A Path Accurst
Willpower is represented by “bennies,” small game tokens that allow your hero to re-roll important tasks and avoid crippling or even deadly blows.
- Every player starts each game session with three “bennies.”
The Game Master may also give you more bennies for great roleplaying, overcoming major obstacles, or even entertaining the group with an outlandish action, roleplaying in character to the detriment of your hero, or other memorable act.
- You can use bennies to re-roll any Trait test. Make the entire roll from scratch.
If you’re making two attacks with Frenzy and don’t like the results, re-roll both attacks from scratch just as if the first set of rolls never happened. You can keep spending bennies and re-rolling as long as you like, and take the best of your attempts. If you roll a 5, for example, and a benny gets you a 4, keep the original 5 instead.
- You cannot spend bennies on tables, damage rolls, or any other roll that isn’t a Trait roll.
Bennies can also be used to save your hide from deadly attacks. Choose carefully where you spend them! A hero can spend a benny to automatically eliminate a Shaken condition.
If the benny is spent immediately after taking one or more Wounds from a single attack, you may make a Vigor roll as well. A success and each Raise on the roll reduces the number of wounds suffered from that attack by 1. If the hero is left with any Wounds from the attack however, he’s still Shaken as usual. Don’t count the wound modifiers you’re about to suffer when making this roll.
A character may only make one attempt at a Soak roll per attack. If a successful Soak roll eliminates 2 of 3 Wounds, for instance, a hero can’t make another Soak roll to eliminate the third Wound. (However, the character could spend a second benny to re-roll the Vigor roll as usual.)
If a character suffers multiple hits on the same action card, he needs to spend bennies and attempt to make Soak rolls after each hit— before the next “set” of Wounds can be soaked.
In The Savage World of Solomon Kane, bennies have an additional function as well. Each time your hero spends a benny in combat, roll a separate d6. On a 5–6, the character is gripped with an overwhelming rage, holy conviction, or pure red-blooded fury. The exact rationale is up to you- not every hero has to have Kane’s hot blood for instance— but the game effect is the same.
- For your character’s next three turns, roll an extra d6 and add it to his Trait and Damage rolls.
Righteous Rage kicks in immediately, and even adds to the very roll you spent the benny on in the first place. Mark your rage with three tokens of some sort. At the end of each round after the Rage is triggered (before new cards are dealt), discard a bead. When all the tokens are gone, your hero’s rage has subsided.
- Rage does not stack— if a hero is already raging he does not roll for it again even if he spends a benny.
Note that having the Conviction Edge allows a character to automatically trigger his righteous rage before rolling, once per game session.
Example: Solomon Kane wrestles with Gulka, a massive warrior from the heart of darkest Africa. Gulka inflicts two Wounds on the Puritan and Kane’s player decides that will not stand. He spends a benny to Soak the wounds and gets a 6— enough to negate one of the two Wounds.
Immediately after, the player rolls a d6 for Righteous Rage and rolls a 5. Kane’s blood boils hot, for he knows that if he dies, the villain he has pursued across two continents, Le Loup, will escape. For the next three rounds— starting immediately with his Soak roll— he adds +1d6
to his Trait and damage rolls. He rolls the extra die for his Soak roll and gets a 3— raising his Vigor roll enough to cancel the last wound.
Bennies may also be spent for minor narrative control of a situation. Common uses for this include finding a convenient item, knowing someone in a particular town, or showing up at just the right moment in another scene. Effectively, this expenditure allows the player to take the role of GM for a moment. The GM has full veto rights on any such expenditures, in which case the point is not spent.
More often than not, this sort of expenditure of bennies is an attempt by the players to keep things moving. Its more fun to just assume you have the tool you need in your trunk than to have to drive back from the haunted house, hit a hardware store, and then drive back. As a GM, if the
expenditure lets people continue to have fun without breaking anything, it should generally be allowed. Its also important to consider how reasonable the players request is. If its really no stretch at all, spending bennies shouldn’t even be necessary.
Bennies may also be spent to cancel someone elses expenditure of a bennie. If this happens, both bennies are spent, but the person who spent the original bennie may spend another bennie to try again. This process can repeat as many times as people are willing to spend the bennies.
Additional Uses of Bennies
You can spend two bennies to give someone else a +1 to one of their rolls, even if they’ve spent a bennie to give themselves a +1 already, providing that you can reasonably give them some sort of in-character assistance. You can’t do this more than once for a particular given roll, though. If a friend of yours needs a +2, you’ll be able to spend two to give them +1, and a third party will have to spend two to give them +1 as well!
In combat, you can spend one bennie to switch positions with someone else, even if it isn’t your
turn, so long as it’s reasonable you could quickly change positions, without having to roll against a skill for maneuvering (good for trading off opponents). In combat, you can spend one bennie to take a Wound instead of someone else, even if it isn’t your turn, so long as it’s reasonable you could interpose yourself, without having to roll against a skill for maneuvering.
A bennie may also be spent for a fortuitous arrival – if a character is going to arrive as some
undetermined point, the player may spend a point for them to arrive at a particular moment.