(Top)
1 Overview
2 Materials
3 Character Creation (Players)
4 Job Creation (Fixer)
5 Narrative Breakdown
6 Ratings
7 State
7.1 Plot Points
7.2 Assets
8 Actions
8.1 Trivial
8.2 Basic (p70)
8.3 Contested (p73)
8.4 Timed Sequence (p75)
8.5 Choosing Dice
9 Flashback Scenes
9.1 Minor
9.2 Wrap-Up
Leverage: The Role Playing Game is a cooperative narrative table-top RPG available from DriveThroughRPG. It is based on the Leverage TV show and uses a variant of the Cortex Plus rules system by Margaret Weis Productions. It emphasizes storytelling instead of rules manipulation. This gives a short learning curve and also makes it easier to run than traditional RPGs. The game is fast and upbeat.
Leverage makes several improvements over classic RPGs:
The rule book is a combined players' and game master's manual with lots of flavor and advice. It is also a terrific guide to how to design any episodic entertainment, and heist/con/capers in particular. You could teach a TV writing course from it.
Unfortunately, combining all of those elements in the rule book also obfuscates the actual rules. I found that players need a consise summary. This article is my interpretation of the rules from my first experience GMing it, which I wrote to help our group. I'll update it with corrections as we progress and I receive feedback.
Leverage: The Role Playing Game is by Cam Banks and Rob Donoghue and published by Margaret Weis Productions. The Leverage TV show was created by John Rogers and Chris Downey. It was produced by Paul Bernard and Electric Entertainment, and shown on TNT. The intellectual property is owned by those parties, I'm just describing the rules of this game.
Before you play, I recommend watching a few episodes of the TV show, reading these rules, and reading at least the flavor and advice aspects of the official rulebook. You'll need:
Maps and other player aids are great, but I recommend against using miniatures and grids. This isn't a game of tactical combat or other quantitative technical elements. Which is to say, “Munchkins” and rules lawyers are not welcome. Leverage is about being a creative storyteller role playing a con artist who has additional criminal skills.
For terminology, the GM in Leverage is called the Fixer. In general in this document, “you” refers to a player and the Fixer is explicitly named. The Crew is the set of all players. “Party” means either the Crew or the Fixer (it is not a synonym for Crew). For example, “the other party rolls to raise the stakes”. Page numbers in parentheses refer to the official rule book.
The Leverage character sheet is called a Rap Sheet. It contains the character's stats and a list of all Jobs they have completed. Look at the Rap Sheets for the characters in the TV show (p55-60) to get the gist of how the different abilities translate to game rules.
The game works best with a full set of roles in the Crew. If you don't have five players, then add some Crew NPCs controlled by the Fixer, make sure PCs have secondary roles and appropriate attributes to fill in the blanks, or have some players control multiple characters.
For a quick start of your first game, just take the preexisting Rap Sheets for the archetypes from the TV show and for each player:
Create your character according to your story sensibilities. The description will affect the game in the way that you expect. The Choosing Dice section describes exactly how these affect die rolls during the game. It also summarizes the vocabulary for modifiers, which mostly just breaks down into situationally-relevant and intuitive “good things” and “bad things”.
The rulebook says: d4 is is a counterintuitive case. You might think it means “I’m terrible at this,” and sometimes that’s exactly what it means, but sometimes it means, “this is is interesting to me.” It’s much more likely to generate Complications than other die types, so the plot often thickens when one of these comes into play—and with that comes Plot Points for the Crewmember.
There are some free and commercial Leverage Jobs that you can download.
The Quickstart Job is a good introduction to the game. You can use your own characters or the ones from the TV show. It walks you through the rules as they first arise in a pre-planned situation. Beware that the rules and terminology are slightly inconsistent in that Job as printed. I'm following the rules from the main rulebook.
In general, the rulebook's Toolbox (p121) chapter makes it pretty easy to create your own random Jobs. Unlike traditional RPGs, the Fixer can get away with making up most of the Job on the fly thanks to Plot Points and player control of the narrative. Any Leverage, A-Team, or Mission Impossible episode that the players haven't seen (or at least, won't recognize) is also a great outline for a Job. I sketched out the basics and then followed my players' leads, creating most of the Job on the fly as Complications and Opportunities arose. The point of the rulesystem is that it is pretty balanced to create the right level of tension through these.
This is the most clear section of the rulebook, so I'm not going to replicate it here. The big takeaways for me were:
A Job is a mission a.k.a. adventure and is usually one play session long. It is divided into narrative acts that match segments of the TV show as separated by commercial breaks. The structure is always:
The last three are the role-playing portion. They are logically divided into Scenes, which correspond to resolving challenges and usually end with a change of place or time. Scenes are composed of Actions. The rules refer to Beats in passing, but each is basically an Action, so you can ignore that terminology.
Some Scenes are Flashbacks that spend Plot Points to retroactively change recent history in the game. These are the key way for players to overcome problems that have arisen throughout the Job.
The Major Complications are preplanned (or at least injected by fiat) by the Fixer. Random Minor Complications arise throughout scenes, usually as a result of bad luck on the part of the characters.
There are special Spotlight and Establishment Flashback Scenes for the character-building Recruitment Job (p45). For your first time playing, you probably just want to get rolling, so use the precreated characters. When you want to play the Recruitment Job, you can read the manual section on it.
Every physical object, scene description, and intrinsic character property in the game is rated from d4 to d12. Unspecified values default to d6. Although higher is better, from a story perspective anything that isn't average is more interesting to the game:
Die | Story Impact |
---|---|
d4 | High chance of complications |
d6 | Mundane |
d8 | Noteworthy because it is advantageous |
d10 | Intimidating |
d12 | “Aw, Hell No!” |
Beware that ratings can be used against a party in some cases. For example, “Hyperfocused d6" might mean that a character can perform in the presence of distractions, but it also allows an opposing party a chance to slip by unnoticed.
Any rated item that is appropriate to a situation contributes dice to a roll, with a minimum of two always being rolled. More dice don't necessarily increase the chance of success, especially if they are d4s. Usually only the highest two dice are summed, and 1s always create complications.
Each player has Assets and Plot Points changable state. That's it. There's no health, stamina, spells, explicit tracking of money or ammunition, or complex equipment list state to track. There are also character statistics that change infrequently, which I'm excluding from this section.
Plot Points (p13) are a pun: they are literally points that you keep track of, but also are used to introduce plot points for the narrative.
You start the mission with one Plot Point. You earn more as compensation when something goes badly for you as a result of rolling a 1 or the Fixer spends a Plot Point themselves, and when you create a Flashback for another player. You can spend them to make things better for a single role, a Scene, or the whole Job.
Plot Points come and go quickly and don't persist between Jobs, so track them with coins instead of on paper.
These are mostly possesions of the character. They scale from a bust of Nelson you just picked up to use as a weapon and will toss away in a minute to the mansion you use as a home base for every Job. Track these on Post-It notes. Each has a single die associated with it.
Lots of appropriate tools and scenery will be present “for free” in the story and should be used for flavor but no advantage. Making one an asset gives a die bonus on actions and allows it to be significant to the story.
Semi-permanent, use on multiple Jobs. For example, Hardison's hacker van, Lucille. Spend (cross off) one completed Job to create. The first is d8, subsequent are d6. You may swap around ratings between Jobs.
Spend two plot points to bring a d6 asset into the story. It exists for the length of the Job, although you might lose posession of it. Example: Hardison's EMP Gun in The Ho Ho Ho Job.
Spend one plot point to bring a d6 asset into a scene. Eliot's tray of Hors d'Ouevres as a weapon in The Wedding Job episode.
You might be surprised that players still have to pay Plot Points to use elements that the Fixer already introduced to the scene. Consider Plot Points an accounting device for tracking events in and out of favor for the characters; and that players are paying for the privilege of affecting the plot, not directly for gaining an advantage.
The Fixer may occasionally upgrade an asset's rating for one roll if the player is doing something “unbelievably awesome” with it.
The above are all for nouns. The rulebook uses “asset” and the same rules to refer to intangible elements (adjectives). For example, making a PC or NPC “Pissed off”, “Devout Catholic”, or “Hard Up For Cash” or a room “well-lit” or “noisy”.
Leverage characters are experts. They can overcome most obstacles with no chance of failure as long as they figure out a good approach. So, you don't need dice to resolve most Actions and should keep the story moving without rolling whenever possible. Dice are only employed when an action is opposed by an NPC or involves a high risk.
When rolling, you select all appropriate dice and roll them. Set aside any 1's. The sum of the two highest dice are the result. You also can pay one Plot Point per additional die that you'd like to include in the sum. If any 1s were rolled, that creates a d6 Complication (p67) but gives the player a Plot Point in compensation. Every additional 1 increases that Complication's rating by one die.
The rolling rules are the same for the Fixer. When the Fixer wants to pay a Plot Point, they give one from the supply to a player. The Fixer rolling 1s creates Opportunities (which do not cost the players anything).
There are four kinds of Actions: Trivial, Basic, Contested, and Timed.
Something well within the character's abilities and not opposed or risky. No dice required.
Risky, or passively opposed. E.g., give a false impression (“Face”), spot something out of the ordinary (“Notice”), sucker punch, pick a lock quickly, or crack computer encryption. Failing to beat the stakes means failing to complete the action, but does not create a Complication.
The Notice Action is a little special in that the Fixer can trigger a player take a Notice Action at any point (since the player doesn't know that there is something to notice!). Players can intentionally look around for anything out of the ordinary as well as an intentional Notice Action. Complications don't occur on failed Notice actions. Failure on a Notice triggered by the Fixer gives some information, but not the whole story. The stakes for a Notice are typically 2d6.
Actively opposed. E.g., a major fight, hacker battling active countermeasures, con a suspicious mark, or playing a poker game. The initiating party sets the stakes. The other party then Gives In or Raises the Stakes. This continues escalating until someone wins. Every additional character assisting instead of taking unique Action contributes an extra die to the pool. The party whose turn it is within the contest chooses to:
During Contested Actions, the rules for 1s for the Fixer and player apply as usual.
A race against time, for example to pick a lock or defuse a bomb. The Fixer first declares:
The player then starts attempting Actions to complete the sequence. For each action:
Other players can attempt to buy you more time by creating distractions or helping out. One player may make one Basic action between your timed Action steps:
If you complete the sequence in exactly the amount of time available, then you have to choose between success and a clean escape. If you complete the sequence early, then you are successful and escape. If you fail, then you're caught and don't have the benefit of success.
During Timed Sequences, the rules for 1s for the Fixer and player apply as usual, including to other characters attempting to aid you.
The pool of dice for an Action roll always begins with a Role and an Attribute, for example, “Mastermind + Alertness”. You then add to the pool any of the following that are relevant:
The Fixer can occasionally specify a situational penalty or bonus on the pool for a roll if something exceptionally unlikely or cool is happening. However, this happens much more infrequently than in traditional RPGs because the Fixer does not have sole narrative control.
Dice added to the pool are rolled they increase the chance of a high result and increase the chance of Complications. Dice included in the result are summed at the end. They always increase the result (unless they rolled a 1).
When stuck, a player can use a Flashback Scene (p76) of a single Action to create a d6 Asset and get themselves out of a jam. The Flashback shouldn't solve the problem. Instead, it should give them the tool to solve the problem in the present.
An “establishment” (minor) Flashback can be triggered by:
A Flashback Scene is often a single Action, but can stretch to a few in quick succession.
A Wrap-Up Flashback (p77) is a series of individual Flashbacks initiated by the Mastermind at the climax of the Job and executed back-to-back by each Crew member to set up the final takedown of the Mark.
The written rules for this are a little complicated, so here's a simple version that also spreads the Mastermind's role a bit:
Obviously, the Mastermind should stockpile a large number of Plot Points and the Crew should have collected other Assets before executing the final Wrap-Up Flashback stage of the plan.
Thanks to Aaron Size for recommending this game and providing feedback on the article.
![]() | This is a personal blog article by Morgan McGuire. |