These symbols cancel each other out until only success or failure remains. Success indicates a successful action. Each 2 additional successes past the first indicates additional benefits, such as secondary goals, a higher degree of success, additional insights, and so forth.
These symbols cancel each other out until only one remains. Generally, these symbols generate Momentum and Inertia (from Advantage and Threat, respectively), which represent future prospects. Otherwise, Advantage and Threat are spent to activate weapon qualities or special abilities.
These symbols represent a significant change in the narrative in the favor of the character or group. Triumphs can be spent for either a narrative boon or a mechanical benefit. Mechanically, it can be spent to satisfy the cost of any one ability, power, or quality, be it a cost in advantage, momentum, stress, or any combination thereof. Additionally, in combat, they can be spent to automatically inflict a critical hit, causing damage to be applied directly to wounds rather than stress.
Triumphs can be split up to provide both a mechanical and narrative benefit in the rare instances of multiple Triumph being rolled. The target may still apply soak and take consequences as normal. Triumph also confers an automatic success to the results of the roll. Triumph and Despair do not cancel each other out, but the associated success and failure are cancelled as normal.
When a Triumph is rolled, it automatically ‘explodes’ before any results are tallied. Dice ‘exploding’ means that you simple roll another die of the same type, i.e. another yellow die.
Narrative benefits are a bit more abstract, but can be understood through the below guidelines. They can be events that occur as a result of action or declarations on the scene that change the nature of the scene.
As above, but bad.