You are on page 1of 18

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.

2 Too Many Chefs


The One-Two Punch Example: Hacker Backup
So, you have two of a Role, and they’ve done Jenna and Kieron are both Hackers. Jenna is running
everything they could to fill all the necessary gaps. But a hack against a major corporation that’s been wielding
what about their primary Roles? Who gets the glory its lawyers against widows seeking recompense for their
when something needs doing? Well, both Crewmembers spouses’ deaths. Jenna’s player rolls 4, 3, 2, and 6.
deserve some time in the spotlight, but the best answer Her highest die was a d10. That’s 15 at very best after
is to let both of them shine together most of the time. spending Plot Points, and the Fixer rolled an 8 and 10.
Employ the One-Two Punch. The Fixer announces that the chief of security has a trace
The One-Two Punch is a minor rules modification on Jenna’s IP address. “Not so fast…,” Keiron’s player
for the standard Fight Action. We already have rules for says. “Jenna was running a distraction pass. Keiron was
when Supporting Characters gang up on the Crew. By just waiting for the security chief to shift his attention.”
default, the Crew can’t really gang up in return. But with He calls for a One-Two Punch. He raises the stakes,
this rule, two Crewmembers with the same primary Role taking and rerolling Jenna’s d10. That die results in a 9.
can back each other up. He rolls Keiron’s traits, getting a 10, an 8, and a 2. He
When one Crewmember finds herself up against a counts his 10 and the 9 from Jenna’s die, giving him 19.
wall, with a roll that can’t quite match the opposition, The Fixer concedes, and the hack goes as planned; the
the other Crewmember can come in for the One-Two security chief gets a fake, rerouted IP address and some
Punch, raising the stakes. The first player abandons all egg on his face. Both Crewmembers participated in the
her dice, except for the highest die rolled. That is added final plan.
to the second player’s roll, raising the stakes against the
opposition.

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.

4 Too Many Chefs


Two-Of-A-Kind Crew Talents
One solution for multiple instances of the same Role
is to use Talents to differentiate the Crewmembers. We’ve
He’s Weak In The Gut
provided a number of Talents for just this reason. The You might not be the best fighter in the world, but

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.

play for whatever reason. Useless Talents are boring.


I Make You Look Good
Coming From Left Field You’re great at taking the fall gracefully.

You’ve got a way with surprising a distracted Mark. Activation: Another Crewmember Seizes the Moment

Activation: When Seizing the Moment or giving a from your Crewmember.

One-Two Punch in a Fight Action with a Mark, spend Effect: Take an Asset that lasts for the remainder

a Plot Point. of the Job. This usually reflects a lesson learned, a

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

Activation: Follow up an ally with a One-Two Punch. scrutiny.

Effect: Take a Plot Point. Role: Grifter


Activation: In a Fight Action, you score an
Fall Guy/Gal Extraordinary Success.
Effect: Another Grifter may spend a Plot Point and
Role: Thief
forgo rolling another Fight Action. Consider that
You’re great at getting caught—on your terms. You get
action an Extraordinary Success as well.
caught, and you escape, all the while your Crew can
do the Job and not get caught.
Activation: Taken Down in a Fight Action. Spend a
Plot Point.
Effect: You planned it. You’re out of the scene due to
a timely escape. Ignore any Complications from that
Fight Action. A Crewmember Seizing the Moment
or One-Two Punching gets the normal benefits, and
gets your Alertness die.

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.

6 Too Many Chefs


The Professionals
Sometimes, a Crew will consist of
members with only one Role, with maybe
a Mastermind in there for good measure.
Where these Crews fall short in diversity,
they make up with massive talent in one
area. Here’s a few ways to make it work.
Typically, a Crew like this will have history together. Instead of keeping the Mark in the same Role as the
After all, how would the world’s five best Hackers not Crew, just keep their Role in mind when appointing the
know one another? We encourage you to feature multiple Mark’s Role. Ask yourself, “How could the Crew’s Role
Crewmembers during Establishment Flashbacks. Use interact with this character?” Don’t introduce that Mark
these and other Flashback Actions to show rivalries until you can clearly answer that question. If you can’t
(often long-since abandoned), romantic pasts, and answer it, chances are, your players can’t either.
previous Crews.
It’s worth discussing the focus everyone wants. Diversifying
We’ve provided two main focuses: diversifying and This isn’t too different from the “Shifting
hyper-specializing. A diversified game looks more like Responsibility” section, above. Use the same guidelines,
a traditional Leverage story. Specialized games will but discuss ahead of time what secondary Roles everyone
look more like tight, pointed crime caper fiction. For wants to take to fill all necessary gaps.
example, Ocean’s Eleven could be a group of Grifters. As Fixer, this requires little additional work on
They accomplish other tasks throughout the story, but your part. Just guide the game in the way you would
they mostly use confidence scams, disguise, cleverness, otherwise; all the Roles are filled. The only consideration
and distraction to get the job done. you need to give is to showcase the Crew’s primary Role.
Otherwise, it’s just another Leverage Crew, with slightly
Focus and Marks smaller Role dice. If it’s an all-Hitter Crew, make sure
Usually, a single-Role game is far more focused than the Jobs are geared toward fighting. If it’s all-Hackers,
a traditional series. The stories tend toward cohesion. cybercrime should be at the forefront. Just because each
This can be good and bad. It’s good, because the stories Crewmember can take other Roles doesn’t mean that
are easy to tell, and don’t require much in the way of should be the primary focus of the game.
motivation to get them running. It’s bad, because the In a typical Job, everyone should have at least one
stories can easily fall into repetitive patterns. part to play. Consider that balance. Know that you’ll
If you’re the Fixer for a game with one Role, use this need at least twice the conflicts reflecting the primary
as a starting point for Mark design. It’s easy to have Role, and that’s with Crewmembers picking up slack
the Mark fill the same Role, but this can also frustrate elsewhere. To help guide this, use Complications. Any
players, since it’ll seem that the Mark is easily better than time you get a Complication, introduce it as something
any given one of them in their area of expertise. And if confronting that Role. If your Crew is all Hackers, don’t
you’re using a new Mark for each Job, it will quickly break use Complications to add snipers, unless you make
down the suspension of disbelief if the Crewmembers it explicitly clear they’re communicating through the
continually run into more strangers that are masters in Mark’s radio systems, for example.
their field. Typically, Roles have only so many important
names. Most of the time, your Crewmembers will know
the key players within their Roles.

8 Too Many Chefs


Hyper-Specialization
When you have a hammer, everything looks like a
nail. Sometimes when you have a Crew full of one Role,
Hacker
instead of diversifying, the Crew just looks for ways to Hacking as a secondary Role is all about game theory.

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

excel? maneuvers a Mark into a more convenient position.

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.

Role. A survivalist that eschews technology and modern


convenience just isn’t the right Mark for an all-Hacker
Hitter
Crew. As Hardison said, “Look, you know what I can do? Being a secondary Hitter gives you the Perfect Plan
I can re-task a satellite. I can get a level-3 NSA security B. Some people just cannot be dealt with. Some will not
clearance. I can’t hack a hick.” Those Jobs can act as a fall for your ruse (or you might have been found out).
solid contrast to the normal Job, but you need to establish They may not care about losing. In those cases, a fist to
those normal Jobs first. the face is a language anyone can understand.
To make this work, everything you bring to the table
should reflect that primary Role. It’s inevitable that the Mastermind
players will use their secondary Roles every now and A secondary Mastermind is all about the Perfect
again. Plan G. When a Crew is hyper-specialized, and their
As a player, consider how your Crewmember’s specialty fails, what’s left? The answer is, “Whatever you
secondary Role complements the primary Role, not were truly planning all along.” Everyone expects a Thief
replaces it. A good way to do this is to conceptualize your to steal what they want. That means all attention’s on the
two main Roles with a statement using “but,” or “and doors and ventilation shafts. A good Mastermind would
then.” For example, “As a Hacker, Jason can remotely know to walk right through the front door.
disable any security system, and then he’s great at getting
to the scene with his Thief training,” or, “Scarlett’s a Thief
Grifter, but she’s good at getting in too deep. So she’s Secondary focus on Thief skills is all about access.
trained as a Hitter for those last-minute escapes.” All the technical skill in the world doesn’t matter if you
Here’s an idea for how the different Roles can play can’t get where you need to use it. Do you need to get
well as secondary: a Mark’s cellphone to install tracking software? Do you
need a secretive vantage point to get the drop on a group
Grifter of mercenaries?
Grifting as a secondary Role is all about finding
weakness. It can mean turning an impossible Job into
a difficult Job. When hacking a password might take
hours, and you have minutes before a plane crashes, a
bit of creative social engineering can get that password
in seconds.

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

10 Too Many Chefs


Professional Crew Talents
Talents are a perfect way to customize Crewmembers
in a single-Role Crew. It helps to keep Crewmembers
The Buddhist Palm
special, and give them particular areas of expertise, even Technique
within the scope of their Role. They can help the Crew to As you watch everyone around you falter, you get
work efficiently together, and they can help to diversify stronger. Maybe it’s an ancient martial arts technique,
their secondary abilities. maybe you can just harness your anger. But if you hit
Many of these Talents list Roles. These assume a last, you hit hardest.
Crew with only that Role. A single-Role Crew with a Role: Hitter
lone Mastermind can also take these Talents. We’ve Activation: A Crewmember is Taken Down during a
included some that require a Crewmember not be of a Fight Action using their Hitter die.
given Role. These allow a Crewmember with a secondary Effect: The first time during the Job, gain a d6 Asset.
Role to shine in that field, but they’re not really fitting for Each subsequent time, step that Asset up once. This
someone with that Role primarily. Asset may only be used when you’re using your
Hitter die.
Alloys and Things With…
Molecular Structures Cons For Dummies,
You like science and math. After all, you post pictures First Printing 2012
of Neil deGrasse Tyson on your social media profiles, You’ve watched a solid Mastermind in action.
and own an “Age of the Geek” T-shirt. You’re a dabbler. You are not that Mastermind, but you can fake it until
It’s gotten you in trouble almost as often as it’s helped you make it.
the Crew. Role: Not Mastermind (Mastermind Secondary)
Role: Not Hacker (Hacker Secondary) Activation: Any action using your Mastermind die.
Activation: Any action using your Hacker die. Effect: Take a Complication and add a d4 to your roll
Effect: Take a Complication and add a d4 to your roll in order to count a third die toward your result.
in order to count a third die toward your result.

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.

12 Too Many Chefs


Sample Crews
Here are a few sample Crew ideas for various
one-Role Crews. Use these as examples of the
types of focuses you might use. They also show
how the Crewmembers in one Role can diversify
their talents through secondary Roles. You could
even flesh them out to use at your table.
The Upstanding Citizens: An Assemblage is the leader, if you had to choose one.
She’s a Hacker/Thief from Moscow. She guides the group
All-Grifter Crew
since she’s been in the game the longest. She’s been
The Upstanding Citizens work out of a comedy club. running scams since “long distance” was a thing, and you
By day, they recruit, foster, and promote up-and-coming could get it for free with a tape recorder. P|nk|eP|e is a
comedians. Once or twice a week, they hold sketch shows Hacker/Grifter from London. He’s made millions from
to bring an audience. They spend many nights taking chain email confidence scams. He now forges emails and
down the most corrupt elements of the entertainment mimics phone voices to strike the movers and shakers
business. That is, with jokes. On the other nights, they of the world. 99 Problems is a Hacker/Hitter. She runs a
do it literally. clique out of New York, a bunch of cyberpunk hoodlums
Jake North leads the Crew. He’s a Grifter/Mastermind. that terrorize Wall Street sharks, on paper, and on the
He managed plays on shoestring budgets for years, and streets.
if you know entertainment, it’s not that different than
managing a heist. He works alongside Erica Mitchell, Vanguard Securities: An
a Grifter/Thief contortionist and performance artist. All-Hitter Crew
There’s no place she can’t squeeze her way into, and Vanguard Securities picks up where attorneys leave
luckily, Rachel Thompson is there to bail her out. Rachel off. Government corruption has destroyed lives for
is a Grifter/Hitter; she worked as a stunt double in the bottom line, and there’s no better examples than
numerous films because of her knowledge of Jeet Kune those that occur in the periphery of the armed forces.
Do. Now, she plays the tough girl in all the Upstanding Vanguard is a group of former United States military,
Citizen sketches. They round it all out with Nicholas and military contractors. On the books, they consult for
Wells, a Grifter/Hacker. He plays all the nerdy roles, and corporations and certain individuals. In actuality, they
he’s getting quite the following. He’s also a long-time stage investigate corruption in government defense affairs,
hand, who knows the tech and effects side of theater like identify those responsible, and shake them until justice
nothing else. He famously made a full lighting and SFX falls out. This is often literal.
rig out of parts he took from a foreclosed pet store. Michelle “Chelle”Ariaga leads, as a Hitter/Mastermind.

|_ 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.

14 Too Many Chefs


The Brain Trust: An All- The Guild: An All-Thief
Mastermind Crew Crew
When corporations see falling profits, some will The Guild started out as a group of aristocrats with
resort to whatever it takes to recover those margins. similar interests, a Hellfire Club of sorts. They kept
Since government regulations limit their legal options to their own circles, completely inconsiderate of the
for exploitation, some of these corporations have hired Queen’s law. “If it wasn’t hurting anyone,” was their
Crews of the brightest young criminal minds to work mantra. The members would play pranks and participate
their magic and bring in the millions. While most in wide-scale debauchery. Some would jokingly rob
corporate suits have grown numb to these sorts of others’ homes, only to give back the fruits of those
dealings, a handful have banded together and decided conquests. They called it genteel robbery. At least, that’s
to fight back. This Brain Trust of Masterminds works to how it started. Before long, this network of the privileged
curb the criminal Crews, and to guarantee the corporate began to see inherent advantages in their associations,
criminals get what’s coming to them. The Brain Trust and used those networks to wring every last drop from
acts as the biggest and smartest school of sharks in a pool the working class.
full of predators. They use the absolute worst corporate As the club went corrupt, its nobler members broke
tactics because the corporations own all legal avenues of off and formed The Guild. The Guild fought back, using
action. the skills learned in these dark circles to fight back at
Stefan Ackerman managed human resources for their teachers. The Guild was led by Jane Stockton, a
one such firm. He signed employment agreements Thief/Mastermind. She organized the original games,
for criminals that never worked a day in their lives. directing each criminal to their target. Through this, she
That ended when he founded The Brain Trust. He’s learned the city inside and out. She knew London by
pure Mastermind, a leader among leaders. His partner, gaslight better than most knew it by sunlight. Edward
Alisa Nichols, worked acquisitions for a major media Bellingham stood as the club’s chief of security, a Thief/
conglomerate. A Mastermind/Grifter, she left when the Hitter. He left with Stockton. During his time with the
company put the pressure on to take more predatory club, he organized watches and thugs to maintain the
approaches in acquiring small companies. Now, she acts utmost privacy for their meetings. Now, he finds holes
as a liaison for some of those companies, brokering the in security, and removes the more violent elements
right deals to make sure ethical companies rise to success. from The Guild’s Jobs. They work with Lydia Chadwick,
They work together with Tyler Burns, a Mastermind/ daughter to a former pauper. Her father rose to
Hitter. He founded a renowned fitness center chain, but prominence through all manner of malfeasance, and
was ousted from his position by the board of directors Lydia, a Thief/Hacker, learned every trick in the book
with doctored photos of an extramarital affair. Now, he to defend their ill-gotten aristocratic name. She edited
looks forward to the days when he’ll meet each and every books. She forged census rolls. She even set up machines
one of that board in dark alleys. to simulate the presence of servants in their windows
at night. Lastly, gentleman-upon-town Stewart Stafford
maintains diplomatic ties with the Guild’s former
organization, along with the Queen’s courts. His skill as
a Thief/Grifter keeps Scotland Yard from striking down
on their enterprise.

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.

Page 13: Parker, Tara and Sophie survey the situation ©


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.

You might also like