Awards: rewards for clever actions, roleplaying (especially Hindrances), acts of heroism.
Joker’s Wild: when a player draws a Joker during combat, all players receive a Benny.
GM: when a villain draws a Joker, add 1 Benny to general pool and each WC enemy.
REROLL A TRAIT: Reroll any Trait, keep the best total. Critical Failures may only be rerolled one, the attempt still fails in some way but a successful reroll is successful.
RECOVER FROM SHAKEN: Done at any time to instantly recover.
SOAK ROLLS: Prevent Wounds or recover from being Shaken.
DRAW A NEW ACTION CARD: Gain a new Action Card after all cards are dealt and Edges or Hindrances are resolved. May spend Bennies for additional cards and take the choice of all draws. Edges do not apply to these additional cards drawn with Bennies.
REROLL DAMAGE: Include any additional dice gained for a raise on the attack roll.
REGAIN POWER POINTS: Regain 5 Power Points.
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 push a nonplayer character into being a bit more agreeable.