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  1. St. Maurice's House is located about an hour north of Bedlam on the state roads, not far from Sturgeon Bay. St. Maurice's House was founded by Father Michael Fenstermacher, a German Lutheran who came to the United States to do "ecumenical work" in the years after World War II. An Afrodeutsche man whose mother had emigrated to Germany in 1930 from her native Southwest Africa, Fenstermacher clashed repeatedly with congregations in Bedlam (who had perhaps made some assumptions about a German-born priest eager to leave the town where he'd grown up) before beginning the construction of his monastery (something of a rarity among Lutherans) in 1956. After a fire destroyed his original building (and also his parsonage), Fenstermacher won permission to relocate his project outside the city limits. The main house has five family rooms for guests, a large living/dining room with a balcony that looks out across the lawn towards the towering nearby pine trees. There are bird feeders, and if they're empty, the local bird population will let you know. The buildings are down a long gravel road off the state road and rarely get accidental visitors. The chapel, still visibly the Quonset hut that was its original frame back when Fenstermacher built it himself in 1957, has been a scene of decades of prayer and is decorated somewhat eclectically. Services are held there by the small Lutheran contingent at the site, seven times a day as per the liturgical calendar, from 5:10AM to 8:30PM. Time spent in daily prayer takes about three hours, done slowly. Time between services is spent in reading and meditation, usually physical. St. Maurice's follows a rule of silence from about 9PM to about 9AM, with a shorter span of silence after the noon meal. While there's room for flexibility in emergencies, they value the mechanism for turning inward and achieving the full benefits of prayer. There's a comfortable lounge and porch, meals are taken with the community. As with many religious communities in remote areas, St. Maurice's tends to be a home for various Lutheran priests (St. Maurice's is jointly supported by all the major US Lutheran denominations) who are considered unsuitable by their parent denominations for various reasons, thus creating something of a rogues gallery among residents at the House. The current head of the institution, Father Richard Samuels, was assigned his post after uncovering a major financial scandal in the Lutheran denomination that is still technically his spiritual home, and is thoroughly disgusted by the quality of men working under him. It's time to shake things up around here...
  2. Read everything before you do anything. I'm going to run another supernatural-themed horror-ish thread set in Bedlam City, co-starring my own PC, Mister Strix. There are currently 2 slots open for other PCs. Since the thread will take place in Bedlam City, I cannot take any PCs with an effective combat Power Level higher than 10. Investigative skills are good. Aptitudes for either magic or technology are good, each in their own way. The ability to power-stunt to adapt to the unexpected is good. I'll leave recruitment open for at least a week, maybe two, so that everyone gets a chance to see it and make their bid if they want in (even the recent newbies, if they get their asses in gear). I'll post in this thread again to announce when recruitment is closed. When deciding on PCs, I will give preferential treatment to 1) People I'm friends with in Real Life, 2) People who are already busting their asses running threads and/or doing administrative work for the site, and 3) New players. If you want to play, don't post in this thread. Send me a private message instead (here on the site, not on Discord). If you post in this thread, then I'll know that you didn't read this entire post, and I'll assume you would've just skimmed the posts in the actual thread, too. I'd prefer not to have to repeat myself more than is necessary. I'm not having people post replies here because I like my privacy and I care about yours, so I'd rather not advertise to the world who got picked to play and who got left on the bench. Your message should include the following: A link to your character's sheet. A link to your character's Guidebook entry, if they have one. Any part of your character (background, Complications, etc.) that you'd like to see get some spotlight or development, or any traits you'd like an opportunity to use. (No guarantees, but I'll try.) If your character is not based in Bedlam City, then one or more possible reasons they could have for going there. One or more "trap doors," in-character excuses for why your PC would have to suddenly drop everything and exit the story. The classic example is how Batman will drop everything if The Joker escapes from Arkham Asylum, and give top priority to his recapture. Everyone who applies but who doesn't get picked will go on a private waiting list. Here's some disclaimers, so that everyone knows what they're getting into: If you apply to this thread, then you commit to a posting rate of once every 48 hours. As soon as I announce that a player is up, they have 48 hours to make an in-character post. If that player doesn't post inside their 48-hour deadline, then I will skip them and move on to the next player. If I skip a player 3 times, then I will activate one of their trap doors and cut them from the thread. Then I will call up a player from the waitlist to take their spot. Manage your expectations. I'll do the best I can to provide a decent quality thread, but if you sign up, do it knowing that I'm a middling GM (or player) at best. I'm not particularly creative (as you can see from my own PCs) or witty. If you sign up for one of my threads, you're not doing it because you expect your mind to be blown, but because so few people volunteer to GM anything that you'll take what you can get. In case you don't know already, my tastes and my instincts lean grim, dark, and gross. I don't mess with sexual assault, and I wouldn't even if the site rules allowed it. Otherwise, I don't offer "content warnings," except to say that, if "content warnings" are an issue for you, then you probably shouldn't sign up for one of my Bedlam City threads. I'm going to be using a villain loosely based on a template from one of the many, many published M&M books, with some tweaks of my own. The villain's stats will not be published on the forum in advance. You will be going in blind. That's not usually how it's done around here. That having been said, as a personal rule, I try to avoid blind rolls, and I don't force people to use Extra Effort or spend Hero Points blindly. If it won't help, I'll let you know before you waste it. If you'd make a roll with Skill Mastery, then I'll tell you so you don't have to bother rolling. It's common in RPGs for some players to get so attached to and emotionally invested in their PCs that they take any bad thing that happens to that PC or any failure on that PC's part as a personal insult or attack. If you're one of those people, then you shouldn't sign up for one of my threads. There. Now you can't say I didn't warn you. (Yes, I'm recycling a thread title from over a decade ago. I like the movie.)
  3. Mister Strix Alternate Identity: Gaetano "Guy" Giordano (Deceased) Base of Operations: Bedlam City Concept: "Vampire Batman." (See here for details about the specific type of vampire.) Table of Contents Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Playlist Powers & Skills Timeline Allies, Associates, & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personality & Motivation Personal Life Playlist Powers & Skills Timeline
  4. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 196/196PP Unspent Points: 0 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Accidents: He tries to feed carefully, but the GM can force him to make some sort of check or save to avoid “getting carried away.” Alternately, the GM can just declare that he lost control. If he fails to feed with moderation, then he will have to drop everything and find immediate medical attention for the victim. Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can give him penalties on other checks to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can force him to make some sort of check or saving throw to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: His flesh always cold to the touch. Living creatures who view him through Infra-Vision will always see him as colder than his surrounding environment, no matter what that environment may be. In his presence or passing, living creatures will often feel a chill, and see their own breath (but not his), while windows can fog up, and water can spontaneously freeze. Even if he cannot be perceived directly, a sudden drop in the local temperature can alert careful and prepared observers to his presence. Electromagnetic Ghosts: Although he has Permanent Total Concealment against most machine senses, his presence may cause brief electromagnetic interference, such as burst of auditory or visual static, or video tearing. While he won’t be perceived directly, these anomalies may alert careful and prepared observers to his presence. Enemies: Enemy To All Living Things: While machines seem to simply ignore him, nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save, or some other sort of check. Failure can result in a complication for him and/or for others. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead or supernatural creature, then this can be a complication for them, because his default reaction will be homicidal violence. Revive Kills Zombie: According to the game rules, he is an animated object, not a living creature, so, by default, Healing effects don’t work on him, unless they have the “Affects Objects” extra. However, in his case, by default, Healing powers, especially those with descriptors such as “Light,” “Cure,” or “Blessed/Celestial/Holy,” automatically fail to remove any damage conditions from him, even if they have the “Affects Objects” extra. In addition, such powers inflict Incurable Penetrating Damage upon him, with a Damage power rank equal to the rank of the Healing effect. A Healing power will only remove damage conditions from him if it has descriptors like “Demonic” or “Unholy,” or descriptors which otherwise indicate a beneficial effect for the undead in general, or for vampires specifically. Relationships: Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. The GM can treat him as having something like a Limited, Uncontrolled, Unreliable, Reaction Area Corrosion effect. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +4, +8 Melee, +6 Claws/Fangs Grapple: +18 (+8 Melee Attack, +8 Strength, +2 Super-Strength) Defense: +8, +4 Flat-Footed Knockback Resistance: 8 ATTACK RANGE SAVING THROWS EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Blood Divination Touch/Grapple DC18 Will (Staged) Sickened/Nauseated/Incapacitated Opposed Will vs +8 Mind Reading Blood Drain Touch/Grapple DC18 Will (Staged) Sickened/Nauseated/Incapacitated DC18 Fortitude (Staged) Drain Constitution Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal) Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes (Mind Control) Perception (Visual Sense-Dependent) DC18 Reflex Avoided Opposed Will vs +8 Mind Control Hypnotic Eyes (Transform) Perception (Visual Sense-Dependent) DC18 Reflex Avoided DC18 Will Transform (Memory Alteration) Psychic Invisibility Personal DC18 Will Total Concealment from all non-Mental senses SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 36/36R = 9PP Craft (Cooking) 1 (+5) Handle Animal 0 (-) Intimidation 4 (+8, +10 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 1 (+5) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 2 (+5) Ride 0 (-) Search 1 (+5) Sense Motive 2 (+5) Stealth 7 (+15) FEATS 12PP Attack Focus (Melee) 4 Benefit (Legally Deceased) Equipment 1 (5EP)Veteran Reward Evasion 2 Hide In Plain Sight Improved Initiative Interpose Takedown Attack 2 EQUIPMENT 1PP = 5EP Heavy-Duty Zip-Ties [1EP] Stainless-Steel Casket (Masterwork) [2EP] Abandoned House (PL13 Headquarters) [2EP] A small two-story house on Ash Street in Bedlam City. Size: Small [0EP] Toughness: 5 [0EP] Features: [2EP] Concealed (There are no visible signs of habitation) Sealed (All entrances are boarded up, and heavy debris blocks entry to the basement) Notes: He has no legal claim or ownership over the property. The house stood abandoned for several years before he moved his casket into the basement. The house is not fit for human habitation. It has been years since the house had any maintenance or active utilities. All of the old plants on the lot died within days of him taking residence, and no new ones have grown since he arrived. 1 + 2 + 2 = 5EP POWERS 138PP Descriptors: Black Magic, Blood, Blood Magic, Darkness/Shadow, Death, Evil, Necromancy, Undead Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] Enhanced Dexterity 12 (Drawbacks: Power Loss [Daylight]) [11PP] Enhanced Strength 12 (Drawbacks: Power Loss [Daylight]) [11PP] Features 3 (Deathly Aura; Touch does not leave prints; Wounds do not bleed) [3PP] Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 8 (Flaws: Limited [Weaknesses inflict Penetrating damage]) [4PP] (Regeneration, Super-Toughness) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Strength) Protection 8 [8PP] (Super-Toughness) Regeneration 10 (Recovery 10 [+5, Recovers over time like a living creature], Feats: Regrowth) [11PP] Regeneration 14 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Flaws: Limited [Weaknesses inflict Incurable damage]) [7PP] Regeneration 10 (Resurrection 10 [No rest], Flaws: Limited [Does not resurrect while decapitated or staked through the heart, and requires extra time and outside aid to resurrect from being completely burned or dissolved]) [5PP] Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Speed) Super-Movement 1 (Trackless) [2PP] Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss [Daylight]) [1PP] Super-Senses 9 (Acute Analytical Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell/Taste, Darkvision, Extended [100ft Notice Increments] Hearing, Extended [100ft Notice Increments] Vision, Microscopic Vision 1 [Dust], Drawbacks: Power Loss [Daylight]) [8PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Drawbacks: Power Loss [Daylight]) [3PP] Vampiric Power 8 (16PP Array, Feats: Alternate Power 6) [22PP] Base Power: [16PP] Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss [Daylight]) [8PP] (Blood Drain) Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Euphoria) Alternate Power: [14PP] Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination) Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Euphoria) Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination) Alternate Power: [15PP] Autofire Strength 8 (Drawbacks: Power Loss [Daylight]) [7PP] (Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss [Daylight]) [8PP] (Claws/Fangs) Alternate Power: [12PP] Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Drawbacks: Power Loss [Daylight], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss [Daylight]) [3PP] (Glimpse of The Abyss, Nightmare Face) Alternate Power: [16PP] (Mist Form) Flight 3 (50MPH / 500ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [6PP] Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP] Alternate Power: [16PP] (Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP] Alternate Power: [16PP] (Hypnotic Eyes, Mind Control, Psychic) Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP] DRAWBACKS -12PP Vulnerability (Blessed/Celestial/Consecrated/Holy effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Silver effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Time: 1/round, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6]) [-8PP] Abilities (20) + Combat (24) + Saving Throws (5) + Skills (9) + Feats (12) + Powers (138) – Drawbacks (12) = 196/196 Power Points
  5. June 3, 2017 Bedlam City, United States Midmorning News traveled fast in the age of constantly connected, always-recording electronic devices. Two days ago an unbelievable video had popped up on YouTube of an odd, furry creature appearing near the artsy neighborhood of Bedlam. The video showed it appearing near Central Perk with an unconscious woman in his arms. Even the apathetic citizens of Bedlam wouldn't let a pretty woman be accosted like that and several of them confronted the beast, making it release the girl before driving it out. Before long the video showed an ambulance rolling up and checking over the woman. This morning's newspaper had contained a press release from Acting Chief Executive Officer Dunwoody on the activities of the "Woodchuck Man." It was a shockingly quick turn-around for a statement from Bedlam's finest, which could probably be put down more to the victim being a pretty, white girl rather than the video. Normally after the morning rush Central Perk got pretty quiet; even Terminal Drive wasn't quite enough to keep a coffee shop bustling at all hours. Now though everyone had to make do with convince-store coffee or even brew their own at home, because Central Perk was entirely encircled with yellow policetape. A crowd of grumbling twenty-somethings with a tendency towards scarfs were standing nearby, grumbling about a less-than-quality caffeine fix in the morning. Standing in the middle in her pink workout clothes, Ami Rask sipped at her water bottle. She knew there was something to find here, she just needed to figure out how to get the couple of police guarding the location to leave and how to get this crowd to disperse.
  6. Raveled


    Planning my next Bedlam PC and, well, take a look. Give me opinions. Tear it apart. Veritas Power Level: 8/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: An angelic investigator trying to save a forsaken city. Alternate Identity: May McKenzie Birthplace: Auburn Hills, Michigan, United States Residence: Church of Saints Redemption, Hardwick Park, Bedlam City Occupation: Unemployed Affiliations: Father Anton Kowak Family: Steve McKenzie (father), Mary Pelle-McKenzie (mother), Anthony McKenzie (brother), Caroline McKenzie (sister) Description: Age: 59 (June 1957) Apparent Age: Thirties Gender: Female Ethnicity: Caucasian Height: 5' 8" Weight: Slim Eyes: Grey Hair: Black-blue May doesn't tend to draw stares on the street. She's a slim woman of average height, with fine-boned features and dark, dark hair. She likes to keep her hair long and swept or pinned back from her grey eyes. While she could be awkward and ungainly in life, ever since her resurrection she has been graceful and controlled. While her powers grant her the ability to construct her own clothes they are all in shades of white, grey, and silver; when "on the job" she prefers to wear a white suit with a grey vest, grey tie with silver clip, and sometimes a white greatcoat. History: May McKenzie always had to know. She was the first child in her grade to learn the truth about Santa Claus and the Easter Bunny, not that it made her any happier or more popular when she blurted it out in the middle of class. At the same time nothing made her angrier than when rules were applied unequally and she made it her job to pick fights with the bullies. It wasn't a surprise when she studied law in college and eventually joined the Federal Bureau of Investigation. This was in the Eighties, and May ended up going into crime scene investigation. While some derided her as a bookeeper rather than a true detective, she persisted. Her meticulous nature and desire to fill out every fact aided in more than one investigation. At one point she realized that some investigations centering on the Midwest weren't adding up. She looked into the situation and realized that the FBI office in Wisconsin was cutting deals with the Mafia -- it started as letting Mob guys go in exchange for information and grew into genuine graft and complicity. May couldn't ferret out if Special Agent Enzio Falcone (whose name appeared on so many Bedlam files) was corrupt. She started working outside the normal Bureau agencies, even so far as to meet an apparent informant in Bedlam itself. That was her mistake; the informant was one of the corrupt agents and she found herself directly in their crossfire. She didn't survive, and the agents staged things so it looked like she drove her car off the road and into Lake Michigan. The autopsy was done in Bedlam and money exchanged hands to make sure the evidence of gunshots was written up as scavenger bites. The death went down as misadventure, she received a burial with bagpipes, and everyone moved on. Including May. She's not exactly sure what she experienced -- being somewhere safe, and warm, and happy. That's where she met Lailah, where she was empowered, where she was trained. She came back strong in ways that she couldn't dream of before, and with a purpose. Now she knows that evil is in Bedlam, and she knows that she has the power to stop it. Personality & Motivation: Curiosity is May's overriding emotion. She's deep by a deep and abiding drive to know, to learn, to understand the underlying reality of everything she sees and experiences. It's never enough for May to just experience a thing, she has to learn why this and why not that. If curiosity is May's great vice, then her virtue is compassion. Her parents were scientists and educators and they taught their children that there is a fundamental order to the world, that it was possible for all people to live together and do good. That informed May's view of justice and law and her decision to go into the FBI, and it pushes her forward today. Lailah, by contrast, is a being of compassion. She is foremost concerned with giving aid and support with the downtrodden and the needy. She was created as an angel of the night and darkness, and understands that it's not a good idea for everything to be in the light. Powers & Tactics: Veritas doesn't like fighting. She prefers to investigate and uncover facts peacefully, and when forced into a conflict she will usually fight only as long as it takes her to retreat. If she doesn't have to worry about allies or civilians, she'll start by dropping a pool of darkness in the middle of the battlefield and use her darkness-piercing vision to pick off targets from within it. Power Descriptions: May McKenzie has been merged with Lailah, a literal angel of darkness, a divine entity embodying darkness and the night. When May summons her powers it manifests as clouds of fog or dark ink. She can form that into different tools, like a pair of shadowy pistols or long tendrils of shadowstuff hanging off her arms. Legally Dead May McKenzie died. There was a funeral and everything. That means Veritas cannot appear on any official database without the FBI wondering who is using their dead agent's name. True to My Name (Veritas) Veritas means truth and May is bound to be truthful. She cannot tell a lie or break her promise, though she can mislead by omission. Curiosity Killed the Me May's driving need to know all the details already destroyed her once, but it's fair to say that she didn't learn. She will take extreme chances to learn the particulars of a case. Aegis of God May is an angel and angels protect. She cannot turn away from a mortal in need or leave an innocent in danger. In Bedlam, that eats up a lot of her time. Out of Time May was raised in the 1970s and died in the 1980s. She's had some time to adjust to life in the 21st Century, but things can still catch her off-guard Abilities: 4 + 2 + 2 + 4 + 0 + 6 = 18 PP Strength 14/18 (+2/+4) Dexterity 12 (+1) Constitution 12/36 (+1/+8) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: +4 (+6 Firearms, +8 Sacred Darkness) Defense: +8 (+4 Base, +4 Dodge Focus, +3 Flat-Footed) Initiative: +1 Grapple: +8/+6 Knockback: -8/-4/+0 Saving Throws: 0 + 4 + 8 = 12 PP Toughness: +8/+1 (+8/+1 CON, 8 Impervious) Fortitude: +8/+1 (+8 CON) Reflex: +5 (+1 DEX, +4) Will: +8 (+0 WIS, +8) Skills: 108r = 27 PP Computers 8 (+10) Diplomacy 7 (+10) Gather Information 12 (+15) Intimidate 10 (+13) Investigate 13 (+15)Skill Mastery Knowledge (Civics) 13 (+15)Skill Mastery Knowledge (History) 8 (+10) Knowledge (Physical Sciences) 8 (+10)Skill Mastery Knowledge (Life Sciences) 8 (+10)Skill Mastery Knowledge (Streetwise) 8 (+10) Language 3 (English [base], Russian, Italian, Spanish) Notice 10 (+10) Feats: 12 PP Attack Specialization (Firearms) Challenge (Fast Demoralize, Fast Startle) 2 Dodge Focus 4 Interpose Precise Shot Skill Mastery (Investigate, Knowledge [Civics], Knowledge [Life Sciences], Knowledge [Physical Sciences]) Startle Uncanny Dodge (audio) Powers: 12 + 27 + 2 + 5 + 2 + 6 + 13 + 1 + 1 + 21 = 95 PP All powers have Divine and Shadow descriptors Divine Intervention (8 PP, Feats: Alternate Power 4) [12 PP] BE: Impervious Toughness 8 [8 PP] (Angelic Reliance) AP: Applies Autofire 1 [8] to Divine Firepower [8 PP] (Second Gun) AP: Enhanced Feat 8 (Fearsome Presence 8) [8 PP] (Be Not Radiance) AP: Flight 4 (100 MPH) [10 PP] (Wings) AP: Healing 4 [10 PP] (Grace) Enhanced Constitution 14 [14PP] + Enhanced Strength 4 [4 PP] + Immunity 14 (Aging, disease, life support, need for sleep, poison, starvation & thirst) [27 PP] (Angelic Body) Enhanced Feat 2 (Quick Change 2) [2 PP] (Heaven's Tailors) Enhanced Skills 6 (Knowledge [Arcane Lore] 3, Knowledge [Theology & Philosophy] 3, Language 1 [Enochian], Sense Motive 8, Stealth 8) [6 PP] (Lailah's Expertise) Obscure 5 (250ft, Visual, Flaw: Limited [Normal Vision Only]) [5 PP] Sacred Darkness (18 PP, Feats: Accurate, Alternate Power 2) [21 PP] BE: Blast 8 (Feats: Improved Critical 2) [18/18 PP] (Divine Firepower) AP: Strike 4 (Extra: Autofire [8], Feats: Extended 1 [10ft], Improved Critical 2, Mighty, Affects Insubstantial 2) [18/18 PP] (Shadow Whip) AP: Snare 8 (Extras: Transparent, Feats: Obscure Senses [Visual], Reversible) [18/18 PP] (Shadow Trap) Super-Senses 2 (Olfactory +Acute, +Analytical) [2PP] (Chemical Nose) Super-Senses 13 (Normal Visual, +Counters Concealment, +Counters Illusion, +Counters Obscure [All], Microscopic Vision [3], Ultravision) [13 PP] (Angelic Sight) Super-Senses 1 (Ultra-Hearing) [1 PP] (Angelic Hearing) Resurrection 1 (1/week) [1 PP] (Job's Not Done) Abilities (18) + Combat (16) + Saving Throws (12) + Skills (27) + Feats (12) + Powers (95) - Disadvantages (0) = 180/180 PP
  7. GM August 15th, 2016, 6.00PM An abandoned subway car, underneath Stark Hill... It was a remarkably pleasant dream that Osla Jonsson was abruptly jerked from. Standing on the half-rusted roof of the car, eyes twnkling as he met the groggy woman's gaze, was a man in furs and leather with red hair that flickered and shifted like fire underwater. "Osla. Dearest debtor." His voice, as usual, was full of a childish self-satisfaction at talking down to someone who could never hurt him. It was, admittedly, a rare thing for the nominally-bound trickster. He began to pace the roof, his illusory booted feet making no sound "I have decided not to wait, as I'd at first expected. An opportunity has presented itself already." He grinned down at the archer "You are going to attack a superhero tonight. Not directly," he frowned and his pacing grew more rapid "Your victim is none other than that most valiant and stalwart champion of unalloyed justice, the Hammer Thereof. I have no wish to lose such a valuable fish, so this battle while certain to rattle will serve you danger's most minutest dish." "He has a safehouse for some weapons and sensitive information that he cannot trust to Stark Hill." As he spoke, the man took out his dagger and began idly scratching at the wall with it "You are to go to it and destroy everything in it. How hardly matters to me, though a little self-preservation and restraint never hurt anyone. All I care about is that it is done, and done tonight." "That's all. Be a good girl and don't die. I could never keep a straight face in front of your father if I had to tell him." With a snicker, the man was gone. But the scratches on the wall remained. Garf-Stav corner. Remember, a Hammer falls...
  8. Roger Pennington lived in Stone Ridge, the most exclusive neighborhood in Bedlam City. They had an eight-foot high stone wall, an army of round-the-clock armed private security guards, and one of the most vigilant homeowner associations in the country. His mansion may well have been one of the most secure places in the state. It wasn't enough. Roger's wife called up to him as he ascended the stairs to their second-floor master suite. "The car is picking us up in an hour." He sighed. "Thank you, Dear." Roger let a wry chuckle escape his throat. His wife would have more enthusiasm than he for the Smirlock family's "charity" functions even if she wasn't half his age. "Charity..." he muttered. "As if any of the money ever actually makes it to the poors." He twisted the shower spigot in the master bathroom to the "Hot" end, then turned to the sink and brushed his teeth while waiting for the water to warm up. He had just finished his bottom back molar when the bathroom light clicked off. The toothbrush fell out of his hand and his mouth, into the sink. "Wha..."
  9. Ari

    Out of/In to (OOC)

    OOC thread for this thread. A simple sabotage mission. Against the local Batman. @Ecalsneerg
  10. Trying to do some worldbuilding here, tying together our three (technically four?) cities of adventure through related criminal organizations. Today, the Mafia. Feedback and suggestions welcome! I'm considering updating what's going on with Freedom City's three mafia families, but I'd have to consult the ref team first. I plan to add a little more overall, but I'm out of time for today. Ultimately, I'm hoping that the Commission as a massive group of antagonists could provide plot hooks to bring heroes from one city to another for a thread or two, or at least have them hear about each other. The Commission The Mafia was originally formed in the nineteenth century as a group of Sicilian freedom fighters seeking to expel Napoleon and the French; the name itself is an acronym for "Morte Alla Francia Italia Anela,” which means "death to the French cry the Italians!". The traditions of mutual protection and loyalty at the expense of the state that developed during this period persisted over the following centuries, and as Sicilian immigrants traveled to America and ran up against intense nativism, these families became respected parts of their communities. To outsiders, however, they became synonymous with insidious crime. The Mafia as a criminal organization in the United States began in the early 1900s in major East Coast cities, predominately New York, New York and Freedom City, New Jersey. Early on, they were supposed to be administered by a single "capo de tutti capi," or "boss of all bosses", but brutal infighting over who could hold such a powerful position led the heads of the various Mafia families to reevaluate this style of leadership. In 1931, after a particularly brutal murder of one capo de tutti capi, the nation's most powerful mob branches met in Chicago to decide on an alternative. The result was the Commission, a sort of Mafia board of directors composed of the leaders of the twelve most powerful families: the Five Families of New York; Al Capone's Chicago Outfit; the Scarpias, Igglionis, and Gorganzuas of Bedlam City; and the Drioganos, Olivertis, and Tonifannis of Freedom City. The Twelve Families, as the Commission was also known, met to make all significant decisions about the future of the Mafia as a whole. Meetings approved or denied the admission of Sicilian-born men as Made Men, meted out retribution to traitors, and made the fateful decision to get involved with the drug trade. As lesser families, such as the Manettis (who arrived in Emerald City in the 1940's), began to spread, members of the commission increased their influence by offering to champion their interests; both the Manettis and the Los Angeles mob were long represented by the Chicago Outfit. But despite this show of cooperation, uneasiness between families sometimes erupted into near-open hostility. A series of ugly incidents in 1967 nearly put the Chicago Outfit at war with Bedlam's Scarpias, and although the Commission forbade hostilities, neither group has been welcome in the other's city since. As the Mafia's influence grew with the drug boom, so did law enforcement scrutiny, vigilante attention, and competition within the organization. The activities of superheroes in many of the major cities of the United States began to take a serious toll on families that had until recently been unshakable institutions. After the murder of New York Mafia kingpin Paul Castellano in 1985 and a major defection by insiders who revealed the organization's secret structure in order to get revenge on his killers, the mob began to be muscled out of its nationwide place as undisputed head of the criminal underworld. The Five Families of New York and the Chicago Outfit stayed in contact, but never called or attended a meeting of the full Commission again. In some places, however, local circumstances allowed the Mafia families to hold onto more power. In Freedom City, the corruption that came with the Moore Act era largely destroyed any chance for local superheroes and law enforcement to deal the mob a knockout blow, and the three families there managed to retain significant influence in the city's underworld. In Bedlam City, lack of effective oversight by the half-disbanded commission allowed the Scarpias to wipe out the Igglionis. The city was already so corrupt and economically depressed that it had little chance of rooting them out. With heroes and police in Freedom City still working hard to put an end to the Mafia's operations now that the Moore Administration is a distant memory, and with New York and Chicago largely running their own affairs, the axis of Mafia power in the United States has shifted to Bedlam City, where they rule effectively undisputed. Taking advantage of the situation, the Scarpia family reinstated the Commission in the early 2000s, this time with seven seats: three for the Freedom City families, one for the Manettis of Emerald City, one for Bedlam's Gorganzuas, and two for the Scarpias, representing both themselves and the Igglionis. Although a blatant grab for further power and influence by the Scarpias, this new Commission ("the Seven Families" now, although really there are only six) has had considerable success. The member families run contraband routes from coast to coast, dispose of evidence for one another, hide wanted members of families from other cities, share information on superheroes and law enforcement, and have a shared list of assassins and metahuman contractors to pull from when someone interferes too much in their operations. Whether the new Commission can fully revitalize the Mafia as America's most powerful criminal organization remains to be seen.
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