Hard Choices and What are Variant Bennies?

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Ndreare
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Hard Choices and What are Variant Bennies?

Post by Ndreare »

Hard Choices & Variant Bennies
  • The GM begins with no bennies, and no bennies are awarded for Jokers. However, whenever you spend a Benny the GM receives that Benny. To enhance this temptation the player characters have access unlimited bennies. However, no more than 1 reroll is allowed per action.
  • Bennies gained from Edges such as Luck, or special racial abilities are always light Bennies and do not award the Game Master.
  • In addition In this setting there are two additional types of bennies used as a variant of the Conviction rules. These bennies are typically awarded in the same way as Conviction or bribes from the GM for helping administer the game, or for doing something extra fitting to the story, such as failing a roll on purpose.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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What is a Light Benny?

Post by Ndreare »

Light Benny
A Light benny functions identical to a normal benny in Savage Worlds Adventure Edition. With the following special properties:
  • When used the GM does not gain a benny!
  • You may only have 1 Light Benny at a time. (The Light bennies granted by Luck, Great Luck, or Racial Abilities do not count against this limit.)
  • This is a variant of the conviction rule and Light Bennies do not reset at the end of a session/adventure.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Koshnek
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What is a Dark Benny?

Post by Koshnek »

Dark Benny
Players sometimes earn special powerful bennies called Dark Bennies. Dark bennies may be used for any of the following:
  • May be used to double any trait roll (declared after the roll is made)!
  • May be used to reroll even a critical failure gaining a +2!
  • Unfortunately when using a Dark Benny the GM immediately gains 2 bennies.
  • This is a variant of the conviction rule and Dark bennies do not reset at the end of a session/adventure.
Original Text
Dark Benny
  • May be used to double any trait roll (declared after the roll is made)!
  • May be used to reroll even a critical failure gaining a +2!
  • May be use like a Golden Benny for narrative manipulation.
  • Like Golden Bennies they never expire until used.
  • Unfortunately when using a Dark Benny the GM immediately gains the Dark Benny. (When the GM uses a Dark Benny it ends its cycle.
IZ3 GM Bennies 5/5
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Koshnek
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What is a Golden Benny?

Post by Koshnek »

Golden Bennies are something I learned about from Sean Patrick Fannon and latter when reading Shaintar. While not exactly the same as a Shaintar Golden Benny, I will have them in this game. Here is how they work.

A Golden Benny May
  • The golden Benny belongs to the player, not the character. So if you are in more than one of my games it goes with you.
  • Do anything a Benny can do with an additional +2 to the roll.
  • Allow you to reroll a Critical Failure.
  • Allow you to add +4 to any roll.
  • Allow you to soak all of the damage from a single attack.
  • Be Exchanged for a random adventure card
  • Be Exchanged for 2 regular bennies.
  • Allow some other narrative awesomeness you can talk the GM into.
  • Allow you to reroll a Critical Failure.
  • Can be used as a Dark Benny when in Nightbane.
Wow Rob, that sounds so awesome. How can I get one?
You get a Golden Benny on Christmas, on your birthday, on your wedding day, loss of a loved one, or other unique days worth noting such as your mother in laws funeral.

The First Catch: Well there is always a Catch, and with the Golden Benny the catch is you can only ever have 1. Special Exceptions may be made if events fall withing a month of each other. For example if you are lucky enough to get married on Dec 23rd, have you mother in law die the day before christmass and your birthday is on Boxing Day I will not be a jerk, and will likely let you have two for up to 1 month.

The Second Catch: Turns out try as I might I have never been able to develop Psionic powers in real life. So I will not know any of these things that qualify you for a golden benny unless you tell me. So tell your GM if you qualify.
IZ3 GM Bennies 5/5
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