BG: Basic Actions

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To perform this skill check, the active player (the player whose character is performing the action) should do the following:
1. Collect a pool of dice—the number and type of dice listed on the character sheet for the skill in question, plus one purple Difficulty die (♦).
2. Roll the dice.
Failure (★) symbols cancel Success (☆) symbols. If there is at least one Success (☆) symbol left over, the task succeeds. Those are the bare bones steps of any skill check.

Whenever a character attempts an action that has a chance of failure, a skill check is performed to determine whether or not the action succeeds. The core mechanic, which determines success or failure, is as follows:
1. Roll a pool of dice.
2. Failure (★) symbols cancel Success (☆) symbols.
3. After all other factors, if there is at least one Success (☆) symbol, the task succeeds.

Whenever a character performs a check, the player controlling that character (the active player) rolls a pool of dice. This dice pool consists of both “good dice,” contributed by the character’s own abilities and positive circumstances, and “bad dice,” contributed by the difficulty of the task and negative circumstances. Each character’s skill entry on his or her character sheet has a dice pool indicated, a collection of green Ability dice (♢) and possibly yellow Proficiency dice (○) . Therefore, assembling the character’s dice pool is as simple as reading the entry on the character sheet and gathering the appropriate dice. The GM then adds a number of purple Difficulty dice (♦) to the pool based on the difficulty of the check. In this case, the check is Easy, and so the GM adds a single purple Difficulty die (♦) . Once the dice are assembled, the active player rolls and the results are read.

If the check results in more Success (☆) symbols than Failure (★) symbols, the check succeeds! Two symbols are used to determine success or failure on a given check. These symbols are the Success (☆) symbol and the Failure (★) symbol. Each Failure (★) symbol cancels (and is canceled by) one Success (☆) symbol. If, after accounting for all Failure (★) symbols, there are any Success (☆) symbols remaining, the task succeeds. Extra Failure (★) symbols have no further effect.

If there are more Advantage (♧) symbols than Threat (♣) symbols, the character recovers 1 strain per Advantage (♧) symbol in excess of Threat (♣) symbols. If there are more Threat (♣) symbols than Advantage (♧) symbols, the character suffers 1 strain per Threat (♣) symbol in excess of Advantage (♧) symbols. In addition to success and failure, each check may generate positive or negative side effects or other outcomes, represented by the Advantage (♧) symbol and the Threat (♣) symbol, respectively. These twists of fortune are independent of success or failure; a check can fail and still generate a positive side effect via Advantage (♧) or a check can succeed but with a negative consequence due to Threat (♣). Advantage (♧) symbols are canceled by Threat (♣) symbols and vice versa, just as with Success (☆) and Failure (★) symbols. If any Advantage (♧) symbols remain once this is done, then something beneficial to the active character has occurred. If any Threat (♣) symbols remain, then something harmful to the active character has occurred. In this case, the active character may recover 1 strain per Advantage (♧) symbol. The active character suffers 1 strain per Threat (♣) symbol. This is the most basic way to use Advantage (♧) and Threat (♣), and this option is always available to the active character; other specific options are discussed later.

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