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It is in effect a battle of wills between R2 and the city computer, as R2 is eventually able to convince the computer to open the door based on the argument that the stormtroopers are going to kill Lando if it doesn't. When R2-D2 is hacking into the Cloud City central computer to overwrite the local computer system, he seems to get access by convincing the computer to give it up as the computer is conflicted in its directive to obey the Imperial lockdown and protect Lando as the administrator of the facility, This is why the computer tells R2 that the hyperdrive was deactivated and resists opening knowing that it is a trap. While this is not seen all that much directly in either Disney canon or Legends stories, it is arguably what we see in the Escape from Cloud City. You can treat the conflict as a contest of wills between the hacker and the droid intelligence running the system, as you attempt to convince it to let you do whatever you want though some sort of justification based on whatever protocols the system is running. Because SW computers can often just be static droid brains(though they are often wiped to avoid clear personalities forming), there is a degree of social engineering involved. There is a second option that can be more interesting and is generally my preference for any type of more gameable "hacking" that could more easily involve a character like Hardison who does their work from a distance. There also seems to often be a fair bit of overlap between slicers and techs that do other things, such as Sabine Wren and several different astromech droids. There can also be cases of infiltration programs that are written for a specific purpose, but much of this work seems to be mostly done by droids or occasionally cyborgs. The general approach to system security is that if you can touch it you can own it, so most of the work is about physical infiltration rather than hacking in the contemporary or cyberpunk sense. Hacking/slicing in SW is interesting in that their computer security in the sense of encryption generally seems quite terrible, which is why almost nothing of value is networked.
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I will also note that Smallville's abilities system could easily handle Jedi, but while I like Smallville's mechanics in theory I didn't like them at all in practice. Especially if they are undercover or on the run from the Empire, their status as a Jedi can easily lead to complications as they either risk blowing their cover or are hunted by Inquisitors. In this context, Force powers could easily just be a vanilla trait possibly with a talent or two supporting it as the Jedi is not fully able to use their powers anyway and it mostly just supplements their other skills. The early escapades of the crew of the Ghost (at least before they fully join the Rebel Alliance) could easily fit within a Leverage style RPG. While I agree that Jedi would only rarely show up on a crew like this, it could be justified if they are either undercover or this takes place after Order 66 with a Jedi like Kanan. I'm not sure what's the best solution to this problem, as the specialization economy is largely what makes Leverage work. So while you could keep the skills the same, in that context no one can really use hitter as the dump stat.
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I don't really see a non-action Hardison type working in Star Wars all that well. So while you might still have a dedicated combat specialist, everyone else still needs relevant combat skills. This would be even more true for those in criminal groups. Even senators working as diplomats and pacifist duchesses can fight.
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As a result, literally every significant character can fight fairly well with the only real exception being non-battle droids like C-3PO, who would generally not be a PC in a group like this(though an astromech might be the team's PC infiltrator and slicer who can often go undercover). One thing about Star Wars as a setting is that it is fundamentally an action adventure setting in the sense that it has escapist violence.