Harley's | Villains' Bar & Nightclub RP

Harley's | Villains' Bar & Nightclub RP

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◆ DRINKS · GAMES · MUSIC · BAD COMPANY ◆
THE AINSWORTH COLLECTION PRESENTS
HARLEY'S
VILLAINS' BAR & NIGHTCLUB RP
◆ ♥ ◆
Every world has its villains.
Apparently, they all drink somewhere.
OPEN-WORLD CROSSOVER RP · CANON CHARACTERS · PLAYER-DRIVEN SIMULATION
I · WELCOME TO HARLEY'S
Same Drinks. Different Dimensions.

Somewhere between worlds, timelines and places that should never reasonably share the same postcode, there's a door.

What's on the other side is considerably easier to explain.

It's a bar.

Harley's is an impossible little point of intersection where people from otherwise separate fictional worlds can drink, talk, gamble, dance, negotiate, argue, flirt, scheme, conduct business or spend an entirely uneventful evening at the bar.

Nobody needs to understand why the door works. Some patrons have theories. Others stopped asking a long time ago.

NO PORTAL DIAGRAM REQUIRED.
JUST COME IN.
II · THE ESTABLISHMENT
Pick Your Corner

Harley's is a functioning bar and nightclub rather than a cosmic palace. Its mismatched personality has accumulated over time: dark timber, worn leather and brass beside exposed brick, neon, club lighting and the occasional piece of decoration nobody remembers approving.

THE MAIN BAR
The Heart of Harley's
Dark wood, brass fittings, battered stools, old mirrors and enough bottles to make questions about their worlds of origin seem impolite.
THE NIGHTCLUB
Neon After Dark
Music, shifting lights, dancing, crowded tables and a clientele for whom an unusual night requires a fairly impressive definition of unusual.
THE UPPER LOUNGE
Privacy Costs Extra
Quieter booths, private rooms and expensive furniture for negotiations, clandestine meetings or people who simply don't fancy the dance floor.
POOL · CARDS · DARTS
Ordinary games. Occasionally extraordinary disagreements.
BOOTHS · CORNERS · BACK ROOMS
Not everybody came here to be seen.
III · BAD COMPANY
Villains. Antagonists. Bastards.

The word villain is used rather loosely around here.

Career criminals share the room with gangsters, assassins, tyrants, monsters, dark wizards, mercenaries, corrupt officials, mad scientists, supernatural predators, warlords, criminal masterminds and the occasional threat to existence itself.

Others occupy considerably greyer territory: antiheroes, former villains, morally questionable protagonists and people who would take considerable offence at the suggestion that they were ever the problem.

CRIMINALS
MONSTERS
TYRANTS
MISFITS

They don't form one convenient villain community. Patrons keep their own circles, grudges, interests and standards. Gangsters may recognise something familiar in other gangsters. Rulers may find one another intolerable. Two monsters may have absolutely nothing to discuss.

A feared tyrant in one world may discover that nobody at the next table has ever heard of them.

At Harley's, infamy doesn't travel automatically.
IV · BEHIND THE BAR
Harley Quinn
PROPRIETOR · BARTENDER · HOSTESS · OCCASIONAL PROBLEM

The unmistakable face behind the bar is Harley Quinn.

Energetic, irreverent, impulsive, mischievous and difficult to intimidate through reputation alone, Harley has somehow become the person responsible for serving drinks to some of fiction's least reassuring individuals.

She's playful without being stupid, chaotic without being oblivious and considerably more perceptive than her manner sometimes suggests. Beneath the jokes and theatrical reactions is an intelligent woman with a trained understanding of people and an inconvenient talent for noticing things.

Harley knows her regulars. New faces are another matter. Running the place doesn't make her omniscient, and somebody walking through the door from another universe may be just as unfamiliar to her as she is to them.

HOUSE SPECIAL
"Grab a seat wherever ya like, hon."
She might pour your drink.
She might give you a nickname.
She might disappear for twenty minutes.
She might start an argument.
SHE OWNS THE PLACE.
SHE DOESN'T OWN THE STORY.
V · PICK A DOOR
FOUR WAYS TO WALK IN
Different nights. Different company. Same bar.
GREETING 01
An Ordinary Evening
Harley is fighting a losing battle with cocktail cherries. Alfie Solomons is suspicious of the complimentary peanuts. Bellatrix wants him to stop talking.
Meanwhile, Darth Vader is quietly having a drink.
GREETING 02
The Card Game
Hans Gruber is trying to play properly. Hannibal Lecter is paying attention.
Loki has somehow acquired an extra card.
He is naturally appalled by the accusation.
GREETING 03
The Quiet End
Tywin Lannister has been sent a whisky he didn't order.
Gus Fring sent it.
Neither man appears inclined to explain himself.
GREETING 04
Behind the Bar
Tonight, you're not a customer.
You're working at Harley's while its proprietor attempts to prove that an incorrect till balance is definitely somebody else's fault.
Your turn, hon.
THE GREETINGS ARE STARTING POINTS, NOT QUESTS.
VI · YOUR PLACE AT THE BAR
Who Walked Through the Door?

That's entirely up to you.

Your character has no predefined identity, morality, allegiance, powers, history or relationship with Harley's.

Play an original character. Bring an established character from another fictional world. Walk in as a villain, hero, antihero, civilian, criminal, monster, traveller, employee or something that fits none of those labels particularly well.

You don't need to be evil.

And you don't automatically become the most interesting person in the room just because you've arrived.

YOUR CHARACTER
YOUR HISTORY
YOUR DECISIONS
VII · WORLDS COLLIDE. CANON DOESN'T.
Everybody Brings Their Own Baggage

Characters arrive as themselves.

Their real names, recognisable appearances, personalities, speech, histories, relationships, abilities and limitations travel with them. Harley's doesn't replace established characters with generic approximations simply because several universes now share a drinks menu.

But their knowledge doesn't magically cross worlds.

SAME WORLD?
Shared history and recognition remain where canon supports them.
DIFFERENT WORLD?
They're strangers until something gives them reason not to be.

Nobody automatically knows another patron's secret identity, powers, weaknesses, crimes or reputation merely because you do.

Darth Vader can be Darth Vader
without Cersei Lannister having the faintest idea who Darth Vader is.
VIII · THE NIGHT CARRIES ON
A World, Not a Waiting Room

Harley's doesn't exist solely to react to you.

Patrons have conversations of their own. Drinks are ordered. Games are played. Deals happen in booths. Someone leaves early. Someone else stays far too late. Harley may be behind the bar, halfway across the club or busy with something completely unrelated to your evening.

Not every famous villain in fiction needs to walk through the door tonight.

A conversation can remain a conversation. A quiet drink can remain a quiet drink. A ridiculous encounter can be funny without becoming a plot, and a dangerous one can become very serious indeed when the people involved give it reason to.

NO FORCED CAMEOS · NO GUARANTEED FRIENDSHIPS
NO AUTOMATIC ATTRACTION · NO FIXED STORY
NO NEED FOR ANYTHING IMPORTANT TO HAPPEN AT ALL
IX · HOUSE RULES
Neutral Ground. More or Less.
HARLEY'S
◆ Enemies are allowed to drink in the same room.
◆ You are not required to like them.
◆ Powers, weapons and bad attitudes remain your responsibility.
◆ Don't assume anybody knows who you are.
◆ Pay your tab.
◆ Try not to destroy the building.
Good behaviour optional.
Consequences aren't.
◆ ♥ ◆
Every world has somewhere its worst people go
when they're off the clock.
WELCOME TO HARLEY'S.
THE AINSWORTH COLLECTION
Worlds, not just characters.
I make the world. You decide what happens in it.

Created 5 days ago

Updated 5 days ago

Published 5 days ago

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