SWADE Bennies

Legends of the Black
GM: Pender Lumkiss
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Pender Lumkiss
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SWADE Bennies

Post by Pender Lumkiss »

Using Bennies

Here are the ways characters can use their Bennies. Spending Bennies is always a free action (see page 92), and may only be used on your own character.

„REROLL A TRAIT TEST: As long as the roll wasn't a Critical Failure (see Critical Failures, page 88), you can spend a Benny to reroll any Trait test. Make the entire roll from scratch. If you're firing three shots on full auto and don't like the results, spend a Benny, pick up all three dice and your Wild Die and roll again. You can do this until you run out of Bennies, but must choose one of the “sets” of rolls to keep (not the best dice from each roll). If a reroll results in a Critical Failure, it must be accepted no matter what was rolled before. Such is the price of tempting fate!

„RECOVER FROM SHAKEN: This is instant and may be done at any time, even interrupting another's actions if desired.

„SOAK ROLLS: Bennies can also be used to prevent Wounds or recover from being Shaken. See Soak Rolls on page 96 for more information.

„DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card (see page 91). This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.

„REROLL DAMAGE: Spend a Benny to reroll the damage for your character's attack. Include any additional dice you may have gained for a raise. Keep track of each result as the player may choose which to use.

„REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points (Power Points and their use are explained on page 147.)

„INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you're stuck, come up with some mundane but needed item, or simply push an unimportant nonplayer character into being a bit more agreeable.
Field Team Six Bennies
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Re: SWADE Bennies

Post by Pender Lumkiss »

I would like to use some SWADE rules
Field Team Six Bennies
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Ndreare
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Re: SWADE Bennies

Post by Ndreare »

love it
  • 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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