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The Second Coming.. Rebir...
Forum: The Tangled Green
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Jack Darby Log
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Full Refund Request
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Professor Sunshine Log
Forum: Purchases and Deductions Log
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Move Creation Workshop
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Quick and Easy Questions ...
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[Round 4 - C] Skeletor & ...
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Sunshine vs Clownpiece OO...
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Vote for Us (August!)
Forum: The Whateververse, Man
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08-12-2018, 03:51 PM
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[Round 4 - C] Erik Vrell ...
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A story of a Crimsonheart
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Traveling to Tangled Gree...
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Flight of Fancy (Open)
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Cirno Log
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switching to Ritsu
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Joining: Audric Incommodu...
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[Semi Final] Bandit & Ker...
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08-11-2018, 08:55 AM
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Hawt Damn
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08-11-2018, 03:39 AM
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In Westside We Trust
Forum: Coruscant
Last Post: Jacket
08-10-2018, 11:11 PM
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Move Approval V
Forum: Update "One Stop"
Last Post: Kuroji Setsu
08-10-2018, 04:50 PM
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| Abyss the Squid (Joining) |
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Posted by: Professor Sunshine - 06-01-2017, 10:51 AM - Forum: Joining
- Replies (4)
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Character name: Abyss the Squid
Character source: Sonic the Hedgehog (Archie)
Character history:
Before coming to the Nexus, Abyss was one of Eggman's many Egg Bosses, a group of 13 officers leading groups of Eggman's Egg Army throughout Mobius, with her being in charge with the Southern Oceans of Mobius. After a battle where Eggman ordered all of the Egg Bosses to Eggman Land to deal with a problem, Abyss quickly sailed back to the Southern Oceans and started raiding random port cities left and right. As Abyss was raiding a town at the bottom-most point of the Southern Oceans however, one of her lower-ranked soldiers in the Egg Army started a mutiny on her ship and managed to actually push Abyss off-board before he was taken down. As Abyss was falling, she fell unconscious as she hit the water.
When she woke back up, Abyss managed to find herself in the Nexus, having been summoned by Omni as a Prime in front of some sort of fountain. Abyss was still angry about the mutiny on her ship, but she was way more interested in the Omnilium, since she thought that she could use it to become more renowned then she ever could be as a Egg Boss by using it to cause as much chaos as possible. After choosing a gate at random and entering it, Abyss found herself in Coruscant, and while she was a bit dissapointed since she was hoping to find herself in some kind of watery world, but she was still happy that she could find a place with order that she could bring chaos to.
Stats:
ATK: 3
DEF:2
SPD:4
TEC:1
Starting Proficiencies:
Physical Strength – 1000 OM
Ranged Proficiency – 1000 OM
Ranged Materialize Proficiency – 600 OM
Starting Powers:
Burst Movement – 800 OM
Elasticity – 400 OM
Starting Moves:
Hi-Speed Kick Combo (300 OM) - Requires Burst Movement, Physical Strength
Abyss dashes around the opponent with large bursts of speed, circling around the opponent as she delivers a series of stronger than usual kicks at the opponent, finishing off with a strong kick going at 100MPH aimed at the opponent's head. As soon as she lands the last kick onto her opponent, Abyss then dashes 10 feet away from the person she attacked. Because this move requires a lot of speed, Abyss will be tired after she finishes the technique.
Coiled Tentacle Cannon (600 OM) - Requires Ranged Proficiency, Elasticity
Abyss coils back both of her mechanical tentacles and starts to charge them up, before launching them as fast as and like launching a cannon, at full power at her opponent. While the attack doesn't require a lot of focus, Abyss has to be stationary to launch the tentacles, though she doesn't need to be on the ground to use it and she can take a hit and dodge while charging (Though she cannot parry while charging), and while the attack is as powerful enough as a bat going at 90 MPH, she has to charge up her tentacles for 5 seconds before launching the attack. Abyss can choose to launch one tentacle at a time to keep one tentacle available to use simultaneously with any of her other techniques, or she can launch both tentacles at once to deal twice as much damage at the opponent, but the attack would push back Abyss by 10 feet as recoil. While using one tentacle at a time only drains her stamina a bit, launching both tentacles drains a good portion of Abyss's stamina. The tentacles can reach up to 35 feet before falling down, and move as fast as a bullet.
Balled Water (300 OM) - Requires Ranged Proficiency, Ranged Materialize Proficiency
Abyss creates a small ball made of scalding hot water by dragging moisture from the air and forming it into a ball-like shape 10 feet away from herself, before launching the ball at the opponent at 50 MPH. The water ball takes around 3 seconds to form is around 5 inches in diameter, and on contact with an opponent it bursts, hurting the opponent with scalding water. While Abyss can move while creating the ball of water, she has to focus hardly to create the ball of water, creating the ball of water drains her stamina a bit with every use, and the balled water can only go 50 feet before dissipating back into air. Abyss cannot use this move in tandem with her Hi-Speed Kick Combo, but she can use it in tandem with one of her Coiled Tentacles, but this makes her pretty tired after using the technique, making it so that Abyss needs a minute of rest after combining the Balled Water with a Coiled Tentacle.
I confirm that I have read and agreed to the Rules of Conduct.
Where did you find us? I tried making a character before, but I was overwhelmed by trying to make a move.
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| Vote for Us! (June) |
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Posted by: Mark - 06-01-2017, 05:53 AM - Forum: Bookkeeping Archive
- Replies (429)
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You like having more people to play with, right? That was a rhetorical question, because having more people to write with is awesome. Do you also like OM? If the answer is 'yes', which OBVIOUSLY it is, then please vote for us on the following sites!
RPGfix (every 12 hours. If you register, your votes count as x2. Worth the couple of minutes to make an account if you're going to be voting every day)
Top RP Sites (Daily)
Forum Roleplay (Daily. Please also leave a rating/review/comment!)
Top Site List Planet (Daily.)
Vote on all sites, then post here with "Vote 1". When you vote on all sites again, post "Vote 2". You are allowed to vote again 12 hours after your previous vote, and we're okay if that only affects RPGfix. However, you should be trying to vote on all sites, as the reset times vary.
Tl;dr: Vote for all the sites, put "1". Next day, do the same and put "2". If you're really hardcore, you can vote every 12 hours, but it's not necessary.
If we find out your votes aren't being counted (and yes, we take the times you voted into account) we will give you the benefit of the doubt the first time as a mistake. However, if it happens again, or if we think you're not bothering or simply haven't read this, we will remove your voting privileges and you will no longer be eligible for this monthly bonus.
At the end of the month, if you posted ...
7-13 times: You get 100 OM.
14-23 times: You get 200 OM.
24+ times: You get 300 OM.
Every day: You get 300 OM, and a fistbump from me for being so damn diligent.
If you have an alternate character and wish to claim your reward on that account as opposed to your main one, please let us know in the topic before the month ends. If you don't, we'll assume you want the OM on the account you posted with.
Thanks for voting everyone! If you have time, please also leave a vote and review for us on Top RPG sites(once only).
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| Getting moves approved as a new player. |
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Posted by: Vel'Koz - 05-31-2017, 06:03 PM - Forum: Help Desk
- Replies (2)
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Sorry if this is answered anywhere else, I was genuinely confused by the rule threads.
Did I need to get my moves approved in the move thread or were they approved along with the rest of the starting point?
Also is there a step-by-step guide for new joiners so I don't keep losing a handle on it?
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| The Perils of Worldly Wizarding |
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Posted by: King Ghidorah - 05-31-2017, 12:51 PM - Forum: Camelot
- Replies (3)
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Chatterly didn't like wizards.
The reason for his antipathy was simple: Wizards, by definition, were intelligent - though not necessarily smart, which to Chatterly was a very important distinction - and they were inveterate busybodies. You'd walk into their tower, or cottage, or manky little shop, and pay good money for a tincture of invisibility and some seven-league boots, and without fail they would be scrying on you the very moment you left the door. He'd lost count of the number of times he'd finished with some piece of difficult, messy work only for a magical interloper with a smarmy look on his face to step out of the shadows triumphantly tsk-tsking.
The first few times, he'd gone along with whatever byzantine demands they'd offered in exchange for silence - and, admittedly, cultivated some useful contacts along the way. However, he'd figured out very quickly that outside of the floating city of Dalaran there were very few wizards (sorcerously-inclined Primes excepted, naturally) who could actually do much about it if a sufficiently skilled and determined individual wanted to - in a strictly non-magical sense - make them disappear.
Fortunately for both Chatterly's patience and the health of the already-thin wizarding population, the Duke eventually hired a hedge-wizard to serve the court of Harnburg, which meant his agent could get most of his magical needs attended to in-house - a fact which made Chatterly predisposed to like the new arrival .
If only the man wasn't such an asocial little tit.
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| Wine, Ale & Spirit Quest |
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Posted by: Alex Mercer - 05-31-2017, 12:26 PM - Forum: The Astral Realm
- Replies (1)
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Appearing in the Astral Realm felt familiar. As he peered around, Aang surmised this was where Roku had appeared in his dream. No matter which way he looked, the world appeared limited; shrouded and finite. When he stepped, it expanded, but just barely. It seemed the land was swathed in a dense fog. "Well... I'm here... what now?"
Aang decided it was best to look around for starters. However, the alehouse did not appear. He was in the middle of nowhere. The Avatar was immediately reminded of the Spirit World he was used to; a strange and mysterious place. It was outrageously complicated, and sectioned depending on the desires of the local spirit. Some were pleasant... some... not so much.
At the very thought of one such unpleasant spirit, the fog fades to one side. Aang's heart stopped as he saw a familiar cave. "Oh no..." It couldn't be. Aang shook his head, removing the very idea of Koh from his mind. "No... no one else followed me. I'm the only one." The fog slowly covered the path again. That was not very settling at all...
Laughter broke the setting dread. It was a distant giggle, but Aang was following it almost desperately. The laugh would be so much better than Koh, no matter what it was. It sounded high pitched, but not shrill, the laughter of a child. The innocent sound might be from a good spirit. That would make his day, right about now.
Though the Avatar expected a spirit, what he did not expect to come across was what appeared to be a whole town of spirits. Not only that, but many of them appeared to be human. Aang had been running, but his pace slowed. The laughter's source was obvious now; a pair of children just outside of this odd town.
"Ehem..." Aang cleared his throat to make his presence known. The children did not quite seem to notice him. He moves closer and tries again. "Ehhehemmm...." Still nothing. It was so strange, like the children could not even see or hear him. When Aang came to kneel beside them, he caught a glimpse of their faces for the first time.
The monk immediately stands and backs away. They were faceless. Koh really was here. Aang was almost ready to pass out when a chilling presence startled him back to life. His gaze shifted, and there stood a man-like beast, shrouded with branches growing form his brow. All Aang could see of the spirit was its eyes. They seemed to stare into his soul.
Tempted to run, Aang stayed only because his legs refused to work. He felt like a child again. He could not fight, especially not a spirit this strong. Almost a minute passed, and the Beast did not advance. Aang still did not flee, but now it was more because this spirit did not advance. The fear Aang held slowly faded. It did not appear outright malevolent - at least not at this point in time.
With slow, careful steps, Aang walks around the children and into the town. The beast did not follow. It did not even keep its gaze on Aang for long. When those eyes were off of him, it felt like his heart started beating again. Fresh oxygen ran to his head as he remembered to breath.
Now he had to focus on actually doing what he came here to do... He could figure everything else out later.
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| Wine, Ale & Spirits Quest |
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Posted by: Larfleeze - 05-31-2017, 12:29 AM - Forum: Camelot
- Replies (13)
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Taking care of Appa hadn't been a simple affair, as they pushed further into the city. While there were stables and courtyards- even ones that catered to unusual mounts, none of them could handle an animal of Appa's size. And the few that could didn't meet Aang's own standards of cleanliness.
Be that as it may, they couldn't exactly float menacingly over the streets, nor could they parade him on the streets, as the roads would only get narrower and harder on the beast's feet the further up they headed.
In the end, they talked to a man on the outskirts of Minas Tirith, a farmer with room in his barn, and enough hay to keep Appa satisfied for weeks. The trio weren't sure how long they would stick around for, but better safe than sorry.
Aang and Chakravartin both contributed enough Omnilium that the farmer wasn't about to shirk his new Appa-caring duties anytime soon.
Lysandra took the lead, as they explored further into Minas Tirith. The exuberant girl tended to follow whatever caught her eye, very much enjoying the atmosphere of the castle town, and the dress fit for royalty Chakravartin had crafted for her. Aang and Chakravartin- being without any goal in particular in this part of the city, played along. Aang enjoying the shopping trip, and Chakravartin taking in the culture, the clothes, and the fruit.
It was the smell of a particular kind of fruit that drew Chakravartin to one building in particular.
While there was alcohol aplenty in Minas Tirith, something wafting from this building in particular drew him forward.
"Chakra?" Aang asked, looking up. "A... bar, really? You want to go in?"
"I smell something." Chakravartin said with a thoughtful expression.
"Wine?"
"Yes."
"Well, that solves the mystery. Come on, I don't exactly want to see you drunk."
"I do!" Lysandra said, joining them at the entrance to the building- a place advertised as the "Crescent Moon Alehouse".
Chakravartin stepped inside, followed quickly by Lysandra, and Aang reluctantly followed.
When the Avatar, bridge between humans and spirits, stepped inside, he immediately regretted it. The air felt frozen, though he could tell it wasn't that cold. There was a powerful, malicious chill in the air. He looked between his two companions, and seeing that neither appeared the least bit bothered by the horrible cold, just made it feel more wrong.
An older woman was kneeling by the bar, sighing, cleaning up the wine that had obviously escaped from the broken tankard barrel next to her. It explained why the smell was so strong, Chakravartin thought, looking at the dark red-brown stain on the floor. His eyes slid to the tankard itself, and he raised a bushy brow at the sight. It had been torn open, as if by claws, from the inside out.
"We... should get out of here." Aang said quietly.
"Why, we just got here." Lysandra said, "It's nearing evening anyway. We might as well see what kind of food they have available. Besides, it's not too bad. Nobody's trying to sell me death sticks, so it's better than the place I usually went to on Coru- my old hometown." she caught herself. No one in Camelot was going to be especially friendly with a Coruscant native.
"Oh! Customers, please, do excuse the mess. A tankard, uh, fell. Clumsy of me, I know. I guess I'm just getting up in years." the woman said, brushing off her apron, she glanced down at her hands, and her eyes shot wide open at the sticky red substance clinging to them. She recovered quickly, shoving her hands behind her back, and smiling uneasily at the trio, "I uh, just have some wine on my hands. I'll wash up, and then we'll see about getting you three young fellows something nice, huh?" the old woman quickly hurried into the kitchen. As she passed the trio, Aang shivered at the smell.
Lysandra had never smelled it, not really. Chakravartin had smelled it countless times, but it was always different, coming out of different species.
Aang had smelled it on the worst battlefields, usually mixed in with the scent of smoke or mud, but the smell of wine and blood together wasn't altogether new to him either. The Avatar was a fight magnet, after all.
"We need to get out of here." Urged Aang.
"Why? I mean, she's clumsy but-" Lysandra began.
Chakravartin looked to the Avatar. "That wasn't her own blood on her hands. It came out of the barrel. The wine... where it stains the floor, it changes."
"Spirits." Aang said, "And I don't think happy ones."
Quote:805/5000 words.
-Speak with owner of the Crescent Moon alehouse, accomplished.
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WESTSIDE CANON (TIER 5 CRIMINAL GANGS AND INFO) |
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Posted by: Harlan Higgs - 05-30-2017, 08:31 PM - Forum: Omniverse Discussion
- Replies (33)
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The Westside Coalition
The Westside Coalition (or, Westside) is a united anti-orc front comprised of several criminal street gangs, joined together for protection against the Empire and to make war withe Orc Mafia.The Westside Coalition is a Republic; each gang is represented by one President, who speaks and votes on behalf of that gang. The collection of these Presidents, together, is called the Westside Council. There are currently five gangs being represented by the Council.
Westside Knife Ear Warriors
Leader- Luci
The Knife Ears are predominantly, but not completely, elves. Some are immigrants from Camelot or the Tangled Green who had difficulty adjusting to Coruscant society. They are known killers, drug dealers, and thieves, and are on the top of the Orc Mafia's hit list. They are currently keeping an uneasy peace between the (now five) Westside gangs, mostly by providing free criminal services. Originally called the Knife Ears, they joined members of another gang, The Warriors, and eventually joined the Westside Coalition. A recent addition to the gang is the Westside T4 Knife Ear Warriors. After the recent assassination of the former president, Moss Illidan, Luci is now the highest ranking member of the Westside Knife Ear Warriors.
Westside Ewoks
Leader- Chirpa Paploo
An aging male Ewok, Chirpa has led the Westside Ewoks for six years, and was the original founder of the Westside Coalition. He is a mechanic, and runs the Westside Chopshop in Tier-5.
The Westside Ewoks once numbered 45 active members, but over the years those numbers have dropped. Until recently, the gang had 14 active members. After a night of deadly raids from the Orc Mafia, the Westside Ewoks are now comprised only of Chirpa and his two brothers. The trio run a garage in Teir-5 where they manufacture vehicles and weapons. They also are valued for their input to the Westside Council.
Mighty Westside Klingons
Leader- Koloth
An extremely large and dangerous alien, who united local Klingons in a violent war against the Orc Mafia. Koloth is a cold blooded killer with a calculating mind, who tolerates no weakness in his ranks. Currently incarcerated.
The Mighty Westside Klingons are a predominantly Klingon gang in Tier-5. They are feared throughout Coruscant for their combat prowess. They are unusual for a street gang in that much of their income is from legitimate sources, such as bounty hunting and body-guarding. Their association with the criminal underground came as a result of the Klingons trying keep their neighborhoods free of crime, and were one of the original gangs that joined the Westside Coalition.
Westside Hufflepunks
Leader- Dalia 'Weasel' Weasly
A teenage punk rocker, drug addict, and witch, Weasel took over the Hufflepunks street gang last year with the intent of protecting her burgeoning narcotics business. She is obnoxious and reckless, and a capably violent individual.
The Westside Hufflepunks are a motley collection of Hogwarts alumni. Most are immigrants from Camelot, who were unprepared for the realities of drug addiction and crime in Coruscant. The Hufflepunks used to battle both the Slytherins and the Chudley Cannon Fan Club until the Orc Mafia reduced their ranks and forced the remaining members to join the Hufflepunks. The Hufflepunks have recently joined the Westside Coalition, and are now known as the Westside Hufflepunks.
Westside Deathblades
Leader- Milton 'Shadow-Kill' Ortega (Currently incarcerated)
A ten-year-old orphan boy who just likes to play ninjas in the park with the local kids. This powerful warrior dual-wields a pair of overlong katanas, and ever since his violent playtime antics caught the attention of the underground, has been a hyper-vigilant defender of his neighborhood. His little sister, Princess Hellstab, was also recognized as a leader among the group, but is now deceased.
Acting President- Batgirl Skywalker
A seven-year-old twi'lek orphan, this light-saber wielding vigilant holds the Deathblade throne until Shadowkill returns.
A gang of ragamuffin orphans (and some kids with great family lives who just have a rambunctious spirit) with an interest in anime, who found that by stealing OM they could better act out their heroic playtime. As they stole more OM, they gained more powers allowing them to steal more OM, and thus a snowballing occurred, giving way to a group of very powerful young kids with flaming anime swords. They have joined the Westside Coalition in retaliation for the murder of a gang member by the Orc Mafia.
[spoiler]
The Westside Hood
Spent OM- 2000
Base-1000
Recall Station-1000
The Westside is both a clandestine criminal organization and a geographical location in Tier -5 Coruscant. The terms “Westside Hood”, “Neighborhood”, and “The Hood” all refer to physical areas where the Westside criminal organization has complete or near-complete control. This control is secretive, marked with graffiti and small intimidations rather than with walls and police. They try to change meeting spots as often as possible, learning how to pack up and go, otherwise they end up dead.
However, several locations through the Westside Hood have managed to stand the test of time. These locations are known individually as Clubhouses. ]At the center of these Clubhouse is the Main Headquarters of the Westside, called the Hufflepunk Hideout.
Luci has connected all the different Clubhouses with the Hufflepunk Hideout via magical graffiti doors and windows. Through the windows the different Westside Clubhouses can talk to any other Clubhosue instantly. Through the graffiti doors they can walk from their Clubhouse directly to or from the basement of the Hufflepunk Hideout.
The doors open into long stone tunnels covered in graffiti. These tunnels are actually outcroppings of the Graffiti Realm, accessible only through Westside Clubhouses. They serve no purpose except to connect different Clubhouses of the Westside Hood to the Hufflepunk Hideout. It takes at least ten minutes in the tunnels to lead from one door to another, and does not save any time compared to taking the streets, it just offers stealth and protection.
There are currently six locations connected by these graffiti doors. These locations are known collectively as the Westside Hood.
Clubhouse 1 - Main Headquarters- Hufflepunk Hideout
![[Image: 8d710b691b9056ed996f7b113fa8d512.jpg]](https://s-media-cache-ak0.pinimg.com/736x/8d/71/0b/8d710b691b9056ed996f7b113fa8d512.jpg)
At the heart of the Westside Hood is the Hufflepunk Hideout.
A dilapidated clubhouse in the ghetto of Teir-5, known for it's raucous parties and as a hotspot for junkies and criminal, the Hufflepunk Hideout is the Central Headquarters of the Westside Hood. If the Hufflepunk Hideout falls, the magic connecting all the Clubhouses will dissapear.
It is also the home turf of the Westside Hufflepunk, a drug cartel made of Hogwarts alumni allied with the Westside.
Since Luci has started living there, the abandoned house in Teir-5 had been slowly warping into a surreal Escher-like labyrinth of hallways and stairs. Doors lead mysterious places, stairways shifting when you aren't watching them., it's bigger on the inside than on the outside.
The interior of the house is covered in constantly moving graffiti. This graffiti is not just Luci's, but also the Hufflepunks, who Luci taught to communicate by drawing the magical paintings. Luci favors the Hufflepunk Hideout because she can see all the graffiti-news as soon as possible.
The Hufflepunk Hideout also has a Recall Station in the basement.
Recall Station
Luci has painted a door in the Hufflepunk Hideout that can be opened from anywhere in Coruscant.
For this description, the term Westsider means someone with access to the base.
In order to use the Westside Recall Station, a Westsider needs to paint a door. It doesn't have to be a fancy door, or even have straight lines, it just to be large enough to step through.
That Westsider then needs to paint an eye. It doesn't have to be a good painting, it can just be an icon of a human eye, or even a rough circle. After ten minutes, IF the Westsider remains perfectly still, the eye will blink.
A psychedelic eye with shifting colors will stare at the Westsider, and decide if they are allowed in the Base. If they have been to the Base before, the lines around the door will grow with bright light, allowing the Westsider to step through the door and into the Hufflepunk Hideout basement.
Contrary to urban myth, it is not actually Luci's eye that is looking at you.
Clubhouse 2- Knife Ear Tree House
Stationed in one of the tallest trees in central park in Teir-5 Coruscant, the Westside Knife Ear Warriors keep their treehouse as secret as they can. This treehouse doubles as an armory, but the elves try to reduce foot traffic to the clubhouse whenever possible. It has electricity, running water, and a recording studio. They have a kitchen, but they only serve vegan food. It also has a high-tech shooting range, with a variety of weapons and targets and exercises.
Clubhouse 3- The Deathblades Jungle Gym
![[Image: oyun-park%C4%B1-1%20(4).jpg]](http://www.cocukparki.gen.tr/upload/oyun-park%C4%B1-1%20(4).jpg)
On the opposite side of side of central park from the Knife Ears is a truly fantastical outdoor playground called Phaser Street Park. There is playground equipment, swings and slides and jungle gyms, but also trampolines, skateparks, ziplines, and even more dangerous activities. The playground is so popular that there is a thriving tourist district built around it.
Beneath the banal exterior of tourists and families lurks a criminal element. The Westside Deathblades, a gang of orphan samurai children, claim this playground as their territory.
In particular they claim a massive three-story jungle gym, which is bigger on the inside than on the outside. Inside the jungle gym is a dizzying array of winding tunnels leading to ball pits, rockclimbing walls, and even video-game rooms. Many of the Deathblades live in this piece of playground equipment, which comes impossibly equipped with electricity, running water, and other amenities. It is said that kids get lost down there for years, but the Deathblades aren’t afraid.
Clubhouse 4- Chirpa’s Garage
![[Image: ce67a2ce9e04d68568f3cc182ea00b21.jpg]](https://i.pinimg.com/originals/ce/67/a2/ce67a2ce9e04d68568f3cc182ea00b21.jpg)
In the heart of the westside is a high-tech chop-shop run by the wanted criminal Chirpa the Ewok. A master-mechanic, Chirpa has turned his considerable expertise towards the Westside. At Chirpas garage his team of mechanics strip down stolen vehicles and tech and weapons, and then either sell them or rebuild them to help in their fight against the Orc Mafia. Without the steady supply of vehicles, tech, and weapons that Chirpa’s garage produces, the Westside would have been dead a long time ago.
Chirpa’s Garage appears to be a simple junkyard and repair shop from the front, underneath the repair shop is a huge basement, where the chop-shop is always working overtime. Here you will find nearly every type of vehicle or weapon in Coruscant; if the Westside stole it, it probably comes through here at some point.
Chirpa also has living quarters beneath his repair shop, as well as food, electricity, and water.
Clubhouse 5- Kolgoth’s Bail Bonds and Dojo
![[Image: dojo-rules.jpg]](https://aikimode.com/en/wp-content/uploads/2014/05/dojo-rules.jpg)
In the southern end of the westside, there is a very shady bail bonds run by a Klingon gangster name Kolgoth the Mighty.
In the back of the building, with an entrance on the other side, is a dojo run by a Klingon gangster named Kolgoth the Mighty.
This is the headquarters of the Mighty Westside Klingons, a collection of civilian Klingons who have joined the Westside solely in opposition to Orc Mafia, and not to further their own criminal agenda. They use their legitimate business to launder money from the Westside, and in the case of Kolgoth’s Bail Bonds and Dojo, use their legitimate buisness to conduct all sorts of unsavory gang activity.
The Bail Bonds office is stark and well protected, just a simple room with a few Klingons behind a steel cage. Klingon bounty hunters can often be seen swaggering around with guns.
The dojo is large, with hardwood floors and excellent lighting, and mirrors on every wall. There are also weapons lining the walls and in large wooden chests around the dojo. The dojo can also be converted to a shooting range.
Connected Bases
Prohibition Alley
![[Image: 46638971.jpg]](https://cdn.discordapp.com/attachments/283956875295195137/382169523521978368/46638971.jpg)
Harlan Higgs, Boss of the Gentlemen Jacks street gang, has opened a casino, and has agreed to have it connected to the Westside Hood.
Unlike the other parts of the Westside Hood, Prohibition Alley keeps its graffiti doors locked. THis means that Westsiders cannot enter or exit Prohibition Alley through the tunnels unless given express permission, and similarly the Gentleman Jacks cannot enter any Westside Hood without express permission.
Currently the Westside and the Gentleman Jacks have an uneasy alliance, and have yet to build up the trust nescessary to allow each other into their bases.
http://omniverse-rpg.com/showthread.php?...#pid109064
PC Primes with access to the Westside Hood
Luci
Harlan Higgs
Jacket
Dr Doom
Koal
The Humble Sage
Yukki Kazuto
PC Primes who no longer have access to the Westside Hood because they have a history of assassination attempts and also are sluts
Ash
Renji
[/spoiler]
Neutral Gangs
The Metalheads (defunct)
Leader - Argus (deceased)
A towering musclebound bodybuilder doped up on every form of chem he could get his hands. Ostensibly ran the Metalhead’s turf, although in practice did not have a handle on the gang’s territory. Ran afoul of a Prime named Harlan Higgs and was killed, his gang scattered.
The Takanomiya Group (TTG)
Leader- Takanomiya Hijiri
A newly formed gang, based in Tier Five’s Nothside quadrant. Despite being generally gang-like in most ways, they aim to adopt a veneer of respectability by masquerading as a legitimate business organisation and actually paying their taxes, so as to avoid any trouble with the law. Currently, they are more preoccupied with stamping out their competition in Northside than actually taking advantage of the territory they control. They lack the colour-coded outfits of many other gangs, but will generally be seen wearing distinctive dark green and white armbands when out in public, to make it obvious who they work for. Unlike other gangs, they do not mark their territory with graffiti. Everyone in the Group is equipped with a katana and a .50 AE Desert Eagle handgun. Those are the only weapons they ever use.
Luna Wolves - A smaller, newer gang to emerge onto the battlefields of Coruscant's streets whose origins are unknown and prioritise the Hutt Mafia's operations. What set this gang apart from the likes of the Westside Alliance or the Orc Mafia; Is their professionalism, ruthless military efficiency and most deadly of all, their rapid mobile deployment. They are soldiers of fortune, disillusioned veterans, mechanical or synthetic personnel, and comrades in arms hoping to liberate their streets of the Orc and Hutt menace. In battle, they are undisputedly the most well-equipped, receiving Special forces level of training, a highly disciplined group of mercenaries who are generally feared by the fact that due to their fluid method of operating they could be anywhere, strike anywhere and vanish just as quickly as they appeared. The Luna Wolves use primarily modern to near future armaments, blunt and bladed weapons, explosives, and a small fleet of vehicles to support their war effort against the Hutts. Led by the infamous Black Wolf, a Prime shrouded in mystery yet a horrifying sight to behold in combat. Enemies of the Luna Wolves utter his codename in hushed whispers out of fear that he would appear out of the shadows to slaughter them. After recovering his recently adopted daughter from a now exterminated slaver gang, the Black Wolf began carrying out hit and run strikes against the Hutt Mafia for their connection with the slaughtered group. Luna Wolves' primary activities are clandestine, arms dealing through proxies, assassinations, security protection and being information brokers to name a few. If a client requires their services, the Luna Wolves contacts the client and negotiate payment benefitting both parties. On the rare occasion the client finds these elusive wolves, they question the client's methods of finding them, review the information and fulfil the mission objective anyway as payment.
The Gentlemen Jacks
Leader - Harlan Higgs
The Gentlemen Jacks are the gang that replaced the Metalheads, taking their headquarters and territory. They are formed from the remaining Metalheads who fled during the ‘takeover’ and other citizens of Tier 5 who took the chance to get a leg up in the community. They dress in suits, hats, and carry old style slug weapons such as tommy guns and snub nosed revolvers. They also stick to a crooked sorts of criminal’s honor, engaging in bootlegging, protection rackets, muscle duty, and confidence games.
Currently at war with the Orc Mafia.
Floating Lotus Posse
Leader: San Yi
The brother of Tier 4 smuggler Joon Yi, San Yi is a hardened bareknuckle warrior. He leads the Floating Lotus Posse, a gang consisting of exiled ninjas, martial artists, and kung fu movie enthusiasts. Their motives and means are inscrutable, and they will occasionally appear from nowhere to join a melee or cover another gang’s operation. One day they may be ally, the other enemy.
This gang has recently made an alliance with the Westside, but have been inactive.
Northside Pyros - A gang of teenagers that started setting fires, then eventually started extorting local buisness owners with arson threats. They used the money for raucous parties, and started recruiting, teaching the arson-extortion scam to new recruits. They earned the attention of the Northside Wolfpack, a rival gang who were also running protection racket schemes, and they went to war. The Wolfpack were more experienced in urban warfare, but the Pyros were hard to find, and good at setting traps. The war continues to this day. The Pyros use explosives to great effect, and can be armed with flame throwers, traditional guns, Heaters, and all manner of strange weaponry. The Northside Pyros contain mostly humans and gnomes, and are nto allied with any other gangs. Their graffiti is an orange flame or the letters NSP, and they do not wear any identifying clothing.
Northside Wolfpack - An experienced, well established gang in the Northside of Teir-5. They run protection rackets, underground casinos, sell drugs, and commit robberies. They have a longstanding feud with the Northside Pyros. They use primarily traditional guns and Heaters as weapons. They are mostly a human gang, although their name comes from the belief that they are werewolves, which was earned after they were found responsible for a series of brutal axe murders. They are not affiliated with any other gangs. Their graffiti is a white wolf or the letters NSW, and thier gang colors are grey-on-white.
Squirtle Squad- A rebellious gang of anarchistic Pokemon, the Squirtle Squad takes inspiration from the Pokemon Liberation Front, but are a seperate and criminally minded organization. They are a loose collection of small cells spread throughout teir-5 and 6. They use the nihilistic philosophy as a justification for their robberies and drug dealing, but behind the politics are simply criminals. They use heaters and various explosives to devastating effect. Their graffiti is varied, often including anti-establishment slogans, but their symbol is a light-blue SS. They wear turquoise clothing or various pokemon accessories. They are not affiliated with any other gangs.
Dead Bitch Gang- A trio of necromancer sisters somewhere on the Eastside of Teir-5, the Dead Bitch Gang acts through their undead proxies. They have various undead creatures such as zombies, skeletons, ghouls, and ghosts under their control, and they use them in extortion schemes and robberies. They are powerful because they are hard to catch, and can always find new dead bodies if one of their minions is destroyed. Their minions are often unarmed or armed with knives and swords. Their graffiti is a black skull, and their gang colors are black. They are not affiliated with any other gangs, but are almost universally disliked by other gangs because the Dead Bitch Gang has a habit of robbing other criminals.
The Twi'lek Defense League- An independent gang of Twi'lek prostitutes formed in Southside Teir-5. Twi'lek society is built on prostitution, but these female twi'leks rebelled and became their own bosses. Although the male Twi'leks have largely sided with the Hutt Mafia, the Twi'lek Defense League does not have any allies, though they are open enemies to the Hutt Mafia. They use traditional guns, heaters, and blasters as weapons. The Twi'lek Defense League is run by Twi'leks, but they welcome prostitutes of any race into their ranks. Yes, they are based on that gang from Sin City.
Makugakure Martial Arts Academy- A collection of martial artists from the fabled ninja village of Makugakare, MMAA is ostensibly a dojo in the North side of Tier-5. In reality, they are a brutal protection racket, extortion scheme, and assassins for hire. Their tight consolidation of power around their small neighborhood makes them hard for the Floating Lotus Posse to infiltrate and intimidate, and the MMAA have held their dojo for the last two years despite a heating cold war with the FLP. The MMAA are officially neutral in all gang politics, but offer their assassination services to all sides. Their main clients are the Northside Wolfpack and the Northside Pyros.
Southside United Front-
A alliance comprised of several criminal gangs on the Southside of Tier-5. They are dedicated to remaining neutral in the conflicts between the Westside, the Orc Mafia, and the Hutt Mafia. The only way they maintain this neutrality is through solidarity, and the threat of aligning with the opposition of they face an attack. While they may war amongst themselves, they unite against common enemies. The SUF have a peace treaty with the Twi’lek Defense Leauge, whom they share some territory with. Some of the more prominent Southside United Front gangs follows.
Southside Knife Ears- Elf and human gang, dislikes Westside
Southside Gangster Gnomes- All Gnome gang, feuds with Insane Gnomes.
Southside Insane Gnomes- Gnome and Dwarf gang, feuds with Gangster Gnomes.
Southside Gangster Ninjas- Human ninja gang, known for shuriken drive-bys, dislikes Floating Lotus Posse. Feuds with Insane Gnomes.
Opposed Gangs
Il Gastropoda (The Hutt Mafia)
Leader- Palgo the Hutt
An immense blob of sociopathic matter, Palgo runs the Hutt Mafia with a slimy fist. She got her start as an assassin, before killing her way to a life of hedonism at the top of the Hutt criminal empire.
While the ranks of the Hutt Mafia are filled with many different species, the top places in the organization are reserved for Hutts. They value Wookies as bodyguards, and they use Twi’leks to help control their sprawling trafficking operations.. Their primary activities include drug dealing, extortion, and prostitution. They are war with the Orc Mafia and the Westside Coalition.
The Orc Mafia (Uruk Kitat)
Leader- Dagul
A refugee from Camelot, Dagul led a death cult in his home land. Dagul is a Prime with a reputation among orcs as a fierce leader. Under his direction, the Orc Mafia expanded it’s army and it’s weapons stash, finding allies in unlikely places, and becoming the dominant criminal gang in Coruscant.
The Orc Mafia is comprised of four different branches.
The Mafia- The upper echeleons of the Orc Mafia. They are the mob bosses, schemers, and shot-callers. They also contain some of the Orc Mafia’s most feared hitmen and enforcers, as the title is sometimes bestowed as an honor.
The Ork Warryorz- A wild but very large Ork biker gang that has become the primary martial arm of the Orc Mafia. They have over a dozen different gangs that all operate under the Ork Warryorz banner.
The Whispers- The mystical branch of the Orc Mafia. They are very active in the Astral Realm, and act as spies, as well as battle sorcerers.
The Brotherhood- A name given to encompass all the fringe gangs that support the Orc Mafia, many of them not even orcs, but also humans, goblins, orges, and all sorts of strange allies.
The T5 Orc Mafia
[spoiler]
The T5 Orc Mafia
The Orc Mafia is strongest in Tier-6, but the current war for the streets is taking place on Tier-5. The highest levels of the Orc Mafia have relegated the task of conquering Tier-5 to their most trusted surrogates.
T5 Families
The governing branch of the Orc Mafia, sometimes called the Kitat, has established a beachhead in Tier-5. Several rich and powerful Orc Mafia families have migrated to T5, opening legitimate businesses like nightclubs, warehouses, and garages, and using those businesses to smuggle contraband and launder money. Collectively, these families are known as the T5 Families.
The T5 Families, in theory, speak for the Orc Mafia. Therefore, in theory, all the Orc Mafia gangs in Tier-5 have to respect their authority. In theory.
Rather than defining the T5 Families further, I will leave them up to you.
T5 Ork Warryorz (Da WAAAAGH!!))
The Ork Warryorz, one of the most martial branches of the Orc Mafia, has a strong presence in Teir-5. A huge collection of deadly biker gangs with a variety of weapons and tactics, and a long history of violence. They are mainly Orks, but also include half-orcs, trolls, ogres, goblins, humans, and other more exotic humanoids. These biker gangs, collectively, are referred to as the T5 Ork Warryorz, or Da WAAGH!!. Although infighting is common between the gangs, they are quick to unite against common enemies. A partial list of the gangs under the T5 Ork Warryorz banner follows.
-T5 Gangsta Ork Warryorz
-T5 Insane Gangsta Ork Warryorz
-T5 Dakka Warryorz
-T5 Eastsyd Gangsta Orkz
-T5 Eastsyd Dakka Skwad
-T5 Goblyn Warryorz
-T5 Insane Goblyn Warryorz
-T5 Basterd Warryorz
-T5 Basterd Dakka Skwad
-Roglock’s T5 Insane Southsyd Gangsta Ork Warryorz
-Garook’s T5 Southsyd Dakka Skwad
-Skullcleaner's T5 Southsyd Ork Warryorz
The Whispers-
The strange magical arm of the Orc Mafia, known as the Whispers, has a small but important presence in Tier-5. They are commanded by The Shautrag, a swamp hag and a sorceress.The Shaunterag is in command of several powerfull orc sorcerers, and is responsible for the smuggling of contraband, surveillance and counter intelligence, and generally assisting the T5OM. She has three claws on her political hand.
The Shauntrag- The first claw is herself. The Shauntrag is powerful in her own right, able to cast magical spells and peer into the Astral Realm. The Shaunterag is merciless, and she has spies everywhere.
Da Weird Boy Kultz - Psychic Orkz that do battle in the Astral Verse against Westside psychics. Capable of creating sleeper cells to infiltrate opposing gangs and very cunning. They work closely with the Litefootz to send and intercept Astral Messages.
The T5 Whisperz- The Shaunterag’s second claw is the T5 Whisperz. A small squadron of elite battle-tested magic users trained by The Shauntrag herself. The Shaunterag always has the Whisperz at her direct disposal, ready to be dispatched to protect Orc Mafia interests. They are an equal mix of human, orc, and other magical beings.
The Litefootz- The Shaunterag’s third claw is the Litefootz. A tight collective of Graffiti Vandals, couriers, and apprentice magic users. In addition to transporting contraband, they are also spies. They use graffiti to show the strength of the Orc Mafia, as well as to communicate with each other and The Shaunterag. They have a strong presence on the trains and subways of Eastside Tier-5. They tend to be half-orcs, goblins, or humans.
The Brotherhood
The Brotherhood is much weaker in Tier-5 than in Tier-6. The Brotherhood refers to the huge number of independent non-orc gangs supporting the Orc Mafia. They include trolls, goblins, ogres, and any number of strange exotic humanoids. The Brotherhood gangs in Tier-5 are all natives to Tier-5 that agreed to join with the Orc Mafia.
T5 Bridge Trollz- In the Tier-5 criminal underworld, drainage ditches are used to hide from police and rival gangs, to stash contraband, and as shortcuts around the city. Bridge Trollz are a citywide gang of Trolls that wait beneath bridges, attacking criminals and rival gang members. They often require a ‘tax’, a payment of some sort to allow passage, though sometimes they simply commit robberies, and occasionally homicides. The Bridge Trollz attack Westside gangsters on sight.
[/spoiler]
The Board of Directors
Leader: “Morgan Rothberg” (Maximilian Gabriel Fairhearst III)
Morgan Rothberg’s true identity is unknown, as the Board members always wear porcelain masks over their faces when engaged in criminal activity. It is theorized that the Chairman, as he is known, is actually a successful upper tier businessman, descending to the lower sections of Coruscant to blow off steam and try to extend his lust for power even further.
The Board of Directors are a fairly organized group, consisting of primarily young men and women, although it’s hard to tell individual members apart due to the white porcelain masks they wear. They wage a constant war on the “ragamuffins” and “peons” of the Westside, slowly expanding ever outward. Footsoldiers wield posh instruments of destruction such as canes, bottles of expensive liquor, and antique sabers, while their elite units known as Auditors are equipped with the best heavy tech money can buy. A fully organized strike force of Directors with an Auditor attachment is a serious threat to any gang stronghold, and is usually a call for an emergency resistance.
Errata
Slang Terms
“Legolas” - term originating from the Knife Ears, describes an elf who tries to act like they are still living in the forest. Akin to being an “uncle tom”.
“Westie” - common appellation for any member of a Westside Coalition gang.
“mut/mutie” - a severe junkie, someone who takes enough chems to “mutate” their DNA.
“Dap” - disdainful term for a gangster who puts on airs of respectability, or tries to separate their gang life from their personal life i.e. Dapper.
“Tourist” - any new arrival to the lower tiers, someone obviously out of place, someone obviously from another verse.
Emperor Palpatine- Her Highness
Judge Dredd- The First Lady
Elves- knife-ears
Orcs- tusk-fuckers
Fish- a new, naive prime
Ace, Ace in the Hole- A prime, in particular one the speaker did not know about. "tried to raid the docks but the mob had an Ace in the Hole"
Crackshot/Swine- derogatory terms for stormtroopers
Folk/ People/ Real People/ The Little Guys- terms of camaraderie between secondaries
Chems/Street Drugs
Flip - Typically comes in an inhaler, this magical drug is produced exclusively by the Hufflepunks. A hit will induce a feeling of euphoria and giddiness, along with limited levitation. This usually results in junkies losing their balance and rotating through the air, hence “Flip”.
Amaranth - This red powder comes in white capped vials, and is snorted or eaten. A very new drug, it only just started to appear on the streets. A full dose will convey a feeling of vitality, increased strength, and enhanced endurance and healing. However, withdrawal symptoms are moderate to severe. Fever, shakes, and a feeling of fragility persist until another dose is taken or the addiction is ridden out.
Huff - Another drug from the Hufflepunks, it comes in pressurized tanks, and is then filled into balloons. Inhaling the gas induces a serene state of mind, and everything seems to slow down, colors getting brighter and more vibrant. Multicolored smoke is also exhaled from the lungs while in effect, and any sense of urgency is nonexistent.
Pandemic - Named for the medical syringe this drug is delivered in, it conveys a feeling of numbness, mania, and moderate hallucinations, much like PCP. Users often break out in rashes and sores, lending further credence to the street name.
Pulp - A nondescript brown capsule, this highly synthesized drug is very popular on the upper tiers and has trickled down to the lower ones at an extreme markup. Upon taking Pulp, the user’s perception becomes highly altered, and the world takes on a stylized, comic book appearance. For all intents and purposes, it brings an experience much like a user had stepped into a comic book, complete with ambient music, sound effects, and omniscient narration.
Blur - Blue vapors sealed inside crystal pendants. When crushed and inhaled, the user gains a mild form of telepathy, able to read the surface thoughts of others. However, they become overly sensitive to emotional input and can be driven into a frenzy or rendered catatonic for the duration. It also makes the user’s body generate a hazy vapor, making them seem like they are not physically there.
Kalaxian Crystals- These crystals produce a powerful but short lived high. One of the most noticeable side effects is a newfound talent for dance.
Spore- A dull yellow powder collected from the Mushroom Pokemon known as Parasect, this powerful hallucinogen can be found anywhere in the Omniverse. It is cheap, long lasting, and not habit forming. It is most popular among young users, and even though it is not worth much money, any dealer worth his salt should have a stash.
Grub- A brightly glowing green grub, that when killed and snorted fresh, makes the user and the world appear to be claymation. Also makes peaches grow big.
Common Weapons
Heater (rifles, pistols, explosive launchers) - This family of weapons consists of hijacked Imperial armaments, broken down to remove the tracking devices, and cobbled back together into high intensity blasters. There are no specific models due to the mix and match nature of their construction, but they pack more of a punch than a standard blaster. However, they have a tendency to overheat and vent onto their user, resulting in dangerous burns.
Burners (Orc Mafia signature weapon)- A new, dangerous type of Heater that has gained popularity recently. At the core of the weapon is a ball of blue energy called a Crackler, a type of technology that seems to originate from outside of Coruscant. The weapon causes more damage with a higher rate of fire than almost any other Heater. This weapon is currently favored by the Orc Mafia, and they appear to be the main distributors, although after a shipment of the blue orbs were stolen they are now more widely available.
Melters (Westside Signature Weapon)- The most recent invention to come out of Chirpa's lab. This ammunition glow red at all times, and burns at over 5000 degreesOM. It can be fired form any ballistic gun or phaser, or modified for other weapons.
Blades- Whether longsword, katana, battle axe, or knife, blades never go out of fashion among the criminal caste. Medieval weapons can be found among ‘fantasy’ races even in coruscant.
Hyposhiv - A strong, short blade with a fluid channel built along the top of the weapon. Can be filled with all manner of drugs/poisons. A favored tool of lower tier hitmen and assassins.
Junk Gun - A result of the overabundance of scrap metal and broken buildings in the lower tier, these surprisingly simple weapons use explosives or tension to fling jagged bolts of rebar or other nasty projectiles. They suffer from inaccuracy, but a footlong length of metal through the sternum tends to solve most problems.
Cooker Nades - IEDs, made from all sorts of ingredients ranging from chemical waste, drug by-products, organic materials, and other detritus. They can have a variety of effects but are usually limited to anti-personnel use, as their explosive yield is very rarely enough to cause widespread structural damage.
Pram Dope - Doesn’t always have to involve a baby carriage. This is a catch-all term for a booby trap, typically a few explosive charges snuck into a weapons cache or chem stash. Typically used as sucker bait to set up an ambush. The hapless opener is usually vaporized, and certain gangs load smoke grenades in as well to maximize confusion and chaos.
Bow and Arrow (Westside Knife Ear Warriors signature weapon)- The traditional weapon of elves everywhere, the longbow has never fully fallen out of style among the knife-ear community. Some knife ears have modified their weapons, causing them to shoot explsive arrows or even bolts of lightning or fire.
Magic Wand (Westside Hufflepunk signature weapon)- These small magical sticks, when used with skill by the magically inclined, can produce a myriad of magic spells. The two most often seen in battle are the Shield Charm, which creates an invisible three-foot shield around the point of the wand, and the Stunning Hex, which produce a bright red bead of light that delivers concussive force on contact.
Anime Sword (Westside Deathblades Signature Weapon) - According to Omniphysics, if you pull the trigger of a gun, a spring mechanism hammers a metal firing pin into the back end of the bullet, igniting the small explosive charge in the primer. Also according to Omniphysics, if you put very expensive lightning bolt stickers on a toy sword, that sword now is imbued with the spirit of lightning. The term ‘Anime Sword’ refers to any object that is normally a pretend weapon, but has been upgraded via OM to be actually deadly.
Incomplete list of Westside Cannon threads
[spoiler]
NOT in any kind of order, DEFINATELY missing some
Gun Running- http://omniverse-rpg.com/showthread.php?tid=7312
Gun Running II http://omniverse-rpg.com/showthread.php?tid=7391
Luci Paints a Face http://omniverse-rpg.com/showthread.php?tid=7399
Searching for a painting omniverse-rpg.com/showthread.php?tid=7414
Luci paints a door http://omniverse-rpg.com/showthread.php?tid=7452
A rescue mission http://omniverse-rpg.com/showthread.php?tid=7521
Dust in the Wind http://omniverse-rpg.com/showthread.php?tid=7533
The Reaping http://omniverse-rpg.com/showthread.php?tid=7583
Painting with luci http://omniverse-rpg.com/showthread.php?tid=7350
Homesick Nightmares http://omniverse-rpg.com/showthread.php?tid=7644
Welcome to the Working Week http://omniverse-rpg.com/showthread.php?tid=7623
Politics as usual http://omniverse-rpg.com/showthread.php?tid=7612
Three Card Monty http://omniverse-rpg.com/showthread.php?tid=7756
Dark Reign, Part One: All Hail Lord Doom Until The End - http://omniverse-rpg.com/showthread.php?tid=7908
The Good Doctor http://omniverse-rpg.com/showthread.php?tid=8189
The City of the Future http://omniverse-rpg.com/showthread.php?tid=8371
An Unpleasant Entry http://omniverse-rpg.com/showthread.php?tid=9061
The Call- http://omniverse-rpg.com/showthread.php?tid=7428
Breakdown - http://omniverse-rpg.com/showthread.php?tid=7508
Clubbing - http://omniverse-rpg.com/showthread.php?tid=8410
Ruined Business - http://omniverse-rpg.com/showthread.php?tid=9507
A Long Night for the Weary - http://omniverse-rpg.com/showthread.php?tid=9431
Easy Money? Not So Much. - http://omniverse-rpg.com/showthread.php?tid=9072
Imperial Endeavours - http://omniverse-rpg.com/showthread.php?tid=9619
Securing Northside? - http://omniverse-rpg.com/showthread.php?tid=9131
Gangsters, Grudges, and Ganking - http://omniverse-rpg.com/showthread.php?tid=9875
Overcoming Obstacles, Forging Friendships - http://omniverse-rpg.com/showthread.php?tid=10252
[/spoiler]
PC Westside Members/Allies
[spoiler]
Luci
Harlan Higgs
Jacket
Dr Doom
Koal
The Humble Sage
Yukki Kazuto
Ash
[/spoiler]
PC Westside Enemies
[spoiler]
The Ashen Blades
MADBULL34
[/spoiler]
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Posted by: MADBULL34 - 05-30-2017, 09:09 AM - Forum: Coruscant
- Replies (6)
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The 34th Precinct of Tier 5 was a noisy den of chaos and criminals, but no more so than usual in the past month. It had only been a scant few days since the accident at Karachi Plaza’s elevated train station (MAD BULL 34: LONG ARM OF THE LAW); the gory event would have merited a national day of mourning in higher tiers, but here down below on the 5th, it was an inconvenience for some and business as usual for most. Engineers had assessed the damage and determined it would take six months of work to get that rail station in working order again. Fortunately for Sergeant John Estes, his diagnosis wasn't nearly as severe.
Mad Bull had spent a week in the quiet coalescence of a hospital bed with a dislocated shoulder and some superficial wounds. The first two days had been a trip to blissful Dreamland filled with morphine and reruns of Night Court, but the next five were a little more bumpy. By the end of the week, the Director of Medicine had grown tired of Sleepy showing off shrapnel scars on his bare hairy ass to any 22 year old nurse to innocent to realize what he was after and kicked him to the curb.
Things were not so bright and bawdy for the passengers he had rode with. All told, 41 commuters ended up dead that day, plus the quickly dispatched Officer Janie Phanili. The press were having a field day, with papers flying off the shelf that described the carnage as instigated by homegrown terrorists… or the police force themselves. Yellow and red rags each told their own tale, the facts be damned. What mattered though, is that Sergeant John Estes had caused a headache, one which the Chief of the 34th Precinct was all too eager to be rid of.
Not long after his hospital discharge, Mad Bull found his gargantuan body squished into the tiny, squeaky wooden chair that sat opposite the Chief's desk. Chief Edwin Mundo was an old fashioned cop… perfect for the old fashioned sort of criminals that plagued the Fifth Tier of Corsucant. He had walked a beat for years in the 34th, carried that badge proudly, and could understand the violent means necessary to keep his turf safe.
The greasy cigar jutting from his thick sausage sized lips smoldered, casting a pungent haze across the messy office. He inhaled deeply, and sighed with fatherly exaggeration. With a sweaty old palm, he ran his meaty fingers through his grey buzzcut hair.
“Goddamnit, Sleepy! I swear to Mary and her fucking Space Baby Jesus that you go through partners faster than a two-bit whore smokes rocks! How long did that kid even last, huh?”
“ 'bout 8 hours, Chief.”
“Christ on a Christmas cracker, Mad Bull! That's not even a full shift! You got any idea how much a pain in the ass it's gonna be to write her next a’ kin a paycheck for half a day's work?”
Sleepy shrugged.
Chief Mundo sarcastically imitated Mad Bull’s shrug. Uneasy stillness enjoined the two men as they looked grimly at the other. Through the office door the two men could hear the din of clacking keyboard keys, the cacophony of ringing phones and the shouting and arguing ever present at the Watch Commander's desk. The two men stared intently at each other. Finally, Mad Bull broke the silence.
“Listen Chief, you gotta let me go after that blonde crum that iced Junie. I owe it to 'er!” he exclaimed, beating one fist against the other.
“Julie, you mean Julie.” the Chief corrected helpfully.
“Yeah, yeah. Anyways, I think I got a hot lea…”
“Not a chance Sergeant Estes! You know, I been thinking 'bout how ya got that nickname o’ yours. You're strong as a bull… and twice as smart!”
Sleepy flashed him a bright smile, “Hey, That's mighty nice, comin’ from you Chief!”
“It's not a compliment you buffoon!” Chief Mundo bellowed. He plucked his cigar from his mouth and crushed it into an overfilled ashtray. With measured intent, he continued, “I can't rely on you to chase clues down like some kinda gumshoe, so you're off the case!”
Mad Bull raised a fist in protest, but a fearsome look from the Chief told him to sit down and shut up.
Past the door and down the hall, a mischievous and flirty chatter arose from the secretarial pool. The sound of heeled boots and the jangle of a heavy sidearm could be heard rhythmically approaching.
“I can't trust you with new recruits, so this time I'm partnering you up with someone outside the precinct that's more accustomed to your particular policing style… but hopefully equipped with a handful more brain cells.”
There was a light knock on the door and a turn of the knob that preceded the Chief rising from his chair and calling out, “Come in!”
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| Leaving the Omniverse |
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Posted by: Tearen Wover - 05-29-2017, 09:13 PM - Forum: Omniverse Discussion
- Replies (29)
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Well this is abrupt, innit?
Except it's not. I've tried a few times to quit the Omniverse cold turkey, for the primary reason that I suffer from addictive personality traits and the OV, while being fantastic and a great place to write, interferes heavily with my ability to function.
With the recent additions to my family and looming financial oblivion, I unfortunately have to come to terms with the fact that leaving the site entirely is probably in my and my family's best interests. I know this may come as a shock and disappointment to many, but I have to face my reality.
That being said, I think my problem previous times has been that I have left my stories in the Omniverse unfinished, thus leaving a strong temptation to return. As such, I feel that by wrapping up my current IC story lines and allowing my Primes to retire themselves with dignity, I won't feel compelled to come back and start feeding my addiction again.
As such, I ask for the cooperation and understanding of Omniverse Staff and Players alike to help us all come to a satisfying conclusion to Kopaka and Tearen's stories.
Kopaka is pretty simple; I just need shaun's permission for him to valiantly save Weiss and Keldor, trapping himself in Nebula space as it collapses. Grim, but heroic, and fine by me since Kopecker didn't have much going for him anyway.
Tearen is only slightly more complicated; with the imminent retrieval of his daughter, I foresee him having one final soliloquy with Jade before travelling somewhere peaceful in the Vasty Deeps and either Omni-Sploding with her, or, summoning a portal out of the Omniverse that closes behind them, depending on what Admins allow.
As for my secondaries, people can feel free to write with and use them as they see fit, particularly in the case of Arle and Millie.
Whatever the case, I don't want to drag this out longer than necessary, so once the basic parameters are met, I'll be withdrawing fairly quickly. As a personal favor, I'd like if people refrained from trying to change my mind on the subject or guilting me into staying. Trust me when I say that this particular use of my creative energy is causing destructive patterns in my life that I cannot afford to repeat. This is not a judgement against the Omniverse, or any of you. Otherwise you can use this thread if you feel I have a loose thread with you that needs snipping, and I'll try to tie it up before departing.
Thanks.
-Aaron D. Weaver
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