Action Rolls¶
In each scene, the GM and players go back and forth describing what happens. If you make a move where the outcome is in question, and the success or failure of that move is interesting to the story, your move is an action and the GM calls for an action roll to determine the outcome. However, if an action is either easy to pull off without complication or impossible to perform, there's no need to roll—you already know the result!
When the GM (or your spell, attack, or ability) tells you to make an action roll, you'll do so by rolling your Duality Dice. Each action roll follows the same basic steps, which are summarised here and detailed in the sections that follow:
Step 1: Pick a Character Trait¶
The GM tells you which character trait best applies to the roll and sets a Difficulty for the roll (either openly or privately, at their discretion) based on the details of the action.
Step 2: Add Extra Dice and Modifiers¶
You decide if any Experiences or other modifiers also apply, and grab character tokens, advantage or disadvantage dice, and other dice as needed.
Step 3: Roll the Dice¶
You roll your Duality Dice and any additional dice, then add up the result of the dice and the tokens. Tell the GM the total and which Duality Die rolled higher ("I got a 15 with Fear!").
Step 4: Resolve the Situation¶
You and the GM work together to resolve the outcome of your action.
Step 1: Pick a Character Trait¶
Some actions require a certain character trait. In more flexible situations, depending on the scenario and how you've described what you're trying to do, the GM might tell you which trait to use. Other times, the GM might ask you for more information to help decide: "You want to convince this guard to let you through. How are you approaching them? Are you intimidating them? Tricking them?"
Sometimes, more than one trait makes sense. In this case, the GM might ask you which trait best fits your intent, offer you a choice between two, or make a judgement call based on the circumstances. However, the GM always has final say over which trait applies.
Roll Difficulty¶
When you make an action roll, the roll will have a Difficulty—the number you need to reach or exceed when you roll. Often, the GM sets the roll's Difficulty based on the situation and how effective your approach might be. Some features provide this Difficulty in parentheses after the trait, that's the Difficulty you must meet to succeed on the roll. If there is a number in parentheses after the trait, that is the Difficulty, such as "Presence Roll" or "Agility Roll (12)." If there is a number in parentheses after the trait, that is the Difficulty: such as "Presence Roll (12)" or Spellcast Roll (10). If you're making an action roll against an adversary, the Difficulty is found in their stat block.
The GM can choose whether to share the Difficulty of an action or not. Even if they don't tell you the Difficulty, they should make any potential consequences of your actions clear (unless the consequences aren't something your character would reasonably know). For example, "You're pushing yourself, so you might take a bit in return," or "There are four guards outside the door," or "They've wielding longbows."
Unless your action requires a certain trait, feel free to suggest one and describe why it's a good match for what you're doing. However, the GM always has final say over which trait applies.
Step 2: Add Extra Dice and Modifiers¶
Once you know which character trait to use, it's time to figure out if any other dice or modifiers apply to the roll, such as the following:
Duality Dice: You roll your Hope Die and Fear Die for every action roll.
Advantage or Disadvantage: If you have advantage or disadvantage on the roll (see the "Advantage and Disadvantage" section on page 100), set aside that die. If you're rolling with disadvantage, make sure your disadvantage die is a distinct colour, so you can remember which die to subtract from the result.
Features: Some features allow you to add additional dice to your roll (or allow another player to give you a die). For example, a bard can give you a Rally Die, which you can add to an action, reaction, or damage roll of your choice. Set these dice aside for your roll.
Other Dice: Occasionally, other effects (like a PC helping you with the action) might give you additional dice.
Then count the modifiers that apply to your action roll, setting aside any character tokens to help you keep track. Modifiers can include the following:
Chosen Trait: Add or subtract the value of the trait you and your GM chose for this roll as the modifier.
Experience: If you have an Experience (or several) that you think applies to the situation, describe how your Experience helps your chance of success, then spend a Hope per Experience to add its modifier to your roll. The GM may ask you for more information to justify that Experience, and can choose to change it altogether. Experiences are meant to reflect the way your character has specialised in something important; not give you a bonus to all your actions.
Class Features, Subclass Cards, and Domain Cards: Sometimes class features, subclass cards, and domain cards add a modifier to your roll, so keep an eye on your character sheet and cards.
Other Bonuses or Penalties: Add or subtract bonuses or penalties from your equipment, items, or other sources.
Tip: If you consistently use the same Experience on many different rolls, the GM will likely ask you to narrow the scope of that Experience or change it altogether. Experiences are meant to reflect the way your character has specialised in something important; not give you a bonus to all your actions.
Counting Character Tokens¶
Once you declare what modifiers you're applying to your action roll, grab that many character tokens. Tokens aren't dice; they're counters you add to your hand to help total your results. Before you roll, total the sum of all of your modifiers and grab that many tokens. For example, if you have a +3 to Agility and a +2 modifier from an Experience you're utilising, you have a +5 total modifier to the roll, so set aside 5 tokens to represent this.
Tip: Occasionally, your total modifier on a roll can be negative. In this case, you can still use tokens, but they'll signify the number you need to subtract from the result, rather than add. If you'd like, you can use tokens of a different colour to indicate when your other tokens represent a negative modifier.
Step 3: Roll the Dice¶
Once you've gathered your dice and tokens from step 2, roll the dice at the same time. Add the results together (and subtract your disadvantage die, if necessary). Then, counting each token as 1, add or subtract your tokens to get the final result.
Tell the GM the total number you rolled and which Duality Die rolled higher ("I rolled a 12 with Hope!").
Adding Bonuses to Rolls¶
Some features give you (or another player) a bonus to your action rolls, damage rolls, or reaction rolls. Unless otherwise specified, all bonuses must be added before you make the roll. For example, if a bard gives you a Rally Die, you must choose to use it before you roll, rather than after you see the results.
Step 4: Resolve the Situation¶
If your total meets or exceeds the Difficulty, the action succeeds—you get what you want. If the total is below the Difficulty, the action fails—you don't get what you want—but with one exception! As described in the earlier "Duality Dice" section, if your Duality Dice both roll the same number, you critically succeed, even if your total wasn't enough to meet the Difficulty.
Based on the result of your roll, the GM uses the following guidelines to decide how the narrative moves forward:
On a Critical Success...¶
You get what you want and a little extra. You gain a Hope and clear a Stress. If you make an attack roll, you also deal extra damage (see the "Calculating Damage" section on page 98).
On a Success with Hope...¶
You pull it off well and get what you want. You gain a Hope.
On a Success with Fear...¶
You get what you want, but it comes with a cost or consequence. The GM gains a Fear.
On a Failure with Hope...¶
Things don't go to plan. You probably don't get what you want and there are consequences, but you gain a Hope.
On a Failure with Fear...¶
Things go very badly. You probably don't get what you want, and a major consequence or complication occurs because of it. The GM gains a Fear.
After you announce the result of your roll, the GM describes what happens next. The "Making Moves" section on page 149 provides GM guidance for resolving action rolls and making moves.