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The Rules

FALLEN IS GOTHAM
 
The aim of the game is to conquer Gotham. This can be literal, metaphorical, or spiritual. The aim of the game is ultimately up to you.  Gotham city is split into districts each with its own commodity values. Players are encouraged to move between these districts and seek out plots to advance their goals. There are plots unseen in each district and as the game goes on you will learn of potential targets and hopefully come up with your own.
 
Players will inevitably clash with other npc villains, vigilantes and other players and when these opportunities occur there is a chance for players to end up classic RP'ing either at table or on Skype. One of the benefits of the game being mainly submitted actions is that many players can take part at once and not actually know for large periods whether they are interacting with an NPC or a player character. You could be asked to attend a tabletop session not knowing that another player is attempting the same bank robbery as you whilst another player has tipped off the authorities because he intends to make a power play for the district you control. Ultimately the style of game you want to play is in each individual players hands, if you want to play mainly by strategy and submitting actions then thats fine, if you want to request more RP and take your characters one on one with story elements at a base character level then that too will work.
 
There are opportunitys for players to take control of economic elements in the city, control supplies, gain technology advantages, run businesses and pretty much anything you can think of. Onto the basic rules.
 

 

TARGET NUMBERS

At certain times during the game you will be required to achieve a target number for success and will be instructed as to what chracter skill applies towards the roll for success. You will take a relevant character Trait and then pick a relevant skill if you have and roll that many D10. You keep as many dice from your roll as you have in the trait and discard the other dice. If your combined total equals or beats the target number then you succeed in the role.

 

 

 

CORE MECHANIC:

 

Fallen is Gotham uses a standard, or “core,” game mechanic to resolve actions Green Ronins DC adventures provides the framework for character creation and all of the RP level interaction of characters. The strategy game uses rules developed purposefully for this game and can be found on this website.

 

The core mechanic for most actions with any kind of resistance is;

 

 

Whenever a character attempts an action with a chance of failure, do the following: 

 

 

  • -Roll a twenty-sided die (or d20).

 

  • Add any relevant modifiers (for game traits like abilities, skills, powers, or circumstance penalties or bonuses) to the number rolled. 

 

  • Compare the total to a number called a difficulty class    

       (appropriately abbreviated DC). 

 

 

 

If the result equals or exceeds the difficulty class (set by the GM based on the circumstances or a rival players roll or armor), the effort succeeds. If the result is lower than the difficulty class, it fails.

 

This simple mechanic is used for nearly everything in Fallen is Gotham with variations based on what modifiers are made to the roll, what determines the difficulty class, and the exact degree of success and failure.

 

 

 

CRITICAL.SUCCESS

If you roll a 20 on the die when making a check you’ve scored a critical success. Determine the degree of success normally and then increase it by one degree. This can turn a low-level success into something more significant, but more importantly, it can turn a failure into a full-fledged success! A critical success with an attack check is called a critical hit.

 

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