Cast Omen
cast_omenRoll two ten-sided dice to answer a high-stakes yes/no question, returning a reading with direction and complication. Use when an outcome is unpredictable and carries real stakes.
Instructions
Cast an omen: roll two ten-sided dice (light vs dark, compared not summed) to answer a real yes/no question with real stakes.
Call whenever a scene reaches something no one can know in advance —
other hearts, hidden things, or the turn of luck — or when a player
claims an uncertain, high-stakes action simply succeeded. At least one
omen must be asked before a scene can close. Not for material that just
needs new story content rather than a yes/no answer — use
draw_unclaimed_card for that instead.
hope: a plain sentence naming the real stakes being asked about — what
the asker hopes is true (e.g. "I hope the guard doesn't notice me").
Not idempotent: each call rolls fresh dice and increments an internal
counter that alternates who narrates the result. Doesn't mutate any
other game state. Returns a dict describing the roll: on doubles,
{hope, light, dark, doubles: True, reading} — no answer, the Hand is
called instead (see call_the_hand). Otherwise {hope, light, dark,
doubles: False, direction, gap, texture, complication_rank,
complication_meaning, grounds_by} — direction and gap give the answer's
shape, grounds_by says whether the player or Claude narrates the
complication.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| hope | Yes |