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Leverage RPG Cheat Sheet

Traits
The player describes what the character does;
the Fixer determines which Attribute & Role apply to the Action.
Attributes: A , A , I ,S , V , W
Roles: G , H ,H , T , M

The Opposition Die Pool


The Fixer determines the dice in the pool as follows:
Two dice from applicable Traits belonging to an opposing NPC or
One die representing an NPC or situation + one die representing the complexity of the task or
2d6 (when no particular Traits apply).
The Fixer may include Asset (d6) and Complication (d6d12) dice when applicable.

Ganging Up
Each additional opponent in a group adds his highest applicable die to the groups die pool.

Basic Action (Notice Action, Face Action, others)
The Fixer rolls the opposition die pool to Set the Stakes*
Pick up the appropriate Attribute die & Role die.
Add any Specialty (d6), Asset (d6), and Distinction (d8 or d4) dice to the dice pool.
Roll the pool; add the two highestrolling dice. (1s are never added)
If the total is 5 or more higher than the Fixers total: Extraordinary Success things go perfectly.
If the total is higher than the Fixers total: Success things go as you expect.
If the total is equal to or less than the Fixers total: Failure things go wrong.

If the Fixer rolls any 1s: you get an Opportunity


If you roll any 1s: the Fixer may give you a Plot Point and either take a d6 Complication or raise
the diesize of an existing Complication by one step.

*except for Face Actions, where the Player rolls irst



Contested Action (Fight Action, others)
Pick up the appropriate Attribute die & Role die.
Add any Specialty (d6), Asset (d6), and Distinction (d8 or d4) dice to the dice pool.
Roll the pool; add the two highestrolling dice to Set the Stakes. (1s are never added)
The Fixer rolls the opposition die pool.
If the total is higher than the Fixers total, the Fixer decides if the opposition Gives in or attempts to
Raise the Stakes.
If the total is equal to or less than the Fixers total you decide if you want to Give in or attempt to
Raise the Stakes.

To Raise the Stakes, pick up your dice pool again and reroll.
If your total is now higher than the opposition, you have Raised the Stakes; the opposition must re
spond. Contest vs a group: One Extra (and his die) is knocked out of the group.
If you failed to Raise the Stakes, you are Taken Down.
If your roll Raises the Stakes by 5 or more: Extraordinary Success a single opponent is immediate
ly Taken Down or two Extras (and their dice) are knocked out of a group.

If the Fixer rolls any 1s: you get an Opportunity


If you roll any 1s: the Fixer may give you a Plot Point and either take a d6 Complication or raise the
diesize of an existing Complication by one step.
Giving In: Lose the contest, leave the scene on your own terms. Suffer a d6 Complication and earn 1 Plot
Point.
Taken Down: Lose the contest, you are at the mercy of the opposition.


Timed Contests:

Fixer determines the number of Beats available.

Crewmembers take a series of Basic Actions:


Crewmember Action Results: Timed Contest Outcome:

Each Success uses 1 Beat Beat count = 0 before all Actions are completed:

Each Extraordinary Success uses 0 Beats Failure, with the option to escape.

Each Failure uses 2 Beats Beat count = 0 with all Actions completed:
Success or a clean getaway.
Beat count > 0 with all Actions completed:
Success and a clean getaway.
Buying Time:
A Crewmember makes a Basic Action intended to stall the opposition.
Success returns 1 Beat
Extraordinary Success returns 2 Beats
Failure the Crewmember is occupied and cannot act again during the Timed Contest

Using Plot Points
Spend 1 Plot Point after a roll to include an additional die in the total.
Spend 1 Plot Point to create a d6 Asset that lasts for the rest of the Scene.
Spend 2 Plot Points to create a d6 Asset that lasts for the rest of the Job.
Spend 1 Plot Point to activate a Talent for one Action.

Gaining Plot Points


When you use a Distinction to add a d4 to the die pool: Gain 1 Plot Point.
When you roll a 1: The Fixer may give you 1 Plot Point to activate a d6 Complication or to raise the die
size of an existing Complication by one step.
When the Fixer spends a Plot Point on behalf of an NPC opposing you: You receive the Plot Point.
The Plot Point becomes available for use after the end of the current Action.


Flashbacks
Establishment Flashback (triggered by another PC or an NPC):
Give 1 Plot Point to the Player (or Fixer) triggering the Flashback; describe a brief lashback scene creating a
d6 Asset for use in your current Scene.
Establishment Flashback (selftriggered):
Spend 1 Plot Point; describe a brief lashback scene and roll for your Action in that scene.
If your roll succeeds, create a d6 Asset for use in your current Scene.
If your roll fails, the Fixer explains why your revealed activity didnt help your current situation.
WrapUp Flashback (Mastermindtriggered):
Each Crewmember Spends 1 Plot Point*, describes a brief lashback scene and rolls for the Action in that
scene to Set the Stakes. The Fixer rolls against that total.
If the Fixer Raises the Stakes, the Crewmember describes why the revealed activity didnt help.
If the Fixer fails to Raise the Stakes, the Crewmember gives the Mastermind a d6 Asset or raises an existing
Assets dietype by 1.

*The Mastermind may spend the Plot Point, and add his M die to the players die pool.

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