When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
Your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die. An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
Bennies are a useful part of Savage Worlds play, giving players the ability to reroll in dramatic situations. In Dangerous Journeys, players should have access to more bennies than they would under the normal rules. This is addressed by stunts. Any character who attempts a stunt action should be rewarded with a bennie. What is a stunt action? A stunt action is any action which is performed in a flashier manner than one would normally observe. Getting on board an airship before it lifts off the platform is an action. Leaping from the sidecar of a speeding motorcycle onto an airship at the last second as it lifts off from the platform — now that is a stunt action, and should be rewarded. In game terms, a stunt is an action where the player purposefully makes the action more difficult for themselves. In the above example, the player would have had the option to get on board the airship, but instead announced that the character had gotten there too late, and instead described the stunt action. In a way, the player is taking on the role of the Game Master for a moment, changing the situation for his or her character in such a way that a more difficult solution is required. A stunt action should always require a roll, at a minimum-2 penalty. The Game Master is the final arbiter of the roll penalty of a particular stunt action. Pulling off nearly impossible stunts (-6 or more to the roll) may even result in the hero earning more than one bennie, at the GM’s discretion.