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Benny Rules

Benny Reset

Rather than bennies resetting at the start of the session, they reset at the first rest the characters take in the session. If you were out of bennies and in the middle of a fight last session, that's where you start this session!

Benny Awards

Since the GM can't remember to hand out bennies. Here's some hard & fast rules for getting bennies:

Story Benny: At the completion of each "act" within a campaign, everyone gets a benny. Find where the dragon lives and journey there - get a benny. Defeat the dragon, rescue princess: benny. Sit in the inn and discuss the best route to the dragon for 30 minutes - no benny. 

Consolation Benny: If you get a 2 card in initiative, you get a consolation benny. If you've got a feat that lets you improve your initiative card, it's up to you if want to keep the 2 and get the benny or pass on the benny and get the new card instead. 

GM Benny: If the GM spends a benny against you (soaking, re-rolling an attack, etc.) you get that benny. 

Screw Me Benny: If you have a critical failure and accept it, you get two bennies. One for you and one you have to give to another player - maybe the one who most pleadingly says "Come on, let the GM screw you". 

Hindrance Benny: If you play-up a hindrance to make your character do something sub-optimal, you get a benny. Simply playing a hindrance when no consequence is involved doesn't earn the benny - the hindrance should make you do something dangerous/stupid/harmful.

Max Bennies: You can't go above your maximum amount of bennies. If you get a benny when already at your max, you can give it to someone else. 

Alternate Benny Uses
In addition to normal benny use, you can also use a benny to:
  • Use a benny to give a +2 to a roll. You can spend multiple bennies for multiple +2's. Note that the GM can also use  bennies against your roll for a -2. This can go back and forth with you or other players spending bennies to give a +2. the GM spending a benny for a -2, you spending a benny to increase it back up, etc.
  • Use a benny to invent a change to the story. Need a piece of equipment that is not on your character sheet? Spend a benny to find it in your backpack. 

Narrated Benny

To makes things more entertaining (with a nod to FATE), you're not allowed to just play a benny and get the benefit. Bennies are supposed to be cool, just rolling dice is not cool. If you use a benny and get a better result, you have to narrate what happened. Just give a quick explanation of what is happening in the game that caused that new cool result to occur. You've got artistic license to do what you like here. Some examples:
  • "The orc tries to dodge my sword blow, but the blood-soaked ground causes his foot to slip slowing him down. Benny to re-roll my attack."
  • "As I flee across the rooftops, my Acrobactics edge comes into good use as I vault over rooftop gaps, barrel roll across chimney tops. +2 to my chase roll."

Situation Benny

Sometimes the GM might throw out specific conditions of a scene (foggy night, icy ground, steam pipes). You can always use a benny with those conditions for your narration. Additionally, the GM might throw out a couple free bennies that can be used only if you can narrate that condition into your benny use. 
  • Example: The GM has thrown out "steam pipes" with 1 free benny on it for the location you're fighting in. You try and perform a Trick by shooting a pipe next to a target. You're shooting roll comes up 1 short, but you use the free "steam pipe" benny for a +2 and your trick works. 


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Rule in progress, Ignore For Now
Additionally, that explanation has to be tied to something with your character or something going on in the game. You're not allowed to invent a narration completely out of the blue ("a meteor streaks by blinding my opponent"). We call these things "aspects". Some examples of where you might get aspects from:
  • If there is something that should be in the scene, you can use that in your narration even if the GM hasn't mentioned it. If you're fighting on a modern day street; a light post, mailbox, manhole cover, homeless person, or parked car can be part of your narration. 
  • Hindrances are aspects that describe your character. It might be a little hard to think of a way to use a hindrance to give yourself an advantage (and if you're doing that a lot, it's probably not a hindrance), but the GM might invoke your hindrance when he spends a benny against you. 
  • Edges can be an aspect. You might invoke your Rich aspect to get a +2 to a Persuasion roll against a fellow rich person. The GM might invoke it against you when talking to a poor person. 
  • Wounds might be an aspect the GM could use against you. 
  • The personality of your character - if you're a Paladin, you might spend a benny for +2 on a Persuation roll since you're trusted in the land. 
  • Situation Aspects: Sometimes the GM might throw out specific conditions of a scene (foggy night, icy ground). You can always use a benny with those aspects for your narration. Additionally, the GM might throw out a couple free bennies that can be used with that aspect. 
  • Created Aspects: Similar to Test of Will or Tricks, this is an action you can take in combat to create an Aspect. The GM will ask for a roll of some sort. On a 4 you get one free use of that new aspect. On a raise you get 2 free uses. You can use these uses to increase your rolls or to help out your fellow players. Example: Kick a barstool at the charging bouncer, throw sand in someone's eyes, pull down your (character's shirt) revealing ample cleavage. 

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