate sheet).
Mute: Very strong English accent (difficult to understand).

Weight: 200 (6’0")
Basic Hits: 4
Agility Mod.: -

Strength: 12
Endurance: 24
Agility: 36
Intelligence: 25
Charisma: 17

Reactions From:   Good: +2   Evil: -2

Hit Points: 80
Power: 97

Healing Rate: 2.8
Damage Mod.: +7
Accuracy: +6
Carrying Capacity: 413
Basic HtH Damage: 1d6

Movement Rates: 72”
Det. Hidden: 18%
Det. Danger: 22%

Inventing: 75%
Security Clearance: 2 (England)

British Citizen

Chance to Hit / Damage:

HtH – 14 / 1d6+13 (Special – 18)
Blade – 13 / 1d6 + 1d4 + 7
Webley – 14 / 1d10 + 7


Excalibur’s Hawk
Identity: MERLIN
Level: 4

Powers:
Natural Weaponry: Claws; +3 to Hit, +6 to Damage.
Willpower: Type A; PR-1 per use as a defense.
Body Power: +10 to Agility; +8 to Ferocity; +70” to Flight.

Weight: 3
Basic Hits: 1
Agility Mod.: +8

Strength: 12
Endurance: 9
Agility: 31
Intelligence: -
Ferocity: 25

Hit Points: 4
Power: 77

Healing Rate: .25
Damage Mod.: +4
Accuracy: +7
Carrying Capacity: 4
Basic HtH Damage: 1

Movement Rates: Flight - 122”
Det. Hidden: -
Det. Danger: 30%

Chance to Hit / Damage:
Claws – 15 / 11
« Last Edit: May 22nd, 2010 at 2:24pm by Majestic »  
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Re: Justice Force
Reply #103 - May 22nd, 2010 at 2:23pm
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By the way, I have no idea where the "Heightened Reflexes" came from (not sure what power was rolled originally), and from the looks of him I think Excalibur was rolled up using only Skills.
  
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Re: Justice Force
Reply #104 - May 24th, 2010 at 4:10am
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Here's a marker for Excalibur and his falcon Merlin...
  

Excalibur_Marker.jpg ( 25 KB | 5 Downloads )
Excalibur_Marker.jpg
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