No, advantages can't go into a pool, they have to be resolved as part of your turn. Here's a summary of the table I have:
1 advantage:
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- recover 1 strain
- add a boost die to the next allied active character's check (I guess the next character in the initiative queue)
- notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder (this seems to be GM driven, but could be very open to the narrative possibilities by having players comments here)
- activate an item quality (advantage cost may vary)
2 advantage:
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- perform an immediate free maneuver that does not exceed the two maneuvers per turn limit
- add a setback (black) die to the targeted character's next check
- add a boost die to any allied characters next check, including yourself
3 advantage:
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- Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment or performing the guarded stance maneuver) until the end of the current round.
- ignore penalizing environment effects such as inclement weather, zero gravity, or similar circumstances until the end of the your next turn.
- when dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM and the effects are up to the GM. The effects should be temporary and not too excessive.
- Gain +1 melee or ranged defense until the end of your next turn.
- force the target to drop a melee or ranged weapon he is wielding
Triumph dice have similar stuff.
1 triumph:
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- upgrade the difficulty of the targeted character's next check
- upgrade any allied character's next check, including yourself.
- do something vital such as shooting the controls to the nearby blast doors to seal them shut.