Gotham


The Axioms of Gotham:

Tech: 20

The technological situation of Gotham is a patchwork of spectacular advances and blindspots that, on the average, corresponds roughly to the dawn of the 20th on Core Earth. Due to the Law of Obsession, there has been great advancement in certain areas, particularly Transportation and Weaponry. But many areas, particularly those of Medicine, Forensic Science, and Illumination, are not even as developed as many Tech 19 cosms, such as Orrorsh. The cosm supports such technology, it is only that few individuals care enough to implement the theories on any wide scale. The sight of jet-black cars tearing down narrow roadways at night without the benefit of streetlamps or headlights is common in Gotham, and can be considered a metaphor for the cosm.

Social: 20

Like Technology, the Social structures of Gotham are a patchwork of developmental levels, and roughly analagous to the "Roaring 20's" of Core Earth's 20th century. Though based more on low axiom forms, the vast beauracracies run more efficiently than they should as most civil servants become obsessed with their work. These obsessions have also led to a greater understanding of the social dynamic, as well as deeper insights into the fields of psychology and marketing. There is also a much wider division between the classes in Gotham, comparable to Victorian England, or even Medival Serfdom, with little if any Middle class. Even the newly forming unions have had little impact on the day to day drudgery of the lower classes. But while the Upper Class lives well, they do not live easy. All the glittering parties and midnight balls can only mask the darkness they carry with them.

Magic: 8

While the Magic axiom of Gotham is higher than that of Core Earth, allowing for formalized spells rather than ritualized magics, the fact that it remains siginificantly lower than the Tech axiom means that magic is seen as "the unknown", and is rarely pursued except by the most obsessive practitioners. This "Unknown" label also brings it under the auspices of the Law of Darkness, providing for a local axiom shift and the existance of "minor magical creatures", but only under the cover of night.

Spirit: 5

The Spirit axiom of Gotham is among the lowest of the known cosms to support a recognizable form of life. While this leads to little if any belief in higher powers - and even among believers, a sense that these powers do not care about them - it also manifests itself in the lack of more mundane belief systems as well. With only the extended family possible (which includes friends as well as indirect blood relations), the XXX of less personal social structures is muted. The various "-isms" hold little power ofver the inhabitants of Gotham, who are quite reconciled to the fact that you are born, you die, and very little if any of what you do inbetween makes any difference. The only thing one can believe in is your own name, and even friends are more people you can live with than people you can trust.

The World Laws of Gotham:

The Law of Darkness

In most cosms, darkness is merely the abscence of light, and it is that light that defines their existance - color, texture, shape. But in Gotham, it is darkness that defines reality. It is the shadow that outlines existance. It is the unknown that sets the limits of knowledge. It is the sin that defines the soul, madness that defines sanity.

While the Law of Darkness primarily manifests itself as mere social conventions - a tendency to prefer the dark over the light, to presume guilt before innocence, and so forth - it does have two very important game mechanics. First, the power of darkness is such that it can overcome the Law of Reality, allowing full access to all game mechanics. Second, it produces an increase in the Magic axiom sufficient to grant life to creatures that require magic to exist. Both of these effects occur only under "true darkness", or the fall of night. Shadows, no matter how deep, are insufficient, though a solar eclipse might provide the neccessary blackness.


The Law of Obsession

While their is little to live for in Gotham, the Law of Obsession provides some drive, some zest for life. Inhabitants tend to fixate on one thing - an item, and idea, a lifestyle - and embrace it whole heartedly, making it the defining aspect of their existance. Saddly, due to the Law of Darkness, these obsessions are most often twisted and bleak, prefering rather to revel in the darkness rather than try to rise beyond it. Even such inocent passtimes as stamp collecting can lead to robbery, larceny, and mass murder.

In game terms, characters receive a +1 to all actions taken towards a specific desire. These desires have to be more overall in nature - "aquire wealth", "rule the world" - rather than immediate - "defeat my current opponent", "escape this death trap" - and once chosen cannot be changed. (So even if it was a person's goal to defeat their immediate opponent, once defated, they wouldn't get a bonus until they met that opponent again.) The character can gain an additional +1 for further limiting the scope of their obsession - "gems", "rule the world of Botany" - and an additional +1 (for a toal of +3) for limiting it to a specific obsession - "the Hope Diamond", "creating the first true Black Orchid". (Again, once determined, the Obsession cannot be changed, and more than one Gotham-ite has achived their life's dream, only to be driven to extremes by their happiness and the knowledge that they can never again reach their goals...) Also, whenever the object of their obsession is used against them - as the means of a Taunt or the goal of a Haggle - the character not only does not receive the bonus, but actually suffers their Obsession as a penalty. (It is quite possible that both sides of a transaction will be so blinded as to not care what the other wants!)

Example: John Doe has a need for speed. Any skill checks to go faster, such as pushing running or driving a land Vehicle, are made at +1, as are any Scholar checks about information on the fastest animal, or land speed records and any Science checks involving velocity. If John Obsessed only about cars, he would get a +2 on all driving checks, knowledge about specific makes or models, and attempts to repair or improve cars, but no bonus at all on airplanes, cheetahs, or simple velocity. Should John instead narrow his Obsession to restoring his antique Finger-Kane '38 roadster, he would get a +3 on all repair rolls, Streetwise checks to find rare parts (but be at -3 when Haggling on the price!), and even Artist(Painting), since he would never let another person close enough to paint it instead. But should the roadster ever be fully restored, his Obsessive energies will have to find a new outlet. If he is very lucky, he might find another '38 F-K roadster to refurbish (and another, and another...), but more likely he will find himself destroying the car himself so that he may continue to repair it, or end both of their existances with a suicidal plunge off an oceanside roadway. Things rarely work out for the best in Gotham.

Note: The GM should feel free to award an additonal possibility to those characters that roleplay their obsessions to the fullest, as if it were a Subplot. In addition, many subplots that can deal with Obsession, from Personal Stake to Romance to Nemesis and so on, are worth two (2) possibilities per act to those operating under the Law of Obsession.


The Law of Reality

Life is hard, and there is no such thing as a free lunch. The ease with which other realities accomplish things is totally lost in Gotham.

In game terms, a number of the mechanics that simulate "luck" or "action" are not available in Gotham. Rerolls are not allowed, for Skilled or Prated. Rolls can still be modified by the expedniture of possibilities, but the cost is doubled. (It now costs two possibilites to buy a reroll. In this case, more than one personal possibility may be spent to modify a roll, but still only one modification per roll can be bought through personal possibilities.) The cost to buy off damage is similarly doubled. (As is the limit, and again, only three "packets" per attack may be bought off through personal possibilities.) Also, Prateds take damage on the Ord Combat Results table, and any Wounds taken will suffer penalties. (If the GM is already using Wound Penalties, the effects are doubled. In the case of a Wound Subplot in Gotham, the effects would merely be tripled, not quadrupled.) All of these effects, however, are can be negated by the Law of Darkness at night, which is when most important things are done in Gotham.

Look in on some of the Personalities of Gotham.

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