Dice & Outcome Determination
Ability Checks
In order to determine the outcome of something our character does, we roll dice. In Karath, this is 2d12. This applies to all skills, all attributes, AC checks, and some other things. Now the reason we roll 2d12 is due to the separation between the two dice, that being: One dice is hope, and the other is fear. Whenever you roll a check, make sure to note whether hope is higher, or fear is higher on your dice roll. You always want to tell your GM whether your roll was with hope or with fear.
When rolling with hope, a good thing happens on top of your normal success / failure result. Succeeding with hope means you succeed without issue, while failing hope means you do fail but theres some kind of silver lining to it. Its a similar thing with fear, where failing with fear means you fail completely, while succeeding with fear means you succeed, but something bad happens as a consequence.
More importantly, rolling with hope or fear gives resources. When you roll with hope, you as a player gain one hope, which can be used to help an ally, use certain abilities, use certain activities / actions, and can also be used for some specific boons.
When you roll with fear however, the GM gains a fear. The GM may use fear to interrupt a players turn to do something, activate enemy fear abilities, activate environmental fear abilities, among other things at their discretion.