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Kaige

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  1. OOC thread for Believe It Or Not, featuring Lord Steam and Samson! I tried to give Lord Steam an in; if it doesn't fit your vision, let me know and I'll edit.
  2. GM 6:00 PM, August 7th. The Bedlam Arms Hotel was the city's ritziest, projecting an aura of aged elegance that was particularly impressive given that the building was less than five years old. It was common for fleets of limousines to arrive, slipping through the smog of the Babylon district to drop off their passengers in the enclosed entryway, away from the poor. But tonight there was a virtual traffic jam of the vehicles, their drivers jockeying frantically for position - their jobs were on the line, as their irritated tuxedoed passengers told them between bursts of swearing. For this was not just any business conference or celebrity dinner. This was the Grant Conglomerate's Miracle Gala, and everyone who was anyone would be there, watching and judging through jaded and avaricious eyes. Grant's stark, efficient corporate banners clashed oddly with the gaudy, vaguely rococo decor of the hotel's interior, but no one was looking. Instead they were peering into the mass of twenty-thousand dollar suits and daring dresses, trying to pick out the power players. Short, fat Chase Pennington Sr., the sixty-five year old ruthless landlord of half the apartments in Hardwick Park, stood by the entryway, bellowing racist comments about the state of the city. His doughy son Junior, singularly unattractive but wearing diamond cufflinks and a watch worth half a million dollars, had his arm around a visiting Slovenian model, who had to bend almost in half to allow it and kept quietly redirecting his hand away from her chest. Doug Nylander, tall and athletic beneath his crown of distinguished grey hair, stood by the punch bowl - and no one was drinking any, for fear of coming too close to that coiled viper. His pretty blonde wife Wisteria, already buzzed on more than alcohol, hummed quietly to herself, lost somewhere far away. His daughters, Madison and Jenny, wore dresses that would certainly not be allowed at their high school, drinking in the attention that came with being the prettiest people in the room - even though much of it came from men twice their combined age. Horatio Hoggard III gorged himself on a plate of ribs, his jowls stained with barbecue sauce, while Dr. B. Hugo Lurman talked excitedly with a Grant representative about untested medicines, stopping every few words to go through a series of half a dozen nervous tics. That accounted for the old money, but many eyes were on the new. This wasn't just Vivian Howle's first appearance in Bedlam; it was her first public appearance anywhere since her son Jason, a Bedlam cop, had been killed in the line of duty. Though nearing sixty, she looked good for her age, her close-cropped hair dyed back to the light brown of her youth and the results of her daily exercise apparent. She wore a black business suit that could match any man in the room for elegance and stood with her head held high, otherwise unadorned. As CEO of Howle Chemical, half of the massive Howle-Brandt Consortium, she needed to project confidence. So when socialites approached her, smiling shark smiles with crocodile tears in their eyes, and gushed how sorry they were for her loss, she managed to thank them. It was a moment for mingling before speakers, dinner, and dancing, and all eyes were alert. It was rumored that someone all the way from Freedom City would be in attendance...
  3. GM Ross swallowed hard as he stepped into the office. He hadn't been sure what to expect; he'd never hired a PI before. But the room seemed to look the part, at least. "Mister Steadman, sir," he said, crossing the room with what confidence he could muster and extending a hand, then half retracting it, unsure if that was what he was supposed to do. He had several inches on the detective, but still somehow felt small in comparison. His hand was calloused and scarred but his grip was strong, the souvenirs of a virtually unregulated Bedlam manufacturing job. Casting around for a chair, Ross sat down gingerly, staring at Steadman the entire time to make sure that he was allowed to sit. "I, ah... I'm looking for Susan," he blurted out, "and the police won't help anymore." Mentally he kicked himself; if he looked like some kind of lunatic, the guy would think he couldn't pay and wouldn't take the case. Or would just take his money and run, knowing he could get away with it. This was Bedlam, and everyone was a shark. You had to show that you were too big to take a bite out of, even when you were asking for something. Clearing his throat, Ross mentally reset. "What I mean is that my daughter, Susan, ran away from home about a month ago." Reaching into his breast pocket, he ran his fingers over the crucifix with a little whispered prayer, then produced the photo he kept beside it and laid it gently on the desk. Susan Haywood looked to be about seventeen or eighteen, and very pretty. She had her father's slightly-curved nose and high cheekbones, but her bright amber eyes and the soft line of her jaw were clearly owed to someone else. A cloud of curly shoulder-length hair billowed around her face, framing a wide smile. "When I lost my job at the Greely Toy Company," Ross began, "I hit the bottle. God strike me down if I ever hurt anyone, but I couldn't find a job. Couldn't really even look. So they took Susie away, said I was an unfit parent. She went to foster care, and it was hell." Involuntarily his fists clenched, digging his fingernails into his palms. "They'll let anyone do it in this city." "I'm almost a year sober," he said, half with pride and half as a warning not to try to pull one over on him, "and I want my little girl back. But the court systems, they're full and broken. Before I could get a court date, Susie ran away from that b@$t@rd they sent her to live with. He didn't even report her missing. I did. There was this one detective who seemed to actually care, but he got killed a week in and no one has taken over the case. Not killed over this, mind," he hastily amended, knowing all too well that he couldn't afford hazard pay. Then he launched the closer he'd rehearsed. "So I'm looking for a private solution to find Susan."
  4. Alright, thanks so much for the interest! Here's what I have so far: All That Glitters: IC / OOC Justiciar Stronghold Arrowhawk Through the Cracks: IC / OOC Savant Samson Mind over Muscle: IC / OOC Sofia Orellana Red Rat Samson Believe It or Not: (not posted yet; just wanting to double check first if you want to do two of my threads at once, Supercape) Lord Steam? Samson Threads are up, links are posted, and we're ready to roll! All That Glitters folks, let's not put down more than a few posts each so that we give time for Arrowhawk II to get approved.
  5. OOC thread for All That Glitters, featuring Justiciar, Stronghold, and Arrowhawk! Let me know if I can help provide a reason for your character to be at the scene.
  6. 7:15 AM, August 4th. In Bedlam’s halls of power, nothing ever changed. On the streets, little ever stayed the same. It was about six in the morning that the first early commuters noticed that the front windows of Rothstein’s Jewelers were, for the first time in living memory, totally empty. Most of them just put their gaze right back down on the pavement; not their problem, not when they couldn’t afford breakfast and wouldn’t get dinner either if they missed their shifts. A few dared to wonder if the place had gone out of business, but that seemed odd. Not even the youth gangs spray painting swastikas on the façade had been able to drive Saul Rothstein out, and a man who at eighty-one could still pressure-wash them off personally seemed too lively to just up and die. It wasn’t until seven that someone thought it was odd enough to bother calling the police, and then only by dumb luck. Adam McConnell, who taught at Thaddeus Grissom High, had been saving up for almost seven months to buy that wedding ring in the center window display, and he came by every morning like clockwork to remind himself why he kept trying in a job that was killing him. He knew Saul personally; the old man had a grandkid at Grissom, and had cut almost half off the ring’s price just for Adam. He knew that Saul would die in that store if he had his way. Nothing else would make him close up. Police response time in Stark Hill, even at the edges, was about five minutes; the Bedlam PD actually cared about white folks, if no one else. But as far as they were concerned, Rothstein didn’t really qualify. They saw no reason to hurry if some Jew got himself robbed. So at 7:15 Adam was still the only person who had bothered to stop outside the store, increasingly worried not just about Saul but about losing his job if he didn’t show up by eight. The question kept running through his mind, though: why hadn’t any of Saul’s alarms been tripped?
  7. OOC thread for Mind over Muscle, featuring Sofia Orellana, Red Rat, and Samson! I've tried to leave a hook for our heroes to get involved without predetermining too much. Let me know if I need to structure it better.
  8. GM Any megacorporation is shrouded in conspiracy theories. In Bedlam, many of them happened to be true. The Howle-Brandt Consortium was the figurative new kid on the block in the “City of Now”, though they’d been established long enough that their towering jet fuel refinery was one of the top employers in town – and one of the least safe. It was an open secret that their legal team were experts at getting rid of maimed workers without providing any benefits, but rumors went further than that: shadowy military contracts, unethical human experimentation, robots poised to replace the labor force. Bedlam’s hacker community, or “freedom of information” community in their own words, had been trying to confirm it all for years. But whoever did HBC’s cyber security was smart and well-funded. Their clearance system was stricter than the federal government’s, and any sensitive information was squirreled away in databanks requiring direct physical access. They didn’t bother to hide their Bedlam employment practices, which would get them crucified in a town where people had anywhere else to work, so what did they think was worth hiding? The rumor that had popped up lately was that it might be possible to find out. Some user was making the rounds of the surface-level conspiracy and hacker boards, claiming to have inside knowledge of illegal drugging of HBC’s workers. He said he didn’t have proof, but he knew how to get it, if anyone who could beat a secure system was willing to come with him. Cynicism ran fever-high in Bedlam. It was a survival mechanism in a city of broken promises and abandoned dreams. So most of the discussion on each of those posts was trying to figure out the user’s angle. Was he working for HBC’s security team, trying to catch potential hackers? Was he going to ask for money, then disappear before he had to deliver? He’d been inventive with the details, they had to admit, coming up with all that about addictive muscle stimulants to keep the workers coming back. But they had all seen better scams before, and they hadn’t fallen for those, either. But the user, In$id3r, didn’t give up. He kept a private instant messaging channel open to anyone who believed him and wanted to help.
  9. OOC thread for Through the Cracks, featuring Savant and Samson! I tried to leave the details pretty vague on Savant's PI office; I'm happy to edit to change things or add specifics.
  10. GM 4:00 PM, August 3rd. Ross Haywood had seen better days, but he’d seen worse ones too. The mark of those darker times was still on him. He was underweight for his considerable height, and a spider angioma extended its tendrils along the right side of his neck and the base of his chin, harsh purple-red against the soft brown of his skin. But he was walking more steadily than he used to, and the shaking of his hands was so slight that it was hardly noticeable. Smiling at the thought, he patted the little iron crucifix he carried in his jacket pocket, close to his heart. Twelve steps had seemed an awful long way a year ago, but he’d walked them. That kind, honest smile faded as he remembered his purpose. He’d worn his best suit, secondhand and faded but still possessed of a reserved elegance, in the hopes of gaining an air of respectability. Maybe it was stupid to think of hiring a PI as an occasion, but Ross had been turned down in enough interviews to know that first impressions mattered in any deal. One hand in his pocket, he ran his fingertips across his daughter’s picture and said a little prayer in the back of his mind. He was running out of options, and out of time to make this right. They said that Xavier Steadman was honest. In a town like Bedlam, that was either said derisively or with a vague sense of awe. Ross clung onto the hope that it was true like a drowning man to the edge of a raft. He didn’t have much, but he had learned the hard way what really mattered in life, and he would spend every penny he’d ever scraped together for this if he had to. He’d walked several miles to Steadman’s building; it’d been a long time since he’d been able to afford a car, the buses were dismal, and it would crush his soul to be one taxi fare short of whatever price the PI named. As the building loomed up before him, he took a deep, steadying breath that came out shakier than he’d meant to let it. “Okay, Susie,” he whispered, his voice a deep, rich baritone. “Here we go.” Reaching the office door, he forced one trembling hand to knock.
  11. Hey friends! I've just looked up from lesson planning and discovered that not only has my character been approved, but we have a fancy new Bedlam City subforum. Let's put it to good use, shall we? I'm wary of biting off more than I can chew just as I'm starting to meet a new crop of ninth graders, but I've also been planning for this moment for quite some time, so I'll go ahead and go for broke. What follows are a number of thread ideas I've cooked up for the Bedlamite PCs that have been approved thus far. If you're not interested, or would prefer some tweaks, that's okay! Just let me know. I have been watching lots of film noir and playing lots of crime-focused video games in preparation for these threads, and I think I have a pretty solid grasp on the tone and content to go for in Bedlam. Let's see what you all think. All That Glitters: Capacity: 2-3 total heroes Description: Bedlam City is a dangerous place for pretty much everyone, but it's an especially dangerous place to run a jewelry store. Yet Rothstein's Jewelers, on the border between downtown and Stark Hill, has survived for years thanks to the extreme caution and expensive security systems employed by the owner, Saul Rothstein. This morning, though, it looks like his luck has run out. The store has been cleaned out without a single alarm being tripped, and Rothstein himself is missing. It's a race against time to find out who snatched the old man before they decide that, now that they're past his security, they don't need him anymore... Believe It or Not: Capacity: 2-3 total heroes Description: The "Grant Miracle Gala", the Grant Conglomerate's debut event in Bedlam, is meant to highlight all the wonders the company will bring to the city. All of Bedlam's upper crust will be in attendance, new money rubbing shoulders with old, soaking in the warm and fuzzy feeling of a feigned interest in philanthropy. Backroom deals and disgusting excess will be the order of the day, heavy security separating the participants from the common man - and especially any muckraking journalists or meddling vigilantes. But one former Grant customer is less than satisfied with their service, and willing to kill to prove his point... Through the Cracks: Tailored To: Savant @angrydurf Description: Xavier Steadman, Private Eye, is hired for a case outside the normal fare of cheating spouses and bad insurance: a missing person. The client, Ross Haywood, is looking for his daughter, who ran away from her abusive stepfather. Normally the police would handle this sort of thing, but this is Bedlam, and the last detective who actually cared about the case is dead now. Of course, that detective happened to be Jason Howle, and his brother (now the vigilante Samson) is looking to help close the cases that Jason never got the chance to resolve. Savant might need the help; Susan Haywood has fallen into a deep, dark place... Mind over Muscle: Tailored To: Sofia Orellana @Alderwitch Description: L0vel@ce gets the conspiracy tip of a lifetime when an inside source in the Howle-Brandt Consortium reveals that the company is using an addictive muscle-building stimulant to control its workers. There's only one problem: the only conclusive evidence of the company's wrongdoing is in an off-grid data hub deep within the company's corporate offices, surrounded by lethal security devices and brutal Iron Talon mercenaries. But the source, none other than the vigilante Samson (for whom the stimulant and the company are both very close to home), is willing to help her get it... Four is probably about the most I can handle, so I'll pause here to see if there's enough interest in each of these. Feel free to plan other Bedlam threads here as well!
  12. Thanks! Fixed the Strength notation issue.
  13. Samson Power Level: 7/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Rich kid starts taking super serum to avenge his brother and fix the harm his family has caused. Catchphrase: "You should run." Theme: Forever - Kamelot Alternate Identity: Aaron Howle Birthplace: Cape Cod, Massachusetts Residence: Bedlam City Occupation: Socialite Affiliations: None Family: Vivian Howle (Mother, CEO), Todd Lester (Father, Art Dealer), Jason Howle (Brother, Deceased) Description: Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs Eyes: Blue Hair: Brown Aaron Howle is modestly handsome, with a strong, sharp face but soft, deep eyes. He wears his hair short, with a well-trimmed beard running along his jawline and upper lip. It's a fairly recognizable face to anyone who reads the business page of a major newspaper. Aaron's build, though, has changed somewhat since most of those photos. He has put on twenty-five pounds of pure muscle, leaving him broad-shouldered and with corded arms and legs that stand out all the more given his merely average height. Young and fresh-faced, he has had dark circles beneath his eyes almost perpetually of late. He is a sharp dresser, and fills out a twenty-thousand-dollar suit nicely. In costume as Samson, Aaron favors mobility and anonymity. He wears a loose black duster coat with an attached hood; a cloth scarf up to the bridge of his nose works with the hood to keep his vision clear while hiding his identity. Beneath the coat, Samson's clothes are durable but flexible, a close fit but not a tight one. They are unarmored, as Samson's layer of muscle just beneath his skin is as tough as kevlar, and particularly violent fights or big explosions can burn or tear big holes in the costume. Fortunately it's not difficult for Aaron to afford many, many spares. Samson wears padded gloves and boots to help absorb the impact of punches and long jumps. History: "You can't imagine how bad it is here, Ron. The money-changers are in the temple. The foundations are rotten. And our family's deep in it. Come and see. Please. I can't fight this alone." Aaron Howle's world began to unravel with that email. Until that moment, everything had been easy. Born the second son of internationally-famous businesswoman Vivian Howle, who had refused to give up the maiden name she shared with her company and had soon given up her husband instead, Aaron grew up surrounded by wealth and privilege unimaginable to most of the world. A reasonably intelligent and very well-mannered kid, he did well in school and made friends easily - in his little bubble of extremely elite private schools, from kindergarten to college. Coached on how to behave in the spotlight, he was used to the media circus that surrounded his family. He never gave the tabloids any ammunition except the rumor that he might be secretly gay, as he'd never dated anyone. In reality he was just shy, but if that was the rumor they were going to run with, he wasn't insulted. Four years and a personality gulf separated Aaron from his older brother Jason. Where Aaron was laid back and a little bookish, content to live the life he'd been given at his own pace and eventually take over from Mom, Jason was driven and possessed of deep convictions; Mom's example of fierce independence and strongly-held beliefs had worked a little too well on him. Jason always had a cause, and it usually wasn't a cause that lined up with the Howle-Brandt Consortium's business plan. Arrested twice for environmental protesting in college, he turned around and pursued a law enforcement degree at the University of Wisconsin, hoping to create internal reform in the local PD. He refused Mom's money and made his own way through school with scholarships and part-time jobs. Yet for all that they were different, Jason and Aaron were inseparable. They talked on the phone almost every day. Jason quickly proved to be a good, conscientious cop. He made detective at 26, just as Aaron was graduating from Georgetown's McDonough School of Business, though he flew out for the ceremony. Mom did too, and she might even have been a little proud. But Jason always had to have a cause, and when he looked around he saw blighted, corrupt Bedlam City just up north, a city where Howle-Brandt was one of the major (and virtually unregulated) employers. So he transferred to the Bedlam PD, full of spunk and idealism, with no idea just how deep the pit he'd just leapt into really was. The open graft and corruption shocked him like nothing he'd ever seen before. His refusal to participate, and attempts to tell IA about it, would have gotten him immediately killed if he had been less famous. As it was, he was sidelined to the dead-end Missing Persons squad. He took to the assignment with gusto anyway. Still, it took its toll. Not even his partner would talk to him, and he was handed the most hopeless cases the department could find. His calls with Aaron grew less and less frequent, and his brother grew worried. Then came the email. Jason said he'd found full and irrefutable proof of the Bedlam PD's corruption, enough that the Feds would be forced to step in and take over the department. But he couldn't do it alone; there was no one he could trust, and he was afraid the higher-ups were on to him. Aaron dropped everything and came to Bedlam as fast as the company jet could carry him. It wasn't fast enough. He landed to the news that Jason had been killed in a shootout with a Wolverton gang up on Industrial Row. He couldn't view his brother's body; he had already been cremated. He couldn't claim his personal effects from his office; they were "relevant to an ongoing investigation." Jason's apartment had been tossed. Even his car was gone. It was blatantly obvious to Aaron that everything Jason had been saying was true, and that his brother had died for it. For the first time in his life, he felt totally powerless and adrift. That feeling only intensified as he got a glimpse into his family's company's operations in Bedlam. The Howle-Brandt Refinery and the surrounding corporate dorms were warrens of human misery. Every dime in his trust fund began to feel utterly tainted. And in that moment, some of the steel that Jason had possessed found its way into Aaron. He was going to fight this, all of this madness and corruption and ruin. He told his mother, whom he was no longer sure he trusted, that he was moving to Bedlam full-time for charity and political work. However ruthless Vivian Howle could be, she mourned her son, and she understood - for the moment. But money was not the only weapon Aaron intended to use. Aaron had friends at all levels in Howle Chemical, not to mention extensive clearance as the boss's business-involved son. That was how he knew about Xanacet-12. It was designed to be given in small doses to heavy labor employees, enabling them to build muscle faster and bigger than just daily exercise would. But things like caution and "small doses" had little place in Aaron's mind; his new mission occupied his every thought. He had never shot a gun or taken a karate class, didn't have magic spells or psychic powers, but he needed a way to become powerful enough to fight this fight. So he took Xanacet-12, a lot of it, and regularly. Heavy injections of the strength serum bulked him up to inhuman strength while maintaining a fairly slim build, changing the very makeup of his musculature. The rush that came with it, the power, was the best thing he'd ever felt, a relief for that helpless hopelessness that had descended over him. In the back of his mind, he's not sure he could stop even if he wanted to. Either way, he won't. Not until he finds the truth, reveals the corruption, undoes the harm... or dies trying. Personality & Motivation: Aaron is driven, even obsessed, when it comes to finding out who killed his brother and bringing them down - along with the entire system of corruption and disorder that led them to that point, or as much of it as he can reasonably dismantle. But he also recognizes that he's had chances most people never get, and that anything he does has consequences for people with less freedom than billionaires. He was always kind and thoughtful, thinking first of others, and while he doesn't much care what happens to him personally, he would never put an innocent person in danger to pursue his goals. Killing for any reason is totally beyond him. In truth, Aaron runs the serious risk of running himself into the ground. He has always been hard on himself, berating his every failure and devaluing his successes, while granting others easy grace - sometimes too much. The potent cocktail of grief for Jason and guilt over the way his easy life was financed that drives him allows him little rest even as he picks a fight it's impossible to ever completely win. His practical experience outside boardrooms, resorts, and private schools is limited, which he freely admits, and while he has always been quick and eager to learn, gaps in his real world knowledge might well be the death of him if his self-destructive impulses don't get him first. Powers & Tactics: Aaron can do a lot of good at a benefit dinner or charity fundraiser, and he tries not to lose sight of that. He's very good with people, and has tremendous resources at his disposal through his trust fund, his wealthy and powerful contacts, and his access to Howle-Brandt. When that isn't enough, Samson picks up the slack. Fast and strong, it's a simple matter for him to bowl over entire groups of armed thugs and pound them senseless - he actually has to hold himself back to keep from breaking their bones beyond repair. A slap of his hands or a stop of his feet can bring down opponents without his ever having to touch them through resounding shockwaves. Power Descriptions: Thanks to Xanacet-12, Aaron is strong massively beyond human limits. Capable of bench-pressing semi trucks and throwing punches with the force of a sniper rifle, he is a human weapon of considerable power. His muscles allow him to take great bounding strides at speeds of up to a hundred miles per hour or leap multiple stories in a single bound. The tough, corded muscle tissue is strong enough to flatten bullets and withstand heavy impacts. The drug makes all of this possible with muscle growth hormones, myostatin inhibitors that mean the body isn't told when to stop producing muscle, and RNA strands that build muscle tissue along the pattern of coiled steel. Complications: I Can Stop Anytime I Want: Xanacet-12 is deliberately addictive, an intentional means of keeping Howle-Brandt's workers from leaving the company. It also doesn't keep working forever; continued consumption is required to maintain the muscle-building effects. Aaron has discovered the hard way that his enhanced musculature shuts down if he stops regularly taking the massive doses he's been using to achieve super-strength. As his body's myostatin levels return to normal, it frantically starts breaking down his muscles in order to normalize his metabolism (he eats A LOT when he's on Xanacet-12). Withdrawals are both physically and mentally debilitating for him. If Aaron is unable to take a dose of Xanacet-12 for more than two days, he loses all powers and gains a hero point. At the GM's discretion, he may begin to suffer random DC17 Confuse effects and gain a hero point. Side Effects May Include: No one, least of all Aaron, has any idea what the long-term effects of taking massive doses of Xanacet-12 will be. It's designed to be sprinkled into food in doses less than a sixteenth of the size of what Aaron is injecting. There are nights when he stays up late, hunched over the toilet as he wonders if his newly-empowered muscle action is actually capable of making him puke up his own organs. It hasn't happened yet, but he is not infrequently sick and rarely sleeps well. If something does start to go wrong, it will be very difficult for him to get help without revealing who he is and how this happened... so he probably won't. At the start of a scene, Aaron may be fatigued from poor sleep, gaining a hero point. At the GM's discretion, he may have to save against a DC17 Nauseate effect at an inopportune moment, gaining a hero point. Why Yes, I Am Aaron Howle: Aaron was somewhat famous for all of his life as the son of Vivian Howle of the Howle-Brandt Corporation, and the recent media circus surrounding his brother's death and his own public presence in Bedlam have only increased his reputation. This can be very inconvenient for someone trying to lead a double life abusing muscle-building drugs to beat mobsters over the head by night. Aaron is keenly aware that he has a great deal to lose if his secret is revealed - his activities are against the law in Bedlam, and discovery could lead to the loss of his money, his reputation, and his freedom, plus plenty of problems for his surviving family. When out of costume, Aaron may (at the GM's discretion) be inconvenienced by reporters, admirers, or protesters to whom he must not reveal his secret, gaining a hero point. It Must Be Put Right: Aaron is dangerously obsessed with solving his brother's murder, fixing the damage his family's company has caused, and punishing those responsible. He is perfectly willing to sacrifice his own safety and well-being for the slightest chance at advancing one of those goals, but not the safety and well-being of innocent people. Even as he puts himself in increasing danger, Aaron feels compelled to go out of his way to help and protect those in need. He is also very careful to restrain his tremendous strength so that he doesn't hurt anyone beyond their ability to eventually heal, no matter how awful they might be. He can't cross that line. Abilities: 2 + 2 + 4 + 4 + 4 + 4 = 20PP Strength: 12 / 25 (+1 / +7) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +7 Melee, +4 Ranged Grapple: +12 (+7 Str, +5 Super-Strength) Defense: +7 (+2 Base, +5 Protection) Knockback: -3 Saving Throws: 7 + 8 + 5 = 20PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 4 (+5) Bluff 8 (+10) Computers 4 (+6) Diplomacy 8 (+10) Drive 4 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge [Business] 8 (+10) Knowledge [Civics] 8 (+10) Notice 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 34PP Attack Focus (Melee) 3 Benefit 4 (Filthy Rich, Status: Upper Crust) Chokehold Connected Contacts Dodge Focus 3 Fast Overrun Fearless Fearsome Presence 7 Grappling Finesse Improved Grab Improved Grapple Improved Initiative 1 Improved Overrun Improved Trip Improved Throw Stunning Attack Takedown Attack 2 Uncanny Dodge 1 (Auditory) Well-Informed Powers: 13 + 2 + 5 + 5 + 15 = 40PP Enhanced Strength 13 [13PP] Leaping 2 (5x distance; 85ft running long jump, 42ft standing long jump, 21ft high jump) [2PP] Protection 5 [5PP] Speed 4 (100 mph; Feats: Alternate Power 1) [5PP] AP: Swimming 4 [4/4PP] Super-Strength 5 (50 effective strength; Power Feats: Bracing, Groundstrike, Shockwave, Super-Breath, Thunderclap) [15PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fearsome 35ft radius DC17 Will Fear (Mental) Groundstrike 70ft radius DC17 Reflex Trip (Physical) Shockwave 70ft cone DC22 Tough Damage (Physical) Stunning Fist Touch DC17 Fort Stun (Physical) Super-Breath 70ft cone DC17 Reflex Trip (Physical) Thunderclap 35ft radius DC17 Reflex Dazzle (Auditory) Unarmed Touch DC22 Tough Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (34) + Powers (40) - Drawbacks (0) = 150/150 PP
  14. Kaige

    Bedlam City

    Great, looking forward to it! I got the guidebook page up. Let me know if I overdid it; I got a little excited.
  15. Bedlam City Bedlam City is an infamous urban area of 270,000 people located along I-41 between Milwaukee and Green Bay, Wisconsin. It's roughly in the middle of the two cities, about 55 miles from each and 60 miles east of Oshkosh (though you have to skirt Lake Winnebago to go that way). The city sits at the mouth of the Manitowoc River, with a harbor that opens onto Lake Michigan. Once a thriving industrial city, it suffered a complete economic collapse in the last half-century that turned it into one of the United States's poorest, most crime-ridden metropolitan areas. A partial economic resurgence in southern Bedlam over the past decade has created a local nouveau riche but left the vast majority of the city impoverished and divided. Organized crime and corporate greed have utterly infiltrated the city's infrastructure, with two rival families of La Cosa Nostra (the Mafia) squeezing what little value remains out of the old city while business tycoons seize the profits of the new. The Labyrinth also has a heavy but entirely secret presence in Bedlam, slowly taking over local services in an effort to mold the area into Taurus's vision of a perfect city. Many other criminal groups and even supervillains make their hideouts in Bedlam, where the police are almost totally corrupt and even federal agents often fear to tread. History Bedlam City was founded in 1830 by Zebediah Scarlett, an evangelist riding the fervor of the Second Great Awakening, as a religious retreat away from the evils of the world. Unfortunately, he himself was a man of worldly evil; in his opium-fueled haze, he did not even register that that there was a difference between "Bedlam" and his intended name for the city, "Bethlehem". He certainly did not care that the land he had chosen to settle on belonged to the Potowatami Native Americans, and was instrumental in forcing the 1833 Treaty of Chicago which forced the tribe to relocate west of Lake Winnebago. Although Scarlett's vices and dubious control over his cult following soon led to his death, he'd managed to do one thing correctly: Bedlam City had been founded in an excellent location for growth and prosperity. Several prominent families took control of the township after his demise and transformed it from a religious retreat into a thriving commercial center that grew along with Milwaukee to the south. During the Civil War, the city had the odd distinction of hosting perhaps the only substantial anti-abolition group in the entire overwhelmingly pro-Union state: the Phantom Empire. The Phantom Emperor, however, was killed by an angry mob in 1863. At the turn of the twentieth century, large numbers of Polish and Italian immigrants came to Bedlam to work in its two major industries: meat and manufacturing. In response, an ugly outpouring of nativism resurrected the Phantom Empire, leading to anti-immigrant protests and violence. Many newcomers banded together for protection, laying the groundwork for what would become Bedlam's mafia families. Local racism got worse when, in 1917, many African-Americans arrived from the South in order to fill the factory jobs left vacant by the U.S. entry into World War I. They earned an extremely hostile reception. As a result of the racist perception that Bedlam's jobs were being taken away by undesirables, the Phantom Empire gained so much strength that it effectively ran the city government in the early twenties, making it a dark time for minorities. Ironically, it was prohibition that put a stop to their influence. Liquor rackets enriched and empowered the Mafia families so much that they were able to challenge the Irish gangs that had traditionally dominated the local underworld and win. This made them powerful enough to openly stand up to the Phantom Empire, which quietly faded away over the next decade. Bedlam City weathered the Great Depression well, and in the era of colorful gangsters that followed the legendary lawman Sammy "Snap-Brim" Hammer, his gadget-equipped "Flying Squad", and the deadly vigilante The Scorpion put a serious dent in the city's criminal element. A pro-Nazi group known as "Derr Bluttbanner" briefly menaced the city, and was rumored to contain many former members of the Phantom Empire, but Sammy Hammer ultimately foiled their plans. During the 50's postwar boom, Bedlam was at its height: a strong manufacturing center with a fairly low crime rate. Then it all fell apart. By 1960, Bedlam's heyday was over. Economic stagnation and worsening race relations began to tear the city apart. In the 60's and 70's the area turned into a civil rights nightmare as national guard troops brutally suppressed race riots, causing serious damage to downtown. Things got even worse as the mob families went to war and a mysterious serial killer known as Capricorn began to stalk the streets. The hero Clayton Stone, also known as Black Anvil, rose up to protect the people as best he could, while the so-called "Hammer of Justice" began to protect white folks and menace everyone else. The crack boom of the late 80's was a knockout punch, and the murder of Clayton Stone (probably on the orders of his own brother, a notorious crime lord) was the follow-up. Bedlam never really recovered from the wave of crime and economic depression that followed. A redevelopment commission organized to revitalize the city instead wasted most of its remaining resources on projects that fell through, including a super-team called "Justice Xtreem" that collapsed on its first mission and left everyone in Bedlam with a bad taste in their mouths when they think about so-called superheroes. By the early 2000s, almost everyone had given up on Bedlam as a place that could be saved - or even was worth saving. But as property values fell through the floor, industry largely shriveled up, and the city began to privatize essential services it could no longer afford, certain groups saw an opportunity. A megacorporation called Wolfram Aerospace took over city management, since no mayor wanted the job, and in 2005 began work on a new industrial district on the south side of the city. The real estate crash of 2008 brought property values to almost nothing, and other companies soon followed Wolfram's lead. By 2016, the Babylon district was a microcosm of Bedlam City itself, half posh resort and half poverty-stricken, polluted slum. Tensions between the mob families are at an all-time high, and superheroes remain unwelcome. Vital Statistics The "City of Now", as the redevelopment commission branded it, is home to about 270,000 people, almost 26% of whom live below the poverty line. The unemployment rate sits at 12%, two and half times the national average. It's likely to keep going up; several of the city's major employers have been engaging in rounds of layoffs. The crime rate varies between 1 in 100 downtown to 1 in 20 out in the abandoned, smog-choked Country Club district. That means about 240 felonies and 870 misdemeanors every week, which is unsurprising given that police response times vary between 15 and 30 minutes in most districts. Every year Bedlam City makes it into the bottom twenty urban areas in America for these statistics, and often into the bottom five or ten. The city is extremely racially diverse, but also extremely divided. People of English and German descent are the old blood. If they have money, the stick to the outskirts of the city: Greely Point and the suburb of Stone Ridge. Otherwise they're probably in with the working-class Italians, Irish, and Poles in Stark Hill, which is somewhat run down but has virtually no street crime; this is the domain of the Mafia, and other criminals hustle here at their own peril. Wolverton is mostly African-American, run down and with gang problems, but people mostly do own their own homes. Hardwick Park is mostly Hispanic, with more vibrant businesses but brutal landlords. Smaller communities of Chinese, Japanese, Vietnamese, Greeks, Serbs, Croats, and other cultures dot the edges of the districts. Economy Bedlam City's former biggest employers are along the Lake Michigan waterfront: the Rook Island Shipping Terminal and the Greely Points Docks. Rook Island was once touted as the business that would restore Bedlam's fortunes, but it has become extremely polluted and unprofitable, and is hemorrhaging employees. Greely Point, on the other hand, is growing and remains somewhat profitable, which is a source of major tension because the two ports are owned by rival mob families. The Bedlam Airport out in the haphazardly growing Meadows district is another business that is actually expanding for now. Two manufacturing companies from Bedlam's heyday remain in business as major employers: the Greely Toy Factory and the Snacktastic Candy Company. Both, however, are having layoffs. Across the river, supplying the Greely Point docks and the airport, the two megacorps of the Babylon district are Bedlam City's new driving economic force. The Howle-Brandt Consortium's jet fuel plant and the Wolfram Aerospace manufacturing complex, better known as the W.E.B. (Wolfram Engineering Bedlam), are the city's two largest employers. Most of their full-time employees are forced into barely-legal contracts that keep them living in small corporate dormitories without benefits. Meanwhile, legions of the unemployed take the long train or bus ride across town in the hopes of getting one of the really nasty jobs for the day. Government No one wants to be mayor of one of the five worst cities in America, so the position has been rented out to a hired city manager from mega-corporation Wolfram Aerospace. The company doesn't advertise who this person is, but he is widely known to be pale little Wilfred Krebbs, who only cares about getting the administrative paperwork done. Most major official change in the city comes from the Municipal Council, who are varying degrees of corrupt, inept, or both. Due to budget concerns, most city functions have been rented out to private contractors. Most of them are connected to the Mafia families. There's no chief of police, either. The captains of the six precincts of Bedlam City operate effectively without oversight, and graft is a pervasive problem in the department. Every citizen of Bedlam knows that the members of the city council are: -"Big Andy" Czernik (broad, bellowing former gang kid representing Stark Hill's interests; major ally of the Scarpia crime family) -Rev. Willie Boggs (charming scoundrel trying to get what's best for Wolverton; takes Scarpia money, but is a generous community organizer) -Ron Cordell (short, fat, surly councilman from Greely Point; transparently represents the Gorganzua crime family's interests) -Righteous Townsend (polite and well-spoken but cold; incorruptible, but focused on undercutting Willie Boggs to advance his own career) -Mollie Schwartz (kind, honest, cheerful, and ineffectual; Bedlam's token reformer, chipping away at minor problems from Stone Ridge) City Layout Stone Ridge This suburb to the northwest of Bedlam is the stronghold of the city's old money. Not technically a part of the city, it has its own service contractors, a private security company acting as local police, and a separate municipal tax pool, which is very convenient for its rich inhabitants - services in the city proper are very poor. Ruthless patrols by Iron Talon, the security company, ensure that street crime is unheard of here; anyone who attempted it would be unlikely to make it to trial. White collar crime, on the other hand, is rampant; the suburb is home to the vast majority of the people, including the new money, who have fed like ticks from Bedlam's drying veins. Important Locations: -Ruth Christopher's Chop House (fancy, expensive restaurant) -Walgrove Prep (exclusive private school) -Austin Pemberton High School (public but still exclusive and elitist) -Stone Ridge Animal Shelter (Bedlam's only no-kill shelter) -Beth-El Hospital (excellent and well-funded) Stark Hill (2nd Precinct) Bedlam's oldest neighborhood, Stark Hill is the beating heart of the Scarpia crime family - which the locals tolerate and even embrace because it keeps minorities away. Street crime is minimal here, as the mafia keeps it quiet, but local youth gangs (from which the Scarpias recruit their soldiers) engage in petty vandalism, beatings and muggings of anyone who doesn't look like them, and extremely unpleasant initiations for both members and their "girlfriends." The hill remains divided among several different ethnic groups: Irish, Italians, Serbs, Croats, and Poles. All of the Catholics go to ethnically separate churches. It is "defended" by the Hammer of Justice, whose "justice" tends to fall along racist and pro-mafia lines. Important Locations: -Many Catholic churches (St. Anthony's, St. Fabian's, St. Perpetua's, St. Casimir's) -St. Athol's Basilica (Orthodox church) -Thaddeus Grissom High (Bedlam's roughest school, for those expelled from everywhere else) -The Circle Perk (snobby bohemian coffee shop) -Our Lady of the Five Wounds School (private Catholic school) -Our Lady of Sorrow Hospital (mediocre hospital; patches up mob guys with no questions asked) Downtown Bedlam (1st Precinct) Once, when the harbor did brisk business and industrial drive was chugging along at breakneck pace, Bedlamites dreamed that downtown would be the center of a lively city. Heavy investments led to grand art deco structures like the train terminal and the Smirlock Building, but the grand skyscraper known as the Gorman Building was going to be the shining pinnacle above them all. Until everything dried up in the old city. The Gorman Buildings sits half-finished, a jagged mar on the skyline, too expensive to finish or to knock down. And downtown has rotted away with it. It's always crowded, but with desperate people who have very little left to lose. The success stories stay in the penthouses and office buildings above. Important Locations: -Central Station (main train terminal into and out of Bedlam; $2.50 to any stop in the city, $5 to Milwaukee or Green Bay) -Bedlam Bus Terminal -Bedlam Community College (on several floors of a skyscraper) -Police Headquarters -Endler Library (massive, ugly brutalist structure with very limited selection) -City Hall (abandoned, inhabited by derelicts and in need of serious repair) -Smirlock Building (strangely warped skyscraper) -Gorman Building (dangerously unfinished skyscraper) -Bedlam Museum -The Citadel (abandoned super-team base) -Several law firms, restaurants, and PI services -Temple Beth-Israel (conservative synagogue) Liberty Shoppes (Police Substation 1 / Precinct 5.5) A massive underground mall built by Bedlam City's ill-fated redevelopment commission, Liberty Shoppes was designed to provide Bedlam with a shopping and entertainment district. Its many subterranean levels boasted a 50-screen megaplex theater, a branch library, a food court, a "Funland" family amusement park, an ice skating rink, a daycare service, row upon row of storefronts, a police substation to keep everyone safe, and even banks of apartments so that locals never have to leave. Unable to attract shoppers from Milwaukee or Green bay, it didn't make it as an outlet mall. Now it's three quarters empty and overrun with gang members and derelicts. What shops remain cater to those demographics. Hardwick Park (1st and 3rd Precincts) Vile old city founder Lucius Hardwick willed his Lucius Hardwick Memorial Park to the city upon his death... on the condition that no "colored" people ever be allowed inside. That proved unconstitutional, and the surrounding neighborhood became the center of Bedlam City's Hispanic community. Street market culture is strong in the area, with relatively vibrant low-income businesses, but locals are bled dry for rent; harsh landlords who live far off in Stone Ridge rule the apartment complexes with an iron fist. The fearsome, quasi-mystical gang known as the Mara runs this area, having destroyed or subsumed almost all of the other gangs. Ironically, they keep the northern half of the Memorial Park safe... for Latinos only. Important Locations: -Shambliss St. Market (open air market run by locally-owned businesses) -Computer (tech repair store) -Hardwick Park Free Clinic (completely dominated by the Mara, who say who gets treated) -Our Lady of Xichumel (Catholic church, completely under Mara control) -Helmut Herzog High School (worst-funded school in the city; teachers have to show deference to the Mara) -St. Romuald's (Catholic church, independent of the Mara, very conservative) -High School 005, "Double Zero", "Ground Zero" (uneasy school between Black and Hispanic gang turf) Industrial Drive (3rd Precinct) Once the city's beating heart, home to the manufacturing plants that made it rich in the fifties, Industrial Drive has almost completely dried up. Only two major factories remain in operation, surrounded by the rusted-out hulks of similar structures that fared worse. Many of these former industrial buildings have since been transformed into illegal nightclubs full of gambling, drug dealing, and prostitution; when rebellious rich kids come out of Stone Ridge or Greely Point to slum it, this is where they boast about having gone. Off-duty cops provide most of the security. They only get paid about $27,000 a year, so a second job is pretty appealing, strictly legal or not. Important Locations: -"Club Nowhere" (typical nameless, mobile illegal nightclub) -Club Death? (rumored hardcore nightclub with every vice out in the open) -Greely Old Tyme Toy Factory (no safety standards; workers too scared to lose their jobs to complain) -Snacktastic Candy Company (secret front for SHADOW intelligence arm Der Oktopus) -Corporation Yard (former facility for Department of Transportation, now police helicopter depot) -Bedlam General Hospital (understaffed, underfunded, crowded, and out of date) Wolverton (3rd Precinct) Wolverton is a very poor neighborhood that is home to most of the city's African-American population. On the bright side, low property values mean that most people here own their own homes; apartments are rare, and never as exploitative as the ones in Hardwick Park. On the other hand, the neighborhood is commercially near dead and overrun with gang and drug related violence. While street gangs, especially Eentsy Z's powerful "Last of the Last" coalition, hold a lot of overt power, the twin crime lords The Rock and The Stone have divided Wolverton's vice rackets between them, and are the true masters of the area. Even they pay tribute to the Scarpias, though. Important Locations: -Club del Morocco (abandoned jazz club haunted by phantom bluesmen) -Wolverton Community Center (unfortunately, a front that distributes drugs) -Wolverton Branch Library (small, but with a good selection of books) -Wolverton Free Clinic (enforced neutral territory; decent basic care) -Langdon Bleeker High School (very rough, but has a great football team: Wolverton Wolverines) -Wolverton Petting Zoo (oasis of calm; beloved even by the gangs) -American Investigators (excellent PI services) -Good News Thunderous Hammer Church of God in Christ (center of local community programs and food giveaways) -True Word Baptist Church (second-largest Wolverton church; unfortunately homophobic) Ash Street and the Country Club (4th Precinct) At the east end of Bedlam City lies its poorest, most dangerous area. The Country Club was once the stronghold of the very wealthy, but pollution from the Rook Island Shipping Terminal ruined the area and sent them all scrambling off to Stone Ridge. It is now the domain of vicious outsider gangs and homeless people with nowhere else to go. Ash Street, though also clogged with the homeless, has fared a little better. It is a drab little collection of half-abandoned strip malls and dirt cheap apartments that might collapse at any moment. It borders on Gravesend Beach, once pleasant but now utterly polluted and disgusting. Important Locations: -Black Moon Rising (creepy occult bookstore) -Celestial Spirit Fellowship (nondenominational shelter and community support center) -Fat Planet Comics (crowded, expensive comic book store; only one in Bedlam) -Bedlam Zoo (drab and inhumane) Shady Meadows Trailer Park Just beyond Bedlam's city limits lies perhaps the most chaotic and violent region associated with the city: the giant Shady Meadows mobile home complex. Troublemakers and people with nowhere else to go get dumped here for their state-required free housing, and it's straight into the middle of a nightmare. Meth dealers and biker gangs such as The Brotherhood are constantly jockeying for power, and there are no police or city services to even attempt to keep them in check. Life is cheap and short in the area, and as long as the meth trade keeps paying its taxes to the Scarpias it will be allowed to stay in utter anarchy. The Meadows The growth of this neighborhood, out near the surprisingly successful airport, was so unexpected that no one knew what to do with it. The mafia families left it off their territorial divisions, and now scramble to claim it. The police and fire department aren't clear on whether they are required to respond to calls here, the zoning is a mess, and there are no local schools. The result is a messy little sprawl of a commercial district, with a few sets of apartments thrown in. Yuppies from out of town have started creating a little enclave in the area, further adding to its quirky little culture that is divorced from much of the rest of Bedlam. Important Locations: -Abundant Tabernacle Christian Academy (extremely conservative private school) -Club Maxx (metal club) -The Airport Inn (airport hotel with washed-up Vegas entertainers) -Classy All-Nude Girls (strip club, not classy at all; Gorganzua meeting house) -Omega Diner (awful, awful restaurant) -Papal Discount Warehouse (religious supply store) Babylon (Fifth Precinct) Bedlam's biggest growth sector, Babylon is a monument to corporate greed. Between the two massive factories that leave an eternal blanket of smog over the district lie row upon row of squalid corporate dormitories filled with destitute and desperate workers. Looming above it all are waterfront hotels and skyscraper office buildings, which block that choking cloud from the riverboat casinos that have become the playground of Bedlam's rich and the false hope of its poor. The stronghold of the new money, this area is firmly in Gorganzua turf because the Scarpias never thought it would be worth anything. That oversight may well lead to a mob war soon. Important Locations: -The "Heart of Dixie" (Scarpia riverboat casino with Cajun food and televised high-stakes poker) -The "Lucky Lady" (Gorganzua riverboat casino with blackjack, slot machines, and prostitution) -The Bedlam Arms (expensive hotel with high-class restaurant, ballroom, and escort service) -The Wolfram Building (city's tallest skyscraper, offices of Wolfram Aerospace) -The W.E.B. Complex ("Wolfram Engineering Bedlam"; maze of factory corridors making jet and missile parts) -HBC Refinery (Howle-Brandt Consortium's polluted, unsafe jet fuel refinery) -Numbers Row (dangerous homeless camp in the center of the rows of corporate dormitories) Greely Point (Fifth Precinct) The stronghold of the Gorganzua mafia family, Greely Point is an odd combination: shabby, recent warehouses along the busy docks lead up to the base of a steep hill, atop which lies one of the city's oldest neighborhoods. Some of the mouldering mansions that cling to the cliffs and the sides of the narrow streets have been converted into apartments, but others further in are home to the members of Bedlam's old money aristocracy who didn't leave for Stone Ridge. The neighborhood is extremely insular past the docks, and doesn't welcome outsiders. Still, it's one of Bedlam's most profitable areas thanks to what has become near-constant traffic from Marduk Shipping. Important Locations: -Lurman Gallery (home to an impressive but disturbing collection of taboo art) -Greely Point Branch Library (quiet and largely empty atop the hill) -Hugo Grimm Friends' School (famously intense elementary school) -Bedlam Cathedral (large, imposing Catholic church) -High School 019 (small, old, illegally segregated school) Rook Island Once touted as the area that would restore Bedlam's prosperity, the Rook Island Shipping Terminal might have managed it if the Scarpias hadn't gotten greedy. They extorted too much out of incoming shipping, and soon no one wanted to do business here, though the once pristine neighborhoods to the north had already been ruined by the noise and pollution. A few ships still come and go, but most of the warehouses sit empty. A small naval museum stands on the island, with dioramas of the way the area used to be and detailed, unedited descriptions of the city's sordid past, but visitors are rare; it stays open only as a phantom employer the Scarpias can pay their soldiers through. City Outskirts Important Locations: -Maniac Park (home to the Bedlam Maniacs baseball team; north of the city, on Slaughter Road) -Colossal Guns (gun store; north of the city, on Slaughter Road) -County Courthouse (north of the city, along Slaughter Road) -Bedlam City Jail (hopelessly overcrowded and full of corrupt, abusive guards; north of the city, along Bramwell Road) -Juvenile Hall (wretched and violent, with utter degenerates as guards and administrators; west of the city, along State Route 10) -The Chinch Bug (trucker bar, business location for the smugglers of the Thunder Road; west of the city, along State Route 10) -Bald Knob Penitentiary (state prison run half by the Scarpia underboss and half by Wolverton crime lord Lincoln Stone; south along I-43) -Crawley Asylum (former girls' school converted to mental asylum, troubled but under devoted leadership; south along Terminal Dr.) -Belchner College (good place for rich kids to get a degree while goofing off; south along Schulberg Ave.) Major Threats The Labyrinth Bedlam's conspiracy theorists are right: there really is a shadowy authority manipulating the city, infiltrating the daily lives of its civilians. Through Wolfram Airspace, a high-tech firm that designs battlesuits, cybernetics, and combat aircraft with a sideline in urban management, it owns city hall. Through the privatized Bedlam Parking Authority and Bedlam Animal Control Service it exerts mob-free influence over the streets. Through Universal Light and Power it controls the flow of electricity to every citizen's home and place of employment. Martuk Shipping dominates traffic at the waterfront, and Asclepian Associates supplies all of the city's hospitals. Its influence is even more direct through their ownership of the Swedish conglomerate known as the Karsten-Borghelm Group. Almost no one in Bedlam has heard of this coalition of investors, but a large percentage of the working poor are all too familiar with their investment: Humanity, Inc., a temp firm that has undercut most of the city's unskilled labor unions. With the Longshoremen broken, it's Humanity's wage-slaves who unload the Martuk crates at Rook Island, and that's the least dangerous job they underpay their desperate workers for. They don't ask about immigration status or criminal records, and they don't pay for safety equipment, so their costs are low. It also quietly owns Iron Talon International, a paramilitary firm providing brutally effective security for the wealthy, and even Sports Ventures International, which manages the Bedlam Maniacs baseball team. Recently, the arrival of the famously humanitarian Grant Conglomerate created a stir of excitement and even hope in Bedlam, where new employers are rare. In truth, very little about the company's presence is new beyond the glowing press it has received. It represents Taurus's latest, most forceful effort to "fix" a blighted, disordered city. The extreme dysfunction represents a dual opportunity to the Labyrinth's elusive master. First, a city where so many slip through the cracks without a trace represents a perfect "recruiting" and testing ground for the DNAscent process and other such research. Second, it's a chance to rebuild a fallen city into Taurus's darkly gleaming ideal. SHADOW and Der Oktopus The long, ugly history of white supremacy in Bedlam is best exemplified by the racist organization known as the Phantom Empire, an anti-black, anti-immigrant terror group secretly backed by many of the city's wealthy founding elite. First coming to prominence during the Civil War, it reached the height of its power in the 1920's, only to be undone by growing Mafia influence in the city. Their sentiments still simmered beneath the surface, however, and when Hitler rose to power many members who had gone underground found a new ideology to rally around: Nazism. They reemerged as the pro-Reich terror group Der Blutbanner. Although their efforts, including the infamous "Black Passover" plot to murder all of the city's most prominent Jews in a single night, were largely foiled by Sammy "Snap-Brim" Hammer and his Flying Squad, their contributions did not go unnoticed in Nazi Germany. When the Third Reich fell and its surviving supporters scattered, "Final Solution" supervisor Adolph Eichmann's number two man Alois Brunner spirited away some of the last Nazi secret projects for safekeeping among supporters in Bedlam. The fact that the US government brought several Nazi scientists to the city during Operation Paperclip only strengthened his network. Reaching out to other German fugitives, Brunner created a cabal of wealthy and powerful surviving Nazis he called Der Oktopus. But when he ran into his former compatriot Wilhelm Kantor while in hiding in Panama, he learned of the other's vastly more powerful organization: SHADOW. Recognizing Kantor as his superior and his best hope of maintaining power, Brunner (under the codename "The Black Eagle") allowed his organization to become a subsidiary of SHADOW. Where OVERTHROW is Kantor's blunt force tool, Der Oktopus is his intelligence service. Their foothold in Bedlam is the Snacktastic Candy Company, beneath which lies a trove of Nazi super-technology. Whatever plans Overshadow has in the Midwest, South America, or the Middle East are often delegated to the Black Eagle, now his lethally cunning lieutenant and spymaster. The Mafia Families Once upon a time there were three mob families in Bedlam: the Scarpias, the Gorganzuas, and the Igglionis. Due to the odd bureaucracy of the criminal underworld they fell under the New York commission of the Cosa Nostra, rather than the much closer Chicago outfit, and actually managed to offend the latter so badly that they are unwelcome in Chicago to this day. Nor was their balance of power to last. In a cunning coup, the Scarpias assassinated the Igglioni leadership and absorbed their soldiers, becoming the city's most powerful mob family overnight. Bedlam is now deadlocked in an uneasy peace between Scarpias and Gorganzuas. The Scarpias, under rough-and-tumble former street thug "Dapper Donny" Scarpia, remain the larger group, with the biggest slice of the pie: they dominate Stark Hill and the Rook Island Shipping Terminal. Across the Manitowoc River, the Gorganzuas are technically led by the reclusive Leopardo "Young Junior" Gorganzua, but day to day operations are handled by his vicious 400-pound daughter "Tiny" Tina Gorganzua. Because this smaller family owns the much more profitable Greely Point Docks, they are much wealthier than the Scarpias. That's likely to lead to trouble, but the New York Commission has forbidden war for now. The Freedom City mob families are also under the New York Commission, and as such they sometimes cooperate with the Bedlam mob. Mobsters who need to lay low from heat in either city sometimes switch places (usually in the Bedlam direction unless the Feds get involved or they're hiding from other mobsters, as the Bedlam mob owns the local cops), and evidence that needs to completely disappear from Freedom City makes its way up through the Great Lakes and into a deep grave in Bedlam. In turn, Freedom City acts as a smuggling gateway for illegal goods coming to Bedlam from Eurasian markets. All of the gangs of Hardwick Park and Wolverton pay tribute to both mafia families, and most of the police department is owned by one or the other. They have their claws into the city council as well. The Gangs The biggest, most fearsome gang in Bedlam are the Mara, based in Hardwick Park. They have unified most of the local Hispanic gangs under their quasi-occult banner, and are rumored to practice dark magic and blood sacrifice in half-Aztec half-Santeria rituals. Their leader, the Jigsaw Man, is rumored to be a powerful sorcerer who rips out the hearts of his enemies or causes them to be eaten by rats and bugs from the inside out. He is one of the most feared people in Bedlam, and has designs on expansion. Only two Hardwick Park gangs haven't yet been absorbed into the Mara: the Latin Aces and the girl gang known as Los Furies. Opposing the Mara are the African-American street gangs of Wolverton, many of whom have banded together against the outside threat in a coalition known as the "Last of the Last". They are led by Eensty Z, a charismatic but psychotic and brutal fifteen-year-old who has already personally killed more people than the average army sniper. All the gangs of Wolverton, including those who oppose of the Last of the Last (the A's, the O's, and the Ravens), are subordinate to local crime lords Rock Johnson and Lincoln Stone (The Rock and the Stone), who have divided the major vice rackets between them. Up on Stark Hill, three gangs clash with the gangs of Hardwick Park and Wolverton and provide the Scarpias with recruits: the Viscounts, the Coronets, and the Dukes. They are classic, leather jacket wearing "youth clubs" with brutal initiations and mumbo-jumbo traditions. Meanwhile, on the outskirts of the city, the trailer park known as Shady Meadows is the domain of bikers, skinheads, and meth cooks. The violent 1%-er biker gang known as The Brotherhood terrorize the area, while the criminal trucker network known as Thunder Road runs guns, drugs, and hot or stolen items into and out of Bedlam. The once-mighty and still dangerous Jamaican posse known as the Invincible Ya-Ya Massive has territory in the Country Club and lower Wolverton, and guards it fiercely. The Outsiders Two Chinese Triads, the mystical Iron Wind Society and the flashier, more openly brutal Yip-Wing Tong, have permission from the Scarpias to do business in Bedlam. They have a small presence and deal in human trafficking, drug smuggling, prostitution, identity forgery, and extortion. There is some bad blood between the two; the Iron Wind Society owes fealty to the criminal mastermind Dr. Sin, while the Yip-Wing Tong flaunts both tradition and his authority. The Yakuza don't have a long-term presence in Bedlam, but they've operated in the city before, seeking and gaining permission to hunt down traitors who fled Emerald City. A traditional "brotherhood of thieves" Russian Mafia group called the Vorovskoy Bratva, under the mysterious Red Queen, also does business in Bedlam. They have close connections to the Russians that run much of the smuggling along Freedom City's waterfront, and frequently transport illegal goods between the two cities. However, they have caused some friction in the local underworld because they often neglect to ask for permission from the mob families before launching their operations. Finally, a skinhead motorcycle gang known as the Bloody Cross has started peddling drugs out of the Country Club on behalf of a Mexican cartel - a dangerous proposition without Mafia approval. The Secret Societies Rumor has it that, in 1850, a mad monk named Brother Belphegor had dreams of resurrecting the Inquisition and founded the Opus Ombra, a fanatical anti-mage cult. In actuality, it might well have been the demon Belphegor in disguise. Whatever the truth, the cult devoted itself to exterminating all those who use "satanic" powers, meaning all supernatural creatures and anyone with supernatural powers, benevolent or otherwise. In order to accomplish this, they themselves began to use dark magic, believing that they were performing the ultimate sacrifice in the name of faith by accepting damnation to use evil's own weapons against it. There is also a rumor that Bedlam's woes are not solely the result of human greed and corruption. Nearly a hundred years ago, a terrible tragedy occurred at a girls' boarding school in Bedlam for reasons best left unexplored. It is said that the survivors gathered together as a cabal of witches, the Sisterhood of the Screaming Stars, to seek revenge on the city whose founders had wreaked awful evil upon them. They reached out to the Unspeakable One, weakening the walls of reality around Bedlam and allowing Its corrosive madness and ruin to infect the city's soul and bring it a lingering death. Some say their final blow will soon come to fruition. A final, pervasive Bedlam rumor is about the secret organization known as CAIN (Commission to Analyze and Influence Neohumans). The story goes that the U.S. Department of Defense and CIA had long feared that Jack Simmons's AEGIS was too close to superheroes to recognize them as the national security threat they were, and that AEGIS could not be trusted to assure American superiority during the Cold War. After MK-Ultra ended in 1973, the project was quietly rolled over into a new, hyper-secret division of the DoD that worked on nullifying superhumans. After the rise and fall of the Moore Act era, the highly-compartmentalized department with the secret budget was forgotten... except by its own agents. Whether any of these are true, and if so whether the associated organizations remain active, remains to be seen
  16. Kaige

    Bedlam City

    @KnightDisciple there are a few genuinely good charitable organizations that have managed to survive so far in Bedlam (the Celestial Spirit Fellowship [nondenominational shelter for children], the local battered women's shelter, the Wolverton and Hardwick Park free clinics, the Stone Ridge Animal Shelter), but there's plenty of room for shakedowns and harassment of charity workers. In the situation you describe, it's probably something that would come from the police. Some corrupt officers might try to shake down the hot meal providers. It'd be either, "Ma'am, distribution of food to the homeless is a misdemeanor; it encourages them to stay out on the street instead of getting jobs. There's a $50 fine. We can take care of it right here, if you want to save the hassle of going down to the station." OR "Ma'am, you need an aid work permit to distribute free meals. I can provide you with one for fifty bucks." And the next time they come by, their "permit" has "expired". Charity workers might also run into problems due to neighborhood gangs. Distributing medical aid in Wolverton or Hardwick Park is a good way to get Eesntsy Z's or the Mara's attention, respectively, as they would want to control that resource for their guys (and they might enforce letting their guys get first dibs on hot meals, too). White, Asian, and Hispanic workers in Wolverton and White, Black, or Asian workers in Hardwick Park run the risk of getting mugged, and it's practically guaranteed for anyone who tries to help out in Ash Street, the Country Club, or south Babylon. Minority charity workers in Stark Hill or Greely Point, even with the best of intentions and good results for the local homeless or injured, run the risk of being spat upon or beaten by local youth gangs, and the police would almost certainly turn a blind eye to such treatment. There are genuinely good people in Bedlam (public defender Fido Turwood, tireless and selfless priest Father Dennis, women's shelter legal advisor Marla Zaranovsky), but they tend to be beaten down by both the system and crime.
  17. Kaige

    Bedlam City

    Thanks! I've been having fun with this so far. I do think it would be lovely if the people planning Bedlam characters would consider a thread to talk backgrounds and such in order to create cohesion in the newly-launched setting, though I don't know if that is how things are done here. I was thinking of a location a ways south of Sturgeon Bay, plunking Bedlam down on top of Manitowoc (evenly between Green Bay and Milwaukee). We can move it, but I would have to redo the map. Due to my version of Bedlam's location between the two cities, I extended the sorta-subway train line so that it runs to both of them, with five additional stops in the city. If that violates the spirit of the city we want, it's an easy fix. I have redrawn and reoriented the map given in the sourcebook to match the outflow of the Manitowoc River into Lake Michigan, and I've also added the Babylon district I proposed (though that is easy to erase if people don't like it!). I also put together a list of all of Bedlam's major structures with the intent of putting together a number-coded location map like the one in the Freedom City book, but that's not in yet. I will have to either pick only a few highlights or make the map a lot bigger because there are a LOT of locations described in the book. I have already had to take some artistic license with a few spots which are not given clear map locations. Without further ado, I give you the revised city map of Bedlam City, Wisconsin. Feedback is very welcome; I may well have missed something, or it may not fit your vision. Just let me know.
  18. Kaige

    Bedlam City

    I'm working on a new map that faces the right direction and has location markers, both with and without the potential Babylon district, but I ran out of oomph this evening. One more thought: Villains Aren't Street-Level: Agreed. Fortunately, there are a lot of spaces for people to create their own villains. A few such spots include: - For corrupt cops, the Fifth Precinct (and the Sixth if we use Babylon) is left completely open, and most of the detective squads have only a few characters. - For mafia villains, only two of the ten plus Scarpia captains are detailed in the book. The Gorganzuas have fewer overall captains, but almost none are detailed. - For street gangs, neither the Mara nor any of the youth gangs of Wolverton or Stark Hill has more than a single character detailed, leaving lots of room. The gangs of the Country Club are barely described. - For evil bikers, the Bloody Cross up in the Country Club has only one character detailed, and the Brotherhood has only three. The trucker smugglers of Thunder Road have no characters. - For other organized crime, the Triads have only one character each. Same for the Russian mob and the Jamaican posse. The Rock and the Stone have only a few defined soldiers. I'm also working on taking the existing villains and scaling them down in PL while adding some Freedom-verse elements to their backgrounds, though that doesn't fix the fact that some are comic evil rather than gritty.
  19. Kaige

    Bedlam City

    Lots of good discussion going on here. I'll throw in my two cents on a few of the issues raised so far. Wisconsin Superhero Laws: I think having restrictive Superhero laws in Wisconsin (or wherever) is a fantastic idea to help explain the setting. There has been no super-team in Bedlam since 1999, when Justice Xtreme disbanded, and it was never a superhuman hot-spot; such laws could explain why. My first thought is that Bedlam's superhero litigation would come about due to the activities of its former resident vigilante The Scorpion. Although brutally effective against even the normally untouchable Mafia families, the Scorpion was not a nice guy, and the FBI under Hoover spent a lot of time trying to hunt him down. The Scorpion, undefeatable and uncatchable scourge of the criminal underworld, died of lung cancer in 1963, though no one knew anything about that except that he had vanished. Some years later, Bedlam suffered a major superhuman scandal when a superteam called The Now was arrested for horrifying crimes. It was a frame job, but it made people worry about the possibility that more violent criminals would become Scorpion copycats. In response, in 1972 the state of Wisconsin (or just Bedlam) passed Assembly Bill 591, which became popularly known as the Scorpion Statutes. The bill prohibited vigilante activity in Wisconsin/Bedlam, and Mayor Franklin Moore adapted much of its language for the Moore Act ten years later. Clayton Stone (aka "Black Anvil") operated in spite of this law, and the Hammer of Justice got by because he was a mob-backed racist. Fear of the serial killer Capricorn kept support for measures against "costumed freaks" high throughout the eighties. With the restoration of superhero-related optimism after the terminus invasion, Moore Act-like measures became very unpopular, and many cities and states repealed such legislation. Bedlam was slow, cynical, and still heavily influenced by the mob, so it took longer. But in 1998 the Scorpion Statutes were amended... slightly. While vigilantism was not completely illegal under the revised statutes, it remained heavily restricted: superheroes did not have legal identities, and therefore did not have the rights of citizens. If they disclosed their true identities, they had the same rights they would normally have; no citizens' arrests, etc. Of course, they could then be charged with crimes such as trespassing, assault, and the like. This was all to pave the way for the arrival of Justice Xtreme, a superteam backed by the city government and therefore immune to some of the issues raised for costumed heroes by the Statutes, in 1999. The team, of course, proved to be a disaster. The revised Scorpion Statutes remain in place, but in the post-Xtreme mood of renewed cynicism toward superheroes some are pushing for the revisions to be repealed so that any and all vigilante activity is punishable by arrest. Except for the Hammer of Justice, of course. He's a stand-up guy. Have-Nots, but no Haves: I can see the objection here; we've got stagnating aristocracy but no one getting genuinely rich off of the common man's misery. On the one hand, that may be one way to play Bedlam: the city is dying, and even the old money and the crime syndicates are just pulling the pieces off of its corpse before it rots away to nothing. On the other, iron age-y settings thrive on conspiracies, corruption, and corporate bad guys, so it might be nice to have some. The sourcebook notes that it's very possible to add districts to Bedlam if something is missing, so here's my solution: the Babylon district, incorporating some of angrydurf's ideas. Just a thought to get the ball rolling; no offense taken if this feels like too big of a change.
  20. Kaige

    Bedlam City

    I can see the merit of a mix-up, but if we want to change the name of UNICORN, here are a few suggestions. In the source material, UNICORN isn't actually an acronym; it just means that the organization is rarely seen, like a unicorn. If we want to go along those lines, we could do: TOMORROW (which never comes) BLUEMOON (once in a...) SYLPH WRAITH If we'd rather go the traditional acronym route (since the version of UNICORN I cooked up is a dark parallel to AEGIS designed to combat superhumans), we could go with: FIRE (Federal Initiative to Regulate the Enhanced) CAIN (Commission to Analyze and Influence Neohumans) IFRIT (Initiative to Find, Research, and Influence Transhumanity) MARS (Metahuman Analysis and Regulation Service)
  21. Kaige

    Bedlam City

    Thanks, all! It's already been fun, and I'm looking forward to keeping going. I've put together a description of the city's major villain groups, taking Shaen's ideas into account and adding other Freedom-verse elements where possible. I'm very open to suggestions if anyone can think of other places we could Freedom-ize Bedlam's core content.
  22. Kaige

    Bedlam City

    So I've been lurking for a long while, and this may be the thing that gets me to stop. I've owned Bedlam City for years, and I love the setting to death. I'd love to see it here. I'd be the first to agree that Bedlam has terrible adventures (and I'd add that many of the villains aren't worth much, either). What's fantastic are the adventure seeds, the descriptions of districts and businesses, the NPC relationships, and the dark secrets and conspiracies. It's a great city for vigilantes and mystics, with intricate descriptions of organized crime and dark magic alike. Where Freedom City is in the odd position of being the bright, shining city of tomorrow while also somehow having a seedy underbelly for the local street level heroes, Bedlam is a city so broken that street level heroes will never run out of things to do. You don't know me yet, and I don't want to presume too much, but I'm tremendously excited that Bedlam might become an option here. As such, I've written up a draft guidebook page as thoughts to get the ball rolling. Just drafts; I'm happy to change anything and everything, including scrapping the lot if I've overstepped. If all goes well, I'll see about doing one for Bedlam's organized crime factions. I've placed Bedlam on top of the small city of Manitowoc, Wisconsin, between Milwaukee and Green Bay. It'd be easy to move it, though. Let me know what you think.
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