They come from all over. From Lab Accidents and Future Science. From Arcane Enclaves to Intriguing Eugenics. From the Power of the Mind to the Might of the Muscle. From planets outside our solar system to Dimensions outside Time and Space. From the courage in a human heart to the depths of our tragedies...They are metahumanity. They are superhuman.
Those that take up a second life, a costume to hide their identities. They prowl the streets, doing what others can't or won't. Be they benevolent protectors, hardened revenge seekers, or shadowed exploiters...They all have one thing in common.
None of them have a place to unwind. No where to kick up feet and dance. No where to lose themselves in some music and dance. No where to enjoy a bit of banter and grab a bit of the bottle. No where to catch a hair of the dog that bit 'ya!
At least, not until a certain hero cashed in numerous earned favors. And started a truly audacious project.
Welcome to The Bottle and The Club, an exclusive nightclub serving only costumed vigilantes. No reputation as a costumed hero or villain? No getting through the front doors. There's precautions just to make sure of that. See the Security post for info
The whole night club was made from a renovated Opera House, with three extra wings added for additional features to the club. The wings can be read about in the below posts, and the wings are; The Amphitheater Dance-Floor, the Tavern-House, The Marble Lounge, The Courtyard, and the Dome.
Now, The Bottle and The Club insists that, regardless on personal outlook, creed, morals, what have you, that the Club maintain a strict policy of Neutrality. Regardless of whether there your intentions are those of Justice or Villainy, the management will not allow fighting within the entertainment area or on the city block surrounding the Club. If you MUST fight, there is an area prepared for it in the Dome.
Those that take up a second life, a costume to hide their identities. They prowl the streets, doing what others can't or won't. Be they benevolent protectors, hardened revenge seekers, or shadowed exploiters...They all have one thing in common.
None of them have a place to unwind. No where to kick up feet and dance. No where to lose themselves in some music and dance. No where to enjoy a bit of banter and grab a bit of the bottle. No where to catch a hair of the dog that bit 'ya!
At least, not until a certain hero cashed in numerous earned favors. And started a truly audacious project.
Welcome to The Bottle and The Club, an exclusive nightclub serving only costumed vigilantes. No reputation as a costumed hero or villain? No getting through the front doors. There's precautions just to make sure of that. See the Security post for info
The whole night club was made from a renovated Opera House, with three extra wings added for additional features to the club. The wings can be read about in the below posts, and the wings are; The Amphitheater Dance-Floor, the Tavern-House, The Marble Lounge, The Courtyard, and the Dome.
Now, The Bottle and The Club insists that, regardless on personal outlook, creed, morals, what have you, that the Club maintain a strict policy of Neutrality. Regardless of whether there your intentions are those of Justice or Villainy, the management will not allow fighting within the entertainment area or on the city block surrounding the Club. If you MUST fight, there is an area prepared for it in the Dome.
Sections of the Club
The Foyer
Heading up the black painted granite steps and into the front room of the Opera-House reveals a long hall forking in three directions. Forward leads to the Dance Hall, to the left is the Lounge and the Dome, to the Right is the Tavern House, the Courtyard, and the Staff Rooms.
The Amphitheater Dance-Floor
The whole of the seating have been removed, turned into a graceful gradient curve upon which round platforms rest. And upon the platforms lay a number of booths, couches, tables, and soft seating. All over it a perfect half-moon around where elegant floor seating once lay...And now, it is a vibrant colorful semi-circle dance floor for people to cavort upon. The orchestra pit has been opened and filled, becoming a pool for various things. Like foam or glowing water for clients to enjoy as they wish. The stage has been restored rather than renovated, and made for a full DJ Booth and Venue. There are no less than three service stations for drinks along the walls.
The Tavern-House
Not in the mood for Dancing and Music? Hey, we got your Poison. Head upstairs from the right of the Foyar, leads you to a large and cozy Tavern and Cafe` with a rich, speakeasy theme. All located in the west wing. Plush leather booths, a host of hot comfort foods for order, strong drinks on tap, mellow music, a wrap around, sit down bar with two service wells. It's a good place to get a bite to eat after a night of dancing, or just hang up the cape and wind down.
The Marble Lounge
This place to the left of the Foyer, serves as a VIP Lounge with a silken oriental theme. But here, everyone is a VIP to management as far as the Lounge goes. It's rich marble interior, elegant statues, numerous places to lounge or lay about, several with Hookah stations. And bottle service at every collection of loungers and couches, with food that can be ordered from the Tavern House for delivery. There are six fountains dotting the lounge in an even rectangle, and a house band plays requests from a raised platform at the far end of the lounge. This is a place of discourse, a place to meet, schmooze, get some gossip, or work a dirty deal from a lap of luxury. But if you need some privacy, off the lounge are a number of room that can be rented for a cost, and Management ensures that you will be treated with discretion while within.
The Laser Garden Courtyard
Need some fresh air after all your fun? Well, we left the gardens all available for you. With our own twist. As the path meanders through the exotic plant life, feel free to give any button you see a press or knob a twiddle. Watch as the colorful foliage takes on a new life as laser lights dance over the exotically colored garden. That added to the clean night air, is very refreshing from the hustle of the club.
The Indestructible Dome
Some guys ain't never getting passed Thunderdome. OHHHH!
The final location is the most seldom used. The owner understands that Superhumans are a varied sort, full of extremes, but no more human than anyone else. Sometimes, fists gotta decide a dispute. And when you have super powers, fists do alot of collateral damage. For this inevitablilty, the Dome was created in the Annex Wing, back most of the whole club. The building is painted a stark black, with a large shiny metal dome on the roof. Within, there are numerous catwalks encircling a completely spherical metal cage that takes up the whole of the building. When two Supers enter, a set of force field projectors and magical wards encircle the indestructible cage in a dual layered shield to keep the fight completely contained within, no matter what is thrown at them. Fights are recorded, and can be watched on tablet monitors available throughout the club.
The Foyer
Heading up the black painted granite steps and into the front room of the Opera-House reveals a long hall forking in three directions. Forward leads to the Dance Hall, to the left is the Lounge and the Dome, to the Right is the Tavern House, the Courtyard, and the Staff Rooms.
The Amphitheater Dance-Floor
The whole of the seating have been removed, turned into a graceful gradient curve upon which round platforms rest. And upon the platforms lay a number of booths, couches, tables, and soft seating. All over it a perfect half-moon around where elegant floor seating once lay...And now, it is a vibrant colorful semi-circle dance floor for people to cavort upon. The orchestra pit has been opened and filled, becoming a pool for various things. Like foam or glowing water for clients to enjoy as they wish. The stage has been restored rather than renovated, and made for a full DJ Booth and Venue. There are no less than three service stations for drinks along the walls.
The Tavern-House
Not in the mood for Dancing and Music? Hey, we got your Poison. Head upstairs from the right of the Foyar, leads you to a large and cozy Tavern and Cafe` with a rich, speakeasy theme. All located in the west wing. Plush leather booths, a host of hot comfort foods for order, strong drinks on tap, mellow music, a wrap around, sit down bar with two service wells. It's a good place to get a bite to eat after a night of dancing, or just hang up the cape and wind down.
The Marble Lounge
This place to the left of the Foyer, serves as a VIP Lounge with a silken oriental theme. But here, everyone is a VIP to management as far as the Lounge goes. It's rich marble interior, elegant statues, numerous places to lounge or lay about, several with Hookah stations. And bottle service at every collection of loungers and couches, with food that can be ordered from the Tavern House for delivery. There are six fountains dotting the lounge in an even rectangle, and a house band plays requests from a raised platform at the far end of the lounge. This is a place of discourse, a place to meet, schmooze, get some gossip, or work a dirty deal from a lap of luxury. But if you need some privacy, off the lounge are a number of room that can be rented for a cost, and Management ensures that you will be treated with discretion while within.
The Laser Garden Courtyard
Need some fresh air after all your fun? Well, we left the gardens all available for you. With our own twist. As the path meanders through the exotic plant life, feel free to give any button you see a press or knob a twiddle. Watch as the colorful foliage takes on a new life as laser lights dance over the exotically colored garden. That added to the clean night air, is very refreshing from the hustle of the club.
The Indestructible Dome
Some guys ain't never getting passed Thunderdome. OHHHH!
The final location is the most seldom used. The owner understands that Superhumans are a varied sort, full of extremes, but no more human than anyone else. Sometimes, fists gotta decide a dispute. And when you have super powers, fists do alot of collateral damage. For this inevitablilty, the Dome was created in the Annex Wing, back most of the whole club. The building is painted a stark black, with a large shiny metal dome on the roof. Within, there are numerous catwalks encircling a completely spherical metal cage that takes up the whole of the building. When two Supers enter, a set of force field projectors and magical wards encircle the indestructible cage in a dual layered shield to keep the fight completely contained within, no matter what is thrown at them. Fights are recorded, and can be watched on tablet monitors available throughout the club.
Club Security and Rules
On Staff are a series of NPCs who have demonstrated fair amounts of superpowers that would be handy for keeping order within the night-club. Five of them have are decent-strength Bricks with Invulnerability and Super-Strength, three are Speedsters, two are Energy Projectors, two are competent Psychics housed up in the Security office, and the last is a Mage Apprenticed to the Club Owner, whom is a very powerful Arcanist Hero.
This is in addition to any player hired Bouncer who might be on duty.
The Club's walls are reinforced with a special metal-alloy plating, and the Concrete is hardened with a Clay pulled from an extra-dimensional source. The walls have numerous magical ward-sigils placed into them, to be activated when needed. And calling in favors from some tech-saavy super-friends, the owner has some hidden measures against technological threats in each wing.
To get into the club, you walk through a scanner, which detects what Powers an individual has and matches their costume and power readings to a global register. If it comes back with clean record, absent of any outstanding warrants, then you are in like flynn.
IC Rules
1. ~Superhumans only. You have to be a superhero or super villain to roleplay here. Capes and Cowls only, as the Thread Heading says. Your Nosferatu Vampire Lord from Detroit doesn't fit here, Nor does your Nekomimi Girl, Nor does your Cousin of Smaug. Plain-jane humans are an exception, but only when escorted by a superhuman. Even a Cape wants to have a normal relationship once in a while.
2. ~The Floor of Neutrality. As noted, this is neutral ground. Hero or Villain, behave yourselves. The staff is watching. The owner is watching. We made this place as an escape from the strains and stress of the street justice and scheming. Enjoy yourselves...and if you must come to blows; we have a place to work those issues out, but only under House Rules.
3. ~Rules of the Dome.
One) Both Parties must agree to settle the issue within the Dome, and sign a waiver basically saying they are engaging in legal improvised Mixed-Martial Arts combat, for the entertainment of the crowd. This is for Legal reasons.
Two) Both Parties must submit to a three-pronged search {Physical, Psionic, and then Magical} before entering the Dome.
Three) All objects and/or Spells deemed lethal to the opposing party are removed or Sealed for the duration of the fight.
Four) Fights proceed until one side relents, one side goes unconscious, or Management determines that further confrontation would result in fatality.
Five)If a fatality does result, the club will be shut down for investigation by the police. This will anger your fellow Superhumans, but worse, it will anger the Owner.
4. ~Neutral for Vigilantes, Not for Fugitives. TB&TC is not an extra-territorial ground, nor is it it's own Sovereign Nation. It is part of the city it inhabits and therefore, complies with it's laws in most regards. Some laws are loop-holed or bent as a favor to management for services previously rendered. But if you are currently Wanted for misdeeds, you won't get in the door, regardless of if you are Hero or Villain.
On Staff are a series of NPCs who have demonstrated fair amounts of superpowers that would be handy for keeping order within the night-club. Five of them have are decent-strength Bricks with Invulnerability and Super-Strength, three are Speedsters, two are Energy Projectors, two are competent Psychics housed up in the Security office, and the last is a Mage Apprenticed to the Club Owner, whom is a very powerful Arcanist Hero.
This is in addition to any player hired Bouncer who might be on duty.
The Club's walls are reinforced with a special metal-alloy plating, and the Concrete is hardened with a Clay pulled from an extra-dimensional source. The walls have numerous magical ward-sigils placed into them, to be activated when needed. And calling in favors from some tech-saavy super-friends, the owner has some hidden measures against technological threats in each wing.
To get into the club, you walk through a scanner, which detects what Powers an individual has and matches their costume and power readings to a global register. If it comes back with clean record, absent of any outstanding warrants, then you are in like flynn.
IC Rules
1. ~Superhumans only. You have to be a superhero or super villain to roleplay here. Capes and Cowls only, as the Thread Heading says. Your Nosferatu Vampire Lord from Detroit doesn't fit here, Nor does your Nekomimi Girl, Nor does your Cousin of Smaug. Plain-jane humans are an exception, but only when escorted by a superhuman. Even a Cape wants to have a normal relationship once in a while.
2. ~The Floor of Neutrality. As noted, this is neutral ground. Hero or Villain, behave yourselves. The staff is watching. The owner is watching. We made this place as an escape from the strains and stress of the street justice and scheming. Enjoy yourselves...and if you must come to blows; we have a place to work those issues out, but only under House Rules.
3. ~Rules of the Dome.
One) Both Parties must agree to settle the issue within the Dome, and sign a waiver basically saying they are engaging in legal improvised Mixed-Martial Arts combat, for the entertainment of the crowd. This is for Legal reasons.
Two) Both Parties must submit to a three-pronged search {Physical, Psionic, and then Magical} before entering the Dome.
Three) All objects and/or Spells deemed lethal to the opposing party are removed or Sealed for the duration of the fight.
Four) Fights proceed until one side relents, one side goes unconscious, or Management determines that further confrontation would result in fatality.
Five)If a fatality does result, the club will be shut down for investigation by the police. This will anger your fellow Superhumans, but worse, it will anger the Owner.
4. ~Neutral for Vigilantes, Not for Fugitives. TB&TC is not an extra-territorial ground, nor is it it's own Sovereign Nation. It is part of the city it inhabits and therefore, complies with it's laws in most regards. Some laws are loop-holed or bent as a favor to management for services previously rendered. But if you are currently Wanted for misdeeds, you won't get in the door, regardless of if you are Hero or Villain.
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