The Guardians
The door of Guardian H.Q opens slowly, and the first thing to hit Psy as she walks in is the musty smell. The place hasn€™t been aired since the original Guardians split up two years previously. Like most people, she heard some of the events surrounding the Guardians, but nowhere near the full story. All she knows is that after finally breaking the Firm, the oldest and most dangerous gang in Southside, so called due to making as much money as a large business, the Guardians just€¦ Vanished. After a quick look around, it becomes clear she is the first of the new Guardians to arrive. She remembers Chief Inspector Lamberts words upon her recruitment. €œGo to this address, meet your team mates and wait there for your next instructions.€ While she is thinking, there is a waft of foul smelling smoke in the air. She turns around to see a tall red skinned man has entered the house. In his hand is the source of the smoke, a cigar.
Psy and Mephistopheles introduce themselves, and briefly discuss the situation. With The Firm now ancient history, the smaller gangs, long kept in check by The Firm have started to grow and are competing to take The Firm€™s place. Like The Firm, they hire Gifted whenever possible to give themselves an edge over both the police and the competition. Despite introducing a wide variety of new equipment and policing methods, Southside€™s police force is still outmatched by these criminals, which is why Chief Inspector Lambert decided to set up a new group of Guardians as soon as he was promoted to the position. The two decide to investigate the house they will be using as a base of operations while waiting for the four other members to arrive.
Mephistopheles soon finds the lab, where the uniforms were made. Looking inside one of the helmets, he finds they did a lot more than just making the wearers look like power rangers gone wrong, as they have some pretty advanced audio and visual equipment hidden in there. Still, he€™s grateful that as the Guardians are now official, it won€™t be necessary to go to the extreme lengths the originals had used to stop enemies like The Firm finding out who they were. Switching on a nearby computer, he finds the database, records of all the enemies the Guardians had faced. He reads through it a while, absorbing the information. Some names like Jerry Hewlitt and Karma he recognises, as their exploits were well reported by the Southside Times, but other names are a mystery to him. It dawns on him that reading through the database is futile. All the villains described have either been put behind bars or killed one another off, or in the cases of Hewlitt and Karma no longer a threat for one reason or another. A few like Metamorph and Flint are listed as €œUnknown€Â, but as they have not been heard of in some time it is assumed they are also no longer a threat. His reading is interrupted by his name being called from the lounge. He leaves the computer running and sees what€™s going on.
It turns out that the other four Guardians have arrived. They are Stomper, Mr. Marathon, Funky Junky and Blur. The meeting is awkward at first. It€™s like Big Brother. None have ever met before, although Blur thinks he once saw Mr. Marathon at a Gifted meet, yet they will have to live and work together, watch one another€™s backs and trust one another with their lives. The ice is quickly broken though, as it turns out Mr. Marathon and Mephistopheles both have a penchant for showing off with their powers, and things go from there. It seems the Police have been careful with their choice of Guardians. Not only is there a good mix of powers, but none of the Guardians have any family which could be used against them.
Soon after, the messenger from the Police station arrives. Lambert would have come himself, he explains, but he is far too busy. Because of this, he has sent an information pack, containing a short list of people you can contact and details of the first thing Lambert wants investigating. The list of contacts has just two names on it. Ace and Jerry Hewlitt. It has become common knowledge that John Ericson, otherwise known as €œAce€ due to his uncanny luck at cards, can actually see a short way into the future, explaining his good luck skill once and for all. He runs a bar called Aces which is exclusive to Gifted, and is also where the meets are arranged. He hears most things that go on in town, and is a good source of knowledge. Hewlitt has retired from his criminal life, and is also a good source of information if you catch him in the right mood.
Your first assignment is a biker gang called the Shadows. They used to just hang around pubs, and while they could be violent if provoked, were never much bother. All that has changed now though, as two days ago they robbed two jewellery shops in two days before going to ground. Their current whereabouts are unknown, but it is believed that the leader is Gifted.
Current locations you may visit are:
Aces
Swiss-Anglo Jewellers
Southern Gold
Police station
The door of Guardian H.Q opens slowly, and the first thing to hit Psy as she walks in is the musty smell. The place hasn€™t been aired since the original Guardians split up two years previously. Like most people, she heard some of the events surrounding the Guardians, but nowhere near the full story. All she knows is that after finally breaking the Firm, the oldest and most dangerous gang in Southside, so called due to making as much money as a large business, the Guardians just€¦ Vanished. After a quick look around, it becomes clear she is the first of the new Guardians to arrive. She remembers Chief Inspector Lamberts words upon her recruitment. €œGo to this address, meet your team mates and wait there for your next instructions.€ While she is thinking, there is a waft of foul smelling smoke in the air. She turns around to see a tall red skinned man has entered the house. In his hand is the source of the smoke, a cigar.
Psy and Mephistopheles introduce themselves, and briefly discuss the situation. With The Firm now ancient history, the smaller gangs, long kept in check by The Firm have started to grow and are competing to take The Firm€™s place. Like The Firm, they hire Gifted whenever possible to give themselves an edge over both the police and the competition. Despite introducing a wide variety of new equipment and policing methods, Southside€™s police force is still outmatched by these criminals, which is why Chief Inspector Lambert decided to set up a new group of Guardians as soon as he was promoted to the position. The two decide to investigate the house they will be using as a base of operations while waiting for the four other members to arrive.
Mephistopheles soon finds the lab, where the uniforms were made. Looking inside one of the helmets, he finds they did a lot more than just making the wearers look like power rangers gone wrong, as they have some pretty advanced audio and visual equipment hidden in there. Still, he€™s grateful that as the Guardians are now official, it won€™t be necessary to go to the extreme lengths the originals had used to stop enemies like The Firm finding out who they were. Switching on a nearby computer, he finds the database, records of all the enemies the Guardians had faced. He reads through it a while, absorbing the information. Some names like Jerry Hewlitt and Karma he recognises, as their exploits were well reported by the Southside Times, but other names are a mystery to him. It dawns on him that reading through the database is futile. All the villains described have either been put behind bars or killed one another off, or in the cases of Hewlitt and Karma no longer a threat for one reason or another. A few like Metamorph and Flint are listed as €œUnknown€Â, but as they have not been heard of in some time it is assumed they are also no longer a threat. His reading is interrupted by his name being called from the lounge. He leaves the computer running and sees what€™s going on.
It turns out that the other four Guardians have arrived. They are Stomper, Mr. Marathon, Funky Junky and Blur. The meeting is awkward at first. It€™s like Big Brother. None have ever met before, although Blur thinks he once saw Mr. Marathon at a Gifted meet, yet they will have to live and work together, watch one another€™s backs and trust one another with their lives. The ice is quickly broken though, as it turns out Mr. Marathon and Mephistopheles both have a penchant for showing off with their powers, and things go from there. It seems the Police have been careful with their choice of Guardians. Not only is there a good mix of powers, but none of the Guardians have any family which could be used against them.
Soon after, the messenger from the Police station arrives. Lambert would have come himself, he explains, but he is far too busy. Because of this, he has sent an information pack, containing a short list of people you can contact and details of the first thing Lambert wants investigating. The list of contacts has just two names on it. Ace and Jerry Hewlitt. It has become common knowledge that John Ericson, otherwise known as €œAce€ due to his uncanny luck at cards, can actually see a short way into the future, explaining his good luck skill once and for all. He runs a bar called Aces which is exclusive to Gifted, and is also where the meets are arranged. He hears most things that go on in town, and is a good source of knowledge. Hewlitt has retired from his criminal life, and is also a good source of information if you catch him in the right mood.
Your first assignment is a biker gang called the Shadows. They used to just hang around pubs, and while they could be violent if provoked, were never much bother. All that has changed now though, as two days ago they robbed two jewellery shops in two days before going to ground. Their current whereabouts are unknown, but it is believed that the leader is Gifted.
Current locations you may visit are:
Aces
Swiss-Anglo Jewellers
Southern Gold
Police station
Comment