Duskara: Children of the Twilight
Content for Duskara: Children of the Twilight
Introduction
Duskara
Overview
Duskara is a tabletop role-playing game for two or more players that focuses on essential and int...
Introduction
What is role-playing? Role-playing is like stepping into a book or a movie, where you and your fr...
The World of Duskara
A World Between Light and Dark In the year 2187, the colony ship Stellar Horizon departed Earth b...
Character Creation
Creating a character in Duskara involves defining who they are through a series of Tags that capt...
Character Evolution Through Play
Duskara does not use mechanical advancement. There are no experience points, no level-ups, no ski...
Character Death
On Duskara, people die. Sometimes it's meaningful. Sometimes it's not. Either way, it's part of t...
Core Mechanics
The Basic Roll When the outcome of a character's action is uncertain or risky, the game uses a si...
Psychic Abilities
The harsh environment and unknown radiations of Duskara awakened latent psychic abilities in its ...
Environmental Zones
Duskara's three zones—the Day Side, the Twilight Belt, and the Night Side—are more than scenery. ...
Creatures and Enemies
Duskara's native life has adapted to extreme conditions over centuries of evolution, creating uni...
Resource Management
While Duskara focuses on emergent narrative, resource scarcity is central to the setting. This sy...
Wind and Storm Conditions
The eternal wind is more than scenery—it's a living presence that shapes every moment on Duskara....
The Deep Roads
The Deep Roads are a vast network of tunnels begun by early human settlers to connect twilight be...
Encounters and Conflicts
Duskara is not a combat-focused game, but conflicts—physical, social, or environmental—are inevit...
Facilitating Duskara Games
As the Game Master (or "Facilitator" in GM-less play), your role is to voice the world—its settle...
Example of Play
This extended example demonstrates how Duskara plays at the table, showcasing the interplay of fi...
Adventure Design
Duskara adventures emerge from the setting's inherent tensions and opportunities. This section pr...
Inspirational Media
These works capture the spirit of Duskara—planetary romance, environmental adaptation, psychic ev...
Appendix A: Glossary
Key: [term] - Definition (See line XXX for detailed explanation) Core Mechanics Action Die — The ...
Appendix B: Quick Reference Card
CORE MECHANIC: Frame action as closed question Build dice pool: 1 Action Die + Chance Dice - Ris...
Appendix C: Blank Character Sheet
Use this template to create your character. Write your character's name and details in each secti...
License
Duskara © 2026 Roberto Bisceglie This work is licensed under the Creative Commons Attribution-Sha...
Setup
Overview
Before play, establish your settlement's foundation collaboratively (20-30 minutes). These choice...
Define Your Settlement
What is the name of your settlement? Choose or create a name that reflects your community's chara...
Time Scale: The Cycle System
Each turn represents one cycle—approximately 15-20 Duskaran days, or roughly one-third of Duskara...
Initial Conditions
Starting Resources (choose 2-3) What does your settlement have in abundance or reliable access to...
Choose Tracking Method
Select how you'll record your settlement's evolution: Map — Draw the linear city stretched along...
Materials Needed
Standard 52-card playing deck Paper and writing implements 4-6 six-sided dice (d6)
Turn Structure
Overview
Each turn follows this sequence. Don't skip steps—each serves a purpose.
1. Draw
The active player draws one card from the deck and places it face-up. This is the Prompt Card. If...
2. Interpret
The table discusses what the prompt means for your settlement right now, given your current situa...
3. Choose Action
After interpreting the prompt, the table discusses which of the four actions fits best. Sometimes...
4. Resolve Action
Resolution uses a simple dice pool system: Base Pool: Roll 1d6 Add dice for advantages (max 4d6 t...
5. Update Community
Record the outcome: Modify your tracking (map, timeline, character web) Add/remove resources as ...
6. Pass
The next player becomes active and draws a new card. Play continues clockwise (or any agreed orde...
Actions in Detail
CRADLE — Nurture and Build
Cradle actions invest in the settlement's future: growing food, repairing infrastructure, teachin...
WARD — Defend and Protect
Ward actions respond to immediate threats: storms, equipment failures, conflicts, external danger...
PROJECT — Major Initiatives
Projects are substantial undertakings requiring multiple cycles and coordination. They represent ...
DELIBERATE — Discuss and Decide
Deliberate actions focus on collective decision-making, resolving internal tensions, and defining...
Phases
Phase 1: Establishment
Duration: Until the first Queen of any suit is drawn Tone: Hopeful, ambitious, foundational Focus...
Phase 2: Growth
Duration: From first Queen until first King Tone: Expansive, confident, ambitious Focus: The sett...
Phase 3: Crisis
Duration: From first King until Resolution deck exhausts (or alternate end conditions) Tone: Test...
Phase 4: Resolution
Duration: Final few cards of the deck (typically last 3-5 turns) Tone: Reflective, conclusive, we...
Prompt Cards: Suits Detailed
Hearts (♥) — Community & Culture
Hearts represent the human element: relationships, traditions, celebrations, conflicts, memory. T...
Diamonds (♦) — Resources & Technology
Diamonds represent the material and technical aspects of survival: water, power, food, infrastruc...
Spades (♠) — Environment & Adaptation
Spades represent Duskara itself: the wind, storms, temperature extremes, native life, and the psy...
Clubs (♣) — Mysteries & Change
Clubs represent the unknown, transformation, and deep questions: ancient structures, lost knowled...
Complete Card Prompts
This table provides specific prompts for each card. These are starting points—interpret them thro...