Sample File the PITCH 1 What Is Leverage?
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THE ROLEPLAYING GAME Credits Project L Conceptual Design Leads: Photography: Cam Banks and Rob Donoghue Gavin Bond, Erik Heinila, Alan Markfield, Michael Muller, ©2008–2010 TNT Originals, Inc. A Time Warner Company. All Rights Reserved. LEVERAGE RPG Design TM & © Turner Network Television. and Development: ELECTRIC © all rights reserved. Cam Banks, Rob Donoghue, Fred Hicks, Special Thanks: Ryan Macklin, Clark Valentine Adrian Agresta, Jessica Banks, Gina Bellman, Christi Cardenas, Brian Clements, Dean Devlin, Additional Design and Deborah Donoghue, Chris Downey, Paola Ferrarri, Development: Christie Hicks, Aldis Hodge, Timothy Hutton, Christian Kane, Beth Riesgraf, Josh Roby, John Rogers, Jeri Ryan, Matt Forbeck and Laura Anne Gilman Mark Sheppard, Source Comics & Games, Margaret Weis & Wil Wheaton Editing: Lizz Weis and Amanda Valentine Project L Playtesters: Christopher Acker, Scott Acker, Chris Adkins, SampleRay Axmann, Jeremyfile Beyer, Ron Blessing, Veronica Blessing, Art & Creative Design Team: Casey Coker, Kim Corley, Jason Corley, Don Dehm, Tiara Lynn Agresta, Stephanie Ford, Fred Hicks Bill Dickerson, Cat Dickerson, Kurt Edwards, Andrew Harvey, Brenden Johnson, Jeremy Keller, Golda Lloyd, Brenda Lund, Michelle Nephew, For Electric Entertainment: Bobbi Olson, Kimberly Parker, Ian Richards, Rachel Olschan 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! MARGARET 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. Sample file THE PITCH 1 What is Leverage? .................. 2 Establishment Flashbacks ..... 48 The Cast of Characters .............2 Finishing the Job .................... 49 Fast Recruitment ................... 50 A World of Crime .....................3 Structure the Leverage Way ....81 Establishing Your Remaining Cons ....................................... 160 What is a A Sense of Humor ....................82 Roles .........................................50 Roleplaying Game? ..................4 Creating a Job ........................ 82 The Steps of a Con ....................161 Establishing Your Remaining What’s in this Book? ................6 Instant Caper Creation ............82 Requirements of a Con ............163 Talents and Specialties.............50 Knowing Where to Start ..........82 Classic Short Cons....................165 THE BRIEFING 7 Establishing Your Remaining The Big Questions .................. 84 Classic Long Cons ....................167 Distinctions ..............................50 Who’s Who of The Mark and the Problem .....85 The Anatomy of Benefits of Experience ........... 51 a Bad Guy ............................... 170 the Game ................................ 8 Supporting Cast & the Client ..90 Training Up ..............................52 Every Caper Needs The Crew and the Supporting Dialing Up the Presentation ....95 Characters .............................. 8 Getting an Advance a Villain ....................................170 The Job In Action .....................98 Traits ...................................... 9 on Advancement ......................52 The Record ...............................173 The Twist: The Plot Thickens ...100 Dice ...........................................11 Signature Assets ..................... 52 The Solution: When Plot Points ................................13 Moving, Changing and THE RECORD 173 The Mark Goes Down ..............104 Destroying Assets .................. 53 Season One ............................ 174 Changing Distinctions ........... 53 Dénouement: Wrapping It Up ..106 THE CREW 15 The Nigerian Job ......................174 Course Corrections ................ 54 Getting Your Hands Dirty .......106 Recruiting Your Team ............ 15 The Homecoming Job...............175 Breaks .................................... 54 Assets and Complications ........109 Recruiting the Crew ............... 16 The Two-Horse Job ...................176 Optional Rule: Growing Get Your Tinfoil Hat On ..........113 Before You Start .......................17 the Crew with Trust ............... 54 The Wedding Job ......................177 Keeping Track of Assets and Creating a Crewmember .........17 The Snow Job ............................178 Complications ..........................115 Crewmember Recruitment Steps ..17 THE JOB 61 The Mile High Job ....................179 The Players’ Bag of Tricks ........117 Roles .........................................18 Managing Traits ..................... 62 The Miracle Job ........................180 Pulling It All Together ..............118 A Work in Progress ..................18 Choosing Crew Traits ...............62 The Bank Shot Job....................181 What Do the Dice Mean? ........19 Choosing Opposition Traits .....62 THE The Stork Job ............................182 The Grifter ............................. 20 Picking Up Dice ........................64 TOOLBOX 121 The Juror #6 Job .......................183 The Hacker ............................. 22 Traits and Scale ........................65 People ..................................... 122 The 12-Step Job ........................184 The Hitter ............................... 24 Assets and Complications ..... 66 The First David Job ..................185 The Mastermind .................... 26 Marks .......................................122 Assets ........................................66 The Second David Job ..............186 The Thief ................................ 28 SampleThe Powerfile of Names ................122 Complications ..........................67 Season Two ............................ 188 Attributes ............................... 31 Clients ......................................124 Changing Complications .........68 The Beantown Bailout Job ......188 Distinctions ........................... 33 Supporting Characters .............125 Actions, Scenes, The Tap-Out Job .......................189 Talents .................................... 34 Places ..................................... 127 & Beats ................................... 68 The Order-23 Job .....................190 Narrative Activation Criteria ..35 Roles of Places .........................127 Beats .........................................68 The Fairy Godparents Job ........191 Grifter Talents ..........................36 Making Places Interesting ........129 Taking Action ...........................69 The Three Days of the Hunter Job .192 Hacker Talents .........................37 Problems ...................................135 Basic Actions ............................69 The Top Hat Job .......................193 Hitter Talents ...........................38 Ripped from the Headlines ......137 Contested Actions ....................71 The Two Live Crew Job ............194 Mastermind Talents.................40 Situation Generator .................138 Timed Actions ..........................75 The Ice Man Job .......................195 Thief Talents .............................41 Failing Doesn’t THE CRIME The Lost Heir Job .....................197 Open Talents ............................41 Mean Game Over.....................75 WORLD 149 The Runway Job .......................198 Constructing Your Own Talents ...43 Flashbacks ................................76 The Bottle Job ...........................199 The Recruitment Job.............. 44 The Next Steps........................ 78 The Lay Of The Land .............. 150 The Zanzibar Marketplace Job ..200 Creating The Wrap-Up Flashbacks in the Your Place In Crime World .... 153 Recruitment Job .......................44 Middle of the Job ......................78 Thinking Like a Criminal ...... 154 The Future Job ..........................201 What’s the Problem? Problem Solving .......................154 The Three Strikes Job ...............203 Who’s the Mark? .......................44 THE FIXER 79 Violence ....................................157 The Maltese Falcon Job ............204 How Can The Crew Get Crooks and Capers: Keep it Simple ..........................158 What the Client Wants? ...........44 The Heist Genre .................... 80 Running a Full Caper ............. 44 Discussion of Genre ................. 80 What’s The Plan? .................... 45 The Three-Act Structure ..........80 Spotlight Scenes ..................... 45 procedurals; the market on foiling scraggly white loners with a penchant for baroque clue construction was already cornered. We decided to go after fresh game. FOREWORD The Big Game, the Bad Guys who used the system to screw you. So we set out to find bad guys. Not just jerks, but BAD All we want to do is set the world right. guys. Men and women who, because they’d put profits I mean, think about it. We roleplayers get together ahead of humanity, left a wake of misery behind them. in living rooms and classrooms and garages all around This was, sadly, frighteningly easy. Pharmaceutical the world, and we tell these infinite stories set in infinite companies that sold you poisoned drugs? Check. worlds, and they all have one thing in common. Your Food companies distributing salmonella-laden frozen sword-swinging barbarian and your