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The Ferroburg Four

Some cities grow sick with time. Idealism gives way to jaded reality, and the best ideals tarnish and grow hard after countless tiny compromises. And some cities are simply born sick—founded on exploitation and manipula­tion and abuse. Ferroburg, PA was founded not on high ideals but to make money, and since its founding has existed to excuse the abuses of the rich and powerful at the expense of the common workers and the poor. While other cities waver between shining brightly in times of plenty and growing harsh when things are lean, Ferroburg knows only corruption, and its wealth exists only for a select few. While a burgeoning technology industry has begun to grow in the abandoned factories and office parks, cor­ruption runs deep in the police force and local govern­ment, with seemingly no change after centuries and a dozen failed reform efforts. The authorities, the mayor, the mob—no one with any measure of power wants to clean up Ferroburg. Until now.   Rust Belt, Kid-Kid, Blackjack, and The Witch: the Ferroburg Four. They were all operating independently to protect the citizens of Ferroburg when they started receiving strange emails signed by “The Witness.” The messages detailed criminal activity across Ferroburg and provided these four heroes with the knowledge to stop it. While pursuing these leads, the four crossed paths and started an uneasy collaboration that has since evolved into team­work. When the four stopped hearing from the Witness, they traced the emails to the basement of an empty ware­house. Although the basement was stocked with comput­ers, monitors, and police scanners, it was clear the site had been abandoned. Had the Witness left voluntarily or been taken? Was he or she hiding? Why had he or she brought them together in the first place, only to suddenly go silent? These questions haunt the team.   Despite tensions caused by their differences in personal­ity, the Ferroburg Four are united by a common goal: to bring safety and stability to Ferroburg. Their city is failing, and the people who suffer are not the same people who grew wealthy off the city’s bygone bounty. American industry buys cheaper steel from overseas, and heavy manufacturing jobs are declining. Ferroburg has been the victim of rampant corruption and criminal activity. A federal grant to update the steel mills disappeared into the pockets of city officials, and the former mayor was convicted of embezzling millions of dollars from the city. A company planning to reopen and update Ferroburg Steel went bankrupt. Wealthier neighborhoods have weathered the storm, but the poorer citizens of the city have faced the crisis head-on and live it every day. While many have fled Ferroburg, others are financially unable to relocate, or tied to the city through family, loyalty, or employment. The Ferroburg Four hope that if they can combat the corruption at the heart of the city, businesses can flourish and jobs will return.

Assets

While most hero teams assemble from a diverse range of backgrounds and life experiences, the members of the Ferroburg Four know the streets of their city—one way or another, its back alleys and personality define them all. This intimacy gives them all a basic understanding of the Steel City and its culture and hiding spots. While each has their specialty—Blackjack knows the ins and outs of the corrupt halls of power, while Rust Belt knows the city’s unions and factories—they all know more than enough to get by.   Rust Belt has renovated the basement in her building to make a headquarters for the Ferroburg Four, nicknamed the Rust Basement by Kid-Kid. Her workbench is there, and she has added a few desks and set up some comput­ers, police scanners, and monitors for security cameras. The basement has workout equipment and yoga mats, extra beds (though no comfort or privacy), a well-stocked refrigerator, and enough security to satisfy its paranoid occupants. Here, the Ferroburg Four meet, plan, train, rest, and watch the city.
Type
Adventuring Party
Location

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