These rules work in addition to the standard rules from Five by Five Fast Play and Super-Five.
Select a Trait Specialty at character creation and gain the benefit of that specialty permanently. Your Trouble Trait cannot be chosen as your Trait Specialty.
Your Hero can act before the NPC's each turn. Once per turn you can spend a Karma Point to perform an additional action. When rolling a MOBILITY action, if you roll a 0, gain a Karma Point.
Once per turn, you can spend a Karma Point to inflict one point of Stress on any target. When rolling an ATTACK action, if you roll a 0, gain a Karma Point.
Once per turn, you can spend a Karma Point to turn any successful "hit" (against any target) into a "miss." When rolling a DEFENSE action (this includes Automatic Defense), if you roll a 0, gain a Karma Point.
Vocation, Hobby or Charge Specialist
For these kinds of specialties, you can spend a Karma Point to automatically succeed at a single task relative to your Specialty Trait. When rolling for an action relative to your specialty trait, if you roll 0, gain a Karma Point.
The Five by Five Core Rules have special offensive and defensive options to reflect the use of special equipment like a Shield or an Off-Hand Weapon. I liked the added level of strategy these rules imparted and have adopted them as combat options in my fantasy campaign. I revamped these options for the Fief by Fief rules, and so I decided to do so again for Super-Five.
I think giving each specialty a unique way to spend and accumulate Karma fits well with the spirit of a superhero game and, I hope that these rules won't complicate things. I've not tested things out yet, but I like the way everything looks.
Hopefully I can try these options soon.
PS - I went back on the Superhero character examples and put a star (*) by each of their Specialty Traits.
PPS - I went ahead and updated the Super-Five PDF to include Trait Specialization because I really think it's going to be a great addition! Let me know your thoughts.