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Joined: May 2014
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Gryphon Offline OP
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Everyone, I’m slowly thinking of running another game in the coming months—things are finally starting to open up timewise.

Right now, I’ve got two ideas circling in my head, and I’d love to see who might be interested.

Option 1: Leverage (current frontrunner)

For fans of the TV show or anyone who likes slick cons, clever heists, and taking down the untouchable.

You’ll play specialists—a Hacker, Hitter, Grifter, Thief, or Mastermind—working together to do what no single person could pull off alone.

System: Leverage: The Roleplaying Game (Cortex), which is fast, collaborative, and rewards creativity.

Looking for 4–5 players who enjoy teamwork, problem-solving, and cinematic twists.



Option 2: Rockets, Ray-Guns, & Robots (a very close second)

For fans of pulp adventure and retro-futuristic space opera—think Buck Rogers, Flash Gordon, or Sky Captain and the World of Tomorrow.

Expect rocket ships with fins, sinister alien empires, heroic ray-gun duels, morally grey Player Characters, and robot companions that may or may not malfunction at the worst moment.

System: My own homebrew, designed for fast-paced, larger-than-life action and cliffhanger storytelling.

Great fit for players who love over-the-top adventure, cosmic drama, and Saturday matinee vibes.




Both games promise fun, but they scratch different itches: Leverage is grounded, stylish, and about brains and teamwork, while RRR is wild, pulpy, and full of larger-than-life spectacle.

So—what sounds more fun to you?

Would you rather pull off the perfect con, or blast off into space to battle ray-gun-wielding tyrants?

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Gryphon Offline OP
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Quote

Leverage RPG: The Con is On
"People like that - corporations like that - they have all the money, they have all the power, and they use it to make people like you go away. They crush the little guy. They cheat. They steal. They hurt people just because they can.

Right now, you're suffering under an enormous weight. You're up against something too big to fight fair. Lucky for you... we don't fight fair.

We provide - Leverage."



Sometimes Bad Guys make the best Good Guys.

The rich and the powerful take what they want. We steal it back.


The Crew
Every job needs specialists. The right skills, the right attitude, and sometimes - the right criminal record.

Grifter — The Face. Lies like breathing. Talks their way past anyone and sells the impossible with nothing but a smile and a story. They also are expects on figuring out the motivation of the target, what they truly desire.

Who makes a good Grifter? Failed actors, salespeople, charismatic managers, stock brokers, insurance agents, trial lawyers, and dozens of other sorts like them make great Grifters; arguably what they do is legal grifting anyway, so it’s not exactly a big leap.

Hacker — The Ghost in the Machine. The keyboard cowboy. Makes the digital world dance — surveillance systems, financial records, blackmail files — all just data waiting to be bent.

Hackers come from many walks of life, but the one thing they’ve all got in common is technical expertise. A whole lotta technical expertise. Some start out as computer security, others hacktivists. Some come from communications, engineering, or media promoters.

Hitter — The Muscle. When talking stops working, the Hitter starts swinging. Bodyguard, enforcer, weapons expert — but smart muscle, with a code.

Lots of Hitters start their careers as bodyguards and security, some from highly trained backgrounds such as law enforcement, national or corporate intelligence, or government security like the Secret Service. These guys are trained to put people down fast and move on—an ideal quality in a Hitter.

Mastermind — The Brain. The chess player. The plan maker. The one five moves ahead while everyone else is still reading the rulebook.

Where does a Mastermind get their inspiration? Masterminds are organized, detail-oriented people, and most come from backgrounds that encourage that. Many Masterminds come from a background of law enforcement — usually police detectives, private eyes, lawyers or FBI — or insurance investigation.

Thief — The Shadow. Locks, alarms, vaults — they don't steal things, they steal possibilities. If it looks impossible, that just means it hasn't been done yet.

The Thief path - While their personal stories are as varied as anyone else’s, the source of a Thief’s skill is perhaps not quite as varied as other Roles. Most Thieves get into the profession as a natural outcome of a misspent youth.




This Isn’t That Kind of Game
Leverage isn’t about leveling up.
It’s not about gear lists or long dungeon crawls.
It’s about the Job.
It’s about the Con.
It’s about giving the powerless a shot at justice — the only way it’s still possible: by cheating right back.

You aren’t new at this.

You might not be the best in the world — but you’re easily in the top six. Your name carries weight. Your work has been whispered about in back rooms, bars, and boardrooms. Some fear you. Some respect you. Most don’t even see you coming.




Why Do You Do It?
- Maybe this is about redemption. Balancing the scales.
- Maybe it’s about revenge. They shouldn’t have crossed you.
- Maybe it’s just the challenge. The thrill. The game.

But one thing’s certain:

Somebody needs help.
Somebody deserves justice.
Somebody's about to get Leverage.

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Gryphon Offline OP
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Quote

Rockets, Ray-Guns, and Robots (RRR)
A Retro-Future Adventure in the World of Tomorrow - - - as Imagined by Yesterday!

The future never looked so chrome-plated.

Back in the glittering atomic age of the 1950s, the world dreamed big.

The sleek, shining tomorrows of imagination were filled with heroic rocket captains, gleaming metal robots, and mysterious alien worlds waiting just beyond the stars.

Movies like Forbidden Planet (1956) and The Day the Earth Stood Still (1951) lit up the silver screen, while TV adventures like Flash Gordon and Space Patrol rocketed into living rooms across America.

Decades later, that dream lives again.

Welcome to the world of Rockets, Ray-Guns, and Robots — a pulp-style space adventure set in the impossible future of the year 2000- as only the 1950s could have imagined it.

The Setting:
The Year 2000 (Cue Dramatic Theremin Music)

The world stands at a tipping point.

Earth groans under the weight of its booming population.

Cities climb higher, energy resources run lower, and tensions simmer beneath the polished surface of global unity.

To save civilization from stagnation — or worse — the United World Parliament has poured its last, best hopes (and nearly its entire budget) into a bold new venture: the starship Asteria.

A shining marvel of chrome and circuitry, the Asteria is mankind’s first deep-space exploratory vessel — destined to pierce the void and seek out new worlds ripe for discovery… or conquest.

But not everyone believes in the dream of the Asteria.

Rebel forces, calling themselves The Firebird, claim the ship is a fool’s errand — a vanity project for the rich and powerful, while billions suffer on a crumbling world.

Sabotage.

Assassination.

Alien conspiracies whispered in back alleys and sensationalized by scandal-hungry tabloids — danger lurks in every shadow.

And as the Asteria’s launch date approaches, accidents mount- and not all of them look accidental.

The Call to Adventure:
The Asteria needs a crew.

Scientists. Soldiers. Engineers. Rogues. Explorers. A daring first officer willing to step into command when that is- IF the captain falls to tragedy! People to compliment a robot or two with questionable loyalty settings.

Are you here to explore the stars?
To escape your past?
To seize glory?
Or to stop the launch entirely?

Heroes, villains, and everyone in between — there’s room for all aboard this ship of destiny.

But beware — in a world of gleaming ray-guns, smooth-talking villains, mysterious alien artifacts, and square-jawed captains with secret pasts -- nothing stays simple for long.

Will you save the future?
Or write its final chapter?
The yester-year is 2000.
The adventure is NOW.





What critics are saying about RRR:

“Tomorrow’s Adventure - Today!”
“Heroes Wanted — Apply Within - (or Stow Away).”
“Laser Pistols Fully Charged. Morals Optional.”
“Buckle Up, Buckaroo — It’s a Wild Galaxy Out There!”
“Strange Worlds! Shiny Helmets! Questionable Science!”
“Danger Lurks Behind Every Meteor! Romance Sparks in Every Nebula!”
“From the Makers of Atomic Jetpacks - Comes ADVENTURE!”
“One Ship. One Mission. Zero Chance Everything Goes As Planned.”
“Thrills! Danger! Romance - IN SPAAAAACE!”
“The Future is a Dangerous Place, Pack Extra Ray-Gun Batteries.”
“Heroes will Rise. Villains will Scheme. Robots will Malfunction.”
“Prepare for Rocket-Powered Intrigue and Chrome-Plated Peril!”

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Mayhem Inc.
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I love me some Leverage, preferably Thief or Grifter. Maybe Hacker or Hitter, they both have potential. Hhmmm I do like the space opera setting, and Forbidden Planet is an amazing movie, as is Sky Captain. Put me down as interested in either.


Jinkies!
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Same... More Leverage than Sky captain.


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