Welcome back to Bedlam! Here's the stuff that didn't fit in the first book. Enough vicious mayhem and hopeless bleak despair to satisfy even the most jaded enthusiast.
In this volume we have new places to shop, a handy guide to the price of illegal drugs, information on the hazards of the spirit world around Bedlam, new supervillains, heaps more non-powered NPCs, and lots of adventures. Are your PCs feeling a little overcrowded in Bedlam? Well, today's their lucky day, because we have included two complete pocket universes at no additional cost. Feel like you can't face tomorrow in the City of Now? We have a whole section on Bedlam's previous ages-including stats for the city's heroes and villains from the 19th Century through the 1970s.
One word of warning to the customer-this book isn't a complete campaign setting, it's a supplement to "Bedlam City." While you could use most of this material in any superhero role-playing game, you'll get a lot more fun out of it if you already own a copy of the other book. A copy of the Savage Worlds Supers Companion would also be a good investment, since this book uses those rules for Super-Heroic Savage Worlds adventure.