TEXT: One-On-One 
  Leverage
  
  The two broke their kiss, and kept together in a casual, 
  playful embrace. 
  “It’s you and me against the world, baby.” One roughly 
  groomed, tanned brute grinned hard enough that his 
  cowboy hat fell off his head. A thinner, clean-cut, blonde 
  rogue caught it in mid-fall. 
  “Not the whole world, Steven. Just the bad parts.” He 
  stepped back out of the loose hug, and grabbed a pile of 
  keys from the nightstand. “So, can we go over the plan 
  again?” 
  “Again, Mike?” Stephen groaned. 
  “Yeah. Again. We need to know what we’re doing, 
  down to the footsteps. The plan is everything, and we 
  can’t afford to deviate.” Mike pulled a nylon stocking 
  from his pocket and stretched it over his head. He put 
  the cowboy hat over the makeshift mask and spun on his 
  heel to pose. “Too much?” 
  “Yeah. It’s too much.” Steven sighed, and snapped the 
  clip into the handle of a Glock. 
  “Hey wait. No guns. We’re not hurting anyone!” Mike 
  snapped and reached for the gun. Steven pulled it back 
  and shook his head. 
  “You’re right. We’re not hurting anyone. But this sells 
  the part. The plan’s like so. I’ll go in, and sweet talk the 
  manager. Exactly three minutes later, you’re going to 
  march in and demand all the money in the safe. They’ll 
  open the safe, and you’re going to fumble and drop your 
  gun. Let the first would-be Dirty Harry take you down. 
  While everyone’s focused on you, and getting you in 
  police custody, I slip in and rob the safe deposit boxes. 
  I’m out, easy peasy.” Steven nodded once, and turned the 
  gun around to hand it to Mike. 
  “So, you get out. What about me?” Mike took the 
  gun, and pensively slipped it into the waist of his jeans. 
   “You have to get caught. Sell the part. Besides, that 
  gives me a window to guarantee escape. You’ll leave in 
  a cop car, and I’ll set up a road block. The car stops, you 
  break out. I’ll have a car in waiting. We flee the scene.” 
  Steven said dismissively. 
  “What if I can’t break out of the cop car?” Mike 
  whined. 
  Steven kissed him, and made his way for the door. “I 
  believe in you.”
  “Since you put it that way…” Mike sighed, and 
  followed along, checking the cartridge in his chamber. 
  ii
  
  How to Use This Book
  This book is all about the one-on-one game. Maybe you 
  don’t have anyone available for a full Crew. Maybe you 
  want to play with your significant other once the kids 
  go to bed. Maybe you just really want to try out a lone 
  superstar criminal, and don’t want to steal the spotlight 
  from the rest of a Crew. No matter what your reason, this 
  guide is full of tools for a two-player Leverage game. 
  We’ve divided the guide into two sections, depending 
  on the style of game you want. The first, The Going It 
  Solo Job, is a game with a single Crewmember (the Con) 
  and a single Fixer. The second, The Bonnie and Clyde Job, 
  involves playing two Cons, but no Fixer. 
  Blending Styles
  There’s nothing stopping you from flowing from one 
  style to another—go wild! For example, in a Going It Solo 
  game, maybe you swap off Fixer duties between each 
  Job, running two concurrent Cons. Then, once they’ve 
  gotten to a certain important point in their careers, they 
  meet and move into a Bonnie and Clyde Job.  Or maybe 
  a Bonnie and Clyde Crew has to go their separate ways 
  for a while to lay low; maybe there’s trouble in paradise 
  and they need time to cool off. In those cases, you could 
  follow up with a couple of Going It Solo Jobs to highlight 
  the hiatus. 
  During a Going it Solo Job, a Flashback could draw 
  in a Mark or a Foil. You could then do a Bonnie and 
  Clyde Job set in the past, to reflect the intricacies of their 
  shared past. The Mark or Foil would get a full Rap Sheet 
  for this. Expanded rules for playing a Foil can be found 
  in LC03: The Foil.
  How To Use This Book
  3
  
  The Going It 
  Solo Job
  
  The Going It Solo Job
  In this style of play, one player plays a Crewmember (or 
  the entire Crew, really) and the other player is the Fixer. 
  We’ve introduced a new Role, the Con, to foster this 
  style of play. The two-player dynamic changes heavily 
  from a traditional Leverage Job since there aren’t extra 
  Crewmembers to pick up the slack. One failure could 
  mean game over without a Mastermind’s support; a 
  Mastermind alone has no Crew to execute the plan. 
  One Con,One Fixer
  The Recruitment Job
  For the first Job, you have to work up a Rap Sheet, just 
  like normal. How you go about that has some major 
  differences, however. 
  The Basics
  Since there’s no Crew to gather, The Recruitment Job 
  isn’t intended to bring characters together and prove 
  themselves to one another. A solo Recruitment Job can 
  take numerous avenues. For example, you could use the 
  Recruitment Job as an origin story, to explore how your 
  Con became a criminal, then a hero. You could use it to 
  set up your first major arc, introducing a Foil. If using 
  a Foil, you can go back and forth establishing traits for 
  him, too, just like they were a Crewmember.  
  As a side note, a one-on-one Recruitment Job is likely 
  to go quicker than one involving a full Crew. One Con 
  has three Roles, two Distinctions, two Talents, and 
  two Specialties. That’s as many as five Establishment 
  Flashbacks and Spotlight Scenes, which go by quickly. 
  With a full Crew, you could play through many times 
  that number. 
  Step 1.  So, like normal, start with a blank Rap Sheet.
  Step 2.  Consider your background.
  Step 3.  Assign your primary Role, but first determine 
  whether or not you’ll be using the Con Role for 
  your game. If you are, it replaces the Mastermind 
  Role.
  Step 4.  Assign your secondary Role.
  Step 5. This next step is different. Assign a tertiary 
  Role. Just pick another you want to be good 
  with. Assign it a d8.
  Step 6. Assign your Attributes. Remember, the spread 
  options are two d10, two d8, and two d6, or one 
  d10, four d8, and one d6.
  Step 7. Compose one Distinction.
  Step 8. Now you’re ready to play through The 
  Recruitment Job. 
  Spotlight Scenes
  Spotlight Scenes still fill the same role: they’re designed 
  to make your character look awesome and hyper-
  competent, and they establish Talents, Roles, and 
  sometimes Specialties. The Con’s player controls these 
  scenes; whatever she wants, goes. 
  However, with no other Crewmembers, the normal 
  method of determining Roles won’t work. Instead, use 
  Spotlight Scenes to highlight those weaker points. Roll 
  your missing Role, at either d4 or d6, like normal. The 
  d4 still gives a Plot Point. If the roll succeeds, keep that 
  die and continue the Spotlight Scene. If it fails, assign 
  the other die type (and the remaining die). However, you 
  can immediately raise the stakes with your primary or 
  secondary Role. 
  As normal, when using a primary Role, you can 
  assign Talents and Specialties. This remains completely 
  unchanged. Either rewards the player with a Plot Point.
  The Fixer can suggest a Specialty from the events of a 
  Spotlight Scene. If the player takes the Talent, they also 
  gain a Plot Point. 
  5
  
  One-on-One Leverage
  Establishment 
  Flashbacks
  Establishment Flashbacks also fill the same basic role: 
  they establish a character’s background and motivations, 
  as well as Distinctions and Specialties. Establishment 
  Flashbacks are almost identical in function. However, the 
  Fixer must take up the slack of the other Crewmembers. 
  The Trigger relies on a question from the Fixer. The 
  player still establishes the Scene Description. Then, the 
  Fixer and player should discuss a Distinction during 
  the Effect. This nets the player a Plot Point. Since the 
  Distinction comes from the player and the Fixer, you 
  cannot spend two Plot Points to ignore the Distinction 
  and pick your own. You can also choose Specialties or 
  Talents here. 
  Finishing the Job
  Once the Mark goes down, you can fill out the 
  rest of the Rap Sheet. That’s identical, except for the 
  Distinctions. Those come from a discussion between the 
  player and the Fixer. Or, you can just save those open 
  slots for later Jobs. 
  6
  
  The Going It Solo Job
  New Role: The Con
  The Con is an expert at all the classics. Not Austen, 
  Chaucer, and Coleridge, but the Wire, the Rainmaker, 
  and the Ponzi. The Con studies and loves every trick in 
  the book. She uses this vast knowledge to plan capers, 
  and to adapt and fill in the gaps when things aren’t going 
  as planned. The Con stands out for her discipline, and 
  her love of the game. She’s a professional, a veteran. 
  Typically, she’s a lone wolf. 
  What Cons Do
  Cons apply theory. Cons apply precedent. Cons apply 
  style. Cons build off the backs of criminal giants. Whereas 
  a Mastermind’s ideal involves putting all the pieces on 
  the board and moving them effectively, the Con has to 
  put herself on the board, and take the enemy king all by 
  herself. So it’s her job to know her own capabilities and 
  limitations, and judiciously apply her versatile talents to 
  every challenge that comes along in a caper. 
  What does the Con die do? A few things: 
  The Con Flashback: This replaces the Wrap-Up 
  Flashback, and lets a Con cover her own tracks. Any time 
  you’d normally use a Mastermind action, or take a Wrap-
  Up Flashback, the Con Flashback can come into play. 
  Unlike the Wrap-Up Flashback, your Con has no 
  supporting Crewmembers. So all of the side Flashback 
  Actions must be performed personally. Each costs a Plot 
  Point, and you can take up to four (one each for Grifter, 
  Hacker, Hitter, and Thief). However, if they succeed, 
  take the lowest die you chose to include in your total, 
  and take that level of an Asset for the final Con roll.
  Example: Grifting to the Finish Line
  If you are wrapping up, and you want to use a Grifter 
  Flashback, you may spend a Plot Point and roll Strength 
  d10 + grifter d8. You roll a 4 and an 8, respectively. 
  Assuming you raise the stakes, you get to keep a d10 
  Asset because that was the lowest-rolling die you used. 
  Then, if you wanted to take a Hacker Flashback, you 
  would spend another Plot Point, and repeat the process. 
  Once you’re done with those, take a final action against 
  the Fixer using your Con Role, and any accumulated 
  Assets from the Flashbacks. 
  Staging: Any time you need resources in the field, 
  a Con Role roll can retroactively place those resources 
  where they need to be. Need a fake ID? Excellent. You 
  planned for that. Need to get the Mark under a closed-
  circuit camera? Wonderful. This was the trick you played 
  to get him there. 
  Cut and Run: Since a Con works alone, escape must 
  always be on the table. The Cut and Run is a last-ditch 
  effort, and can be used at any time, even if the Con is 
  taken down. Spend a Plot Point, and resolve the Cut and 
  Run like a Face Action (there’s no back and forth; the 
  Con’s player sets the stakes). If successful, narrate how 
  your character eluded the bad guys. You can continue 
  to Cut and Run until successful. Each use requires a Plot 
  Point. However, resolve each failure. Work with the Fixer 
  to narrate how each particular plan went wrong. 
  It’s also important to note, as loners, Cons must be 
  masters in many other fields. Every good Con is a jack-
  of-all-trades. While she’ll have weak points in a couple 
  of Roles, a Con must always be versatile. Consider using 
  a Specialty to bolster your d4 or d6 Role. Or, when 
  determining Distinctions with the Fixer, try to sway the 
  conversation toward picking up the slack from one of 
  those weak points. If Hacker is your d4 Role, consider a 
  Specialty such as Early Adopter, or a Distinction such as 
  Destroyer of Tech.  
  7
  
  One-on-One Leverage
  Who Becomes a Con
  Any criminal with a passion for the art of the caper can 
  become a Con. Any Grifter, Hacker, Hitter, or Thief 
  can step beyond their normal Role and become a Con. 
  The difference is that Cons are less concerned with the 
  tools of the trade, and more concerned with the trade 
  itself. They see everything as part of the bigger picture. 
  A Hacker is a master of technology; a Con/Hacker is an 
  expert at applying advanced technology to support a 
  grift or other element of the Job. 
  Attributes for a Con
  For a Con, Intelligence is often the most important 
  Attribute. However, unlike with most Roles, this is a very 
  light priority. Good Cons need to know how to apply all 
  their facilities.
  Secondary Roles
  Here are some ideas for Cons using each of the possible 
  secondary Roles. 
  The Plant: The Con d10/Grifter d8 has a thing for 
  running the game from right atop the epicenter. She gets 
  in close to the Mark, and micromanages the caper using 
  live updates straight from the Mark’s playbook (and 
  rolodex). The Plant is often a thrill seeker, putting herself 
  in the line of fire if any single thing goes wrong. 
  The Buzz: The Con d10/Hacker d8 keeps a finger 
  on the pulse of the game. She has monitoring systems 
  in place to guarantee that if something goes wrong, 
  she’ll be the first to know. This lets her stay close to the 
  Job, since her automated protocols give her up-to-the-
  minute alerts. 
  The Guru: The Con d10/Hitter d8 is the 
  consummate warrior-scholar. He never sees violence 
  as the end, but as a means to a greater end. He doesn’t 
  celebrate warfare; he recognizes it as a tool for peace. 
  All violent acts are quick, brutal, and efficient. Style is 
  kept to a minimum, unless needed for the psychological 
  effects. 
  The Hoarder: The Con d10/Thief d8 is all about the 
  right tool for the Job. And since you can never predict 
  the needs of a Job, you have to be willing to steal them. 
  At every safe house, he keeps gobs of stolen merchandise, 
  tech, identity documents, and whatever else he might 
  need. He’s never satisfied. If something seems like it 
  could be useful, he takes it. 
  8
  
  The Going It Solo Job
  Here are a few Con-centric Talents. We encourage you 
  to make your own as well. Look to the Mastermind 
  Talents in the Leverage book, or in the Grifters and 
  Masterminds supplement book, for ideas. Some will work 
  better than others. Note that these Talents are generally 
  a bit stronger than the core Role Talents, since the goal is 
  to give the Con a bit of oomph when acting alone. 
  Competitive Streak
  You’re very talented, but you excel when faced with a 
  worthy challenge. Any time your adversary steps up his 
  game, you step up yours to meet and exceed. However, 
  your competitive streak will often come back to bite you 
  when you overstep in the name of the rivalry.
  Role: Con
  Activation: You spend a Plot Point for an Asset to use 
  in a roll against a Foil.
  Effect: Instead of the normal d6, take the Foil’s Role 
  die type, and a d4. You may only use this Talent once 
  in a given Fight Action.
  Knowledgeable in the 
  Classics
  Every trick is old hat. Peppered with the right con, any 
  task becomes that much easier. 
  Role: Con
  Activation: Making a roll with a Role that isn’t Con. 
  Spend a Plot Point.
  Effect: Swap out the other Role die with your Con die 
  and a d4. 
  Roll With the Blows
  You’ve seen it all. There’s no unforeseen circumstance 
  you aren’t prepared to deal with. You always have a little 
  game to run, a little trick to pull. 
  Role: Con
  Activation: The Fixer rolls a Complication die against 
  you. Spend a Plot Point.
  Effect: Ignore that Complication if it’s a d8 or less. If 
  it’s a d10 or higher, add a d4 to your roll. 
  Con Talents
  Considerations for the Con
  If you’re playing the Con, you should consider a few 
  things. 
  Own Problems
  Every hurdle, every problem, every Complication should 
  be a boon in this type of game. You have to trust your Fixer 
  not to overwhelm you. So, roll with it. Have fun. Play up 
  the issues, and celebrate when you overcome them. 
  Don’t Win: Look 
  Awesome
  You don’t have to focus on winning. The basic dice of the 
  Leverage RPG will help you with that. Con Flashbacks 
  will help you with that. The Cut and Run mechanic will 
  help you with that. You need to focus on being flashy and 
  exceptional. Go big. Be awesome. 
  Don’t Unnecessarily 
  Escalate
  With a Crew, it’s easy to piggyback off each other when 
  things get really bad, really quickly. Not that you can’t do 
  big things—quite the opposite. But don’t take conflicts to 
  the point where suspension of disbelief suffers. Don’t play 
  narrative chicken. If a security guard pulls a baton, don’t 
  pull a gun. If you’re in FBI headquarters, it’s probably not 
  a good time to test that improvised fake ID. 
  9
  
  One-on-One Leverage
  Here are some important considerations when acting as 
  the Fixer for a single Con.
  Don’t Win: Give 
  Challenges
  In a normal game of Leverage, the Crew has its own 
  back. Every Crewmember on the field has at least a 
  couple of allies to jump in when things go wrong. The 
  lone Con does not have this privilege. This means that 
  even when the Con should be taken down, find ways 
  to let her pull out. Defeats can still be defeats, but they 
  shouldn’t be complete. Even if the Con ends up in 
  prison, that makes for a great follow-up Job. 
  Share the Load
  When you’re spotlighting one Con, share the narrative 
  load. Give her a wide breadth in describing scenes. 
  Instead of making statements, whenever you can, ask 
  questions. Encourage the player to take those reins. If 
  she asks what’s in the box, you say, “I don’t know. What’s 
  in the box?” 
  Love Your Con
  Your most important job is to play cheerleader. There’s 
  exactly one Con doing all these unbelievable heists, and 
  running circles around powerful people. You facilitate 
  that. You make everything look better. When your 
  Foils and Marks are bested, play it up. Make them look 
  like complete fools. When you present hurdles, they’re 
  meant to be overcome. 
  Considerations for the Fixer
  10
  
  The Bonnie 
  and Clyde Job
  
  One-on-One Leverage
  This game model assumes two players, no Fixer. It’s a 
  little less structured, and requires a bit of improvisation 
  and legwork on part of the players, more than in your 
  average Leverage Job. We’re providing some guidelines 
  and basic ideas to foster play—a detailed process could 
  take a whole book of its own. 
  No Fixer? 
  For some, this might seem completely illogical and 
  unintuitive. After all, who comes up with the Client, 
  the Mark, the Foils? The best answer is involves The 
  Recruitment Job. Look to the Establishment Flashbacks 
  and Spotlight Scenes for inspiration. 
  In Establishment Flashbacks, another player asks you 
  questions, and you answer them with a Flashback. This 
  back and forth question and answer will guide play. 
  In Spotlight Scenes, you take primary control of your 
  Crewmember’s environment. You guide the narrative to 
  suit the goal you desire. Without a Fixer, you’ll have to 
  pick up half of that slack. 
  Keep these two principles close to heart. Make sure 
  both of you are on board. 
  Dice?
  Even if you stick with those basic principles, asking 
  each other questions, and taking personal control, the 
  dice must roll. Stakes must be set. By default, it’s easy 
  to just have the other player roll Fixer dice. However, 
  a few things need to change to keep the game flowing 
  effectively, and to make passing off the Fixer duties that 
  much easier. 
  This becomes a lot easier if you avoid teamwork rolls. 
  The game flows better with a back and forth story, even if 
  both Crewmembers are in the same place at the same time. 
  Plot Points
  In this play style, Plot Points flow a bit more freely. There 
  are three pools, one for each player, and a Fixer pool. Put 
  one Plot Point in each player pool, and seven in the Fixer’s 
  pool. Any time a Plot Point is spent, it immediately goes 
  to someone else. 
  If a player spends it in a roll against the Fixer’s dice, 
  it goes to the Fixer pool. If the Fixer uses a Plot Point, it 
  goes to the most logical player involved. 
  If a player gains a Plot Point, it comes out of the 
  Fixer’s pool. The only exception is if the Fixer’s pool is 
  completely empty. In this case, the player has to give the 
  Fixer three Plot Points instead. Yes, that’s right. Instead 
  of gaining a Plot Point, she has to give the Fixer three. 
  This keeps players from hoarding Plot Points, and gives 
  them an incentive to keep a couple of Plot Points in the 
  Fixer pool.  
  The players shouldn’t allow the Fixer pool to go 
  past about five, once it’s dipped in the first place. A 
  healthy range is about two to four Plot Points at a given 
  time. Consider the flow of Plot Points your greatest 
  responsibility during a Bonnie and Clyde game. 
  Assets and 
  Complications
  For a Bonnie and Clyde game, Assets and Complications 
  are universal, and the same thing. They’re never one 
  or the other; both players can access them for their 
  characters, and during Fixer rolls. We’ll just call them 
  Assets throughout this section. Jot down the names and 
  die ratings on index cards, and put them on the table 
  between the players. This way, they’re visible at all times. 
  Instead of buying Assets and Complications with Plot 
  Points, just add a new one or step up an existing one any 
  time someone rolls a 1. When generating a new Asset, give 
  the index card to the other player if it was rolled on Fixer 
  dice, or put it with the Fixer pool if rolled by a player. Don’t 
  put it in the center spot yet. The first use of a new Asset is 
  free. Once used, the Asset goes to the general pool.
  With this style of play, drawing an Asset into a roll 
  costs a Plot Point. Remember, if it’s for the Fixer’s dice 
  pool, the Plot Point goes from the Fixer pool to the 
  opposing player. If it’s for a player’s pool, the player’s Plot 
  Point goes to the Fixer’s pool. 
   Cons in Cahoots 
  12
  
  The Bonnie and Clyde Job
  When applying Assets, just use logic, the way you 
  should any other time. If it makes sense, you can draw it 
  in with a Plot Point. 
  From a strategic standpoint, Assets may seem equally 
  valuable to the Fixer and the Crewmembers. You might 
  wonder why you’d even bother taking Assets if they can 
  be used by either side of a conflict. Asset assignment 
  provides a fun challenge for the players; some Assets will 
  only rarely make sense for the opposition. For example, 
  the Crew’s Master Plan Asset would take a pretty 
  heavy stretch to use as a Fixer Asset. 
  The Recruitment Job
  Recruitment works a bit different in a Bonnie and Clyde 
  Job. Since there are only two Crewmembers, and they 
  have to cover all the necessary fields, the process has to 
  be much more collaborative, even before starting The 
  Recruitment Job. 
  Step 1. Get a blank rap sheet. This works the same. 
  Step 2. Discuss Backgrounds. Did they know each 
  other beforehand? Are they set to meet during 
  The Recruitment Job for the first time? Discuss 
  their relationship, and their complementary 
  histories. 
  Step 3. Assign your Primary Role. Discuss this. Each 
  pick one. Avoid choosing the same one. Neither 
  may take Mastermind as a Primary. Do not 
  choose a secondary Role at this time.
  Step 4. Assign your Attributes. Use the normal spreads 
  of Attributes. It’s advisable to consider diversity 
  between the two characters, but it isn’t essential 
  at this point. 
  Step 5. Craft one Distinction. This works similarly. 
  But do it in discussion. Let the other player 
  know what you intend with it. 
  Step 6. Play through The Recruitment Job. This 
  works a little differently. The idea is to build 
  complementary characters that have all basic 
  fields covered. 
  Secondary Roles
  Secondary Roles are determined by a single Spotlight 
  Scene between the two characters. During this scene, 
  both Crewmembers must each take an action with their 
  primary Role. The one that sets the highest stakes gets 
  to choose secondary Roles. They choose one of the 
  remaining Roles that is not Mastermind. The other Role 
  goes to the other character as a secondary. Fill in the 
  remaining two Roles at d6. These two Roles should be 
  the other player’s primary and secondary Roles. Leave 
  Mastermind blank at this time. 
  Talents
  Assign these during Spotlight Scenes. This part remains 
  unchanged. 
  Specialties
  Assign these during either Spotlight Scenes or 
  Establishment Flashbacks. This part remains unchanged. 
  Distinctions
  As normal, these appear during Establishment 
  Flashbacks. You may assign one or both of these, using 
  the normal method. 
  The Wrap-Up 
  Flashback
  This is a big difference in The Recruitment Job. At the 
  end of the Job, you’ll determine who is the Mastermind 
  of the duo, the “brains of the operation.” Set the stakes 
  for the Mark. Then, both players make a Wrap-Up 
  Flashback roll, but use both a d10 and d4 in place of 
  the Mastermind die. Whoever gets the highest stakes 
  gets to assign a d10 to their Mastermind die. The other 
  character takes a d4, but gets either an additional Talent, 
  or chooses an additional Distinction to make up for it. 
  In this case, she chooses her own Distinction. 
  13
  
  One-on-One Leverage
  In a Bonnie and Clyde Job, you also have to share control 
  of characters, from Clients, to Marks, to Foils, and 
  everything in between. Just like with Fixer dice rolls, it’s 
  easiest just to switch off on Spotlight Scenes and have 
  the other player handle those characters. But the fun of 
  cooperation comes down to teaming up. One way to do 
  this is to use a Cast Pool. 
  The Cast Pool
  The Cast Pool is a little trick to help make sure you’re 
  bringing in bit part characters regularly. At the beginning 
  of a scene, when you’re discussing what should be 
  happening, choose a relative importance for the scene, 
  between one and five. One should be for a trivial, bit 
  scene. Five should be the biggest, most important. Take 
  that many d6s, and set them aside. This is the Cast Pool. 
  At any time, either player can take one of the Cast 
  Pool dice by introducing a supporting character to the 
  scene. This can be a rival, friend, bystander, or whatever. 
  But the reward comes for bringing in and portraying 
  the character as well as your own. It can be a recurring 
  character, even. The only rule is that it has to be a 
  speaking part. 
  The claimed Cast Pool die only works on one Action, 
  but you can apply it without Plot Point cost. If you don’t 
  use it in the same scene, you lose it. 
  On the other hand, if you’re using a Cast Pool, any 
  Fixer Actions add the whole unclaimed Cast Pool. 
  Creating the Job
  Fortunately, preparing for a Job without a Fixer is no 
  more difficult for players than it is for a Fixer. The 
  difference is that the players know everything on the 
  front end. The best way to accomplish this is to have an 
  in-character discussion with the Crew, as you develop 
  the Job out-of-character. As you design the caper, play 
  it like a briefing. 
  Supporting Crew
  The Bonnie and Clyde Job assumes two Crewmembers. 
  This doesn’t mean there can’t be other Crewmembers, but 
  the main two are the spotlight characters. Maybe your 
  Crew has a Hacker that handles all the communications, 
  research, and logistics in the back end. Maybe there’s a 
  Mastermind that helps them find Marks. 
  If you’re using supporting Crewmembers, it’s 
  easiest to keep them away from dice. After all, your 
  two Crewmembers have every Role as a primary or 
  secondary die rating already. However, if you want 
  to represent a particularly frequent Crewmember, 
  consider using a Talent: 
  A Friend Indeed
  You have a Crewmember standing by to support your 
  Job. 
  Activation: You spend a Plot Point.
  Effect: Swap out your current Crewmember for the 
  alternate Crewmember. The alternate Crewmember 
  has a limited Rap Sheet. If she cannot accomplish 
  a task with the dice she has available, she just can’t 
  do it. This alternate should never be the star. When 
  choosing this Talent, use the dice to build the limited 
  Rap Sheet: 
  Primary Role: d8, Secondary Role: d6, Attributes: 
  d8, d6, d6, d6, d4, 1 Talent, 1 Distinction, 1 Specialty. 
  The Flow of the Game
  14
  
  The Bonnie and Clyde Job
  The Whole Live Crew
  As an alternative to the Bonnie and Clyde two-
  Crewmember Job, you can just play the whole Crew 
  with two players. It’s not unreasonable to do a four 
  member Crew, with two Rap Sheets each. Just alternate 
  out which character happens to be active at a given time. 
  We recommend using accents or other vocal inflection 
  to differentiate your two Crewmembers. After all, the 
  Fixer in a traditional Leverage game plays numerous 
  characters. Why shouldn’t you be able to play two?
  The Foil(s)
  To piggyback off that idea about playing multiple 
  characters, here’s a fun twist to mix up The Bonnie and 
  Clyde Job. Go through Recruitment twice, each time 
  generating one Crewmember and one Foil. This way 
  both Crewmembers have perfect rivals. When one 
  character takes the spotlight, the other player can use 
  their Foil and take up some of the normal Fixer duties. 
  With two Crewmembers and two Foils, you can 
  build multiple strong dynamics, and explore multiple 
  angles for each character. You get to toy with contrast in 
  relationships. If the Crewmembers are on tense ground, 
  maybe their Foils maintain romantically-charged 
  relationships with them. If the Crewmembers are new 
  friends, maybe the Foils are long-lost mentors.  
  15
  
  Credits
  Writing:
  David A. Hill Jr.
  Editing:
  Sally Christensen
  Development:
  Cam Banks
  Layout & Production:
  Daniel Solis
  Based on the LEVERAGE Roleplaying Game by Cam Banks, 
  Rob Donoghue, and Clark Valentine with Tiara Lynn Agresta, 
  Matt Forbeck, Stephanie Ford, Laura Anne Gilman, Fred Hicks, 
  and Ryan Macklin.
  Photography:
  Page i:  
  Nate and Parker walking away © 2010 Leverage 3 
  Holdings, Inc. All Rights Reserved.
  Page ii:  Finally, Nate and Sophie get their happy ending. © 2011 
  Leverage 4 Holdings, Inc. All Rights Reserved.
  Page 3:  Eliot goes undercover in the mine © 2010 Leverage 3 
  Holdings, Inc. All Rights Reserved.
  Page 4:  Nate undercover as Vic Pellington. © 2010 Leverage 3 
  Holdings, Inc. All Rights Reserved.
  Page 6:  Chaos (played by Wil Wheaton) is the Grinch that stole 
  Christmas © 2010 Leverage 3 Holdings, Inc. All Rights 
  Reserved.
  Page 8:  Stealing the dagger. © 2010 Leverage 3 Holdings, Inc. All 
  Rights Reserved.
  Page 10:  Confident Sophie thinks her plan was rock solid © 2010 
  Leverage 3 Holdings, Inc. All Rights Reserved.
  Page 11:  Parker and Hardison caught outside the warehouse © 
  2010 Leverage 3 Holdings, Inc. All Rights Reserved.
  Page 15:  Hardison works his magic on a car. © 2010 Leverage 3 
  Holdings, Inc. All Rights Reserved.
  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.
  M A R G A R E T
  W E I S
  PRODUCTIONS, ltd.
  9 781936 685981
  50299
  ISBN 978-1-936685-98-1
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Spies & Heist & Noir & Politics/Leverage/Leverage - MWP-LC09 - One-On-One Leverage.pdf