Leverage: The Roleplaying Game: Get Ready to Get Even
Matt Forbeck, Cam Banks, Robert Donoghue, Fred Hicks, Clark Valentine, Ryan Macklin
Format: PDF / Kindle (mobi) / ePub
The rich and powerful, they take what they want. You steal it back. You were bad guys, but there are worse people out there. The weak and the helpless need you. You provide... leverage.
Based on the TV series, The Leverage Role Playing 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.
Leverage is designed for 5 players and one GM ideally.
Each player picks one of the roles from the show to be their primary, and then choose two more to be secondary and tirteary roles. Those being; Hitter, Hacker, Grifter, Mastermind, Thief
The game uses appropriate ability score (strength/willpower) + role(hitter/hacker) + specialties(mixed martial arts/parkour) +/- distinctions(drunkard/kleptomaniac) + assets(helpful janitor/length of pipe) vs the GMs roll.
Talents(Badass/Social Center) let you override the basice rules, ala Feats in D&D. Plot Points allow you to modify rolls after the fact, either with dice, additional assets or possibly environmental bonuses. One of the more novel ideas in Leverage is the use of Plot Points to narrate Flashbacks.
Each gameplay session is meant to mirror an episode of the show structure and flow. Players are introduced or otherwise run into a client, plan a caper, overcome the inevitable adversities, and ultimately make the world a better place.
happened at some point in the past—possibly the distant past during the Crewmember’s childhood, possibly as late as earlier this morning. These flashback scenes aren’t just fun ways of exploring a Crewmember’s background, they’re also incredibly useful—you want to trigger them for others, and want them to trigger them for you. Establishment Flashbacks have three aspects: a Trigger (a circumstance that can justify an Establishment Flashback), a Scene Description, and an Effect. Keep in mind that a
such thing as a generic Asset. If you create an Asset, you need to name it. Assets can’t just be used on every roll—the Asset needs to be applicable in some way or worked into your description of what your Crewmember is doing. This THE CRIME WORLD can be a little fast and loose, especially when players are creative, but that’s a good thing. It does, however, point out an important guideline about Assets: there should be situations where they’re not useful. For Screwdrivers and other physical
Teller. Locations are also given Traits, too, when they might be useful as opposition to your Crewmembers: Vault, Alarm System, and Laser-Filled Hallway of Death are similar to fixed Assets or Complications that help the Fixer describe where the action takes place. THE BRIEFING Complication comes up as a result of rolling a 1 on your When To Roll Dice THE CREW like Extra-Alert Security or Slippery Floors. A How To Roll Dice So let’s say you’re working a Job. When you want your Crewmember to
Generator is only a guide. Use it as you like and feel free to consider the results more inspiration than declaration. Change them as you will, and make the adventure your own. THE RECORD If you want, you can modify the tables or come up with entirely new ones on your own. It’s your game. Play it how you like it. Using the Generator Roll a d10 on each chart and record the results. When you’re done, you should have a skeleton of a possible Job to play with. Dress it up a bit, and you’re ready
immunity, or maybe he has the police in his pocket. Arrogant Obsessed Tyrannical Fearful Needy Loyal Phony Guilty conscience Addiction Roll twice on this table, ignoring any 10s. ARROGANT: The Mark is incredible and knows it a bit too well. OBSESSED: The Mark is obsessed with something, anything from a collection to revenge. TYRANNICAL: The Mark has a deep-rooted need to be the boss in any situation. FEARFUL: Anxieties of one sort or another drive the Mark. NEEDY: The Mark