Professional Documents
Culture Documents
Credits
Project L Conceptual Design Leads:
Rachel Olschan
Photography:
Gavin Bond, Erik Heinila, Alan Markfield,
Michael Muller, 20082010 TNT Originals, Inc.
A Time Warner Company. All Rights Reserved.
TM & Turner Network Television. ELECTRIC all
rights reserved.
Special Thanks:
Adrian Agresta, Jessica Banks, Gina Bellman,
Christi Cardenas, Brian Clements, Dean Devlin,
Deborah Donoghue, Chris Downey, Paola Ferrarri,
Christie Hicks, Aldis Hodge, Timothy Hutton, Christian Kane,
Beth Riesgraf, Josh Roby, John Rogers, Jeri Ryan,
Mark Sheppard, Source Comics & Games,
Margaret Weis & Wil Wheaton
Project L Playtesters:
Christopher Acker,Scott Acker,Chris Adkins,
Ray Axmann,Jeremy Beyer,Ron Blessing,VeronicaBlessing,
Casey Coker, Kim Corley, Jason Corley, Don Dehm,
Bill Dickerson,Cat Dickerson,Kurt Edwards,
Andrew Harvey, Brenden Johnson, Jeremy Keller,
Golda Lloyd, Brenda Lund, Michelle Nephew,
Bobbi Olson,Kimberly Parker, Ian Richards,
LeAnn Tiede,Seth Tiede, Kirk Utley and everybody who
played, hacked, and ran the LEVERAGE Quickstart Job or
took part in events at Origins and GenCon Indianapolis!
M A R G A R E T
WEIS
PRODUCTIONS, ltd.
Margaret Weis Productions, the MW Logo, Cortex System, Cortex Plus, the Cortex Plus System Logo (and derivatives),
and Project L are trademarks of Margaret Weis Productions, Ltd. 2010.
Leverage Holdings, Inc. All Rights Reserved. Additional photography Electric Entertainment.
TNT logo, photography, and key art TM & TNT Originals, Inc. A Time Warner Company. All Rights Reserved.
THE PITCH
What is Leverage?................... 2
The Cast of Characters..............2
A World of Crime......................3
What is a
Roleplaying Game?...................4
Whats in this Book?.................6
THE BRIEFING 7
Whos Who of
the Game................................. 8
The Crew and the Supporting
Characters............................... 8
Traits....................................... 9
Dice............................................11
Plot Points.................................13
THE CREW
15
Establishment Flashbacks...... 48
Finishing the Job..................... 49
Fast Recruitment.................... 50
Establishing Your Remaining
Roles..........................................50
Establishing Your Remaining
Talents and Specialties.............50
Establishing Your Remaining
Distinctions...............................50
Benefits of Experience............ 51
Training Up...............................52
Getting an Advance
on Advancement.......................52
Signature Assets...................... 52
Moving, Changing and
Destroying Assets................... 53
Changing Distinctions............ 53
Course Corrections................. 54
Breaks..................................... 54
Optional Rule: Growing
the Crew with Trust................ 54
THE JOB
61
Managing Traits...................... 62
Choosing Crew Traits................62
Choosing Opposition Traits......62
Picking Up Dice.........................64
Traits and Scale.........................65
Assets and Complications...... 66
Assets.........................................66
Complications...........................67
Changing Complications..........68
Actions, Scenes,
& Beats.................................... 68
Beats..........................................68
Taking Action............................69
Basic Actions.............................69
Contested Actions.....................71
Timed Actions...........................75
Failing Doesnt
Mean Game Over.....................75
Flashbacks.................................76
The Next Steps........................ 78
Wrap-Up Flashbacks in the
Middle of the Job.......................78
THE FIXER
79
THE
TOOLBOX 121
People...................................... 122
Marks ........................................122
The Power of Names.................122
Clients .......................................124
Supporting Characters..............125
Places...................................... 127
Roles of Places ..........................127
Making Places Interesting.........129
Problems....................................135
Ripped from the Headlines.......137
Situation Generator..................138
THE CRIME
WORLD 149
The Lay Of The Land............... 150
Your Place In Crime World..... 153
Thinking Like a Criminal....... 154
Problem Solving........................154
Violence.....................................157
Keep it Simple...........................158
Cons........................................ 160
The Steps of a Con.....................161
Requirements of a Con.............163
Classic Short Cons....................165
Classic Long Cons.....................167
The Anatomy of
a Bad Guy................................ 170
Every Caper Needs
a Villain.....................................170
The Record................................173
FOREWORD
sense of control.
con shows. They were gritty and serialized, and they were
Grail for years, and I really think these folks have licked
con show: to show the magic trick, and to screw the bad
guy. They got all the thief stuff right, but left out the most
The Pitch
By Way of Introduction
Chapter One
The Cast of Characters
THE
PITCH
The Pitch
So, here we are. You and me, sitting down and
talking about making something of yourself. Getting
involved. Using your talents to do the right thing. This
THE
BRIEFING
THE
CREW
room filled with losers using only your fists, like Eliot?
Thats fine; weve got you covered. You have an idea for
a whole new Crew operating somewhere other than
Los Angeles or Boston? No problem; there are plenty of
jerks out there that need taking down a peg or two. The
THE
JOB
THE
FIXER
What is Leverage?
Leverage is the story of a group of thieves and
confidence men who choose to use their expertise to
take down bad guys the authorities cantor wont
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
unpredictable.
a lot.
you to step into the light. The good news is, sooner or
THE
TOOLBOX
THE CRIME
WORLD
THE
FIXER
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
The Pitch
A World of Crime
THE
RECORD
Chapter One
Cortex Plus System, and theyre a variation on a set
THE
PITCH
What is a
Roleplaying Game?
So now were all straight on what Leverage is. But
whats this about a roleplaying game? Do you play it
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
A Team of Experts
Leverage stories revolve around a Crew of
individuals who are, lets be clear, each extremely
competent. In fact, you could almost say theyre the best
there is at what they do, if it wasnt for the occasional
reminder that there are even more skilled experts out
there to foil them. Regardless, each of them fills an
essential Role on the team and, when theyre performing
within that Role, they rarely fail. The Leverage RPG
makes showing off your expertise a feature of the rules,
The Pitch
but also makes stepping out of your comfort zone both
interesting and rewarding. It makes it clear that you
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
Dont go down that path. Its just gonna make you sad
work. Dont know how youre gonna get out of the mess
youre in? Dont sweat it. Youll figure it out later. Wait
THE CRIME
WORLD
and theyre right. Your briefing hits all the key points;
THE
TOOLBOX
Seriously?
THE
RECORD
THE
FIXER
Chapter One
and other statistics on your Crewmembers
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
Rap Sheet.
4. The Job: Playing the GameExpanding on the
rules presented in The Briefing, this chapter
explains how to resolve all of the dramatic
action that takes place throughout the Job,
from fights to flashbacks.
5. The Fixer: Running the GameThis chapter
introduces the Fixer to the preparation and
management of each Job, including the key
elements of any plan and how to keep things
moving along.
6. The Toolbox: People, Places, and Plans
The Fixers own smorgasbord of Supporting
Characters and setting locations, and tables
of random ideas to help make any Job more
memorable and interesting.
7. The Crime World: Where It All HappensThis
chapter is a brief guide to portraying the world
of thieves and grifters where the Leverage
RPG takes place.
8. The Record: Guide to Seasons One and Two
THE
FIXER
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THE CRIME
WORLD
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The Briefing
The Basic Rules
Chapter Two
Marks are the bad guys the Crew needs to bring down.
THE
PITCH
The Briefing
THE
BRIEFING
Foils are the characters who make life difficult for the
and cons that are carried out by a Crew. You and your
The Fixer
One player doesnt play a Crewmember. Instead, this
player, the Fixer, takes responsibility for the Supporting
Characters. Hes responsible for coming up with the
opposition for the Crew, and for helping see to it that
THE
JOB
Whos Who of
the Game
First up, lets take a look at who does what, both in
the world of the game and at the table where the games
THE
FIXER
being played.
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
The Briefing
The Players
This is everybody else at the table, those quickwitted
THE
PITCH
THE
BRIEFING
THE
CREW
Traits
Each Crewmembers Rap Sheet is mostly a list of
Traits and related game statistics. The three main
categories of Traits belonging to Crewmembers are
THE
JOB
Roles
Your Crewmembers place on the team is decided by
where his skill and expertise is most obvious. There are
five broad Traits that encompass these skills, and we call
them Roles. Your Crewmember has a die rating in each
of the five: Grifter, Hacker, Hitter, Mastermind,
and Thief. The Role with the largest die rating is called
Attributes
Alertness,
Intelligence,
THE
RECORD
THE CRIME
WORLD
Attributes:
THE
FIXER
THE
TOOLBOX
Chapter Two
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
Distinctions
Is your Crewmember a Drunk? Is he Smarter Than
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
as more and more twists and turns take place they can
become game-changers.
Talents
Not every Grifter or Hacker is the same, and this is
THE
RECORD
10
The Briefing
The Fixer rolls Complications as part of your
dice, which is why the smaller your dice the more likely
things are going to getcomplicated.
Other Traits
THE
BRIEFING
THE
CREW
THE
JOB
THE
PITCH
two dice: one for the Attribute and one for the Role most
you might have some other dice to roll. Heres some
Strength + Hitter
Youre leaping from a fire escape to escape the
THE
TOOLBOX
Dice
THE
FIXER
Icon
d4
d6
d8
d10
10
d12
12
THE
RECORD
Die Rating
THE CRIME
WORLD
11
Chapter Two
the result; set it aside for the moment. If all of your dice
THE
BRIEFING
case, the Fixer usually sets the stakes first with a roll of
like you, he takes the two highest and adds them up.
If his result is greater than the current stakes, theyre
considered raised. The Fixer now has the edge!
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
12
The Briefing
THE
BRIEFING
have his own private supply the way players do. Instead,
THE
CREW
THE
JOB
hand one over, but there are other, more painful ways
to get them.
Weve talked about Complications as Traits that
the Fixer adds in. Well, whenever you roll a 1, the
Fixer might hand you a Plot Point to activate that
THE
FIXER
THE
TOOLBOX
give you more dice, make the dice you have more
THE CRIME
WORLD
affect the plot over the course of your Job. Plot Points
THE
RECORD
THE
PITCH
Plot Points
13
Chapter Two
THE
BRIEFING
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CREW
now a good time for this choice, or will the Job work out
better if you hold off for a few scenes? Juggling all these
decisionswell, thats the rest of the magic.
Here are three short lists of what everybody is
responsible for. These arent exhaustive, but theyre
THE
JOB
front of them
Pointing their Crewmembers in directions that
THE
FIXER
scenes
THE
TOOLBOX
THE CRIME
WORLD
Flashbacks
Offering suggestions to other players, but
THE
RECORD
14
lookawesome
The Crew
Recruiting Your Team
15
Chapter Three
THE
PITCH
The Crew
The core of the Leverage Roleplaying Game is the
Crew, that dysfunctional family of expert criminals,
THE
BRIEFING
thieves, and rogues that fights the good fight and takes
down the bad guys. This chapter lays out the steps to
recruit the right Crewmembers, taking them from an
initial idea for a character to an actual completed Rap
Sheet filled with Traits and other elements. Here, youll
also find what Talents, Distinctions, and Attributes
THE
CREW
are for.
Please note that, yes, we go over some things in
this chapter that we already introduced in The Pitch.
Repetition is good. And odds are, youre going to come
back here more often than the front of the book, right?
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
16
Moving on.
Recruiting
the Crew
Once you start to recruit your Crewmember in a
mechanical sense, you should have a good idea of what
type of guy this person is, what Role hes best suited for
on the team, and in general what hes good at. So heres
something really important about putting your own
concept of who you are into mechanical language: this
is very much a collaborative process. You cant do it by
yourself. (Well, you can. Thats an option. But its not
one we recommend.)
Leverage Crews are recruited with a close eye
toward how well the members work together. If you do
this process in isolation, you get Crews that dont mesh
together. Crews that arent together turn into what we
in the business call prison inmates. Lets try to avoid
that, shall we?
The Crew
Creating a Crewmember
Heres a step-by-step presentation of how to get ready
for action as a Crewmember on a Leverage Crew. Each
step is discussed in greater detail later in this chapter,
so if you have more specific questions theyre probably
addressed there. From here on out, Im going to use
you to mean you the player. Recruitments very
much in the hands of the players. The Fixer only needs
to step in when youre lost.
Crewmember
Recruitment Steps
1. Get a blank Rap Sheet.
2. Consider your Background.
3. Assign your Primary Role.
4. Assign your Secondary Role.
5. Assign your Attributes.
6. Compose one Distinction.
7. Play through The Recruitment Job.
Alertness,
Intelligence,
Strength,
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BRIEFING
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CREW
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JOB
put it this way: the best Crews are the ones that work
THE
FIXER
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THE CRIME
WORLD
THE
RECORD
THE
PITCH
17
Chapter Three
Background
THE
PITCH
THE
BRIEFING
Leaving Blanks
THE
CREW
THE
FIXER
THE
TOOLBOX
But Ive never been arrested, you say. The cops dont
know about me, you protest. Think againyoure good
at what you do, that is why youre being recruited. The
authorities know it too and theyve had their eyes on you.
Roles
THE CRIME
WORLD
A Work in Progress
THE
RECORD
Primary Roles
Your primary Role is the one youve rated at d10.
Youre often referred to by that RoleParkers a Thief,
Eliots a Hitter, etc. This Role defines your main job
18
The Crew
within the Crew, and the sorts of activities youll be
decide the outcome of a given action, hell usually call
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BRIEFING
THE
CREW
THE
JOB
might be.
d10, d8: These ratings indicate a high
degree of competence. They represent
aspects of your Crewmember that are solid
and dependable.
d6: This is kind of ho-hum and dull. Its
THE
FIXER
THE
TOOLBOX
What Do the
Dice Mean?
THE CRIME
WORLD
THE
RECORD
THE
PITCH
19
Chapter Three
Role Descriptions
THE
PITCH
Secondary Roles
THE
BRIEFING
The Grifter
The Grifter is the consummate confidence trickster.
Her main weapon is trust, earned with a level of empathy
and deceit that must appear flawless. She can make
THE
JOB
THE
FIXER
What Grifters Do
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
20
The Crew
that can be pushed on to achieve any desired outcome.
Mechanical Options
for Grifters
Attributes
keeps the truth of who she is even from her own Crew.
Secondary Roles
Grifting is a variable and personalized skill; every
Grifter has her own style. These differing styles are
modeled by the choice of secondary Role. The following
interpretations are descriptions of particular Grifters
one can only marvel at the potential breadth of styles
and specializations.
The Swashbuckler: This Grifter d10/Hitter d8 is a
verbal jouster. She uses language aggressively, challenging
and sparring with the Mark. When necessary she backs
up her words with muscle, and she does it with some
panachelots of quips and misdirection, as if a fight is
THE
RECORD
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
PITCH
Its the Grifters job to find and push that button. So very
21
Chapter Three
(and has pulled most of them at one time or another), she
can make up new ones on the fly to salvage a plan thats
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
The Hacker
The Hackers main weapon is info, pure and simple.
Hes either providing it to the Crew or hes keeping it from
the opposition. Sometimes its straightforwarda vital
bit of information or misinformation, the password to
the Marks computer database, or the Marks Swiss bank
account number. Other times, its actually a physical
objectan electronic lock pick, a radio jammer, or even
a forged sculpture that you cant tell from the real deal.
What Hackers Do
You cant pull cons or heists without info, and theres
a lot of ways Hackers can get and use that information to
the Crews advantage. See, Hackers are research people.
When the Crew identifies a potential Mark, its often the
THE
FIXER
THE
TOOLBOX
identify
the
securityphysical
and
THE CRIME
WORLD
THE
RECORD
22
The Crew
it right now.
and off. You name it, theres a guy who can hack it.
THE
CREW
Attributes
Intelligence is gonna be a Hackers number one
Attributenothing else comes close. Alertness is
THE
JOB
Mechanical Options
for Hackers
THE
FIXER
Secondary Roles
The Role the Hacker takes as his secondary? That
decisions guided by both his overall skill set and his
personality. Heres a few interpretations of what each
choice might mean; the same decision might just as well
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
BRIEFING
THE
PITCH
and forgery experts thatre there for you when you need
23
Chapter Three
THE
PITCH
THE
BRIEFING
THE
CREW
Safecracker
The Spoofer: A master of network deception
and misinformation, this Hacker d10/Grifter d8
is the flip-side of Netzilla. Its pretty rare that people
notice his online activity, but when they do, hes all up
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
The Hitter
Listen up. The Hitters main weapon is force. The
Hitters the one you call in when subtletys failed you
and when being gentle isnt going to help. Consequently,
most people think of physical fighting when they think
THE
RECORD
24
What Hitters Do
So Hitters come in all shapes and sizes, exercising
different skill sets to solve the problems they find before
them. Even so, theres some generalizations you can
make about them.
Hitters need to understand the role of violence. You
dont want a loose cannon, some guy who just likes to
hurt people. Thats bad news. Violence is inherently
chaotic and introduces an element of chance into the
plancant avoid it. Your Hitter needs to know when its
worth taking that chance.
Hitters deal in direct application of force. Usually this
is fightinga good Hitter is going to be experienced in
The Crew
at least one if not several styles of hand-to-hand combat,
almost always have a good intuitive understanding of
intimidating.
THE
BRIEFING
THE
PITCH
THE
JOB
Attributes
THE
FIXER
Secondary Roles
These are some interpretations of what the choice of
a secondary Role might say about a Hitter. This is by
no means an exclusive list; there are many ways to play
each choice other than the ones presented here.
The Wheelman: This is a Hitter d10/Hacker d8
who always has exactly the right vehicle for the job;
THE
TOOLBOX
Mechanical Options
for Hitters
THE CRIME
WORLD
THE
RECORD
THE
CREW
kinds of no good.
25
Chapter Three
The Mastermind
THE
PITCH
the operation, but its more accurate to say that hes the
THE
BRIEFING
Gun Away
THE
CREW
The
Platoon
Sergeant:
This
Hitter
d10/
Crewsuhcrew.
What Masterminds Do
Ill lay it bare for you, here. The plan is the blueprint for
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Firearms
THE
RECORD
26
The Crew
Masterminds need to be flexible and think quickly.
THE
BRIEFING
THE
CREW
THE
JOB
investments and businesses. Theyre highly detailoriented and meticulous planners. Many, especially ones
with experience trading in the stock and commodities
markets, are very good at dealing with highly dynamic
situations and unexpected changes in plan.
The flipside of people from the business and financial
THE
FIXER
THE
TOOLBOX
Who Becomes
a Mastermind
THE CRIME
WORLD
THE
RECORD
THE
PITCH
27
Chapter Three
Mark, even those that dont focus on that particular
skill. Suggested Talents: Archangel, Master Plan
THE
PITCH
Mechanical Options
for Masterminds
Attributes
THE
BRIEFING
Secondary Roles
While this is by no means an exhaustive list, here
are some ways that secondary Roles might affect a
Mastermind.
The Field General: This Mastermind d10/Hitter
THE
JOB
THE
FIXER
THE
TOOLBOX
The Thief
The Thief s main weapon is access. Getting into
places. Breaking in. Sometimes through the roof.
Thieves, like Hitters, cant usually work remotelythey
need to be right there, in the line of fire. Thieves use
direct physical access to people, places, and things to
get the job done, whether that job is removing a million
dollars in hard currency from the Marks safenice!
or setting up a hidden recording device in the Marks
living room. That ones sneaky, but boring.
What Thieves Do
Thieves use their access in a variety of ways to achieve
the Crews goals.
THE CRIME
WORLD
THE
RECORD
28
The Crew
and one part rock climber to scale the exterior of a
THE
BRIEFING
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CREW
THE
JOB
THE
FIXER
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TOOLBOX
THE CRIME
WORLD
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RECORD
THE
PITCH
29
Chapter Three
addition to light fingers. Suggested Talents: Pickpocket,
Silent Entry
THE
PITCH
Mechanical Options
for Thieves
Attributes
Agility is almost always the most important
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BRIEFING
THE
CREW
Secondary Roles
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JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Specialties
So youre flying a stolen helicopter through a city at
night during a snowstorm, and suddenly the shadow of
a skyscraper looms out of the billowing blizzard, much
closer than you thought it wasthe Fixer wants you to
make a roll to avoid clipping the top of building. What
do you roll?
Not everything a Crewmember might want to
do during a Job maps neatly to one of the five Roles.
Specialties are the way to represent these narrow skills
that dont quite fall under any Role. They indicate that
when it comes to Specialty X, you want it to fall under
Role Y. They add a d6, much like an Asset, when you
use them together with their associated Role. They also
signal to the Fixer that the Specialties you designate are
things that are interesting about you, and things that
youd like to have the opportunity to exercise in the Job.
Assigning Specialties
There are no hard and fast rules mapping any
particular Specialties to particular Roles, nor is there
THE
RECORD
skills, and lucky for her shes got the gift of gab in
30
The Crew
of your car, and how to exploit them. But someone with
Trauma
Surgery
(Hacker),
Cardsharp
Attributes
Attributes define your natural gifts, the raw level
of talent that you start with before you begin adding
experience and skill gained through your life.
Attributes are vitally important to the mechanics of
the game; typically, when you make a roll to determine
the outcome of some action you attempt, you include
one Attribute with your roll.
Assigning Attributes
Attributes, like most other concepts in Leverage,
are rated by dice, from d4 to d10. When you create
your Crewmembers Rap Sheet, you assign all six of
your Attributes dice ratings. The available die types are
defined by choosing one of several standard arrays of
die types. If you need to, take another look at What Do
Dice Mean? (page 19).
Focused: Two dice each at d10, d8, and d6. Choose
this array if your Crewmember specializes in certain
areas over others.
THE
BRIEFING
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CREW
THE
JOB
rounded.
THE
FIXER
You start with two Specialties, but you can add more
THE
TOOLBOX
THE CRIME
WORLD
and cut other cars off. Whatever Role you choose, its
THE
RECORD
THE
PITCH
31
Chapter Three
Vitality
measures
your
health
and
fitness.
non-verbal cues.
that are hard to see; in this sense, its social and physical
THE
CREW
and coaches.
stagemagicians.
THE
JOB
you lie for a career, telling the truth takes some work
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
32
No Charisma
Attribute?
They are!)
Example
Nathan Fords Drunk Distinction obviously
comes into play most often as a negative. All
of this experience, however, means Nate can
pull off a really convincing drunk, even when
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
Distinctions
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JOB
THE
CREW
THE
BRIEFING
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PITCH
The Crew
33
Chapter Three
THE
PITCH
THE
BRIEFING
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CREW
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THE
FIXER
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TOOLBOX
Choosing Distinctions
You want Distinctions that cut both ways. When you
choose one, think about how youd use it both to your
advantage and to your disadvantage. If you can think
THE CRIME
WORLD
Example Distinctions
Gorgeous;
Actress;
Deceitful;
Bad
Boy;
helps. Plot Points are one of the most powerful ways you
can affect the outcome of the Job. It bears repeating
you want Plot Points.
THE
RECORD
Talents
Characters are more than just their Roles and
Attributes, and simply listing them out doesnt give
you a full picture of what the characters are capable of.
Everyone in this business has one or two unique aspects
that set him or her apart from the rest, and reducing
someone to a smart Grifter or strong Hitter doesnt
34
The Crew
capture that kind of nuance. When the Mark makes a
Narrative Activation
Criteria
Sometimes, whether or not a narrative
activation criterions satisfied can get a little
fuzzy. The Fixer needs to exercise some
judgment on whether these criteria are met.
Fixers, suppress the urge to get your rules
lawyer on; Talents are there to be used. If
the player makes a good case, give it to him,
especially if hes made an effort to arrange for
the Talent to be useable.
THE
BRIEFING
THE
CREW
THE
PITCH
with the Role that you have a d10 rating in. Some Talents
Activating a Talent
THE
JOB
THE
FIXER
Effect
The effects of Talents vary, but they fall into a few
general categories. Some allow dice manipulation:
adding dice to the players hand, subtracting them
from the Fixers, or negating rolled 1s. Some allow (or
A lot of the effects tell you that you can add a die
pool but you still only add the top two to get the result),
THE
TOOLBOX
Primary Role
THE CRIME
WORLD
THE
RECORD
35
Chapter Three
THE
PITCH
THE
BRIEFING
Grifter Talents
THE
CREW
Master of Disguise
Role: Grifter
Activation: Youve interacted with a character
(either the Mark or a Supporting Character) in the
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
36
The Crew
THE
BRIEFING
THE
CREW
Crewmember.
THE
JOB
THE
FIXER
Role: Grifter
THE
TOOLBOX
advantage.
Hacker Talents
THE CRIME
WORLD
THE
RECORD
THE
PITCH
Social Center
37
Chapter Three
Hitter Talents
Heres a list of example Hitter Talents. You can use
THE
PITCH
Over-The-Shoulder Hacker
You have a knack for learning phone numbers, PINs,
and passwords just by casually watching someone
THE
BRIEFING
THE
CREW
THE
JOB
PDQ Rembrandt
You have an artists eye, and youre quick about it.
THE
FIXER
Role: Hacker
Activation: Use your Hacker die in a roll involving
creation of forged artwork, documents, or photographs,
including ID cards.
Effect: You complete the task in a fraction of the
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
38
Badass
No help? No problemyou know how to fight when
youre outnumbered.
Role: Hitter
Activation: Youre engaging in a Fight Action, youre
outnumbered, and the Fixer gives you an Opportunity.
Effect: Remove one of the dice the Fixer gains from
outnumbering you.
Everything is a Weapon
You can use anything that isnt bolted down, and
some things that are, as weapons.
Role: Hitter
Activation: Youre engaged in a Fight Action, and
youve spent a Plot Point to gain an improvised weapon
Asset.
Effect: Step up the Asset die rating by one (d12
maximum).
Haymaker
You drop your guard and swing for the fences. Be
carefuleven if you connect, you might be off balance.
Role: Hitter
Activation: Youre engaged in a Fight Action. You
need to announce that youre activating the Talent
before you roll dice to set or raise the stakes.
Effect: For the next beat in this Fight Action, step
back your Hitter die rating by one and add a d4 to
your roll. If you successfully raise the stakes, it counts
as an Extraordinary Success even if you didnt raise the
stakes by 5 or more.
The Crew
I Can Kill You
With My Mind
THE
PITCH
THE
BRIEFING
Activation: Youre in
a Fight Action, rolling
Hitter as one of your dice.
You must spend a Plot Point
to activate this Talent.
Add
your
THE
CREW
Effect:
Role: Hitter
Role: Hitter
not in the fight may lend his Hitter die to the one in
Threat Assessment
Role: Hitter
Role: Hitter
extra effect.
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Tactical Eye
THE
RECORD
Only Suckers
Fight Fair
THE
JOB
in your result.
arming themselves.
39
Chapter Three
Master Plan
THE
PITCH
Mastermind Talents
Heres a list of example Mastermind Talents. You
can use them as-is or as inspiration for others. For
guidelines on creating your own, see Constructing
THE
BRIEFING
Archangel
You keep tabs on the activity of the Crew, and like an
unseen guardian angel you make sure people who need
THE
CREW
Sea of Calm
When everything goes to hell, thats when you step up
and pull the team together.
Role: Mastermind
Role: Mastermind
Stay On Target
You encourage your Crew to ignore distractions and
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
40
The Crew
Role: Thief
Activation: Youre hanging from a windowsill,
repelling from a helicopter, walking a high wire,
suspended upside-down six stories over a concrete
parking lot, etc. Spend a Plot Point for additional effect.
Effect: Add a d8 to any roll made under such circumstances. Also, spending a Plot Point nullifies Locationbased Traits related to being up high, swinging from a rope,
etc., that work against you for the duration of the scene.
Perfect Timing
Folks set their watches to you.
Role: Thief
Activation: Youre doing something according
to precise timing (this is different than as fast as
possible!), or attempting to assess how long it will take
to do something.
Effect: Gain an extra d8 to your roll. Oh, and you
ignition, or similar.
Effect: You gain an extra d8 on the roll.
Silent Entry
Whether its because youre a contortionist, or youre
little, or both, you have a knack for squeezing into tiny
spaces in complete silence and without leaving a trace.
Role: Thief
Activation: Youre making a roll including your
Thief die, and the roll involves crawling through
an HVAC duct, squeezing between bars, squirming
through a tiny window, or the like.
Effect: Turn every d4 in your pool into a d6, for this
roll only. For each Opportunity the Fixer gives you,
convert a 1 in your own roll into a 2.
Steady Hands
Unexpected trouble doesnt rattle you.
Role: Thief
Activation: Thief is one of the dice in your roll, and
Pickpocket
THE
BRIEFING
THE
CREW
THE
JOB
Aerialist
Role: Thief
THE
FIXER
Effect: You may reroll one of your own dice for each
Open Talents
Heres a list of example Open Talents that are not
THE
TOOLBOX
Safecracker
THE CRIME
WORLD
affiliated with any particular Role. You can use them asis or as inspiration for others. For guidelines on creating
your own, see Constructing Your Own Talents on
page 43.
THE
RECORD
THE
PITCH
Thief Talents
41
Chapter Three
Role: Any
Activation: Youre posing as someone of no
THE
PITCH
THE
BRIEFING
Hawkeye
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
42
The Crew
to the next roll that you or your Crew makes in that
engaged elsewhere.
Activation
This is the set of circumstances that allows the Talent
Opportunist
THE
BRIEFING
Role: Any
THE
JOB
THE
CREW
Constructing Your
Own Talents
effect
meaningful
without
being
THE
FIXER
Role
The Role should reflect the type of character that tends
to do this sort of thing. Some Talents are appropriate
for almost any character type (see Opportunist), and a
THE
TOOLBOX
broad categories.
THE CRIME
WORLD
THE
RECORD
Effect
Make
THE
PITCH
43
Chapter Three
THE
PITCH
Name
Finally, the Talents name is more important than
it might appear on the surface. The name should be
evocative and memorable. Cool names beg to be used,
THE
BRIEFING
The
Recruitment Job
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Creating The
Recruitment Job
The point of this Job is to get the Crew to discover
their own, and one anothers, strengths and weaknesses.
Its not going to be a fully fleshed-out Job; the details
of the Mark, the Client, and the problem arent all that
important. We just need to generate some scenes and
THE
RECORD
44
The Crew
Con the Mark out of the MacGuffin: The Crew needs
to convince the Mark to sign over, sell, or otherwise
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
Spotlight Scenes
THE CRIME
WORLD
THE
RECORD
45
Chapter Three
THE
PITCH
Dont sweat it; theres good news for the Fixer, and
better news for the Fixer. Heres the good news: the
general outline of what needs to happen should be
fairly obvious, and remember that the details dont
matter here so much as giving each Crewmember a
THE
BRIEFING
THE
CREW
THE
JOB
spotlight.
Its the Fixers role in The Recruitment Job to make sure
that (barring outright failure by the Crew) the Mark acts
like the Crew expects him to. Remember the goal here.
The Fixer shouldnt get cute and throw a huge wrench
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
46
Example
Lets say the Mark is a corrupt city
councilman who accepted a truly staggering
bribe to change the zoning designation of a
neighborhood and condemned the Clients
house, seizing it through eminent domain.
Its a done deal, the house has been bulldozed
and the block of expensive condos is under
construction. The Client just wants the
Marks corruption exposed and, if possible,
some monetary compensation.
Hacker: Ill locate his bank records and
learn that he just bought a house in the
Hamptons. On a city councilmans salary?
Riiiight.
Thief: House? Ill break in and plant a
bug. To transmit what he says to you. (Points
at Hacker) Hell be visiting there, right?
Grifter: I can make sure he does. Ill meet
with him in his city office and convince him
thatI dont know, someone wants to meet
him there?
Mastermind: Thatd be me. Im president
of the homeowners association, and were
interested in talking to him, as a new and
obviously wealthy resident, about a real
estate investment in the area. Ill get him to
spill everything with the bug right there.
Hitter: That leaves me. Hm What if
you (points to Grifter) get jumped by
a couple of mob thugs when youre leaving
the initial meeting and I help you fight them
off?
Grifter: Mob thugs? Whered the mob
come from?
Hitter: Muggers, then. Doesnt matter.
Fixer: Right, the important thing is a
fight, and we can make that work. So the
scenes are: a bank computer hack for the
Hacker, a house break & enter for the Thief,
a persuasion scene for the Grifter, a fight for
the Hitter, and another persuasion scene for
the Mastermind. Right? OK, lets do it.
The Crew
THE
BRIEFING
THE
CREW
Talent (see page 34), and use it. He may declare one
THE
JOB
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
PITCH
47
Chapter Three
Establishment Flashbacks
THE
PITCH
THE
CREW
THE
JOB
Example
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
48
Establishing Distinctions
Trigger: A question or comment from another
Crewmember that would trigger introspective reflection
on your part. It should be somewhat prying, like So
whered you grow up? or What made you want to join
this Crew? or Youd have to be crazy to try something
like that.
Scene Description: You describe a brief flashback
scene from your background that would answer the
question or reflect on the comment. The idea is to establish
a Distinction.
Effect: If you already have three Distinctions, theres no
effect whatsoever. Otherwise, you gain a Plot Point. The
rest of the Crew collaboratively composes one Distinction
for you based on their interpretation of the flashback. Yes,
thats rightyou dont get control over how other people
see you. If you really hate your new Distinction, you can
spend two Plot Points (the one you just gained plus one
more) to ignore the suggestion and compose your own,
based on the flashback.
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
The Crew
THE
FIXER
THE
TOOLBOX
Spotlight Scene.
THE CRIME
WORLD
the end of your next real Job, if you have any blank
about how he got the money for his house in the Hamptons
your own, but you start the next Job with one fewer Plot
THE
RECORD
of data out of the Marks office; the Mark checks his bank
49
Chapter Three
Establishing Your
Remaining Roles
THE
PITCH
Whats Next?
THE
BRIEFING
The Marks have all the money, they have all the power,
that really complicate your life. Those are the ones you
THE
CREW
THE
JOB
THE
FIXER
Establishing Your
Remaining Talents
and Specialties
This ones fairly straightforwardjust select Specialties
and Talents that youd like to have. If youd like to describe
a flashback scene justifying it, you may, but you dont gain
a mechanical advantage from it. You may leave as many
of these blank, to be declared on the fly while youre
playing. See Finishing the Job on page 49.
Establishing Your
Remaining Distinctions
Describe a brief flashback scene either establishing
a defining moment in your childhood, or exemplifying
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
50
Fast Recruitment
If you want to get right into playing and want to
skip The Recruitment Job, the following rules help you
do that. At this point, you still need to record three
Role dice, two Distinctions, two Talents, and two
Specialties. Much like in The Recruitment Job, there are
circumstances that allow other people to have some
control over how youre seen by others.
accomplishments.
Example
After the first few Jobs, Parkers Record
looks like this:
The Nigerian Job
The Homecoming Job
The Two Horse Job
The Miracle Job
The Bank Shot Job
Callbacks
The player may use the Record to make callbacks,
references to things done in other Jobs that may be
useful in the current Job. To make a callback, the player
makes reference to a Job in his Record while performing
a task. While the player might mention the Job name
THE
TOOLBOX
THE CRIME
WORLD
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
The Record
THE
RECORD
Benefits of
Experience
THE
PITCH
The Crew
51
Chapter Three
IMPROVEMENT
THE
PITCH
Example
Parker is about to rappel down the side
of a building at high speed with Hardison in
THE
BRIEFING
THE
CREW
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
52
Training Up
A Crewmember can spend Jobs to make permanent
improvements, such as adding a new Specialty or Talent
or improving an Attribute or Role by one step. A spent
Job stays on the Record, but it can no longer be used for
callbacks.
The number of Jobs required to make an improvement
depends on the improvement, but it breaks down
asfollows:
JOBS
Step up an Attribute
Step up a Role
Getting an Advance
on Advancement
If a Crewmember is one Job short of training up,
he can tell the Fixer what he intends to buy before
the Job starts and, with the Fixers permission, make
the purchase on credit, with the agreement that this
Job will also go towards paying the piper. This has the
benefit of getting the Crewmember his improvement a
little early, and it also lets the Fixer make sure the Job
includes some way for the Crewmember to showcase
how much he has improved.
Signature Assets
For the cost of a single Job, a character can introduce
a permanent Signature Asset, something strongly
associated with the Crewmember that can potentially
come up in almost any Job (though theres no guarantee
it will). These include locations (like the Leverage
Consulting & Associates office in Los Angeles or
John McRorys Bar in Boston) or resources (Respect
the Van). The first such Asset that a character introduces
is a d8, with subsequent Assets being valued at d6.
Example
Hardisons computer setup in the Los
Angeles offices was a Signature Asset
Awesome Computer d8. Along the line,
Hardisons player also realized he was
spending a lot of time in his van, so he spent
another job to buy Lucille d6. After the Los
Angeles offices were destroyed, Hardison
built a new awesome computer, but decided
Lucille was more important, and now has
Lucille d8 and Awesome Computer d6.
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
Changing Distinctions
THE CRIME
WORLD
THE
RECORD
THE
PITCH
The Crew
53
Chapter Three
When a Break occurs, players must spend all the Jobs
on their Records, effectively beginning a new Record on
THE
PITCH
Course Corrections
If the Crewmember has a Talent or Specialty that
the player feels is proving useless, he should also tell
the Fixer before a Job. The Fixer can discuss with the
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Breaks
After a decent number of Jobs (anywhere after 8), its
time to start considering a Break. Breaks might occur
naturally as a result of dramatic events in the game,
THE
RECORD
54
Im the
one with
a plan.
ildren
ow you ch
n
k
I
,
w
o
N
h others
y well wit
dont pla
old it
d you to h
but I nee
y seven
for exactl
together
utes.
more min
ONS
DISTINCTI
HONEST
NAME
LING
CONTROL
FORD
NATHAN
DRUNK
ATTRIBUTE
AGILITY
ENCE
INTELLIG
STRENGT
VITALITY
ER
WILLPOW
ROLES
GRIFTER
HACKER
HITTER
IND
MASTERM
THIEF
4
4
12
10
S
RE ASSET
SIGNATU
12
10
12
10
12
10
12
10
12
10
er
rewmemb
el: Any C
h
Archang
it
tact w
voice con
nd Plot
youre in
) can spe
lf
e
s
r
u
o
y
g
(includin
any other
e a die to
iv
g
to
ts
in
Poin
w youre
of the Cre
ding
lu
c
member
in
(also
h
it
w
t
c
ta
voice con
yourself).
ed
ady cover
ouve alre
Y
:
n
a
l
P
d is
Master
astermin
s. When M
le
g
ry
n
a
e
e
th
r roll, ve
ice in you
d
e
th
f
u
o
o
one
er gives y
ity the Fix
you turn
Opportun
dice) lets
is
h
n
o
1
avoid
(rolls a
a 2 (and
ur 1s into
o
y
f
o
e
n
o
tion).
Complica
gaining a
12
10
TALENTS
12
10
12
10
SS
ALERTNE
12
10
12
10
is Nates
T D8 This
F
O
L
S
E
NAT
McRorys
ove John
b
a
t
n
e
apartm
it to be his
hed like
e
il
h
lly
w
d
ngs usua
Bar, an
the briefi
e
r
e
h
w
n
alone, its
andy whe
omes in h
c
It
.
n
e
p
hap
or
some con
pulling off
n site.
another o
ind)
m
g (Master
Drinkin
t (Hitter),
Dirty Sho
55
rs gonna
ke Parke
ugh the
rawl thro
c
to
e
v
a
h
forbid
gain. God
air duct a
have
lse would
anyone e
wl on
ow to cra
to learn h
gh a
ach throu
their stom
rocket
e. Its not
tiny spac
eople.
science, p
Looks li
ONS
DISTINCTI
CRAZY
Y
LLY CRAZ
NO REA
SSURE
DER PRE
COOL UN
NAME
PARKER
S
ATTRIBUTE
AGILITY
ENCE
INTELLIG
STRENGT
VITALITY
ER
WILLPOW
ROLES
GRIFTER
HACKER
HITTER
IND
MASTERM
THIEF
56
10
8
8
S
RE ASSET
SIGNATU
12
10
12
10
12
10
12
10
12
10
e
IEF is on
When TH
:
s
d
n
a
H
Steady
u may
ur roll, yo
o
y
in
e
ic
of the d
r every
our dice fo
y
f
o
e
n
o
re-roll
es you
Fixer giv
e
th
y
it
n
Opportu
e).
on his dic
(rolls a 1
tra
ain an ex
iming: G
Perfect T
need to
when you
ll
o
r
r
u
o
d8 to y
to precise
according
g
in
th
e
do som
it
how long
to assess
you
timing, or
ing. Also,
do someth
to
e
k
ta
would
.
d a watch
dont nee
12
10
TALENTS
12
10
12
10
SS
ALERTNE
10
10
12
12
12
trong Grip
rbingly S
, Distu
ns (Thief)
Floor Pla
(Thief)
arker has
RIG D8 P
G
N
I
L
L
E
REP
own
to drop d
ese, used
th
f
o
l
a
r
e
sev
ides
ells, the s
ns, stairw
o
ti
a
c
lo
into
gs, etc.
of buildin
You kno
w, I had to
re-task
es just to
get a
lousy inte
rnet conn
ection.
Took mor
e than an
hour to
torrent th
e last epis
ode of
Doctor W
ho.
two satell
it
DISTINCTI
ONS
COCKY
NAME
GEEK
ALEC HA
RDISO
COMPUTE
ATTRIBUTE
TALENTS
Do You H
ave That
Thing I G
You?: Yo
ave
u can spe
n
d a Plot P
give anoth
o
int to
er memb
er of the
extra d8
te
a
m an
on any ro
ll by rem
them of th
in
d
in
g
e sweet p
iece of ga
you gave
dgetry
them. If y
ou use th
another C
is for
rewmemb
ers Flash
Action, th
back
e die is a
d10.
Opportun
ist: When
youre ro
Hacker, s
lling
ometimes
th
ings that
look like
setbacks
are actua
opportun
lly
ities. If th
e Fixer g
an Oppor
iv
es you
tunity (ro
lls a 1 on
you may
a die)
add an ad
ditional d
roll, and if
6 to your
appropria
te, recalcu
your resu
late
lt.
SIGNATU
RE ASSET
S
LUCILLE
D8 This is
Hardison
van full o
s
f tech. It w
a
s
blown up
during T
he Maltes
e Falcon
but hes s
Job
ince acqu
ired Lucil
2.0. Even
le
tually hes
gonna ne
3.0,too...
ed a
AGILITY
ALERTNE
SS
INTELLIG
ENCE
STRENGT
VITALITY
ER
10
WILLPOW
10
12
12
10
12
10
12
10
12
10
12
ROLES
GRIFTER
HACKER
HITTER
MASTERM
IND
10
10
THIEF
4
12
10
12
10
12
10
Terrible A
ccents (G
rifter), Co
(Hacker)
rporate
12
speak
12
57
, wolves
, con men
Felt
clothing.
in sheeps
ome.
right at h
Villains
ONS
DISTINCTI
NAME
GORGEOU
ACTRESS
EVERAU
SOPHIE D
UL
DECEITF
ATTRIBUTE
AGILITY
ENCE
INTELLIG
STRENGT
VITALITY
ER
WILLPOW
ROLES
GRIFTER
HACKER
HITTER
IND
MASTERM
THIEF
58
4
4
6
6
12
10
12
10
12
10
12
10
12
10
12
10
TALENTS
12
10
12
10
SS
ALERTNE
10
8
8
),
t (Grifter
Plain Sigh
(Hitter)
Hiding in
y
Gracefull
f the Way
o
t
u
O
et
G
10
10
12
12
12
e
share (giv
You may
:
r
e
t
n
e
C
Social
ts with
Plot Poin
3
to
p
u
)
or take
re in the
ber you a
m
e
m
m
any tea
re than 3
h. No mo
it
w
e
n
e
c
same s
taken, or
be given,
y
a
m
ts
in
Plot Po
members
ong team
m
a
d
te
u
distrib
.
per scene
er
: Whenev
e Tongue
h
t
f
o
ip
Sl
ainst a
Grifter ag
r
u
o
y
g
in
ll
youre ro
the Fixer
cter and
a
r
a
h
C
g
Supportin
lls a
tunity (ro
an Oppor
u
o
y
s
e
iv
g
ay ask him
ice), you m
d
is
h
n
o
1
ng
e Supporti
n about th
o
ti
s
e
u
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which the
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a
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verythin
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in contex
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DISTINCTI
ONS
BAD BOY
NAME
MYSTERIO
SMARTER
ELIOT SP
ENCER
US HISTO
RY
THAN HE
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ATTRIBUTE
TALENTS
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hen your
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youre ou
t,
tnumbere
d
, and the
gives you
F
ixer
an Oppor
tunity (ro
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ll
s
a1
e) you ma
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of the dic
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e the Fixe
r gains fr
outnumb
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.
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ssessme n
t: When y
successfu
ou
lly use a
N
otice acti
against a
on
Supportin
g Characte
may iden
r, you
tify any o
f the Sup
Character
p
o
r
ting
s Traits r
ated at d1
(theyre v
0
ery distin
ctive). If y
spend a P
ou
lot Point
a
nd have a
of time to
bit
study the
Supportin
Character,
g
you also id
entify an
Traits at
y
d4.
AGILITY
ALERTNE
SS
INTELLIG
ENCE
STRENGT
VITALITY
ER
10
WILLPOW
10
12
12
10
12
10
12
10
12
10
12
ROLES
GRIFTER
HACKER
HITTER
MASTERM
IND
THIEF
4
Cooking (H
itter), C
10
12
10
12
10
12
10
12
10
ountry M
usic (Hitte
r)
12
59
le here?
ur ang
Whats o
ONS
DISTINCTI
INESS
ALL BUS
EON
CHAMEL
AGENCY
NO SUCH
TALENTS
ing
youre us
?: When
n
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How Y
manner
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attracted
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dd an extr
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your g
you do, yo
llbut if
o
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u
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d10 to
add a d4.
must also
can
pot: You
n-The-S
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y
n
n
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J
yourself
t to place
in
o
P
t
lo
P
spend a
ady
idnt alre
ene that d
c
s
y
n
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in
tra
add an ex
there. You
u
o
y
e
r
v
a
h
ou or you
roll that y
t
x
e
n
e
t
d6 to th
e. You can
that scen
in
s
e
k
a
Crew m
if youre
lent this
a
T
is
th
activate
ewhere.
gaged els
heavily en
NAME
LE
TARA CO
S
ATTRIBUTE
AGILITY
SS
ENCE
INTELLIG
ER
WILLPOW
ROLES
GRIFTER
HACKER
HITTER
IND
MASTERM
THIEF
60
4
4
6
6
rmind),
py (Maste
S
e
th
t
o
p
S
12
10
12
10
12
10
12
10
12
10
VITALITY
12
10
STRENGT
12
10
12
10
ALERTNE
12
10
8
8
12
10
12
10
t (Thief)
Pickpocke
The Job
Playing the Game
61
Chapter Four
sometimes, on some part of the scene or even another
THE
PITCH
The Job
This chapter covers the rules of the game, the nuts
and bolts of the Cortex Plus System that directly
influence the outcome of the Job. If youre one of those
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
Managing Traits
THE CRIME
WORLD
THE
RECORD
62
THE
TOOLBOX
THE CRIME
WORLD
THE
FIXER
THE
JOB
THE
CREW
THE
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The Job
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RECORD
63
Chapter Four
something is interesting, a d4 is a flag for something
thats likely to go wrong. This is why the Fixer is always
THE
PITCH
THE
BRIEFING
when you see the Trait values, they really read like this:
THE
CREW
THE
JOB
Something Interesting
Mundane
Noteworthy
10
Scary
12
Picking Up Dice
THE
FIXER
THE
TOOLBOX
and doesnt have two Traits to use for it: he can fill in any
missing Traits with a d6, and in situations where theres
no apparent Trait in opposition, the Fixer just rolls 2d6.
Reading Traits
THE CRIME
WORLD
THE
RECORD
64
The Job
The flipside of this is that the Fixers not gonna poach
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
d4. The only time the Fixer might be able to poach a die
Example
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
PITCH
65
Chapter Four
If the Asset specifically helps with, say, engaging the
THE
PITCH
Assets and
Complications
Most Traits are reasonably static, but sometimes
THE
BRIEFING
THE
CREW
Assets
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
66
The Job
THE
BRIEFING
THE
CREW
THE
JOB
THE
PITCH
Complications
using the Client in this case), and adds Has Seen Nates
THE
RECORD
THE CRIME
WORLD
THE
TOOLBOX
THE
FIXER
67
Chapter Four
THE
PITCH
Changing Complications in
Play
Actions, Scenes,
& Beats
Crewmembers take lots of actions over the course
THE
BRIEFING
THE
CREW
THE
JOB
it tick.
Lets start by talking about beats.
Beats
A beat is basically the smallest dramatic unit of the
THE
FIXER
THE
TOOLBOX
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WORLD
THE
RECORD
68
The Job
gives you a gut sense of the scope of the outcome, and
The Hacker takes an Action to spot the thugs (success),
nextsection.
THE
BRIEFING
cars (success).
THE
PITCH
Basic Actions
When it comes to making Basic Actions, you
describe what your Crewmember is doing, the Fixer
says which Traits you roll, and he decides which dice
to set the stakes. You make the decision to use any
Distinctions or Talents, maybe you pick up the dice
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Example
THE
CREW
THE
RECORD
Taking Action
69
Chapter Four
With a failed Notice Action, youre not standing
there staring out into space, but you wont be able to get
THE
PITCH
Example
THE
BRIEFING
THE
CREW
Notice Actions
Anytime you want to get a read on somebody, case a
scene, spot something out of the ordinary, or generally
anything useful for later. If you dont beat the stakes set
by the Fixer, its business as normal, essentially.
Some Talents specifically work with Notice Actions.
Theyre described in Chapter Three: The Crew.
Example
Notice Action: Nate is surveying a busy
city sidewalk, looking for a man trying to slip
away in the crowd. The Fixer calls for a roll on
Alertness + Mastermind. The Fixer sets the
stakes, rolling a 10. Nate rolls his d8 plus d10
and gets a 13. He spots the man and, using the
earbud radio, directs Eliot to intercept him.
Face Actions
THE
JOB
THE
FIXER
tells you which Role to roll in. For instance, if its sizing
or to frighten.
THE
TOOLBOX
though its just as valid for a player to ask for it. The
THE CRIME
WORLD
when youre done, youve set the stakes. The Fixer has to
THE
RECORD
Action, you can bank the Asset until you need it, rather
70
The Job
works. If the Fixer does raise the stakes, it just means
Example
Face Action: Sophie is at a technology
conference posing as a venture capitalist
looking to invest in the Marks business. She
tries to convince a salesman that shes worth
talking to. The Fixer calls for a Willpower +
Grifter Face Action. Sophie sets the stakes,
rolling d10 plus d10 and getting an 11. The
Fixer rolls and gets a 9; the salesman believes
she is who she says she is.
THE
BRIEFING
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CREW
cross paths.
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JOB
THE
TOOLBOX
Contested Actions
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WORLD
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RECORD
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PITCH
71
Chapter Four
THE
PITCH
Fight Actions
Many fights are resolved quickly with a Basic
Actionone side rolls the dice and sets the stakes, the
other rolls to beat them, and a winner is determined.
THE
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72
Example
Fight Action: Eliots about had it with these
Two Thugs d6 who have him at Gunpoint
d8. He sets the stakes by rolling Strength
d10 + Hitter d10, getting a 9. The Fixer rolls
d8 plus 2d6 (one for outnumbering Eliot, see
below) and gets a 13, successfully raising the
stakes. Eliot decides to fight on and spends a
Plot Point to declare he picks up a Stick d6.
He rolls three dice this time (Strength d10 +
Hitter d10 + Stick d6), and gets a 12 on his
2d10. He spends another Plot Point to add the
3 from the Stick d6, which pushes him up to
15, a successful raising of the stakes. The Fixer
rolls again and cant get to 16, so Eliot wins the
fight, and his player describes how he does it
(a little narration always seals the deal).
The Job
Ganging Up
Supporting Characters often gang up in the
desperately misguided belief that more thugs are
somehow more dangerous. Youd think theyd learn, but
no amount of evidence seems to be able to persuade
them. So, as long as they keep doing it, heres how you
handle it.
Each additional opponent adds a single die to the
oppositions dice pool equal to the highest Trait they
could use in the fight. This doesnt change the number
of dice added together to set or raise the stakes (its
still two), just the number of dice rolled. The most
Giving In
THE
BRIEFING
of the scene.
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CREW
THE
JOB
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FIXER
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TOOLBOX
THE CRIME
WORLD
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RECORD
THE
PITCH
73
Chapter Four
a good argument for letting the professionals do their
jobs. Even if you help a Crewmember out on one roll,
THE
PITCH
Example
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BRIEFING
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CREW
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JOB
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FIXER
THE
TOOLBOX
THE CRIME
WORLD
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RECORD
74
(as if he had lost the fight). Most Crews find this risk is
The Job
Timed Actions
THE
BRIEFING
want them to. Hey, many hands make light work, right?
THE
CREW
THE
JOB
THE
FIXER
Failing Doesnt
Mean Game Over
to do). If you succeed but have zero beats left, you have
to choose between a clean getaway and achieving your
objective.
Buying Time: If youre running dangerously low
on time, the rest of the Crew might be able to help
you out. They can make a Basic Action of their own
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
PITCH
75
Chapter Four
THE
PITCH
THE
BRIEFING
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CREW
THE
JOB
Flashbacks
Flashbacks are one of your best tools in successfully
completing a Job. Theyre a more advanced form of
THE
FIXER
THE
TOOLBOX
Establishment Flashbacks
The Establishment Flashback was introduced in
The Recruitment Job on page 48 of Chapter Three:
THE CRIME
WORLD
THE
RECORD
76
THE
BRIEFING
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CREW
Example
THE
PITCH
The Job
than d12.
Dont worry about Complications on any of these
Flashback scenes. If you roll a 1 when youre taking
your turn in a Wrap-Up Flashback, it just gets left out of
THE
FIXER
the result.
Once everybody but the Mastermind has had a
shot at setting up the big reveal, its the Masterminds
turn. His player rolls an appropriate Attribute (usually
Intelligence or Alertness, but exceptions might
present themselves) + Mastermind, also adding in
THE
TOOLBOX
all of the Assets his Crew produced for him (and any
THE CRIME
WORLD
THE
RECORD
Wrap-Up Flashbacks
THE
JOB
77
Chapter Four
THE
PITCH
that were already out there). The Fixer then rolls for the
Mark, throwing in as many Complications and other
things that weigh in the Marks favor as currently are in
play; this is no time to be timid.
If the Fixer doesnt raise the stakes above the
THE
BRIEFING
THE
CREW
Job, but if youre looking for the big showdown, this is it.
If the Fixer raises the stakes, the Marks gonna get
away with it almost. See, the Crew has done enough
to blow the lid off the Marks plans, exposed the Clients
grievances, or spoiled the whole arrangement. The rub
THE
JOB
Wrap-Up Flashbacks
in the Middle of
the Job
Sometimes theres good reason to run a
Wrap-Up Flashback after the second act,
especially if its to take care of some initial
plot thats suddenly going to twist into a
whole new mess. If thats the case, maybe the
Mark in question is revealed to be a proxy,
and the Foil the Crew met earlier is the real
Mark. Or maybe the Client is the Mark, and
the Mark was just an innocent dupe. Either
way, if youre going to keep the story going
after one of these wrap-ups, the Crew gets an
Asset equal to the highest-rated Asset they
produced in the Wrap-Up Flashback, for use
later in the Job against the real Mark. Even
if its just I Thought I Smelled A Rat d6, its
still a bonus.
THE
TOOLBOX
So now you, the players, have all the basic information you need to play the game. We talked about
Traits and when to roll which ones. We talked about Assets and Complications, and how theyre used to
THE CRIME
WORLD
throw curveballs into the caper. Finally, we talked a lot about how beats and scenes compose the flow of the
narrative, and how actions determine the direction the narrative takes.
The Fixer, on the other hand, still needs a bit more training. Thats whats coming next, in Chapter Five:
The Fixer and Chapter Six: The Toolbox. Those chapters talk about how to create capers for the players
to run through, and give advice and examples of non-player characters, locations, and situations for the
players to encounter. Under no circumstances should the players read those chapters.
THE
RECORD
78
And if you, as a player, dont immediately disobey that last advice and go read those chapters, youve not
yet adopted the correct mindset for the Leverage RPG. Go steal yourself a roleplaying game!
The Fixer
Running the Game
79
Chapter Five
as lobbying for deregulation to bring down the walls
THE
PITCH
The Fixer
THE
BRIEFING
they know how to do those things they do, and youve got
In this chapter, first well talk a bit about the heist and
Thats where the Crew comes in. Its the Crews job to
THE
JOB
Crooks and
Capers:
The Heist Genre
Leverage is all about crooks and the crimes they
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
Discussion of Genre
A caper is a crime or series of crimes that require skill,
daring, and most off all ambition to pull off. Without
that, a Crew is just a gang, a group of people who rely
on each other for brute force or intimidation and little
else. Thats no way for a talented tribe of thieves to live.
Stealing things is easy. Getting away with it is hard.
Smart thieves want to make the big score, but they
dont want to suffer any unwanted repercussions from
the crime. Its no good stealing the Hope Diamond and
fencing it for enough cash to while away the rest of your
years on a beach in Monaco if Interpol shows up a week
later to ruin your party.
Making sure that a Crew can manage to enjoy the
ill-gotten fruits of a theft often requires a caper. Most
capers involve nonviolent crimes perpetrated for profit,
revenge, or both. They usually include theft, robbery,
swindles, and the occasional kidnapping.
80
third acts.
with a plan for how to pull off the caper. With some
THE
TOOLBOX
THE CRIME
WORLD
In the final act, the Crew must then get away with
around commercials.
Leverage is shown on TV. That means that the show
needs an act breakor at least a decent dont-go-away
break of some sortbefore every set of commercials.
THE
RECORD
THE
FIXER
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
The Fixer
81
Chapter Five
They laugh at their own expense. At the end of the day,
theyre friends, maybe even a surrogate family.
THE
PITCH
THE
BRIEFING
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JOB
THE
FIXER
THE
TOOLBOX
walking away.
5. The Crew overcomes the largest complication
and gets away with the caper. This is often
capped with restitution given to the innocents
who were introduced in the first act.
THE CRIME
WORLD
Creating a Job
Now, were getting to the real planning stages, the
part of this operation that requires the Fixer to make
those big decisions and lay the whole thing out.
To create a good Job, you have to know where to start,
how to answer the big questions, settle the endgame,
and present the briefing. Once youve done this a time
or two, you can do it all on the fly. But when youre stuck,
youre short of ideas, or youre a stickler for procedure,
just come on back here and do it by the numbers.
structure.
chapters information.
A Sense of Humor
THE
RECORD
82
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
The Fixer
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
83
Chapter Five
provide guidelines, but theyre far from gospel. No, no,
THE
PITCH
THE
CREW
inspiration has already given you all the ideas you need.
If so, great. Youre ready to start planning the Job itself.
THE
JOB
84
The Fixer
Contested
OwnershipThe
Marks
claiming
what it entailed.
THE
FIXER
THE
JOB
THE CRIME
WORLD
THE
TOOLBOX
THE
RECORD
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BRIEFING
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PITCH
85
Chapter Five
ConnectedThe Mark has friends in high places.
While he himself may have some wealth or power, the
THE
PITCH
golf with the judge who rules in his favor, or hes got
THE
BRIEFING
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CREW
since its only a little bit different than the Client, who
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
his ass. If there is any justice in the world, the Mark has
THE
RECORD
into submission.
86
The Fixer
judgment. Hes not gonna be outright stupid in this
TyrannicalThe Mark needs to be in charge.
has a secret that cant see the light of day, maybe he has
him is fake.
what hes done. This may mean the acclaim of his peers,
THE
CREW
THE
JOB
of the matter.
that path.
THE
FIXER
THE
TOOLBOX
is the thing that could take down the Mark, but more
THE CRIME
WORLD
THE
BRIEFING
THE
RECORD
THE
PITCH
87
Chapter Five
THE
PITCH
THE
BRIEFING
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CREW
THE
JOB
big enough push. The Crews just the right tool to give
that push.
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
(or create) something bad and let it out into the wild,
keep all the balls in the air then everythings good, but if
timely, and more than a little bit poetic, then its gonna
vanish by the end of the next news cycle.
THE
RECORD
88
The Fixer
skilled
advisors,
or
even
THE
BRIEFING
bodyguards,
THE
CREW
Trained
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
PITCH
89
Chapter Five
probably known) but it makes it all the sweeter when
the Mark goes down. But what if the Mark is (or was) a
THE
PITCH
THE
BRIEFING
Supporting Cast
and the Client
THE
CREW
Changing It Up
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
90
THE
PITCH
The Fixer
Next, figure out how people figure into the plan. This
is an important but sometimes non-obvious step to the
process. The Crew (or at least some of them) are gonna
have to insert themselves into the Marks world, and
THE
BRIEFING
Create Openings
THE
CREW
if the Mark has a concrete need that the Crew can step
The Fix
First, look at the problem and make sure that the
Marks fall actually fixes it. If the Marks taken a direct
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
JOB
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91
Chapter Five
be surprised what happens if you give them the benefit
of the doubt. If youre not entirely sure, then prepare
THE
PITCH
THE
BRIEFING
opportunity.
A thing (sometimes called a MacGuffin) is easier to
plan for and makes a good crutch for a new Fixer, but its
easy to depend on too much, so be careful not to overuse
this approach. The thing may be something concrete
(like a flash drive, a file, or a pile of dirty money) or
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
92
So which way should you go? The real metric for this
is the Crew. If theyre hesitant and not yet comfortable
making the kind of audacious plans that an opportunity
requires, then you fall back to a thing, but you might
THE
FIXER
THE
TOOLBOX
even if the Crew might hate it. That means you either
need to drop hints in advance (little inconsistencies
go a long way towards this) or the twist needs to be
so big and so blatant that the players cant possibly
kick themselves for not seeing it coming. Consider
THE CRIME
WORLD
THE
RECORD
THE
JOB
THE
CREW
THE
BRIEFING
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The Fixer
93
Chapter Five
The Briefing
less smart for having failed to consider it. Your players
THE
PITCH
THE
BRIEFING
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CREW
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FIXER
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WORLD
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94
Once youve got all this settled into your own mind,
The Pitch
The pitch is the hook into the Job for the team and
often takes the form of an interview with the Client who
tells his story and asks for help. This should be a short
scene, and it may not involve the whole group. The
novelty can wear off these interviews very quicklyyou
can only play so many people with sad stories before
they start running togetherand they stay fresh only
as long as your players enjoy them. These are excellent
opportunities for characters to play around, but dont
force it.
The Fixer
If the Clients going to take an active role in the Job,
draw the Crew in more directly, like the car crash at the
that they hook in the Crew. When the old friend makes
habit, its not always gonna happen. Still, cant hurt to try.
Dialing Up the
Presentation to Eleven
If you (or the Mastermind) are feeling
very ambitious, theres no reason you cant
turn the presentation into a full multimedia
presentation using slideshow software
like PowerPoint and (properly licensed)
photographs from the Internet. Hook a
computer up to a TV, maybe get one of those
clicker things. As long as youre putting the
work into making this an interesting Job,
consider going a step further and jazzing up
the presentation, too.
THE
FIXER
THE
TOOLBOX
information they need for the Job. There are three main
THE
JOB
THE CRIME
WORLD
The Presentation
THE
RECORD
THE
BRIEFING
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CREW
THE
PITCH
95
Chapter Five
When you get a question, dont be stingy with the
one on the back of an index card, with the answer on
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
but dont show them the cards). Over the course of the
Job, you can flip your cards over at dramatic moments
to reveal that the Crews on track, or to reveal a twist.
This isnt a trivial exercise. It demands that you be
THE
TOOLBOX
THE CRIME
WORLD
Planning
Once the players have all the information they
need, theyll need some time to come up with a plan.
Every group handles this differentlysometimes a
single creative player takes up the leadership role in
THE
RECORD
96
THE
JOB
THE
CREW
THE
BRIEFING
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PITCH
The Fixer
new plan.
THE CRIME
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FIXER
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97
Chapter Five
THE
PITCH
THE
BRIEFING
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JOB
stuff, and start the next scene where the first interesting
THE
TOOLBOX
THE CRIME
WORLD
reliable, then you know where the break points are, and
you can plan for them. Rather than letting things bog
down at random and uninteresting points, you make
sure that when things go wrong, they go wrong very
well indeed.
THE
RECORD
98
The Fixer
being tried didnt work and that the Crew needs to try
something else.
Think about the show, and its easy to see what I
mean. When something doesnt work, its time to go
to plan B (or C, or D, or H if necessary), not the end
of everything. If your players enjoy the challenge of
thinking on their feet, a failure is a great opportunity
to really turn things up a notch, especially if the failure
might raise the stakes or just generally make things
harder for the Crew.
Failure is not a punishment for bad luck; its just a
different direction for the game to go. Remember that
you want failure to be just as interesting and fun to your
players as any other direction you would take the game.
Failure might frustrate the Crew, but it should never
frustrate your players.
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locked room. Thats fine. Now ask why they cant just
overcome that. Repeat this a few times and youll see
that there are really only a few problems to overcome to
reach the desired outcome.
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Handling Failure
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they run an excellent Job and get the information they
need from the Mark. But in a twist, its revealed the Client
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is also the loose end, and the Crew needs to go deal with
that before getting back onto the Job.
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drastically as, say, The Bank Job (unless you planned that
from the get go, you sneaky bastard), but new elements
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Dangerous Twists
Okay, so there are a few classic twists you might
be tempted to take advantage of in your game that
tend to create big problems later. Some of them are so
problematic you never want to use themthey might
be great in a movie or TV show but dont translate well
to the tabletop for one reason or another. Others might
be usable once, but you dont want to keep using them.
Most successful twists hinge on two important
principles: dont make the players feel stupid, and dont
demand they do boring things to be able to play. Here
we discuss some twists that can be problematic and
mention some variants that might work better.
Betrayed by the Clientthis classic, from the very
first episode of Leverage, is the perfect example of
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player around.
the Crew spots the trap and needs to turn the tables on
your players for missing it and let them hang, but the
it can also poison the well and make characters gun shy
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What does that mean? All right, so your game has
a certain window you need to play in. Maybe youre
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Maybe you have all day and are ready for an eight-hour
real challenge to try to make sure your plan for the game
fits neatly in the time available. Sure, there are tricks you
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Why Twist?
mechanism.
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a story in your mind of how things should go and get
Clear Direction
When you introduce the twist, youre putting the
players at a disadvantage. For the initial situation, they
had fairly complete information and the time to put
together a plan. With the twist, everythings up in the
air. The Crew and players are in the dark, and they need
to think fast. Because of this, when you introduce the
twist, you need to take steps to make sure your players
know what to do next. By the time you introduce the
twist, the game should be rocking along at a good clip,
and the last thing you want is for it all to grind to a halt
as your players look at each other and ask, Well, what
do we do now?
Tangential Twists
The first and easiest way to do this is to introduce a
twist that doesnt actually change the end goal. Consider
the arrival of the Russians in The Wedding Jobthats
an unpleasant twist that introduces numerous new
problems, but it doesnt change the objective of the
mission. It does raise the question of whether or not
to walk away, but thats just indicative of how high the
stakes are, not a point of confusion.
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as a surprise.
Informational Twists
Still, you cant always make the twist the problem
its necessary to mix it up a little to keep things
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Problematic Twists
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cant see into your head, and they wont miss whatever
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good. You can work with that. The trick here is that you
dont want investigation to become the focus of play, but
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they need to get onto the next step. But if this new
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that went into constructing the Job. The Mark may have
one of the first things they see, not something they have
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life, the stakes have just changed. If the twist reveals the
MacGuffin has been moved, that doesnt change the
goal; but it definitely changes how to go about getting
it. Note that in both cases the direction is still pretty
clearkeep doing the Jobbut the surrounding details
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have changed.
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New Twists
So after youve introduced your first twist, should
you introduce another? Theres no hard and fast answer
for that, and youre going to have to look at your group
and the clock to make that decision.
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how long things take. That may not seem like much of
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Dnouement:
Wrapping It Up
After the Jobs been resolved, theres time for one
more scene. Usually, this will involve the Client (who
will, of course, be amazed and grateful) but its also an
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as a result.
Resolution
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Leftover Complications
If you have any leftover Complications, specifically
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Puppet Shows
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that might be easier than it sounds, theres still some
Once you have the basic beats, you can expand and
refine them. First, look at the beats and who is well
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danger is that you could easily see the Thief doing all
start with numbers two and three, the ones that seem
by another Crewmember? Well, you definitely want the
Thief to be the one at the safe, so number two seems
required, but what about three? What if the safe cant
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by Reconnaissance, below).
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Hey, Player.
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Death by Reconnaissance
Every now and again the players wont have a plan
and wont feel like they know what to do. When this
happens, their most likely course of action is to try to
gather some intel, resulting in them going places to see
what they can find out. This is not a good outcomeif
this is happening, your players are right on the cusp of
bored and are possibly fingering their d8s thoughtfully
as you speak. At this point, you need to do one of two
things. First, you can drop a twist in right here and
now. Resolve their recon quickly and successfully, and
send them home with the information they need (or
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alternately, have things go terribly wrong). Doing this
really great.
looked for, that means the Thief is usually the one who
exciting game, but if you fight it, you risk things feeling
Using Complications
As Fixer, the ebb and flow of Complications is going
to be one of the most challenging parts of running a Job,
but it can also be the most rewarding. As you become
more comfortable with the idea, youll find you need to
plan less stringently for future troublethe characters
Complications give you all the juice you need for the
next bit of trouble and the next and the next. Statistically,
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Interesting Complications
The best Complications always make sense. Theyre
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door thats been nailed shutfor Eliot that would be no
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time, but its very rare that they really matter much.
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in it. If you cant think of anything bad happening, thats
a sign that youre not really invested in things. Thats a
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about it, but the direction play has taken has given it
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Take a Breath
Its important to remember that you dont need to use
the Complication instantly. If you want to complicate
the roll that just happened, then you can do so, but you
can also sit on that Complication to use somewhere else
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The Actual GuyIf a Crewmember is passing as
someone else, either a specific identity or just a role
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Sample Complications
The ParadeThis is a great Complication for any
chase or shadowing scene that should be familiar to
anyone whos ever watched a detective movie. Judging
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Managing Assets
The rule of Assets is this: you should very rarely have
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for two Plot Points is not something you do for the extra
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rolling a 1). This is when the player takes an element
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Keeping Track
of Assets and
Complications
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with talking.
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you. Every now and again a player may shell out for a
your socks off. When that happens, let him step up the
Asset die (so a d6 becomes a d8), just for that first roll.
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Sample Assets
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Assets, and you can do the same thing with their Assets,
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Picking Up Assets
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this flashback neatly resolves things on a success but
introduces headaches for everyone if it fails, then maybe
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Flashbacks
Deciding what dice to roll in opposition to a flashback
can be tricky, especially since the Flashback Action
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Example
The Crew and the Mark are each racing to
get to the same destination. A Crewmember
spends a Plot Point to say the Mark gets a flat
tire. It might seem like that should decide
the matter, but its no guaranteeafter all,
perhaps he has a spare, or just hails a cab, or
has a service that answers promptly, or the tire
goes flat a block away from the destination?
Hell, maybe he calls a police escort. That d6
doesnt stop him; it just provides an extra
d6 for the Crew to roll. It improves their
odds, sure, but thats very different from a
guarantee.
Similarly, if the players need to get some
information from the local police, they might
decide they have a Friend on the Force d6,
but that doesnt automatically mean theyll
get the information they need. The friend
might help them out (adding that d6 to a
roll), but theres no guarantee he knows what
they need.
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the question again. Why cant they just get past those
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may well do the work for you; so the main thing you need
end point based on the twist. You can repeat this cycle
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People, Places, and Plans
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been orchestrating these accidents. We immediately
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the chapter. Not that the rest of you cant read this of
think about each one, the situation gets that much richer,
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you sit down to play with zero prep time. Given that the
Leverage RPG plays well as an evenings pick-up game,
this is a good thing.
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People
Nothing matters more to your game than the people
in it. The Crew, obviously, are the most important people,
but unless your Crime World is populated with people
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who your players are going to react to, its all for naught.
Rooms full of lasers? Man-hunting military drones?
Rogue armored vehicles? Theyre only so interesting
until theres a human face to attach to them. Players
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Marks
Outside of the Crew, the Mark is the most important
character in a Job. Whatever the details of the problem
may be, its the Mark that personifies that problem. Even
if the specific details of the situation are dealt with, if the
Mark gets off the hook, you can be confident that only
means new problems down the line.
But even beyond the specifics of the problem and the
Job, theres an even more important thing you need to
remember: the Mark needs to really bug your players.
They may not necessarily hate every Mark they have
to deal with, but they should still react with one of the
four Ds of the Internetdisdain, disgust, disbelief, or
derision. There should be something about the Mark
that just gets under their skin. The more he annoys your
players, the more they will delight in his fall (and the
more creative theyll be in making sure it hurts).
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Sample Marks
Karl Harris, CEO of Harris Pharmaceuticals
d4, Cooking the Books d4, Faux-Cowboy d8
Harris face to the world is of a man dedicated to
helping mankind, a renegade maverick of the health
d4, Hiding from the Law d4). If the Crew can find
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If you have some ideas for other Traits at d8, feel free
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The first two will be very big: d12s. The first represents
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Clients
In most Jobs, the Client doesnt get the same amount
of attention that the Mark getsin many cases, the
Client is only in play long enough to lay out the problem
to the Crew and get out of sight. In these cases, two Traits
at d8 or d10 and one Trait at d4 are probably sufficient.
If there are exceptions, its usually because the Client is
looking to take some action on his own, usually creating
more than a few problems for the Crew. In that case,
give the Client stats similar to an Agent (see page 125).
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Sample Clients
Supporting Characters
Administrative
Assistant
d10Hes
good
Agents
More important or interesting characters are Agents
who work for the Mark or the Client, though they are
guys have at least two Traits that reflect who they are and
these people all have their own part to play in the game
and Foils.
Extras
Most of the people the Crew encounters are Extras.
On the TV show, theyre the type who show up on screen,
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Jim Hardy
Sample Extras
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doesnt trust that anyone else will handle the job, either.
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shes not going to let the Mark get away with it. And she
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Payback d4
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Cindy Calypso
the game, these are people who are important only for
the role they play in the game. If you have a few waiters
in a scene, theres no need to delve into their names
or the details of their lives. Just assign them the Trait
Waiter d8 if absolutely necessary and move along.
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Whatever temporary arrangement he makes, the Foil
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d8,
Smart
Guy
d8,
Well-
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Foils
The last and most interesting characters are Foils.
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Sample Foil
Sheryl Davis
A freelance reporter with a drawer full of awards,
shes caught wind of the Crew and what they do; now
shes poking around in the corners trying to get more
details about this mysterious group of criminals.
Attributes: Agility d4, Alertness d10, Intelligence
d8, Strength d6, Vitality d8, Willpower d8
Traits: Reporter d10, Intrepid d8, Investigator
d8, Hitter d6, Hacker d6
Distinctions: Brave, Stubborn, Friends in Low Places
Talents: Perfect Timing, Takes One to Know One
Changing the Cast
It is entirely possible that an Extra may become an
Agent or an Agent a Foil. Sometimes your players will
take a shine to a particular character, or youll have a
lot of fun playing as a particular character and, in the
process, he becomes more interesting. More interesting
translates into more Traits, and suddenly that guy
working the slushie machine is revealed to be Poet D8
Kung Fu Badass D8if so, thats great. If a character
seems interesting enough to flesh him out more, then
absolutely do so.
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Roles of Places
The places where the Crew winds up are more than
just backdrops where the action happens. They often
play a vital role in determining exactly what the Crew
can get away with. That means you need to know them
Places
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Most homes have some minimal form of security.
Their biggest protection is the fact that people spend a
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Homes
Offices
An office is a particular place of business where people
shuffle papers, meet clients or patients, and do whatever
passes for their sort of quiet, climate-controlled work.
Offices can range from a third-story walkup that once
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Public Places
A public place is one that is open and accessible to
the general public. This includes parks, streets, beaches,
airports, museums, waterways, and so on. These make
for great places to meet if you want to get lost in a
crowd. A group of people who happen to gather in a
public place isnt likely to draw any attention. Thats one
reason why Crews often like to make them their backup
locations to meet up should everything go wrong.
Isolated Places
An isolated place is one thats remote or otherwise
cut off from the public. People can meet here with little
chance of being disturbed; however, if someone does
notice them there, its bound to stick out. Isolated places
includes warehouses, docks, empty lots, cabins in the
woods, desert gullies, storm sewers, secret military
installations, basements, empty parking structures,
construction sites, and so on.
Many public places become isolated places when
theyre closed down for the night. The security for such
places can range from tight to nonexistent.
Names
The first thing a place needs is a good name. Your
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Crew doesnt walk into a bank. They stroll into the First
National Farmers Bank and Trust of Springfield. Instead
of heading into a bar, they duck into the Skinned Cat.
If it serves your purpose, you can use the names
of any national chains you like in your private games.
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People
Think about the people who live or work in the place.
Give them each a name or at least a role, even if thats
Security Guard #3, Drooling Old Man, or Snot-Faced
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Kid. The people in the place tell you and your Crew a
great deal about what the place is for and how its used.
Those names can become Traits without much work.
Think also about the general attitude of the people
inside the place. Are they hostile? Welcoming? Are they
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Businesses
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from bricks, wood, glass? Is the paint peeling and the roof
caving in, or is the place in good repair?
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History
Places dont just spring up from nowhere. Every
place has its own history. The library may once have
been a post office. The park may have started out as a
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Location
Context means a lot. Consider the places that
neighbor the location in question. Are they all of a sort
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The Hook
If you can, toss something into the place that makes
it remarkable and gives it the potential to develop into
a hook for a future adventure. The simple way to do
this is to give one of the people in the place a notorious
past, but you can just as easily make the place itself
interesting, too.
Perhaps it houses something worth stealing. Maybe
someone was killed there once. Let your imagination
roam freely. Its just a hook. Let the Crew nibble at it.
You dont have to set the hook until you want to.
Traits
Add a Trait or three to the Location (see page 63 of
Chapter Four: The Job for more on Location Traits).
Examples
Here are a few examples of key places you can use in
your game. If you like, you can come up with all-new
places on the fly by just altering a few salient details.
Crew Headquarters
H.Q. d10, Cover Story d8, Portrait of Our
Founder d6
A well-set Crew should have a headquarters, a place
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where they can all meet and set up their plans for their
Senses
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Police Station
Cops On Duty d8, Holding Cell d8, The Usual
Suspects d6
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bulletproof glass that looks out over the foyer. Shes seen
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Murrays Bar
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King Storage
Stolen Goods d8, Unreliable Security Cameras
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never did well enough to need the whole structure,
level and the top of the structure are far from prying eyes.
clients, as squatters.
and philanthropist.
Casa Lopez
La Comida Caliente d8, Welcoming d6, Tight
Finances d6
Emilio and Pilar Lopez own this McMansion located
Lamars Crib
Luxury d8, Dance All Night d8, The Creditors
Are Knocking d6
for the smell of spicy cooking that always wafts out of the
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Past d6
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standempty.
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while away a morning. Instead, most customers get
their coffee and pastry to go. Some settle for sitting at
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the end is near, but hes lived poor before and he doesnt
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inside are snarky hipsters who can dish out verbal abuse
even better than the staff. Anyone who tries to join them
assembled, and the place even has its own dance floor
ofacceptance.
Central Avenue
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with complicated billing procedures that a CPA would
intervention.
features
Problems
Going out into the world and trying to help people
means that the Crew is going to run into all sorts
of problems brought to them by Clients. These can
range from helping an old lady cross the street (while
Common Problems
Heres a good sampling of common problems you
could build a Job around. These are just the seeds of
any Job. Youre going to have to put a bit of time and
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dcor
the
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and
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way,
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spare
antiseptic
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Chapter Six
few times, its unlikely to happen so many times to so
many different people, some of whom were ripped off
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the Crew to prove that the company stole all of its ideas
and get him the money he needs to pay for his wifes
cancer treatments.
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your own.
Scammed
Framed
The Client worked for a powerful man with a shady
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but has run into brick walls every time. The scammer
that his kids will be full grown before he sees them again.
the first person the boss has done this to. If they can
Kidnapped
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even better.
Industrial Espionage
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him out.
Cheated
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the company.
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only make a bundle but hurt their rivals too. The Client
drives the Client into hiding, but he now fears for his
the Crew will not only have to protect the Clients family
own. For one, its a game. You dont need to tie yourself
Think Leverage
When noodling your story around, dont forget that
this is a Leverage game. You need to have a Client to
contact the Crew, and that Client needs a sympathetic
Do Your Research
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Witnessed
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comes in.
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Situation Generator
If youre still stumped for ideasor if you find yourself
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Client
D10 RESULT
1
2
3
4
5
6
7
8
9
10
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Full-time parent
Scientist/engineer
Clergy
Professional
Teacher/professor
Child
Athlete/entertainer
Politician/public servant
Businessperson
Roll twice on this table, ignoring any 10s.
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Lost home
Lost money
Lost reputation
Mistaken identity
Extorted
Injured
Killed
Threatened
Framed
Roll twice on this table, ignoring any 10s.
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1
2
3
4
5
6
7
8
9
10
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D10 RESULT
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Problem
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THE
PITCH
Pressure
D10 RESULT
THE
BRIEFING
1
2
3
4
5
6
7
8
9
10
THE
CREW
This table tells why the Client needs the Crew to help
him now.
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
140
The Toolbox
1
2
3
4
5
6
7
8
9
10
THE
PITCH
D10 RESULT
Amoral
Self-righteous
Just business
Visionary
Hard-nosed
Best for all involved
Entitled
Evil
Greedy
Roll twice on this table, ignoring any 10s.
THE
BRIEFING
Gang lord
Law enforcer
Clergy
Businessperson
Politician
Criminal
Financier
Attorney
Grifter
Roll twice on this table, ignoring any 10s.
This table tells you a bit about the Mark, the person who
GANG LORD: The Mark is a prominent and wellconnected organized crime or gangland figure.
THE CRIME
WORLD
This table tells you what makes the Mark such abastard.
THE
RECORD
THE
CREW
1
2
3
4
5
6
7
8
9
10
Marks Angle
THE
FIXER
D10 RESULT
THE
TOOLBOX
Mark
141
Chapter Six
Marks Weakness
THE
PITCH
Marks Power
D10 RESULT
THE
BRIEFING
1
2
3
4
5
6
7
8
9
10
THE
CREW
Connected
Wealthy
Powerful
Smart
Sociopath
Attractive
Scary
Tough
Immunity
Roll twice on this table, ignoring any 10s.
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
142
D10 RESULT
1
2
3
4
5
6
7
8
9
10
Arrogant
Obsessed
Tyrannical
Fearful
Needy
Loyal
Phony
Guilty conscience
Addiction
Roll twice on this table, ignoring any 10s.
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
The Toolbox
Secret dream
Reputation
Superiors
Criminal
Debt
Time
Enemies
Family
Love
Roll twice on this table, ignoring any 10s.
THE
FIXER
1
2
3
4
5
6
7
8
9
10
D10 RESULT
THE CRIME
WORLD
THE
RECORD
Marks Vulnerability
143
Chapter Six
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
D10 RESULT
THE
FIXER
1
2
3
4
5
6
7
8
9
10
THE
TOOLBOX
Enforcer
Guilty conscience
The loose end
The vizier
The innocent
The wildcard
The inspector
The dupe
The hostage
Roll twice on this table, ignoring any 10s.
THE CRIME
WORLD
THE
RECORD
144
The Toolbox
THE
BRIEFING
THE
CREW
THE
JOB
the plot.
THE
FIXER
THE
TOOLBOX
Secret vulnerability
Its personal
Turnabout
The Marks not really the bad guy
The police have their eye on this one
The Mob has their eye on this one
Death/disappearance of the Mark
The Client is the Mark
Its much worse than you think
Roll twice on this table, ignoring any 10s.
THE CRIME
WORLD
1
2
3
4
5
6
7
8
9
10
THE
RECORD
D10 RESULT
THE
PITCH
The Twist
145
OIL
ICANT F
A SIGNIF
tire plan
w your en
ing a
on me be
depended
bastard.
ing utter
self-serv
You kno
ONS
DISTINCTI
LOSES
G NEVER
STERLIN
D
PREPARE
NT
ARROGA
TALENTS
NAME
LIN
JIM STER
S
ATTRIBUTE
AGILITY
ENCE
INTELLIG
STRENGT
VITALITY
ER
WILLPOW
ROLES
GRIFTER
HACKER
HITTER
IND
MASTERM
THIEF
146
4
4
6
6
12
10
12
10
12
10
12
10
12
10
12
10
12
10
12
10
SS
ALERTNE
10
8
8
10
10
12
12
12
re used to
rget: You
a
T
g
n
O
y
Sta
nd keepin
actions a
tr
is
d
g
in
ignor
When a
in mind.
ing rolls
your goal
re oppos
u
o
y
r
e
b
on
Crewmem
of an acti
ie as part
d
t
e
ts or
s
s
A
g
an
our A en
r one of y
o
u
o
y
t
r
s
e
again
e play a
y hand th
a
m
e
u
o
y
,
sset for th
Extras
ify that A
ll
u
n
to
t
Plot Poin
ob.
r of the J
remainde
d
oure goo
ow One: Y
n
K
to
e
,
n
ed to
Takes O
e being li
hen your
w
g
in
lying
ll
t
a
te
at
good
se youre
u
a
c
e
b
y
b
tl
mos
mem er
en a Crew
h
W
.
r
lf
e
s
r
deceive o
to you
Action to
e
c
a
F
a
r
ts
r
you oll
attemp
dd a d8 to
a
u
o
y
,
u
o
e Action.
mislead y
their Fac
f
o
s
e
k
ta
s
to set the
is
s Sterling
nd: Jame
u
o
r
g
er
k
m
c
r
a
B
sis, a fo
ds neme
r
o
F
n
a
g
th
n
Na
S. Sterli
of his at IY
om Chief
colleague
e ranks, fr
th
h
g
u
o
r
e
rose th
ator to Vic
e Investig
s
o
Insuranc
alm t all
President,
to
t
n
e
ate.
id
s
e
Pr
es with N
f his clash
o
lt
u
ose
s
h
e
r
w
as a
rpol,
joined Inte
r
te
la
g
y
n
ll
Sterli
im to fina
enabled h
he
T
f
resources
o
limax
te at the c
a
N
is
r
a
r,
ll
e
o
c
owev h
on Job. H
lc
a
F
e
s
e
lt
Ma
ved.
as short-li
victory w
ANOTHE
R
SIGNIFIC
A
NT FOIL
Hardiso
n, I heard
you
sucked. G
uess I wa
s right!
DISTINCTI
ONS
BLACK H
AT
WELL-EQ
UIPPED
DICK
TALENTS
Are You G
onna Log
-In or Are
Just Whis
You
tlin Dixie
? Your ex
at dueling
p
ertise
with hum
an oppon
rather th
ents
an autom
ated syste
NAME
well know
m
s is
n. Add an
e
x
tr
a d8 to an
Hacker ro
COLIN C
y
ll you ma
HAS M
ke in a Co
ASON
Action ag
n
tested
ainst a hu
man oppo
nent.
ATTRIBUTE
The Bigg
S
er They A
r
e: You lov
your oppo
e
u
s
in
g
nents ow
n tricks a
AGILITY
them. Wh
gainst
en a Crew
4
6
8
m
e
mber use
Asset die
10
12
s an
in an acti
on agains
A
L
E
R
T
you may
NESS
t you,
hand the
4
6
8
player a P
and take
10
lo
12
t
P
oint
the Asset
away from
INTELLIG
for the re
E
them
NCE
mainder
4
6
8
of that ac
using it a
10
ti
o
12
n
,
s a Comp
STRENGT
lication d
your own
ie
H
in
roll to esta
4
6
8
blish or r
the stake
10
aise
12
s.
VITALITY
Backgrou
4
6
8
nd: Colin
10
Masons h
12
tag is Cha
a
c
W
k
IL
e
r
L
POWER
s, which
is
e
x
a
ctly what
he seeks
4
6
8
to bring to
10
12
most org
network s
a
nized
ecurity. H
e has a h
ROLES
on his sh
uge chip
oulder an
d
c
a
r
r
ies a grud
and is ea
ge,
sily Alec
Hardison
GRIFTER
oppositio
s greates
n. Unfortu
t
4
6
8
nately for
he was un
Chaos,
10
12
able to ou
twit the L
HACKER
Consultin
e
v
erage
g & Assoc
4
6
8
iates Crew
ending in
,
10
12
custody fo
HITTER
r attempte
smugglin
d
g of forge
4
6
d paintin
8
The Two
gs in
10
12
Live Crew
MASTERM
Job.
IND
4
THIEF
4
Explosive
s (Hacker
),
10
10
Slap Figh
t (Hitter)
12
12
147
IFICANT
IGN
SEVEN S
NAME
MAGGIE
AGENTS
COLLINS
an
Tougher th
t d10,
,
Art Exper
t It d8
till Go
ks d8, S
she loo
d4
Bereaved
ned art
is a renow
s
in
ll
o
C
-wife. Her
Dr Maggie
Fords ex
n
a
th
a
N
d
the
expert an
art after
ate fell ap
N
to
e
g
th
ia
ough ey
marr
on Sam, th
s
ir
e
th
f
terms.
death o
t amicable
s
a
le
t
a
n
S,
remain o
rked for IY
e once wo
h
s
h
art
g
u
to
o
Th
ertise
s her exp
d
n
le
w
o
she n
e world.
around th
museums
MARCUS
STARKE
der d4
0, Lea
rger d1
10, Fo
Planner d
art thief
rnational
te
in
n
a
orttarke is
mbles sh
Marcus S
who asse
r
e
in
rg
fo
r
h
assist im
and maste
mobs, to
iz
h
w
e,
r
m
o
,
ti
ws
For a
term Cre
ks of art.
r
o
w
ile
s
s
w
le
rice
x, and h
stealing p
Devereau
ie
h
p
o
S
holds
d with
rs he still
he worke
er partne
g
is
n
lo
o
e
n
vorit con
they are
Starkes fa
.
d
ly
r
a
in
g
e
ta
r
r
e
h
hes c
her in hig
t, though
n
ia
r
a
V
a
Lis
the Mona
others.
ozens of
d
h
it
w
r
familia
148
ance in
is perform
h
y
b
d
e
c
o Live
eviden
g the Tw
in
group, as
r
u
d
w
e
tarkes cr
Marcus S
.
Crew Job
OF KIEV
ry d8,
d10, Sca
of Kiev
r
e
h
tc
Bu
Humor d4
ense of
ry d8, S
o
ot
em
M
Long
y with Eli
s a histor
a
h
v
ie
K
ring
er of
a head du
The Butch
t came to
a
th
ob
e
m
n
o
ussian
Spencer,
He has R
.
b
o
s
J
g
u
din
bout s m
The Wed
title just a
is
h
d
n
a
ns
connectio
it up.
R
BUTCHE
AGGERT
I
d8, FB
AGENT T
ntioned
ell Inte
W
,
8
d
ry
World Wea
,
6
Agent d
Sharp d4
t who has
AYAN
FBI agen
n
a
MIKEL D
is
t
r
e
gg
8,
usting
ossad d
Agent Ta
ccess in b
u
s
d4, Ex-M
le
b
ss
a
k
le
mar
Reck
r wanted
shown re
, and othe
s
0
r
1
le
d
a
r
e
e
d
k
st cases
, meth
ly
Ass-Kic
er on mo
mobsters
tn
l yet dead
r
fu
a
p
ti
u
r
a
io
e
b
the sen
an is a
of Israels
men. Hes
Mikel Day
.
member
a
e
c
cSweeten
n
o
y,
Special
h Agent M
it
d
w
n
mercenar
a
e
c
n
e
for Intellig
ing and
EN
Institute
itary train
il
m
a
CSWEET
r
a
p
,
s. Her
AGENT M
hest bids
ig
h
I Agent d6
e
th
Operation
d
d8, FB
e
d
st
n
e
a
n
r
m
a
E
rkes
has com
ced d8,
arcus Sta
expertise
Fresh-Fa
he was M
S
.
ld
r
o
.
w
b
o
e
J
4
around th
Cunning d
Live Crew
ing FBI
g the Two
hardwork
in
a
r
u
is
d
n
te
le
e
Swe
musc
ggert,
Agent Mc
Agent Ta
ther with
e
g
to
r in
,
o
s
h
rising ta
agent w
lf to be a
APOLLO
e
s
h
im
h
c
d
,
ajor rus
nds d10
has prove
eloped a m
ast Ha
v
F
e
,
d
8
d
es
s
e
y
h
s
k
H
t
.
u
Snea
ea tha
ess d4
the Burea
has no id
e Busin
d
n
th
a
,
in
n
s
e
d
Hag
Frien
is
on Agent
er.
beyond h
med Park
of Apollo
ket,
c
n
o
w
p
o
k
n
ic
th
k
p
a ief na
d
y
n
ll
a
a
f
e
r
ie
Little is
as a th
to
ble skills
subscribe
considera
e doesnt
h
r
a
a
le
in
c
s
well
though it
orks very
w
e
H
.
s
d
etho
violent m
149
Chapter Seven
pull open one of those online map tools or a street
THE
PITCH
Crime World
Now we get to the part where you might expect us to
tell you that everything you think you know about the
world is a lie, that its all just a cover story for something
THE
BRIEFING
THE
CREW
THE
JOB
while, when youve pulled off your fair share of Jobs and
brought some relief to the innocent people whove been
wronged, youre gonna start getting a sense that youre
only scratching the surface. Thats what were talking
about. Thats Crime World.
THE
FIXER
See, you can play Job after Job with this game and
not touch on any of that, and thats great. I think thats a
sensible way to do it, especially if youve got a busy kind
of life and the players can only meet up once or twice
THE
TOOLBOX
THE CRIME
WORLD
Chicago
The Windy City has a wonderful history of crime
and confidence games, and thus it makes perfect sense
that this is the first city where Nathan Fords Crew
sees action. Chicago, Illinois, located on the shores
of Lake Michigan, is a political and industrial hub
for the Midwest; it spreads out into both affluent and
asset-deprived neighborhoods and is home to global
corporations and crime syndicates.
Along Lakeshore Drive, the gleaming towers and
bustling crowds of Chicago hide some of Crime
Worlds most deceptive and duplicitous Marks. Its a
white-collar paradise, corruption and casual amorality
apparently just out there to be found. But its also a hardworking city, flanked by blue-collar cities Gary, Indiana,
and (around the lake to the northwest) Milwaukee,
Wisconsin. Finance, technology, and civic government
share the limelight with manufacturing, extortion, and
shipping when it comes to criminal playgrounds.
You could carry out Jobs in Chicagoland for
months without stepping out of the city and into the
suburbs, but youd be missing an opportunity for an
even more vicious jungle. The gangs in Chicago have
formed strong roots in bedroom communities, preying
on college students and professional families. Petty
feuds and cheating spouses can act as red herrings for
political corruption and Italian mobsters. The lists, like
the greater metropolitan area, go on and on.
THE
RECORD
150
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
Los Angeles
THE
PITCH
151
Chapter Seven
attentions of the authorities with the Russians, Italians,
and Caribbean gangs.
THE
PITCH
Boston
THE
BRIEFING
THE
CREW
trade under the radar. Its a hop step and a jump across
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
152
Band of Brothers
One day, something bad happened and a group of
mercenaries or freedom fighters were blamed for a crime
they didnt commit, forcing them underground and
you know the score. This isnt a bad setup for a Crew
problem only you and your buddies can solve. Its tailormade for this game.
So why wouldnt you just do this? Well, it throws out a
THE
BRIEFING
during play. Its no fun to have it all worked out from the
from that guy you served in that unit with, and he has a
THE
CREW
THE
JOB
criminals-turned-heroes.
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
THE
PITCH
153
Chapter Seven
wrong. They can come up with dozens of rationalizations
for why its okay, why its the lesser evil, or even why it is
THE
PITCH
Thinking Like
a Criminal
Problem Solving
Members of a Crew tend to approach problems
in a direct way. A criminal might ignore the law, but
he respects the trouble the police can cause. If youre
THE
CREW
THE
JOB
finesse.
THE
FIXER
Think Big
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
Be Unobtrusive
Most people are trusting souls. They take other people
at face value. If a Crewmember makes the effort to
present himself as a particular kind of person, few folks
will question that. The social pressure against questioning
154
THE
JOB
THE
CREW
THE
BRIEFING
THE
PITCH
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
Be Sneaky
THE
RECORD
155
Chapter Seven
THE
PITCH
THE
BRIEFING
THE
CREW
THE
JOB
Be Brazen
Be Fast
THE
FIXER
THE
TOOLBOX
The longer a caper goes on, the larger the chance that
that once you pull a stunt like that the Mark isnt
likely to ever forget your face, which has its own set of
THE CRIME
WORLD
off all the car alarms up one side of the street. In any
event, while you play out the big role of diversion in
the spotlight, the other members of the Crew can take
care of everything else backstage. (Once again, go big
or go home. Sensing a pattern here?)
THE
RECORD
156
oiled machine.
the Job. But you kill a guy, you put a guy in a wheelchair, his
buddies are going to be looking for you. You think an FBI
Be Decisive
Okay, so its come to a fight. No way around it.
Someone is threatening to pull the Job off the rails, and
you cant tolerate that. Time to take out the trash.
Once you decide that someone has to go down, dont
fool around, and dont hesitate; put him down hard and
fast. Dont toy with him. Dont show off. Youre not in a
mixed martial arts tournamentremove the threat as
quickly and efficiently as possible, and move on with the
rest of the Job.
Show Restraint
THE
CREW
to remove the threat, and not one bit more. Why is that?
said that God made man but Samuel Colt made them
one of the best in the world at what you do; getting into
THE
JOB
THE
FIXER
will fight to keep what theyve stolen, after all. The thing
and bruises.
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
Violence
THE
BRIEFING
THE
PITCH
157
Chapter Seven
simple traffic stop suddenly becomes a very big problem
if youre armed.
THE
PITCH
Keep it Simple
Its easy to make things more complicated than
THE
BRIEFING
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
use fake IDs, dont use personal vehicles, dont let the
Mark recognize your face until youre ready for him to.
THE CRIME
WORLD
THE
RECORD
Give Back
Yup, heres where I appeal to your conscience. When
you or your Crew steals something you dont need, or
that rightly belongs to someone else, return it. If possible,
give it back so that no one knows it was ever gone in the
158
THE
BRIEFING
THE
CREW
THE
JOB
THE
PITCH
THE
RECORD
THE CRIME
WORLD
THE
TOOLBOX
THE
FIXER
159
Chapter Seven
although sharp Crews do try to limit the number of
THE
PITCH
Cons
THE
BRIEFING
the tool that they know best, and because of that they
THE
CREW
use the Marks own greed against him. They often can
THE
JOB
gives his trusted new friend (the con artist) the keys to
his house and then comes home later to find hes been
robbed blind.
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
160
2. F
igure Out a Way to Give It
toHim
If all the Mark wants is cash, its easy enough to come
up with that. Lots of us in the business can get our hands
on a smallor even a largefortune in a short amount
of time if we need to. Often, the con artist doesnt even
need to come up with a great deal of actual money for
bait; he just needs to make the Mark believe he has it.
THE
RECORD
THE
PITCH
THE
CREW
THE
JOB
THE
FIXER
THE
TOOLBOX
it. Maybe you get shot. Or the con artist might become
THE CRIME
WORLD
161
Chapter Seven
the shill crows about what a wonderful arrangement
hes made, the Marks confidence in the con artist
THE
PITCH
THE
BRIEFING
THE
CREW
shouldgrow.
THE
FIXER
THE
TOOLBOX
THE CRIME
WORLD
THE
RECORD
6. Get Away
Once the con artist has what he wants, its time to
make a clean getaway. Ideally, the Mark should never
know that hes been defrauded in the exchange. At the
very least, the Mark shouldnt figure it all out until the
con artist is safely away.
If the Mark realizes whats happened, the first thing
hes going to do is try to track down the con artist and get
back whats been taken from him. He may be willing to
162
involved.
The degree of violence makes a difference here, too. A
these, but the more essential bits the con artist ignores,
the more dangerous the con becomes. Eventually, the
con is no longer a con but just a simple crime.
Nonviolence
A good con artist avoids violence in the course of a
con. Any idiot could just rob the Mark in a back alley
youre better than that. Violence is usually artless and
transforms a con into an act of thuggery.
Obvious violenceor even the threat of it
inevitably brings more attention to the con artist than
its worth. It tends to scare the Mark, and a nervous
Mark isnt likely to give his confidence to anyone. It
Disguise
The con is over for far longer than it goes on. Once
its over, the Mark may come looking for the people who
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WORLD
ripped him off. If the Mark knows who did him wrong,
its easy enough for him to track down the con artist and
take his revenge. Or he can simply call the police and
have them handle the heavy lifting for him.
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Requirements of a Con
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Time Pressure
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behaving differently.
These days, coming up with a decent disguise
requires a good deal of preparation. Its too easy for a
suspicious Mark to hit the web on his smartphone and
do some checking. If the fake persona has no history
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to speak of, this should raise all sorts of red flags. With
a little advanced preparation, though, the con artist
can fake that kind of electronic trail and even come up
with official IDs in the fake personas name. With some
more time, he can even construct the sort of ephemera
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164
Three-Card Monte
A man stands on a busy street corner in a big city, a
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that have stood the test of time. Most con artists are
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Hustling
In a bar or other public place, the con artist (often
called a shark in this con) plays some kind of game
often billiards or pool, but it can be as innocuous as
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at a steep discount.
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The con artist may lose the first game or two if the
the con artist open the box to prove whats inside. The
He does so for the shill, who pays the money and walks
playing. The games often end only when the Mark runs
out of money.
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Advance-Fee Fraud
The Wire
The con artists set up a false storefront in which they
simulate a legitimate business that focuses on risking
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hisassistance.
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they have. Once the Mark has the money, he can take
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Chapter Seven
has rigged. The Mark makes the bets at the storefront
and racks up bigger winnings with a line of credit the
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the Mark the information for the first bet for free and
encourages the Mark to bet a small amount of money
to see if hes right.
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get the results for the bet and sees that the information
the con artist gave him was right. Its important that
the winnings.
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one last bet with his inside information. This time, the
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but that the con artist can later claim was a stupid
miscommunication. The Mark loses his money to
thestorefront.
If the Mark wants to try again, the con artist can
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The Pay-Off
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storefrontsmanager.
The Rag
The Rag is another variation on the Wire, but it
generally focuses on stock market manipulation rather
than betting. In this case, the vital information comes
from a Wall Street insider partnered up with the con
artist, who portrays himself as a well-meaning bumbler
who just cannot fully grasp the mysteries of the stock
market. They start off playing with a line of credit the
insider set them up with, and it pays offhuge.
As with the Pay-Off, the credit line gets called into
question, and the Mark must help the insider and the
con artist come up with the cash to back it. Once the
Mark conjures up the money, the con artist manages to
misinterpret the insiders instructions badly enough to
lose all of their money.
The Rainmaker
This is a simple scheme, but it requires a bit of
dedication and an extended amount of time on the con
artists part. The con artist comes to town and spends
some time figuring out exactly what it is that most of
168
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are hoping for. He may base his claims on pseudoscientific theories he hopes to implement, or he might
suggest that he has magical powers that can help. In
any case, he needs a good deal of money to give it a try.
Once the people come up with the money, the con
artist hopes that fate takes a hand and produces the
rain the people want. If that doesnt work, he produces
evidence of complications that prevented his scientific
theories or magic spells from succeeding. He then asks
for additional funds for his research, experiments,
or spell ingredients. This continues on until the rain
comes or the people come for the con artist with torches
andpitchforks.
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keeps the rest for himself. Over time, he uses the money
given to him by new investors to pay off the dividends
for the old.
Some long-term investors require nothing more
than a statement showing the superb results. Instead
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Ponzi Scheme
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The Anatomy of
a Bad Guy
Some of the following material is touched on in
Chapter Five: The Fixer, but mainly in terms of game
rules and preparing a Job. Here, its useful reference.
Keep it in mind when youre thinking of the types of
bad guys who populate the lowerand upperlevels
of Crime World.
170
dont much care who gets hurt along the way, as long as
Why Now?
action fast.
corporations.)
3) Is this something we can handle? (Even the
best Crew couldnt fix the US Congress.)
4) Can it wait? (More pressing issues take
precedence over old wounds.)
5) Do we have a personal stake in this? (Villains
who attack the Crew get pushed to the top of
the list.)
Keep all these things in mind when coming up with
a villain.
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afford it, and they go out of their way to not get pushed
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172
The Record
Guide to Season One and Two
173
Chapter Eight
medical treatment for his son, who died soon after.
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The Record
As of this writing, Leverage is in its third hit season;
its possible you might have come late to the party or just
want a reminder of whats already taken place. Your best
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Season One
In the first season we get to know Nathan Ford and
his Crew. Nate struggles with drink and the emptiness
of his life after the death of his son and his split with
his wife Maggie, while the others learn to work together
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174
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The Record
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Dean Devlin
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175
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176
The Record
How It Goes Down: Unfortunately, Nates former
co-worker and nemesis James Sterling shows up and,
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177
Chapter Eight
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the service.
The reveal shows that Eliot put the bag with the
money into the trunk of the newlyweds car, and then
Nate let Mosconi know that his wife betrayed him. When
Mosconi rushes off to change the passwords on the
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178
The Record
discovers that there are over four hundred people who
have been similarly displaced. Nate changes the plan;
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Retzings.
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team is on.
Parker and Hardison discover that someone has
hacked the black box, just as the hack kicks inthe
autopilot is engaged, taking the plane down. The only
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personal computer.
This episode fills in more details of Sophie and Nates
history, including where and when they first met.
180
The Record
rest of the team scrambles to find out the back story and
harm anyone.
Paul cant help but tell the truth about it being a hoax:
it, but his assistant, who has been growing uneasy with
cover by calling Nates name; the Judge finds their ear buds
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181
Chapter Eight
The Plan: Irina is on the guest list for a party at
the American embassy in Belgrade. The team crashes
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They need to get Luka out, first and then, after, they
can come back with a plan and get the rest of the kids
out. Hardisons not happy, but Parker agrees with Nate.
Her experience with the child welfare system in the States
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was a bad one, and she doesnt see how putting these
children into that system will be any better for them.
But when they pull off the con and reunite Luka
with the Mortons, they discover that Parker has gone
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182
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The Record
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183
Chapter Eight
himthree men get there first and beat the crap out
of him before the boys step in. Hurley runs and slams
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him, hes passed out stone drunk, with the cops on their
way. Short on time, theres only one way to get sense out
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to Earnshaw.
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184
The Record
who stole the First David ten years agothis was all a
ploy for her to get her hands on the Second David as
well. Now they have to play by Sterlings rules. He wants
the David back, and Nathan to turn himself in. Then,
and only then, will he let Parker and Hardison go.
Sterling knows how they think. So they have to think
like someone else. Sophie, sent to deliver the statue in
exchange for Parker, doesnt try to talk her way out
she and Parker jump off the rooftop, using one of
Parkers harnesses. Nate, walking into their office to give
himself up, brings along Eliotnot to fight, but to use
Hardisons technology to incapacitate Sterlings goons
and blow the office up, destroying any paper trail.
Scatter, Nate tells them, and then theyll meet up again.
have to steal the First David, put their fake in its place,
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the tone of her voice. You dont con your own team, he
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185
Chapter Eight
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suspicion. But they wait too long; the teams plan goes
seriously.
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and the two Davids, still in their case. What they dont
And, finally, Nate has to tell her, not only what hes
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186
The Record
tries to kill him. Then the team takes over despite his
ensure it happened.
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get creepier.
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having gone their separate ways and Nate off the bottle.
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Season Two
187
Chapter Eight
confirms that nobodys ever heard of Nates character.
That blows the con; then Rucker demands that Eliot stay
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leave, but the people they came here to help will still be
his fights. Once Rucker bites, theyll take him for his
people. Bad things. Eliot tells Nate hell fight. Hell take
the fall.
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it easy.
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188
The Record
Of course, the team found the drugged water
line the reveal shows that he has a trunk filled with cash
from the gym and his bets. Tipped off, the IRS looks
the gym over to Mark, giving both him, and the other
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CREW
states evidence.
the anxiety level for Eddie, until Sophie dies horribly
and Nate himself staggers in, infected by what he says is a
weaponized virus. Parker handcuffs him to a bed, saying
its Order 23 and shes got no choice. Eddie, terrified,
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of your mind?
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Did you just give a guy a nose bleed with the power
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Mark. Eliot didnt really kill his opponent. They had the
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Chapter Eight
already in the works, to music. The parents at the school
arent happy about the kid whose parent bankrupted
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them having a star turn, and the kids take their cue
from that, leaving Widmark crying in the bathroom
when he should be getting ready to go onstage. Sophie
starts to con him into performing, but then just talks
to him, opening up about her own fears. It workson
both Widmark, and Sophie.
Halfway through the performance, the team spots
an assassin in the audience. Fowlers set up a hit on his
handlers; hes going to run. But who helped him? A
quick reveal with missing cell phones connects Fowler
with another parent in the audiencewho, while
videotaping the performance, accidentally picks up
Fowlers camera bag and leaves his own.
Meanwhile, Eliots taking on the assassin backstage,
in one of the longest running, and quietest, fights in
Leverage history.
Nate swipes the replacement bag during the
applause: it contains new I.D. and a ticket to Bogota. So
what was in the other bag? Audiotapes, incriminating
the other man. Sophie plays them over the auditoriums
loudspeaker, and everyone in the school knows that
there were two villains, not just one. The heats off
Widmark, at least a little.
And the clinic gets the money to keep their
doors open.
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Marc Roskin
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the apartment.
190
The Record
The Problem: The client wants Hunter humiliated
break a real news story, something that will get her the
about having his life given back to him. Nate and Sophie
missing. Nate tells her to take her time and find out
what it is.
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President.
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Parker claims, has the story that could bring down the
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191
Chapter Eight
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start: first, the hour they expected for the VPs speech is
for the files; then a series of locks and delays keeps them
effective immediately.
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WORLD
blown, with security running up to Nate and Parker onstage, only to be left with a bewildered-looking rabbit.
But when Hardison is marched outside by Casten
and his men, Hardisons phone rings. Its Nate, calling
on Castens phone. Like all good magic tricks, it wasnt
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The Record
The Problem: Another crew has already stolen the
can figure out his real score and steal it first, they have a
a police car pulls up. Stark thinks Nates down for the
count until Sophie gets out of the car and tells Stark that
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Chapter Eight
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takes down the other thief, rips off her coveralls, pulls
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194
The Record
The Plan: There are only a few people with the ability
Back in the bar, Nate presents Joeynewly reinstated
herself after the events of The Two Live Crew Job, so the
foundation.
The Mark: Peter Blanchard, the Kimball estate
lawyer, who claims to be the sole legal executor and
beneficiary.
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attempted fraud.
195
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196
The Record
The Plan Theyll use Glorias desire to be a reputable
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do so. While Nates gone, Tara spills the beans and offers
to make a deal.
Nate returns with the designs, but Russell tells him
hes going to take the fall for all of it, including the
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into a show.
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197
Chapter Eight
that Nates not drinking. He wont bet with a man who
wont drink with him.
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With the Pans out of the picture, the factory goes into
And for what its worth, Sophie was right. You guys
are the best Ive ever seen.
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The Zanzibar
Marketplace Job
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198
Jeremiah S. Chechik
The Client: Jim Sterling needs their help to get Nates
ex-wife Maggie out of jail after shes accused of stealing
a Faberge Egg from a museum exhibit. Hes more
The Record
concerned with the fact that IYS insured the egg than he
likes him for the thief, but hes protected by his job with
hatred of Sterling.
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The Plan: To get Maggie out, and then steal back the
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performance.
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Chapter Eight
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lot. Now, before they can take him down, they have to
rescue him.
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talk to the dead. Tara slams the door behind them, and
the next day, to talk her into working with him. Her
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The Record
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mayor of Belbridge.
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T H E R O L E P L AY I N G G A M E
RAP SHEET
NAME
ALIASES
BACKGROUND
PHYSICAL DESCRIPTION
ATTRIBUTES
AGILITY
10
12
ALERTNESS
10
12
INTELLIGENCE
10
12
STRENGTH
10
12
VITALITY
10
12
WILLPOWER
10
12
ROLES
GRIFTER
DISTINCTIONS
TALENTS
10
12
______________________________________________
HACKER
10
12
______________________________________________
HITTER
10
12
______________________________________________
MASTERMIND
10
12
SIGNATURE ASSETS
______________________________________________
THIEF
10
12
______________________________________________
203
T H E R O L E P L AY I N G G A M E
JOB
q CALLBACK
RAP SHEET
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
JOB
q CALLBACK
q SPENT
JOB
CLIENT
CLIENT
MARK
MARK
204
q CALLBACK
q SPENT
q CALLBACK
q SPENT
q CALLBACK
q SPENT
q CALLBACK
q SPENT
q CALLBACK
q SPENT
q CALLBACK
q SPENT
q CALLBACK
q SPENT
Get Ready
to Get Even.
The rich and powerful, They Take whaT They wanT. you sTeal iT back.
You and your Crew used to be the bad guys, but there are worse people out there. The weak and the helpless need you.
You provide... leverage.
Based on TNTs hit show, The LEVERAGE Roleplaying Game puts you in the middle of a dysfunctional but highly
specialized group of con artists, criminals, and crooks who are trying to turn over a new leaf. You protect the victims of
corporations, mobsters, and corrupt politicians by using your expert skills to outwit and overcome the real bad guys.
Using the award-winning Cortex System as its foundation, the LEVERAGE RPG includes all the rules you need to create a
high-voltage team of rogues, plan the perfect job, and get it done... even if it means going to Plan B. This game requires a
set of gaming dice available from any hobby or game store. Earbuds and really big HDTVs are cool, but notrequired.
Margaret Weis Productions and the Cortex System 2010 Margaret Weis
Productions, Ltd.
Leverage Holdings, Inc. All Rights Reserved.
M A R G A R E T
WEIS
PRODUCTIONS, ltd.
TNT logo, photography, and key art TM& 2008-2009 TNT Originals, Inc. A Time
Warner Company. All Rights Reserved.