Conviction: Characters have access to Conviction once they share how they killed their first robot (Done via an interlude while on the trail)
- Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal's Badge for Deadlands, a Benny of a different color, a toy doubloon for 50 Fathoms, and so on. Conviction can be spent to add a d6 to a final Trait or damage total. This die can Ace, and its result is added to the final total.
- Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the race has Regeneration). Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24.
- Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism. With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out. How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below. If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow. Villains: The reverse is also true—villains rarely die either! Heroes should play this in the spirit it's intended—they shouldn't attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.
- Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.
- Looks like requisitioning equipment for the mission is essential!
- Sometimes a Ranger doesn't have the time to Repair things the right way. Player characters can spend a Benny to ignore the long repair time devices normally require, and make a “temporary Repair” roll as a action. Doing so returns the item to operation for the remainder of the scene, or until the durn fool operator rolls a 1 on their skill die to use the device, at which point it stops functioning again.