Bennies

Bennies are essentially small rewards that you get for good roleplaying and/or doing something amusing or clever, in addition to a few other circumstances. There are three different types that can grant you varying benefits; at most, you can have five bennies total, so you should use them instead of hoarding them. As a further restriction, you can't spend a benny in order to receive a new one; if you have five copper bennies and get a silver or gold, you can't immediately spend a copper to get the more valuable one.

Copper
You gain copper bennies for doing something amusing or clever or discovering a minor clue. With a copper chip, you can:

1. Automatically stabilize your character if they are bleeding to death. This does not actually restore any hit points, and your character's bleeding can continue if they are attacked again before being healed.

2. Gain Resistance 2 (per tier) against all forms of attack until the end of your next turn, non-stacking with other chips.

3. Gain +2 on a single skill check or +1 on an attack roll (you can only spend one chip per check, period).

Silver
You gain silver chips for uncovering a significant clue, for posting to the Role Call board on time (Tuesday before midnight), for really good roleplaying, or doing something that's really smart. With a silver chip, you can:

1. Gain the benefit of one RPA (roleplaying award) – only one silver or gold chip can be spent in this manner per session.

2. Gain Resistance 4 (per tier) against all forms of attack until the end of your next turn, non-stacking with other chips.

3. Gain +4 on a single skill check or +2 on an attack roll (you can only spend one chip per check, period).

4. Automatically gain the benefit of a completely free healing surge. This does not require any actions, doesn't use up any of your normal healing surges, and does not count as using your Second Wind, but only one silver chip can be spent per encounter for this purpose.

Gold
You gain the rare gold chip for uncovering or noticing a critical clue, for awesome roleplaying, or doing something brilliant. With a gold chip, you can:

1. Gain the benefit of two RPAs – only one silver or gold chip can be spent in this manner per session.

2. Gain Resistance 6 (per tier) against all forms of attack until the end of your next turn, non-stacking with other chips.

3. Gain +6 on a single skill check or +3 on an attack roll (you can only spend one chip per check, period).

4. Automatically gain the benefit of a completely free healing surge. This does not require any actions, doesn't use up any of your normal healing surges, and does not count as using your Second Wind. You can spend any or all gold chips you possess for this purpose, at any time – so in the unlikely event that you have four gold chips, you could immediately spend them all to recover all of your hit points.

Back to Teras

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License