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For the first month of his new existence, Tony (now given to calling himself Monochrome, a name he invented in his seventy third hour of existence) continued to decimate the Chicago outfit, sending out tactical teams of soldiers each night to mop up those opposed to the new management.

 

His initial call for men was met with about the same level of enthusiasm he had figured; he could gauge people well, and within a week, he had twenty five men throw in with him. Within two weeks, it was forty; within three it was fifty five. And growing. These men weren't just thugs; they were intelligent, many of them were former military, or professionals. They were the men that didn't get caught, because they planned, and those that lacked formal school were tough as nails and cunning. With some of his seed money, Tony made sure they were taken care of, and sent them to the shooting range, and bought a legal library. He was going to make sure they could shoot everything from pistols to assault rifles, but that they knew when to leave the guns at home. He made sure they learned how to fight with everything from broken bottles, to leather belts wrapped around their hands, to knives; he also implemented a rigorous exercise program, for the entire crew, with the best fighters teaching the others their dirty tricks. He taught them tactics, even as he learned them himself, from an extensive library pilfered from various organizations around the city at night.

 

In short, he was building an army.

 

Of course, there were growing pains; he had to slaughter a good dozen of his so called “family”, when he found they were talking to a group of Russians about his existence. And he had to kill the Russians. And some of their associates. A dog lost its life in the crossfire. But that took relatively little time, and word got out; you don’t talk about Tony...that is to say, Monochrome. Not if you want to keep breathing. Sure, only about eighty or so people in the entire city knew what he looked like, what he was, but they kept their mouths shut, and the rumors that did spread weren't specific...but everyone in the underworld had heard about the new guy, this "Monochrome", as he was known, and knew he was something different.

 

The money began to roll in; soon, he had more in his warehouse storage than he had in his bank account or his private stash at home beforehand. It was a slow start, as his men began taking over the rackets, but it was something. Gamblers needed their fix, just as much as junkies and sex addicts, and the money was good. And, there was a steady stream of cocaine, heroin, and marijuana coming from the same old suppliers; now, though, instead of smuggling, they just left it in a clearing in mexico. He went in and brought it up himself, bringing the profit margins through the roof.

 

Luckily enough, he knew how the underworld worked; he had always been streetwise, and now more so than ever, with the clarity of thought that had come with his awakening. He knew who to kill, who to bribe, and who to terrify into a coma, but leave alive. He found it easier to make connections, now, and even easier to get rid of those that didn’t play ball.

 

By the end of the month, he had the Chicago outfit under his thumb, and called a meeting with the remnants of the former management. His message was simple.

 

“All I ask, is for a cut. I’ve killed off all of your superiors; there are one or two stragglers, but they’re next. And that leaves you gentlemen with an opportunity to expand, to grow. To move up.

 

Now, you may consider running. You may consider turning on me, or flipping. This may be the thing that pushes you over the edge.

 

That would be unwise. See this? No, don’t be alarmed…yet. It’s simply one of my little pets. He seems menacing, but I assure you, he isn’t. Not unless I want him to be.

 

Each and every one of you will find your shadows move a little bit differently; they’re a little darker, now, a little bit out of sync. If any of you cross me, you will soon find out what it feels like to lose your kidneys through your neck.

 

Questions?

 

I see. Now, does everyone see what happens when you try to kill me? It doesn’t work, and it makes a mess on everyone else. Shame, too; Mr. Giovanni had such a nice suit. But my pets tend to be messy eaters.

 

Now, I ask again…Questions?”

 

It was a remarkably effective speech.

 

Apart from that, he spent every moment he had (and he had quiet a few, having essentially twice as much time as anyone who required sleep) researching the New Breed, sending out feelers online (enough to let Kristen find him, likely) and through bribes. A standing offer of ten grand per valid bit of information was put out on the streets, churning the rumor mill, and he kept a watchful eye on the news.

 

Not only that, but he put what money he had into play, both on the streets to earn, and in the pockets of various cops, detectives, and attorneys. It was all done through proxies, anonymous gifts from 'a friend', and he made sure to pick only those known for corruption already, but it would open doors. A few, he knew beforehand; those he brought in to the fold, visiting them at home. Of the six he tried, he only had to kill two; the other four were easily enough swayed with money. And they were corrupt enough to have heard about him already; they knew not to cross him.

 

He also began planning for next month…when Mr. Monochrome goes to Washington.

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Anuirean Knight [165 points] Attributes: ST 13 [30]; DX 12 [40]; IQ 10 [0]; HT 11 [10] Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]. Advantages: Born War Leader 1 [5]; Combat Reflexes [15]; Status 2 [5‡], and Wealth (Wealthy) [20]. ● Another 40 points chosen from among ST +1 to +4 [10/level], DX+1 or +2 [20 or 40], IQ +1 or +2 [20 or 40], HT +1 to +4 [10/level], HP +1 to +3 [2/level], Basic Speed +1 or +2 [20 or 40], Born War Leader 2-4 [5/level], Enhanced Parry 1 (One melee weapon skill) [5], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Luck [15] or Extraordinary Luck [30], Patron [Varies], Penetrating Voice [1], Rapid Healing [5], Recovery [10], Signature Gear [Varies], Weapon Bond [1], or Weapon Master [20 to 40]. Disadvantages: -50 points chosen from among Bad Temper [-10*], Bully [-10*], Callous [-5], Code of Honor (Pirate's, Soldier's, or Chivalry) [-5, -10, or -15], Compulsive Behavior [-5*, -10*, or -15*], Duty (to Liege; 9 or less) [-5], Enemy [Varies], Greed [-15*], Honesty [-10*], Obsession (Slay awnsheghlien) [-5*], Odious Personal Habit (Pompous Noble, Social Climber, etc) [-5], One Eye [-15], Overconfidence [-5*], Selfish [-5*], Sense of Duty (Family or Domain) [-5 or -10], Truthfulness [-5*], or Vow [-5, -10, or -15]. Primary Skills: Bow (A) DX [2]-12 or Crossbow (E) DX+1 [2]-13; Brawling (E) DX+1 [2]-13; Riding (A) DX [2]-12; Savoir-Faire (High Society) (E) IQ [4]-12. One of Lance, Polearm, or Two-Handed Sword, all (A) DX+2 [8]-14. Also 12 points chosen from among Knife, Shield, both (E) DX+2 [4]-14; or Axe/Mace, Broadsword, Lance, Polearm, Spear, or Two-Handed Sword, all (A) DX+1 [4]-13; or Judo (H) DX [4]-12. Secondary Skills: Area Knowledge (Southern Coast) (E) IQ+1 [2]-11; Leadership (A) IQ+1 [2]-11†; Strategy and Tactics, both (H) IQ [2]-10†; Intimidation (A) Will-1 [2]-10. Background Skills: Current Affairs (regional) and First Aid both (E) IQ [1]-10; Heraldry (A) IQ-1 [1]-9. 4 points chosen from among Dancing (A) DX-1 [1]-11; Acting, Administration, Armoury (Body Armor), Armoury (Melee Weapons), Fast-Talk, Poetry, Politics and Public Speaking, all (A) IQ-1 [1]-9; Diplomacy, Law (Anuirean Feudal) and Theology (Any) all (H) IQ-2 [1]-8; Carousing (E) HT [1]-12; Sex Appeal (A) HT [1]-11; or Detect Lies (H) Per [1]-8. * Multiplied for self-control number; see p. B120. † +1 from Born War Leader ‡ Reduced cost due to free status from wealth.

 

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Mail Suit ($2,700, 45 lbs.)

Mail Haubergeon; DR 4/2*, $900, 15 lbs.

Mail Sleeves; DR 4/2*, $450, 7.5 lbs.

Mail Leggings; DR 4/2*, $900, 15 lbs.

Mail Coif, DR 4/2*, $270, 4.5 lbs.

Mail Gauntlets; DR 4/2*, $90, 1.5 lbs.

Mail Sollerets; DR 4/2, $90, 1.5 lbs.

 

---

 

 

High Medieval Knight (around 1200 AD)

 

Hauberk - covers Torso, Arms and Thighs with Heavy Mail (DR 5/3*), $2,340, 35.1 lbs.

Mail Coif of Fine Mail (DR 4/2*), $270, 4.5 lbs.

Arming Cap - Coif of Padded Cloth (DR 1*), $15, 1.8 lbs.

Flat-Topped Full Helm of Light Plate (DR 3), $240, 2.9 lbs.

Mittons - cover Hands with Fine Mail (DR 4/2*), $90, 1.5 lbs.

Chausses - cover Legs and Feet with Light Mail (DR 3/1*), $550, 13.2 lbs.

 

TOTAL: $3,505, 59 lbs.

 

---

 

Jedi Knight (Galactic Republic Era) [458 Points]

 

A Jedi Knight of the Jedi Order during the height of the Galactic Republic. This represents any Jedi so feel free to modify this as you please.

 

Attributes

ST 11 [10], DX 12 [40], IQ 11 [20], HT 12 [20].

 

Secondary Characteristics

Basic Speed 6, Basic Move 6, Will 15 [20], Perception 13 [10], HP 11, FP 12, Force Points 6 (works like FP only for Force) [12], Dodge 11*.

 

Advantages

Combat Reflexes [15], Trained by a Master [30], Weapon Master (Lightsaber) [20], Extra Attack (Lightsaber) [25], Enhanced Dodge [15], Enhanced Parry [10], Legal Immunity (Jedi Knight, Galactic Republic, Diplomatic) [20], Patron (Jedi Order) [20], Rank 4 (Jedi Knight) [20], Signature Gear (Self built Lightsaber) [1], Force Attuned [20], Force Power 3 [45], Spend 5 points in any Lightsaber Style [5] (use any remaining points to increase Technique levels).

 

Disadvantages

Duty (Jedi Order, 15 or less, hazardous) [-20], Code of Honor (Jedi’s) [-15], Disciplines of Faith (Jedi) [-10], Selfless [-5], Wealth (Poor) [-15], may take Dependents (Padawan) as optional.

 

Skills (Primary)

Lightsaber (A) DX+3 [12]-15, Acrobatics (H) DX+2 [12]-14, Karate (H) DX+1 [8]-13, any 3 Force Skills at IQ+1 with a total cost of [36] and any 3 Force Skills at IQ with a total cost of [24] (all Force Skills receives a free +1 for Force Attuned).

 

Skills (Secondary)

Diplomacy (H) IQ+1 [8]-12, Armoury (Lightsaber) (A) IQ+1 [4]-12, Autohypnosis (H) Will-3 [0]-12, Blaster Pistol (E) DX [1]-12, Body Control (VH) HT [8]-12, Breath Control (H) HT-1 [2]-11, Computer Operation (E) IQ+1 [2]-12, Fast-Draw (Lightsaber) (E) DX [1]-13*, First Aid (E) IQ+1 [2], Hidden Lore (Jedi Lore) (A) IQ+1 [4]-12, History (Jedi) (H) IQ [4]-11, Immovable Stance (H) DX-1 [2]-11, Jumping (E) DX [1]-12, Leadership (A) IQ+1 [4]-12, Meditation (H) Will-3 [0]-12, Mental Strength (E) Will-1 [0]-14, Piloting (any) (A) DX [2]-12, Savoir-Faire (Jedi) (E) IQ+1 [2]-12, Stealth (A) DX [2]-12, Tactics (H) IQ [4]-11.

 

*Includes a +1 for Combat Reflexes

 

Lenses

 

Jedi Padawan [-222 Points]

Lower ST by 1 and Force Power to 1; Will to 12; Perception to 12, remove Combat Reflexes ; Trained by Master; Weapon Master; Extra Attack; Enhanced Dodge; Enhanced Parry; Signature Gear; 6 Force Points and 5 points in Lightsaber style. Lower Rank to 2, replace Legal Immunity with Legal Immuntiy (Padawan Student); Patron (Jedi Order) with Patron (Jedi Master); Duty (Jedi Order) with Duty (Jedi Master, 12 or less, hazardous).

Lower Lightsaber to DX; Acrobatics to DX+1; First Aid to IQ; Hidden Lore to IQ; History to IQ-1; Karate to DX-1; Diplomacy to IQ; Armoury (Lightsaber) to IQ-1. Remove Autohypnosis; Breath Control; Immovalbe Stance; Body Control; Mental Strength; Leadership and Tactics.

 

Jedi Knight (Rise of the Empire Era) [-120 Points]

During the Rise of the Empire; almost all Jedi were hunted down and murdered by Darth Vader and the Emperor. Some survived the ruthless exterminations and went into exile on secluded planets.

Remove Legal Immunity [-20], Patron [-20], Rank [-45] and Duty [20], finally; add Enemy (Sith) [-25] and Secret (Jedi Knight) [-30].

 

Jedi Knight (Rebellion Era) [-135 Points]

During the Rebellion Era; few if any Jedi are still alive. Darth Vader’s ruthless hunt has brought most of them to their demise. But there are still a few that are secretly hiding from the Empire in the most far away places of the Galaxy.

Remove Legal Immunity [-20], Patron [-20], Rank [-45] and Duty [20], finally; add Enemy (Sith) [-40] and Secret (Jedi Knight) [-30].

 

Jedi Knight (New Republic Era) [-70 Points]

During the New Republic Era; Luke Skywalker founds the New Jedi Order and begins to train potential new Jedi Knights. But most of the inhabitants of the Galaxy are wary and suspicious of the Jedi's real intentions.

Remove Legal Immunity [-20], Patron [-20], Rank [-45] and Duty [20], finally; add Patron (New Jedi Order) [10], Social Stigma (Jedi)* [-5] and Duty (New Jedi Order, 12 or less) [-10].

 

*You get a penalty of -2 to any reaction roll made by anyone except other Jedi.

 

 

Here's a Jedi Master to go along with the Jedi Knight. All notes above applies to this one as well.

 

Jedi Master (Old Republic Era) [664 Points]

 

Attributes

ST 11 [10], DX 13 [40], IQ 11 [20], HT 13 [30].

 

Secondary Characteristics

Basic Speed 6.5, Basic Move 6, Will 17 [35], Perception 13 [15], HP 11, FP 13, Force Points 10 [20], Dodge 11*.

 

Advantages

Combat Reflexes [15], Trained by a Master [30], Weapon Master (Lightsaber) [20], Extra Attack (Lightsaber) [25], Enhanced Dodge [15], Enhanced Parry [10], Legal Immunity (Galactic Republic, diplomatic) [20], Patron (Jedi Order) [20], Rank 6 (Jedi Master) [30], Signature Gear (Self built Lightsaber) [1], Force Attuned [20], Force Power 6 [90], Spend 10 points in any Lightsaber Style [10] (use the rest of the points to increase Technique levels).

 

Disadvantages

Duty (Jedi Order, 15 or less, dangerous) [-20], Enemy (Sith, quite rarely) [-10], Code of Honor (Jedi’s) [-15], Disciplines of Faith (Jedi) [-10], Selfless [-5], Wealth (Poor) [-15], may optionally take Dependents (Padawan) [Varies].

 

Skills (Primary)

Lightsaber (A) DX+3 [12]-15, Acrobatics (H) DX+2 [12]-14, Karate (H) DX+1 [8]-13, any 5 Force Skills at IQ+2 with a total cost of [80] and any 5 Force Skills at IQ+1 with a total cost of [60] (all Force Skills receives a free +1 for Force Attuned).

 

Skills (Secondary)

Diplomacy (H) IQ+3 [16]-14, Armoury (Lightsaber) (A) IQ+2 [8]-13, Autohypnosis (H) Will-3 [0]-14, Blaster Pistol (E) DX [1]-13, Body Control (VH) HT [8]-13, Breath Control (H) HT-1 [2]-12, Computer Operation (E) IQ+1 [2]-12, Fast-Draw (Lightsaber) (E) DX [2]-14*, First Aid (E) IQ+1 [2], Hidden Lore (Jedi Lore) (A) IQ+2 [8]-13, History (Jedi) (H) IQ [12]-13, Immovable Stance (H) DX [4]-13, Jumping (E) DX [1]-13, Leadership (A) IQ+2 [8]-13, Meditation (H) Will-2 [1]-15, Mental Strength (E) Will-1 [0]-16, Piloting (any) (A) DX [2]-13, Savoir-Faire (Jedi) (E) IQ+2 [4]-13, Stealth (A) DX [2]-12, Tactics (H) IQ+1 [8]-12.

 

*Includes +1 for Combat Reflexes.

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Rooms are so big that you need separate skills for different things (on top of basic Perception for things sitting out in the open):

  • Architecture for hidden features of the room itself.
  • Carpentry to notice something odd with the woodwork.
  • Criminology to find macroscopic evidence left behind by a criminal.
  • Electrician to spot something strange about the lights or wiring.
  • Forensics to discover traces of blood, explosives, fibers, etc.
  • Masonry to identify unusual stonework.
  • Observation to "case the joint."
  • Tracking to pick up on footprints on the floor.
  • Traps for traps and secret doors.

 

These do overlap some, of course. The GM could allow a single Detective! roll for all of it, I suppose, but as that skill implies, this would be cinematic. Real detectives ask forensic scientists, firemen, the locksmith, etc. to take a look for a good reason. A detective might have Criminology and Observation, and maybe Tracking (if he works outdoors a lot) or Forensics (if he works in a lab some of the time). He would have Search, but for patting down suspects, not for poking in cupboards. They're not really closely related.

 

Quote:

 

 

 

 

You forgot Housekeeping or Artist (Interior Decorating) for spotting an out of place item.

 

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[h=1]Doubles[/h]

 

Epicurious

 

 

by Ramin Ganeshram

 

 

Adapted with permission from Sweet Hands: Island Cooking from Trinidad & Tobago

 

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yield: Makes 8 to 10 doubles

 

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For dough:

  • 1/3 cup warm water (100°-110°F).
  • 1/4 teaspoon sugar
  • 1 teaspoon active dry yeast
  • 2 cups all-purpose flour
  • 1/2 teaspoon salt
  • 1 teaspoon ground turmeric
  • 1/2 teaspoon ground cumin
  • 1/2 teaspoon ground black pepper

 

 

For filling (curried channa):

  • 2 cups dried chickpeas, soaked overnight in 6 cups of water, or 1 (16-ounce) can chickpeas
  • 1 tablespoon vegetable oil
  • 1 medium onion, thinly sliced
  • 3 cloves garlic, minced
  • 1 1/2 tablespoons curry powder (see Tips, below)
  • Pinch of ground cumin
  • Salt and ground black pepper to taste

 

 

For assembly:

  • 1 cup vegetable oil
  • Hot pepper sauce (see Tips, below)
  • Kuchela (see Tips, below)
  • Thinly shredded cucumber

 

 

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Make dough:

In small bowl, stir together water, sugar, and yeast. Let stand until foamy, about 5 or 6 minutes.

 

 

In large bowl whisk together flour, salt, turmeric, cumin, and pepper. Stir in yeast mixture, then add additional warm water, if needed, until mixture comes together into slightly firm dough. Knead dough in bowl 2 minutes, then form into ball and cover with damp cloth. Let dough rise in warm, draft-free place until doubled, about 1 hour.

 

 

Make filling:

If using dried chickpeas, drain and add 6 cups fresh water. Simmer until tender, about 1 hour. Drain. If using canned chickpeas, drain and rinse well with cold water.

 

 

In heavy skillet over moderately high heat, heat oil. Add onion and sauté until translucent. Add garlic and sauté 1 minute more. Mix in curry powder and sauté 30 seconds, then add 1/4 cup water.

 

 

Stir in chickpeas, cover, and simmer 5 minutes. Add 1 cup water and cumin. Season with salt and pepper and bring to boil. Lower heat and simmer, uncovered, until chickpeas are very tender, approximately 20 minutes.

 

 

Assemble:

Punch down risen dough and allow to rest 10 minutes.

 

 

Dampen hands, pinch off walnut-size piece of dough, and flatten into 4 1/2-inch diameter circle. Set aside. Repeat with remaining dough.

 

 

In deep frying pan over moderately high heat, heat oil. Fry dough circles, in batches if necessary, until lightly browned, about 40 seconds per side. Drain on paper towels or on wire rack set over baking sheet.

 

 

Place 2 tablespoons filling on 1 piece fried dough. Add pepper sauce, kuchela, and cucumber. Top with another piece fried dough. Repeat with remaining dough and filling. Serve as snack or appetizer.

 

 

Ramin Ganeshram shares her tips with Epicurious: · The curry called for in this recipe is the Trinidadian kind, which has fewer chile peppers than that of India. If you cannot find Trinidadian curry, use Madras curry, but reduce the amount to 3 teaspoons.

· The hot sauce traditionally served with doubles is made from yellow habañero peppers. Matouk's is a popular brand, but other hot sauces can be substituted according to your preference.

· Kuchela, a traditional condiment for doubles, is a spicy chutney made from shredded green mangoes. It is often available bottled in West Indian markets, but any bottled mango chutney will serve nicely.

 

 

 

 

 

 

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