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Set your trait and the Difficulty below, then roll. Meet or beat the Difficulty to succeed.
Exact Odds
Every combination of the two d12s (and the d6, with advantage or disadvantage) counted: 144 or 864 outcomes, not simulated.
How the Roller Reads the Rules
- Action roll: roll the Hope die and the Fear die (two d12s), add your trait and any modifiers, and compare the total to the Difficulty. An attack against a PC uses the target's Evasion as the Difficulty. Meeting or beating it succeeds.
- With Hope or with Fear: if the Hope die is higher, the roll is "with Hope" and you gain 1 Hope. If the Fear die is higher, it's "with Fear" and the GM gains 1 Fear. That happens whether you succeed or fail.
- Critical success: if the two dice match, you succeed whatever the total, gain 1 Hope and clear 1 Stress. A critical attack deals extra damage.
- Advantage / disadvantage: add or subtract a d6. It never changes which Duality Die is higher.
- Experiences: spend 1 Hope to add an Experience's bonus to the roll. This roller takes the Hope off the tracker for you.
- Limits: a PC holds at most 6 Hope; the GM holds at most 12 Fear.
Hope & Fear Trackers
Hope2
max 6
Fear0
max 12
Every PC starts a game with 2 Hope. Values stay in this browser.
Damage & Hit Points
Compare damage to your thresholds: below Major marks 1 HP, Major or more marks 2, Severe or more marks 3. Marking an Armor Slot lowers the severity by one step (Severe to Major, Major to Minor, Minor to nothing).