Professional Documents
Culture Documents
Leverage - Too Many Chefs
Leverage - Too Many Chefs
Introduction
Grifter, Hacker, Hitter, Mastermind, Thief. The classic You’re sitting around your table. You’re running
Crew gets the job done; that’s why it’s classic. You can through The Recruitment Job with four friends, enjoying
hit from all angles. That’s great when you’ve got it. But the pizza from that little hole-in-the-wall place that
what about when you don’t? You’re going to run your makes you think of your home city. You’re the Fixer.
own Crew one of these days, and you have to plan for One of your friends has her sights set on Mastermind.
every possibility. One of those possibilities is a Crew Another wants to be the Thief. As the night progresses,
with some overlap. two of your friends realize their Crewmembers are
The first thing I tell a new Mastermind is “ABC,” or Grifters, through and through. What are they supposed
“always be cultivating.” You can have the best Hacker in to do if you throw a tech problem into the mix? What if
the world, but if she’s cornered by a couple of security there’s a fight? Should you tell them they need to shift
guards, she’s done for if you haven’t trained her to handle Roles to diversify? Should you upturn the table and all
herself in a fight. Your Hitter won’t do you a lick of good that wonderful pizza, potentially ruining carpets and
if he can’t get past the security systems. Usually, you can appetites in one fell swoop? No. Don’t worry, we’ve got
arrange strong teams to handle the challenges of the Job. you covered.
But you can’t plan for everything, and you can’t expect First, we’re going to talk about games where you
everything to fall into place perfectly. Tell me you how have two of one Role. We’ll offer some advice on how
your plan works that first time Crew drama takes over, to set up your plots, how to manage rivalries, and how
and one of your people walks away. In short: diversify to make sure the duplicate Roles both shine. Then, we’ll
your Crew. bring it all together with Talents to emphasize this
Second thing I tell them is that we can’t all be as lucky style of play.
as the great Nathan Ford. The top names in the game Next, we’ll address a Crew where everyone is one
handed him a perfect Crew; he just had to turn the con Role, with maybe one Mastermind in the mix. We’ll
around and recruit them. Everyone comes to the game offer advice and rules ideas to diversify those Roles,
thinking the Mastermind’s job is to plan, then sit back how to take advantage of the weaker Roles’ parts in the
and run interference. It’s that, but it’s a lot more. My story, and how to just let the Crew run wild with one or
first Crew was an exercise in butting heads. I ran with two Role approaches. Like before, we’ll close out with
two Hitters and two Grifters and it was hard enough Talents to make it work, and work well.
shutting them down when they argued about who got Then, we’ll finish up with example Crews. We’ve got
to do what part of the Job. Then, I had to rein them in a whole, playable Crew ready to roll out. As well, we
when they’d turn the Jobs into competitions. There were provide ideas for numerous combinations.
times I felt the Mark was the least of our worries. Once By the time we’re done here, you’re going to see why
we learned (read: I taught them) to work together, we sometimes there’s no such thing as too many chefs.
were unstoppable.
Third thing I tell them is that I’ve worked in a
restaurant that had too many chefs. You know what
happened? Sometimes, the chefs got to take a day off.
You think about that for a bit. I’ve got a Job to do.
ii
Two-of-a-Kind
When you have two or more of the
same Role in a Crew, things can
get tricky. Here are a few ways to
make such a Crew work.
Shifting Responsibility
If you have two of one Role, you’re almost guaranteed Take your primary Role at d10, like normal.
to be missing at least one Role. The easiest answer is Likewise, take your secondary Role at d8. For
to encourage the overlapped Roles to take the missing example, if you’re playing a Hitter that moonlights as
Roles as their secondary (d8) Roles. If you have two a Thief, you may take Hitter at d10, and Thief at d8.
Hitters, a Thief, and a Mastermind, the Hitters and
You get two Specialties. Focus one on what you feel
Thief could take Grifter and Hacker as d8 Roles. The
your Crewmember would be doing most in their
difference between a d8 and a d10 is not that significant,
secondary Role. While you could do something
and they can rely on Specialties and Distinctions to add
completely different for your other Specialty,
a little kick to those secondary Roles. Most important
consider using it to emphasize your primary Role, to
tip: communicate. Discuss around the table what Roles
avoid excessive diversification. For our example, you
are needed, and what people are interested in playing.
might choose Bareknuckle Brawling (Hitter) and
Don’t assume someone will want to fill a gap just because
Breaking and Entering (Thief).
it exists.
These options all reflect mechanical game elements. You get two Distinctions. Again, take one to
If they aren’t reflected in the fiction of your game, it’s emphasize each Role, or at least one for the
all a waste of time and effort. This means some work on secondary Role, and one to make your Crewmember
part of the Fixer, so the right challenges are posed for the unique and interesting. For our Hitter/Thief
right Crewmembers. It’s best to address the multitasking example, you may take Like Butter to emphasize
during The Recruitment Job, or through a discussion her Thief abilities, and Functional Alcoholic
between players. Then, instead of saying, “I’m playing the as a personal quirk, or Thuggish to emphasize her
Grifter/Hacker,” just play the Grifter, and everyone knows Hitter skills.
that when the Job calls for a Hacker, you’ll be right there
When selecting Talents, choose one from each Role,
ready. Be careful; it’s easy to give one Crewmember twice
both primary and secondary. For our example,
the screen time if they’re very diversified, which can be
you might choose Only Suckers Fight Fair and
frustrating for players that opted not to play jacks-of-all-
Safecracker.
trades.
Don’t get so caught up in multitasking that you Through play, use Signature Assets to bring the Roles
neglect primary Roles. A Hitter that takes Distinctions, closer together. In our example, you might take
Specialties, and Signature Assets to help her as a Thief Angela’s Security Firm to reflect her knowledge
runs the risk of not being a very compelling Hitter. with both intrusion and combat. This is particularly
Suggestions for making a diverse Crewmember: useful because it occurs after the first game
session, once you’ve gotten a feel for just how your
Crewmember reconciles those two Roles.
Two-of-a-Kind 3
The Rivals: Seizing the Moment
The One-Two Punch works well if the two
Example: Bump, Set, Spike
Crewmembers can work well together. What if they’re
Duke and Sarah are both Hitters. They’re going after
jealous of each other’s abilities? What if they’re vying
Mad Mike, the Murderer of Milan. In addition to some
for the Mastermind’s favor? It stands to reason that the
difficulty saying Mike’s name, Duke is having trouble
world’s greatest criminal minds would have competitive
taking him down. Duke’s player rolled 1, 11, 3, and 4.
streaks. This could break a lesser Crew, but with a smart
The Fixer gives him a Plot Point for that 1 and takes a
Mastermind, competition can be a huge asset.
Complication, then rolls for Mike. Mike hits back with
Just like with a One-Two Punch, this rule comes into
a whopping 19. The Fixer is just about to describe the
effect when there are two Crewmembers with the same
beating Duke took when Sarah’s player steps in to Seize
Role, and one has just been one-upped by the opposition
the Moment. She gives Duke a Plot Point, takes his 11,
during a Fight Action. In these cases, the player of the
and rolls her own dice. She gets a 10, an 8, and a 2.
other Crewmember can call to Seize the Moment.
She claims Duke’s 11, and her 10, and hits back at Mad
That player gives the first a Plot Point, and interjects her
Mike with a 21. Mike and Duke both groan on the floor,
Crewmember into the scene. She takes the highest result
while Sarah reports back to her Mastermind.
from the first player’s dice, and rolls her own dice with
that result added. The difference between Seizing the
Moment and One-Two Punch is that the second player
can take the highest die result, not the die itself. She does
not need to reroll that die and potentially get something
worse. But Seize the Moment takes a Plot Point; One-
Two Punch does not. Opportunism pays, until it’s time
for payback.
following Talents require a second Crewmember to you’re great on the back end. You can pinpoint just what
share the same primary Role. If they don’t list a Role, they you did wrong, and how someone else can do better.
can be used by any Crewmember. Many use the One- Role: Hitter
Two Punch and Seize the Moment rules from above. Activation: You’re Taken Down.
If Crewmembers take a Talent that requires a second Effect: If another Hitter Seizes the Moment, or fights
Crewmember with the same primary Role, allow them the same opponent later, they gain a d6 Asset. You or
to swap the Talent out if the other Crewmember leaves they may spend a Plot Point to make it a d8.
You’ve got a way with surprising a distracted Mark. Activation: Another Crewmember Seizes the Moment
One-Two Punch in a Fight Action with a Mark, spend Effect: Take an Asset that lasts for the remainder
Effect: Ignore the lowest die the Mark counts toward sympathetic injury, or other direct result of the Fight
the stakes. The Fixer may choose to apply another die Action.
in its place.
Incorrigible Flirt
Dishing Up The Combo When you want attention, you get it. You get enough
You’re all about the follow-through. that your Crewmembers can slip through without
Two-of-a-Kind 5
Let Me Show You How Righteous Hack
It’s Done Sometimes, you’ve got to do the hack just because it’s
there, and you’ve got witnesses.
You clean up other people’s messes.
Role: Hacker
Activation: Seize the Moment from another
Activation: Taken Down in a Fight Action to hack a
Crewmember.
system. Spend a Plot Point.
Effect: Take a free Asset for the remainder of the Job.
Effect: Add your Willpower die to the roll, and count
This should reflect the one-upmanship exhibited in
it toward your result. You’re still Taken Down, but if
the Fight Action.
you raise the stakes above the Fixer, gain a d8 Asset
Perfect Bait for the remainder of the Job due to a crucial piece of
data, or an elaborate and impressive prank.
You’ve got that kind of face that someone wants to
punch, or you’re just great at setting yourself up as a Too Many Chefs?
prime target.
You’ve grown accustomed to working alongside
Activation: A Crewmember follows up your Fight
another Mastermind. You complement each other,
Action with a One-Two Punch
pointing out the weaknesses in each other’s plans.
Effect: Take a Plot Point.
Role: Mastermind
Activation: Fixer raises the stakes during a Wrap-Up
Flashback. Spend a Plot Point.
Effect: The second Mastermind can roll in an attempt to
raise the stakes. This roll uses the same Assets the first
Mastermind used, but with the second Mastermind’s
traits. If the second Mastermind raises the stakes,
the Fixer gets one final roll for the Mark to raise the
stakes once more.
attack every problem with that Role. This is a logical When you can manipulate the numbers, anything can
approach; it’s what they’re best at, so why not use it to look like a reward or a penalty, a carrot or a stick. This
As a Fixer, this takes a bit of work. You’ll want to While a Hitter’s no good in a crowd, get the Mark into a
avoid Marks that are particularly resistant to the focus “private investment meeting” and fists can fly.
The Professionals 9
Screwing Up
With diversification and hyper-specialization, we’ve mistakes. Give the Mark a stark upper hand. Motivate
been talking a lot about how the Crew can win, how the Crew to come back harder, using what they’re best at.
they can accomplish the Job, and how they can do things If you want to play around with the rules a bit, any
just as well as a traditional Crew. But groups with heavy time a secondary Role results in a Complication, start
Role specialization will fail more often than traditional the Complication at d8. For the primary Role, start
Crews. You’ll see more members Taken Down. You’ll see Complications at d4. This way, when the group trips up
more Complications. This is a good thing; it allows for with their field of expertise, it’s almost an advantage for
strong comebacks due to the extreme talent in one area. them, since they’re so used to handling the common
As a Fixer, consider treating any action with a problems. On the other hand, problems during their
secondary Role as a failure if the Crew fails to raise weaker moments are much more dramatic, and are best
the stakes. Usually in Leverage, the Crew can still get handled by resorting back to the primary Role.
what they want, despite being Taken Down. Play up the
The Professionals 11
Hacking the Gibson Maltese Falcon
The hardest hacks only work when you’ve got people You’re the best with replicas. Well, good with replicas.
to run interference. Fortunately, you’ve got that team. Maybe passable with replicas? Okay, so papier-mâché
Role: Hacker probably wasn’t the best replacement for The Thinker,
Activation: Take the Wrap-Up Flashback at the end of but it sure kept the museum attendants scratching their
a Job. Spend a Plot Point. heads for a while.
Effect: You may use your Hacker die in lieu of the Role: Not Thief (Thief Secondary)
normal Mastermind die. Any added Assets start at Activation: Any action using your Thief die.
d8; anyone that steps up an Asset does so twice. If Effect: Take a Complication and add a d4 to your
this would bring an Asset above d12, add a new d8 roll in order to count a third die toward your result.
Asset instead.
Totally Method
He May Look Like a You failed out of film school. But it was discrimination!
Geek The professors just couldn’t understand your vision. It
had nothing to do with the scathing reviews of your
You don’t look the part, but you can kick ass with the
terrible performances. Now, you get by with confidence,
best of them.
even though it causes trouble.
Role: Not Hitter (Hitter Secondary)
Role: Not Grifter (Grifter Secondary)
Activation: Fight Action using your Hitter die. Spend
Activation: Any action using your Grifter die.
a Plot Point.
Effect: Step up your Grifter die once, and add a d6.
Effect: Add the highest die the Fixer has available to
Take an additional Complication, on top of whatever
your pool. Also add a d4 if that die is a d6 or d8. Add
you roll.
two d4 if that die is a d10.
|_ 3 @ | 0 |\|: An All- She led a long career both in public and private military
service. She rose in the army ranks to sergeant before
Hacker Crew
taking a lucrative position as a field commander for a
The Legion, as they call themselves around n00bs, private contractor. She lost her job because she tried to
is a trio of Hackers. They differ from most Crews in out her superior officer for defrauding the government.
that they’re not centrally-located. Each member lives When she left, she took John Dickson with her. John was
in a different major city, and they handle most of their her lieutenant, a Hitter/Hacker communications officer.
dealings by teleconference and satellite cellular networks. Now, he keeps everyone connected on the field, while
Sometimes, they’ll come together for a sensitive Job, operating alongside Chelle on the front line. Monica
but usually, one member leads the in-person part of a Masters is their sniper and intrusion specialist, a Hacker/
given heist, using local friends and associates. Most Thief. She controls crowds, minimizes damage, and
importantly, they never use their real names with maximizes results. Eric Washington handles the red tape.
Crewmembers. Anonymity ensures security, in case one Since they’re not on the books with security clearance,
member gets caught. Washington, a Hitter/Grifter, fast-talks his way into the
right places.
Sample Crews 15
Credits
Writing: Photography:
David A. Hill Jr. Page i: The crew after another job well done © 2012
Leverage 5 Holdings, Inc. All Rights Reserved.
Editing: Page 1: Chaos and Haridson are relieved their time
Sally Christensen working together is over! © 2011 Leverage 4
Holdings, Inc. All Rights Reserved.
Development:
Page 3: Nate and Hardison at the control panel for the
Cam Banks
virtual dream world © 2012 Leverage 5 Holdings,
Inc. All Rights Reserved.
Layout & Production:
Daniel Solis Page 4: Sister Lupe (played by Sofia Pernas) proves that
she is on Nate’s side. © 2011 Leverage 4 Holdings,
Based on the LEVERAGE Roleplaying Game by Cam Banks, Inc. All Rights Reserved.
Rob Donoghue, and Clark Valentine with Tiara Lynn Agresta, Page 7: Olivia and Nate face off in the tournament’s final
Matt Forbeck, Stephanie Ford, Laura Anne Gilman, Fred Hicks, © 2011 Leverage 4 Holdings, Inc. All Rights Reserved.
and Ryan Macklin Page 10: Hardison is having a tough day © 2011 Leverage 4
Holdings, Inc. All Rights Reserved.
M A R G A R E T
WEIS
PRODUCTIONS, ltd.
Margaret Weis Productions, the Cortex System, Cortex Plus, and the Cortex Plus logo © 2012 Margaret Weis Productions, Ltd.
© Leverage Holdings, Inc. All Rights Reserved.
TNT logo and key art ™ & © Turner Network Television, A Time Warner Company. All Rights Reserved.