Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. Conviction can be spent to add a d6 to all a character’s Trait and damage totals until the beginning of her next turn. This die can Ace, and its result is added to the final total.
Conviction tokens aren’t Bennies and can’t be used as such. They are kept between sessions, however. A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.
Dumb Luck allows a player to spend a Benny even after a Critical Failure. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her Taunt, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.
A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a Fighting roll might hit a foe as if he’d thrown the weapon!
The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.
A character who takes the Linguist Edge knows a number of languages equal to her Smarts (instead of half her Smarts).
Spend an Advance to increase two different skills by one die type. If the current die, before the Advance, is equal to or below it’s linked Attribute, you may increase an additional skill as long as it is equal or below it’s linked Attribute as well. If both skills you choose to Advance are equal or below their linked Attributes, you may increase two additional skills this way.
Thanks to technology and improved education, characters have 15 skill points at character creation rather than 12. This helps them take Driving, Electronics, and other common skills.
Pulp action tales often feature heroes with little or no armor defeating far more heavily armored adversaries.
In these settings, if a Wild Card chooses not to wear any armor (ignoring shields), he adds +2 bonus to his Soak rolls!
All characters start with a Force Sensitivity Edge and a Trademark Weapon Edge for free.