I just noticed this as I switched over from the In-Character thread to post this…
Yes, you can save them, if you want. The roll itself, or just the points; you may choose.
The expected value of a d6 is 3.5… you got 7, perfectly average. Rerolling may get you more or less, your choice.
Now, what I was saying:
WARNING!
The GM Rambles A Lot About Brownie Points
Go get a snack or a drink before reading!
Heh…
Thanks Brian, but what are the brownie dice for? You’re already at 1 turn terrorized; you can’t reduce that any further. Good description tho; gonna let that stand for your turn!
To clarify:
Louis is frightened for 1 turn, regardless of anything else. 1 turn is the minimum for this attack, if the character fails to avoid it. No ghost was rolled, so he feels no other effect.
Kristopher is frightened for 3 turns. He can reduce this to the minimum, 1 turn, by spending two brownie points (no roll needed). He could choose to spend only 1 point and be frightened for 2 turns, or choose to spend none and experience the entire 3 turns frightened. Also, a ghost die was rolled, meaning something bad will happen. He chose to crap his pants (we happened to meet in Roll20 and he made me laugh when he suggested that!) so, that’s what happened.
Brian is frightened for 1 turn, regardless of anything else. Ghost die was rolled, meaning something bad will happen. He has nothing on which to use brownie points until his next action, which will be the turn after this one. I suppose if you really, really, really want to put on an Oscar-worthy performance of sitting by the toilet, alone in a darkened bathroom, freaking out because you just saw a ghost, you could spend a brownie point on that… which would earn you a roleplaying award, for good in-character actions, of let’s say one brownie point per brownie point spent.
Gerald used brownie points before his roll, and because of that, succeeded in NOT being terrorized at all. Hence, he loses no turns. He paid 3 brownie points to help guarantee this, and did so before his turn, completely avoiding any penalty he might have taken by failing his COOL roll. You might think of this as buying bad-thing-happening insurance; you have to sign up before the bad thing happens!
A careful observer will have noticed that JT Roth’s brownie points (health bar) were lower than 100%… this is because he’d previously been fighting the phantasm alone, in the time before the game started. This is another use of brownie points, as hit points, in the case of physical damage such as being pegged in the nuts by a flying gas cap.
Brownie Points work exactly like your standard Hit Points in this way; the worse the physical damage, the more Brownie Points you lose for it. A punch with a fist might do only one point of damage; it might even do less, depending on the circumstances. A whack on the noggin with a baseball bat could do 2-3 points of damage; a gunshot could do 5 or more! Falling off things, having things fall on you, combat, accidents, whatever, it’s all counted in Brownie Points.
Occasionally, you may have the option to take damage in another way. For example, if you are kicked in the shin by a small child, you may be given the option to have your MOVES Trait reduced by 1 (to indicate a limp) for a period of time, rather than lose valuable Brownie Points for the damage. Or the aforementioned baseball bat might reduce your BRAINS Trait, or what have you. I don’t particularly like this option but I will offer it when the circumstances seem to make sense.
If your character ever runs out of Brownie Points, and still takes an injury, they don’t die… they’re simply put out of action for a time while they heal.
Since it’s no fun to have a character die, and nobody important dies in the movies anyway (Shut up, Joss Whedon. And you too George RR Martin; this is a movie not a book!) you don’t have to worry about this in Ghostbusters, the RPG. The worst that could happen would your character would end up in the Hospital and out of action for a while.
For example: a nuclear missile, in some small secret base in Russia, is possessed by the ghost of Rasputin, and launches itself at New York city. Through an incredible streak of bad luck, your Ghostbusters are unable to stop it, and it detonates in Times Square, just as you’re arriving. BOOM! Everyone’s dead…
…except, they’re not. Blackened with soot, smouldering hair, torn or destroyed clothing, etc. But not dead. They will be spending quite a lot of time in the hospital burn ward, however! :::ouch!:::
Lesser wounds are just ‘healed’. Cuts are bandaged, broken bones heal, even a severed limb can be stapled back on, if you manage to pack it in ice quickly.
“Gol-Darnit!” bellows J.T. Roth, glaring at his robotic prosthesis. “Why in tarnation didn’t anyone tell ME about this?”
“Shut up, J.T. This is the Out of Character thread; you’re not allowed in here!”
Ahem. Anyway.
Each character starts with 20 Brownie Points.
Additional Brownie Points are earned in-game for whatever I want to award them for, generally extra-special examples of In-Character actions.
At the end of a Story, Brownie Points are awarded to all participating characters. An encounter where the ghost gets away or the party is otherwise defeated might result in only a few points being awarded.
A successful encounter, where the 'Busters achieve all their objectives, while causing minimum mayhem, generally earns the characters an amount equal to whatever they spent during that story.
This sentence is a hidden messsage to anyone who actually reads this entire post: prove it by sending me a private messge with the name of the nuclear missile’s ghost and you’ll earn one brownie point. Don’t tell anyone, it’s a secret.
A particularly well-played campaign, where the players were in-character, and their actions carried the story along in a fun manner, and introduced twists that the GM wasn’t expecting, earns the characters all the points they spent in the story, and a substantial bonus (up to as much as 5 or more points!)
If a character should ever run out of Brownie Points, they have the option to purchase more by reducing a TRAIT. One point off any TRAIT purchases 20 Brownie Points. This means basic traits, Brains Muscles Moves or Cool, which will in turn also reduce the related TALENT.
If a character should accumulate enough Brownie Points, they have the option to spend them to IMPROVE a TRAIT (and the associated TALENT with it, of course.) This costs 30 brownie points, which are gone forever; you don’t get these back for a successful campaign! Wise players will ensure their character has enough remaining for the next adventure, before doing this!
And, of course, the best use of brownie points is to ensure success in an upcoming dieroll contest.
There is no limit to the amount of Brownie Points used this way.
Except, of course, you can’t spend more than you have.
I know of a game in which, facing an Unstoppable Demon From Hell, one member of the party chose to use 20 (twenty!) Brownie Points to punch it in the face!
It worked. Didn’t kill the thing, but it was still quite a punch!
And that’s basically everything I can say about Brownie Points.
Anybody still awake out there? Heh. Didn’t think so.. sleep well!