Jump to content

Kaige

Members
  • Posts

    73
  • Joined

  • Last visited

Posts posted by Kaige

  1. 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...

  2. 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."

  3. 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.

  4. 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?

  5. 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.

  6. 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.

  7. 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!

  8. Samson
    Power Level: 7/10 (150/150PP) 
    Unspent Power Points:
    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
     

  9. @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.

  10. 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.

     

    imageproxy.php?img=http%3A%2F%2Fi.imgur.

     

    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.

     

    qbkhcFt.jpg

  11. 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.

  12. 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.

     

    Spoiler

    Babylon

    Across the river from downtown Bedlam, between the neighborhoods of Greeley Point and The Meadows, lies the Babylon commercial district, the city's last trickle of economic lifeblood. Once a forested area penetrated only by the lonely, winding Riversedge Drive, it is now a stark industrial hellscape. The dark steel and glass of the glitzy office buildings and hotels at the edges of the area rise above the dark cloud pumped out by the needle-like factory smokestacks in between. The smog-choked streets host an odd blend of sparkling limousines and homeless people eager to squeegee their windshields.

     

    Depending on who you ask, Babylon is either the Redevelopment Commission's one tentative success or the greatest indication that it was deeply flawed from the start. Founded on heavy corporate tax breaks, pollution deregulation, and labor law relaxations designed to attract big business back to Bedlam, the area began construction with the last of the Commission's funds after the Justice Xtreme debacle in 1999. In 2005 the company providing Bedlam's city manager service, Wolfram Aerospace, bought a controlling share in the development project, and everything changed for the dying city from there.

     

    As Bedlam's traditional manufacturers, Snacktastic and the Greely Toy Company, continued to stagnate, a new employer took shape across the river. Wolfram Aerospace had secured a lucrative contract with the U.S. government producing jet engines and missile parts for the Air Force, and in 2008 it chose the area to establish the W.E.B. Industrial Complex (W.E.B. stands for Wolfram Engineering Bedlam). Land was dirt cheap after the real estate crash, and Wolfram soon owned not only the development commission but virtually the entire Babylon district.

     

    The incentives Wolfram had been offered allowed them to pocket virtually all of the revenue, with the city council taking the rest; locals got minimum wage jobs, but at least they had jobs now. By 2011, Babylon was taking shape. Wolfram had built gleaming office buildings along the river and several high-class hotels to cater to visiting businessmen and executives. A second major employer, seeing Wolfram's success and the continued laxity of corporate regulation, soon arrived to carve out its piece of the pie: the Howle-Brandt Consortium, which established a massive chemical plant and jet fuel refinery in the district.

     

    Both companies built corporate dormitories in place of local apartments, with rents that come directly out of the factory workers' minimum wage salaries and effectively keep them trapped in the area. Still, huge streams of the unemployed of Wolverton and Hardwick Park take two hour bus rides across the river in the hopes of getting some kind of work for the day. Meanwhile the new money produced by corporate success bought their way into Stone Ridge or penthouses in the waterfront skyscrapers. Iron Talon security brutally keeps the poor workers from inconveniencing the nearby high-rollers.

     

    Babylon is technically in Gorganzua territory, with much of its output flowing through the Greeley Point docks and the airport out in The Meadows. The area's success has caused tremendous resentment among the Scarpias, whose territory is the dying old city, and there has been fierce, sometimes violent competition for construction contracts in Babylon. Another area of competition for the mob families are the riverboat casinos that have become the playground of the city's rich and their visitors. Legal through a loophole of Wisconsin law, they comprise a significant new gambling industry and mob revenue stream.

     

    Nowhere else in the city do the haves brush shoulders so closely with the have-nots. But few dare complain; this is Bedlam's only real growth sector.

     

    Points of Interest:

     

    The Heart of Dixie Casino: The Scarpias' main foothold in Babylon, the Heart of Dixie looks like a classic Mississippi riverboat, complete with paddle wheel and decked out with strings of lights. It offers semi-authentic Cajun food, live country music, and an expansive bar to accompany roulette wheels, craps tables, and well-attended card games. In a major coup for the Scarpias, it hosts locally televised poker tournaments with huge jackpots, drawing considerable viewership in addition to its crowds. City councilman Big Andy Czernik often treats his guests to a meal here.

     

    The Lucky Lady Casino: The Gorganzuas also have a casino boat, though the Lucky Lady looks more like a scaled down 30's cruise liner. While the Heart of Dixie has something of an elitist reputation, with high buy-ins and very firm doormen, the Lucky Lady is an everyman's casino. Its slot machines are frequented by Wolfram and Howle-Brandt employees spending the last stubs of their plundered paychecks on a moment's hope. The Lucky Lady is also a hotel, though not a glitzy one. The lower decks are dingy and faded, and many of the rooms are rented hourly.

     

    The Bedlam Arms: Bedlam City's finest hotel, the Bedlam Arms is an extremely expensive riverfront skyscraper designed for visiting businessmen. Thanks to the Gorganzuas, it hosts Bedlam's premier escort service, tastefully known as "Formal Presentations". In an olive branch to the city's old families, it hosts weekly dances and social gatherings in its massive formal ballroom, which has its own professional orchestra and outrageously pricey catered food. When the inhabitants of Stone Ridge dare to leave their gated suburb and venture into Bedlam, chances are that this is where they'll go.

     

    The Wolfram Building: At forty-seven stories high, the Wolfram Building has replaced the strange, half-finished Smirlock Building as Bedlam City's tallest skyscraper. Built of steel and tinted glass, this silver and black behemoth represents the company's largest office outside of its Delaware headquarters and the city's biggest white-collar employer. There are a lot of rumors surrounding the structure's seemingly endless levels of parking garages and the black SUVs that drive into and out of them at all times of night. Almost as many as there are about the penthouse level, which no known Bedlamite has ever seen so much as a picture of...

     

    The W.E.B. Complex: One of Bedlam's largest employers is this munitions and aircraft plant, a sprawling compound containing miles of underground assembly lines and transportation corridors. Most of the workers are under harsh contract and live in the area's corporate dormitories, but busloads of desperate men and women from across the river are given the really nasty, dangerous jobs like hazardous materials cleanup and moving sharp, heavy crates. It's rumored that secret sublevels here contain all manner of secret projects. If so, they are well-guarded; Wolfram has federal dispensation to provide its security teams with power armor.

     

    The HBC Refinery: Bedlam's other new money industrial employer is the Howle-Brandt Consortium's local chemical plant and jet fuel refinery. Thanks to a lack of regulation and thus a lack of safeguards and safety equipment, this is probably the most dangerous place in Bedlam to work long-term; employee contracts exploit the city's incentives to make sure that their health insurance won't cover the healthcare costs of the cancer and lung disease that so many of the workers here develop. Fumes from the plant have caused a massive die-back in the nearby forest, and local groundwater has dangerous levels of heavy metals.

     

    Numbers Row: At the heart of the rows of corporate dormitories that take up much of the space between the W.E.B. and the HBC plant lies the homeless camp known as Numbers Row. It was originally meant to be a public park, but it became choked with the destitute long before development could begin. This tent and cardboard box city is full of people laid off from local industrial plants, often maimed on the assembly line but denied workers' comp. Life is cheap here as in no other place in Bedlam save the lawless streets of the Country Club, and Iron Talon cracks down on the area with stark, clockwork regularity.

     

  13. 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)

  14. 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.

     

    Spoiler

    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, representatives of several Mexican drug cartels have begun to scout the city in secret, a dangerous proposition without seeking the Mafia's 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 UNICORN. 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.

     

     

     

     

  15. 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.

    Spoiler

    lmB2Zr9.jpg

     

    Bedlam City, Wisconsin

     

    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.

     

     

    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.

     

    Over the last fifteen years, just about everyone has given up on Bedlam as a place that can be saved - or even is worth saving. Carved up by street gangs and organized crime, run by utterly corrupt officials and "protected" by an equally corrupt police department, the city is a place of little hope. Still, a few big employers linger in the area, and on the outskirts of town certain districts are experiencing actual economic growth. Whether these small movements forward will mark a chance at a new dawn for Bedlam or all fall to ruin as they always have before remains to be seen.

     

     

    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; most 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 you hustle here at your 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 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.

     

     

    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 eight-member 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.

     

×
×
  • Create New...