‘Hitters, Hackers & Thieves’, like ‘Grifters & Masterminds’ is a splat book to round off the main roles in the Leverage RPG. It follows the same format for each of the roles, namely:
- an overview of the role and the history which has shaped it
- at least 20 new talents (all of which offer versatility for your character. The Talents offered in all three sections were excellent, with strong attention to the thematic elements of the role)
- a completely unnecessary grab bag of potential NPCs (36 pages of them)
- and a few elements unique to each role.
With the clear exception of the NPCs, this book wasted no opportunities to add something valuable to the play experience in Leverage. The writers were ‘spot on’ in their ability to channel the style to emulate the mannerisms of the TV characters (I could hear Hardison in the back of my head all the way through the Hackers chapter). This level of skill should be acknowledged and congratulated.
The additional elements I found most interesting included:
- [Hackers] new rules called ‘Exploits’ which provide an extended narrative for many of the hacker-related electronic activities. Having played games with this component before (Cyberpunk 2020 and Shadowrun in particular), I was glad to see that the writers acknowledged that sometimes playing a Hacker-style character can be dull and dice-heavy and have taken some steps to make it more interesting.
- [Hitters] the opening section to this chapter is excellent and should be required reading for all gamers. It explains very simply why gun-enabled violence is never a good idea, why murder should be off the table in almost every circumstance and why people who use guns are cowards. It fits perfectly with the mood of Leverage and backs up the section with rules to support a player being ‘one of the good guys’. The Talents in this section are a good mix of the Fighting Styles and RP elements.
- [Thief] this presents some new rules for designing neat locations and the security elements, backed up by two lists; ‘Cool places to break into’ and ‘Cool things to steal’. Both lists are well-developed and any GM should be able to grab the examples given and run a full Job with them. The variety here is pleasing (from faked DNA to expensive art to a special recipe for fried chicken) so there is something to please everyone.
The book is then rounded out with three differently-themed Tech Jobs and a section on Troubleshooting in Tech Jobs. The Toubleshooting section, whilst only one page, covers all the common-sense elements concisely and is good value.
Overall, this is a good book and well worth the investment to own. The writers for this supplement have shown a solid grasp of the concepts and have endeavoured to offer something unexpected for all roles. The layout and art (with the exception of the NPCs) is extremely pleasing, clear and easy to read. What is great to see is that at the moment, you only really need the core book to play – but these extra books have transcended ‘splat’ and offered something meaningful to make the game deeper rather than simply broader.
[4 of 5 Stars!]