AMTurtle
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GOTHAM: CITY OF SIRENS
June 1st, 2010.
Gotham is entering a new era. Mob rule, long synonymous with the city itself, has been shattered.June 1st, 2010.
The back of the Falcone crime family has been broken earlier in the year by the combined efforts of then-captain Gordon, District Attorney Harvey Dent and, as some rumors go, the Batman himself. Salvatore Maroni has just been arrested as part of a series of raids by the GCPD, leaving what remains flailing and headless. Despite the public scandal of Harvey Dent's maiming, and his subsequent actions, his anti-corruption initiatives have been taken up on a federal level. Dozens of City Hall employees have been arrested, Mayor Hill has been indicted and is set to stand trial before the year is over. With ex-Commisioner Loeb set to be its star witness. It is a new dawn in Gotham City.
And to those with keen eyes, this new dawn seems set to tumble over the cliff.
President Rick Rickard, often called the "Kid President" by his critics due to being 35 when elected, was supposed to usher in a new era. The stock market crash and resulting Great Recession has seen optimism of the Rickard presidency drain. Gotham in particular has been hit hard, leading to an air of anxiety as thousands lose their jobs and face the horrific prospects of not knowing where their next meal will come from, or how long they'll have a roof over their head. The Mob is broken, headless, but its body twitches, seeking any way to survive. Dent's anti-corruption initiative has, in his absence, been co-opted by the Department of Justice. His root-and-stem approach tossed aside for perp walks and quick, career enhancing victories that has seen the City Council decapitated and Municipal government floundering. Old institutions are tumbling down left and right. Aubrey James is interim Mayor by simple virtue of being the last man standing, and little else. Sitting on a 9% approval rating it is doubtful he will win re-election this November though the disappearance of Harvey Dent from politics has made who will run against him up for grabs.
Enter, stage right; A new class of criminal.
Running this game with the lovely @triumph8w as co-gm.
Hello! And welcome to Gotham: City of Sirens. You will be playing as supervillains, looking to fill the power vacuum in the city. While we do encourage you to play as a canon villain—Batman's rogues gallery is surprisingly vast, with plenty of minor and obscure characters—OC's are allowed. We won't be beholden to any particular continuity, though The Long Halloween and Batman Year One can broadly be assumed to be 'canon' to the game. With, of course, some wiggle room for how players want to portray any character that may have shown up in either comic.
To expand somewhat on that and set the scene a little; as of the start of the game the Justice League has not formed. Costumed vigilantes are just starting to gain national attention, meta-humans are largely unknown to the public. Being the topic of conspiracy theories and internet forums. Yet governments around the world have been noting a steady rise of metahumans for years with concern. It's a new dawn for more than just Gotham.
Now, without further ado…
DISCORD LINK - MANDATORY FOR PLAYING THE GAME
MECHANICS:
MECHANICS:
Fame: Fame is how much the crime world and the rest of the world knows who you are. Carmine Falcone was considered by some to be the favorite son of Gotham with everyone making deals with him. Fame is for keeping track of your legend and who is on track to become the new crime lord of Gotham. Earned for notable acts or victories against your opponents in the war for control of Gotham.
Heat: To gain and maintain control of Gotham you will have to perform unsavory acts from time to time. There is however a limit that will be accepted by the crime world, public and the police. Similar to fame, heat is used to keep track of how much the authorities and other figures are interested in seeing you behind bars.
Funds: Money is the chief motivator why people are fighting for control of Gotham's underworld. The Falcone's proved how much could be gained if someone were to control it all. Money keeps your muscle paid, bribes and whatever your dark little heart desires. This can be obtained by operations, heists or holding territory through protection rackets.
Operations: The beating heart of your criminal empire are the criminal operations that provide a constant source of income. Take care to secure yours and if you want to cripple your enemies take theirs from them. Additional ones can be built in a turn however the build cost must be paid in full.
Income | Build Cost | |
Money Laundry | 2 | 4 |
Smuggling Ring | 4 | 8 |
Counterfeiting | 2 | 4 |
Drug Den | 6 | 12 |
Chop Shop | 3 | 6 |
Gambling Den | 3 | 6 |
Arms Dealing | 5 | 10 |
Phone Banks | 2 | 4 |
Territory: Where the sausage is made, where the common man walks, the beat cop patrols, the rat stalks. Getting a hold of these basic arteries of Gotham can ensure a good slice of the pie; a foot in the door, if you will. Having a presence in any of these enables you to build operations. Have enough of a presence, and you can gain the base income of any territory. Just remember: shit always flows downriver.
-Otisburg: $4
-Cherry Hills: $3
-New Town: $3
-Burnley: $3
-Robbinsville: $3
-Amusement Mile: $2
-Crime Alley: $2
-The Bowery: $2
-Upper West Side: $5
-Upper East Side: $5
-University District: $4
-Chinatown: $4
-Diamond District: $4
-Coventry: $3
-Tricorner: $3
-Fashhion District: $3
-Old Gotham: Police presence too high.
-City Hall District: Police presence too high.
Events: Every turn will be a month long and during that month an event will happen to shake things up for Gotham. Whether or not these events will be good or bad for you is for fate to decide…
Banks: What's a supervillain without a bank to rob? Banks are an excellent way to get a good windfall of cash, so long as you plan it right. However, the elite of Gotham love their banks far more than they do their fellow man. Any attempt at kicking in the door will earn you Fame and Heat in equal measure. Getting away with it will ensure you have a boatload of cash, and the ire of the authorities with it. Be careful of when, and where, you strike.
-Gotham Merchant's Bank (Bowery): 15$
-Gotham National Bank (Diamond District): 18$
-Gotham City Bank (Upper East Side): 20$
-Bank of Gotham (Old Gotham): 40$
Blackgate Penitentiary and Arkham Asylum: These two historical institutions have been part of Gotham's bloody history for approximately a century with poor souls being shuffled in for a variety of reasons. Blackgate's population exploded during the War on Drugs while Arkham found itself the recipient of the shut down mental institutions on the eastern seaboard. During the DOJ's sweep of Gotham the inmates of both have ballooned with Arkham being used to store criminals swept up by raids. If you dare these are motivated and willing criminals willing to follow those willing to break them out. Being captured is not the end of the game but it will hamper your ability to affect things in Gotham.
Criminal Syndicates: If you desire to you can combine your efforts with another crime lord in Gotham. There is a danger in this strategy because sometimes those close to you can be your worst enemy. There will battle for influence within the crime syndicate. Upon being eclipsed, the player will be forced out of the narrative. Their assets are either going to the senior partners, or fleeing the sinking ship. To maintain influence one must have a careful balance between the bosses and their interests. Each boss must have 30% influence, or they risk being eclipsed. 20-29% one gets a warning about being eclipsed so they may attempt to avoid their fate. Below 20% one simply gets eclipsed.
Desperate and the Amoral:
Goons: The end of the traditional criminal empires combined with the mass unemployment has seen the muscle of this city for hire at the right price. These are your groups of underlings dressed in attire matching your theme willing to fight to take or hold onto your criminal empire. Keep in mind these are hired goons so while they are willing to fight for you they will flee if overwhelmed by other crime lords or da Bat. Every single crime lord will start with one squad of goons. It will cost $2 to hire and organize an additional squad of goons. There is an upkeep of $1 for each squad of goons.
Accomplices: These are your right or left hand figures within your criminal organization. More effective than a goon but not as effective as you in enacting your will these individuals will be vital in maintaining your crime empire. They are gained through notable acts of crime and earning Fame.
Mercenaries: From time to time the notable problem solvers for hire will show up in Gotham looking for work. Fame and money will decide whose contract they take.
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Orders
200 words for orders to be sent to @triumph8w and @AMTurtle in a PM titled Gotham: City of Sirens [character name].
Character App:
Faceclaim: Optional.
Name: Jonkler(Kcaj Repian)
Pronouns: He/Him
Age: 32(?). So he says.
Bio: (A brief overview of the character. Backstory, personality, ect. Please include stuff like Mister Freeze's suit or Fear Gas here.)
To reiterate from earlier, canon characters and OC's are allowed. Batman has a long list of enemies. Plenty of obscure characters there to give the BTAS Mister Freeze treatment to, if you're struggling to find an appealing character. This will not be a Three Jokers scenario ONE of each character will be accepted.
Court of Owls is not going to be allowed because having a group that secretly has been running everything isn't viable.
Maximum of two apps person.
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