# Core Materials

It's not safe to go alone. Take this.

## The Basics

When a player makes an action roll, they utilize Duality Dice—two differently colored 12-sided dice ("d12s") representing Hope and Fear.

* **Success with Hope**: If your total meets or beats the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Success with Hope." You succeed and gain a Hope.
* **Success with Fear**: If your total meets or beats the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a "Success with Fear." You succeed with a cost or complication, but the GM gains a Fear.
* **Failure with Hope**: If your total is less than the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Failure with Hope." You fail with a minor consequence and gain a Hope, then the spotlight swings to the GM.
* **Failure with Fear**: If your total is less than the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a "Failure with Fear." You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM.
* **Critical Success**: If the Duality Dice show matching results, you rolled a "Critical Success" ("Crit"). You automatically succeed with a bonus, gain a Hope, and clear a Stress. If this was an attack roll, you deal critical damage.

| If | Then | Thus |
| -- | ---- | ----- |
| `Hope == Fear` | Crit | You automatically succeed with a bonus and gain a Hope. If this was an attack roll, you deal critical damage. |
| `sum >= N && Hope > Fear` | Success with Hope | You succeed and gain a Hope. |
| `sum >= N && Hope < Fear` | Success with Fear | You succeed with a cost or complication, but the GM gains a Fear. |
| `sum < N && Hope > Fear` | Failure with Hope | You fail with a minor consequence and gain a Hope, then the spotlight swings to the GM. |
| `sum < N && Hope < Fear` | Failure with Fear | You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM. |

