Special Bennie Rules

The following rules are special house rules we will use to spend bennies.

Buying Success with Consequences

Any time a character fails a check of some sort, he turn the failure into a success by spending a Bennie. Additional bennies can be spent to buy raises on a check, or buy raises on a successful check, but again, there will be consequences.

The downside of this is that the success comes at some cost to the character or the party as a whole. An attack might succeed, but break the weapon. A slicing attempt might succeed, but send the whole system into high alert. A persuasion check might succeed, but leave the subject hostile and resentful, adding to the difficulty of future checks.

The Leverage Rule

I don’t know what to call this, so we’ll call it the Leverage rule for now.

This is a way for us to represent the PC’s abilities to plan for contingencies, especially in their areas of expertise.

A character can spend a bennie and explain how he or she has a plan that can solve a particular problem the players have. The GM will then call for an appropriate skill roll, and may set bonuses or penalties based on how well the solution is tied to a feature of the character, and just how reasonable the solution seems to be.

Examples:

The PCs are cornered by a large contingent of imperial soldiers, with no obvious way out. Yaziro spends a bennie and declares that he actually studied maps of the area earlier in the week, during downtime, and knows about a old sewer grate nearby that will lead them out of the area safely. He declares that this is second nature to him, since he is a thief (professional edge). The GM agrees, and lets Yaziro make a stealth check without penalty to successfully have planned an escape route.

The PCs are cornered by a large contingent of imperial soldiers, with no obvious way out. Simone spends a bennie and declares that she used her bothan contacts to arrange for a speeder to be hidden here to help the team make a getaway. Since Simone doesn’t have an edge that ties to this, she has a -2 on her persuasion check to try to make this arrangement (or, rather, to have made this arrangement ahead of time).

The PCs are cornered by a large contingent of imperial soldiers, with no obvious way out. P5 Proto has and idea to have planted explosives in the outer areas where attackers would take cover. He spends a bennie and declares that the place is already riddled with explosives he planted here ahead of time, and that the imperials have fallen into his trap. The Gm thinks this is a major retcon, and should be very difficult, so he asks for a knowlesge (tactics) skill check with a -4 penalty.

Special Bennie Rules

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