Character Creation
Creating a character in Duskara involves defining who they are through a series of Tags that capture their essence, abilities, and relationships. These Tags will guide your role-playing and influence your dice rolls throughout the game.
Step 1: Concept
Your character's Concept is a brief phrase that captures their core identity. It should evoke their role in Duskaran society, their background, or their approach to life.
Examples:
Wind-Kin Clans:
As part of your Concept, consider which Wind-Kin clan your character belongs to. These cultural affiliations shape your character's heritage and worldview:
- kin-Hanga (Wind Clan): Surface dwellers, weatherworkers, those who work with wind patterns and atmospheric mastery
- kin-Moto (Fire/Geothermal Clan): Thermal specialists, geothermal engineers, day-side workers who harness heat and volcanic energy
- kin-Maji (Water Clan): Water managers, hydroponic specialists, conservationists devoted to protecting precious fresh water
- kin-Babu (Elder Lineage): Knowledge keepers, historians, data archivists, and cultural preservationists who maintain tradition
- kin-Kivuli (Shadow Clan): Deepkin, night-side cave dwellers, those who thrive in permanent darkness and deep geothermal environments
Clan affiliation is optional and informal in daily life, but significant in formal settings. See the Duskaran Names Guidelines (Worldbuilding section) for how to integrate clan into your character's full name.
Your Concept can add a Chance Die when it's relevant to your action.
Step 2: Skills
Choose three Skills that represent your character's training, expertise, or natural talents. Skills in Duskara often reflect the unique demands of the setting.
Sample Skills:
- Wind Pattern Reading
- Thermal Suit Operation
- Vertical Farming
- Weather Working
- Ancient Technology
- Cave Navigation
- Storm Ship Piloting
- Water System Maintenance
- Psychic Resonance
- Geothermal Prospecting
- Archival Research
- Wind Turbine Engineering
- Thermal Sensing
- Deep Bonding
- Settlement Politics
- Survival (Day Side / Night Side / Deep Roads)
Each Skill can add a Chance Die when you use it.
Step 3: Frailty
Every character has a Frailty—something that challenges them or makes certain situations more difficult. This isn't a flaw that weakens your character, but a human vulnerability that adds depth.
Examples:
- Overwhelmed by Thermal Noise
- Uncomfortable in Enclosed Spaces
- Haunted by the Lost Earth
- Overconfident in Their Abilities
- Struggles with Weather Working Focus
- Distrusts Night-Side Cultures
- Addicted to Storm Chasing
- Poor Wind Sense
Your Frailty adds a Risk Die when it comes into play.
Step 4: Gear
Choose two pieces of Gear that your character typically carries. Gear in Duskara is often multi-purpose and reflects the setting's sustainable technology.
Sample Gear:
- Thermal Suit (rated for marginal day-side exposure)
- Wind Compass (reads current patterns)
- Comm Crystal (synced to settlement network)
- Climbing Kit (for towers or caves)
- Water Reclamation Unit (personal scale)
- Data Crystal (containing Earth archives or technical schematics)
- Resonance Bell (for deep-cave communication)
- Storm Goggles (protects against wind and dust)
- Thermal Lance (mining/cutting tool)
- Bio-Monitor (tracks environmental exposure)
Each piece of Gear can add a Chance Die when relevant.
Step 5: Goal
What does your character want to achieve? Your Goal is your driving ambition, the thing that pulls you into adventure.
Examples:
- Decode the Twilight Codex fragments
- Establish a new settlement in the twilight belt
- Master weather working to legendary status
- Map the complete Deep Roads network
- Find a way to restore contact with Earth
- Discover the origin of Duskara's ancient structures
- Protect their settlement from a rival's expansion
- Recover lost technology from the day side
Your Goal can add a Chance Die when you're working toward it.
Step 6: Motive
Your Motive explains why you pursue your Goal. It's the emotional or philosophical drive behind your ambition.
Examples:
- To honor the sacrifices of the Stellar Horizon crew
- To prove that humanity can truly thrive on Duskara
- To ensure their settlement's independence
- To understand their psychic connection to the planet
- To preserve knowledge for future generations
- To find meaning in a world they didn't choose
- To protect those they love from hardship
- To satisfy an unquenchable curiosity
Your Motive can add a Chance Die when it's directly relevant.
Step 7: Nemesis
Choose a Nemesis—a person, organization, force, or concept that opposes your character or complicates their life. This creates built-in drama and conflict.
Examples:
- A rival weather worker from another settlement
- Windkeepers who restrict access to Earth data or resources
- The day side's relentless environmental pressures
- A family member who thinks their Goal is foolish
- A corporation exploiting geothermal sites irresponsibly
- The mysterious phenomena in the Deep Roads
- Their own psychic abilities, which they fear or distrust
- A settlement that competes for the same resources
Your Nemesis adds a Risk Die when they're involved or relevant.
Step 8: Relationships
Establish two Relationships with other player characters. These should be connections that create interesting dynamics and story hooks.
Examples:
- Taught them weather working basics
- Saved their life during a superstorm
- Grew up in the same settlement
- Rival for a romantic interest
- Siblings separated by cultural differences
- Partners in exploring the Deep Roads
- Mentor and former student
- Competing for the same settlement contract
Relationships can add Chance Dice or Risk Dice depending on the situation and how the relationship is currently standing.
Character Trait Reference Lists
The examples below are a comprehensive reference for creating your character's Concept, Skills, Frailties, and Gear. These traits emerge from Duskaran culture, professions, and the challenges of living on a tidally locked world. You're not required to choose from these lists—you can create your own traits anytime—but these examples show the range of possibilities.
Concept Examples (36 Options)
Choose or adapt one of these to define your character's role and place in Duskaran society:
Note: Consider which Wind-Kin clan your character belongs to (kin-Hanga, kin-Moto, kin-Maji, kin-Babu, or kin-Kivuli) for cultural depth. See the Duskaran Names Guidelines for how clan affiliation shapes identity.
Skill Examples (36 Options)
Choose or create three Skills that represent your character's training and expertise:
- Wind Pattern Reading
- Thermal Suit Operation
- Vertical Farming
- Weather Working
- Ancient Technology
- Cave Navigation
- Storm Ship Piloting
- Water System Maintenance
- Psychic Resonance
- Geothermal Prospecting
- Archival Research
- Wind Turbine Engineering
- Thermal Sensing
- Deep Bonding
- Settlement Politics
- Survival (Day Side)
- Survival (Night Side)
- Survival (Deep Roads)
- Bioluminescent Cultivation
- Resonance Communication
- Council Mediation
- Caravan Route Knowledge
- Equipment Repair
- Psychic Phenomena Recognition
- Climbing and Rappelling
- Negotiation and Diplomacy
- Salvage Identification
- Geothermal Heat Management
- Hydroponic System Design
- Storm Forecasting
- Data Crystal Decryption
- Settlement Defense Tactics
- First Aid and Healing
- Inter-Settlement Trade Routes
- Psychic Ability Training
- Environmental Conservation
Frailty Examples (36 Options)
Choose or create one Frailty that represents a vulnerability or challenge your character faces:
- Overwhelmed by Thermal Noise
- Uncomfortable in Enclosed Spaces
- Haunted by the Lost Earth
- Overconfident in Their Abilities
- Struggles with Weather Working Focus
- Distrusts Night-Side Cultures
- Addicted to Storm Chasing
- Poor Wind Sense
- Afraid of Deep Water
- Traumatized by Psychic Backlash
- Grieving a Deep Bonded Loss
- Guilt Over Resource Waste
- Fear of Authority Figures
- Obsessed with Pre-Human Artifacts
- Struggles with Settlement Politics
- Easily Disoriented in Darkness
- Claustrophobic in Cave Systems
- Resistant to Innovation
- Prone to Thermal Exhaustion
- Distrustful of Psychic Abilities
- Haunted by a Failed Mission
- Resentful of Collective Decision-Making
- Fearful of Superstorms
- Isolated by Rare Psychic Ability
- Struggling with Survivor's Guilt
- Prone to Overextending Self
- Avoids Conflict at All Costs
- Struggles with Rapid Change
- Fear of Failure in Critical Role
- Burden of Supporting Settlement
- Troubled by Inter-Settlement Tensions
- Anxious About Resource Scarcity
- Paralyzed by Multiple Loyalties
- Haunted by Past Betrayal
- Struggling with Self-Doubt
- Resistant to Psychic Advancement
Gear Examples (36 Options)
Choose or create two pieces of Gear that your character carries:
- Thermal Suit (rated for marginal day-side exposure)
- Wind Compass (reads current patterns)
- Comm Crystal (synced to settlement network)
- Climbing Kit (for towers or caves)
- Water Reclamation Unit (personal scale)
- Data Crystal (containing Earth archives)
- Resonance Bell (for deep-cave communication)
- Storm Goggles (protects against wind and dust)
- Thermal Lance (mining/cutting tool)
- Bio-Monitor (tracks environmental exposure)
- Wind-Powered Lamp
- Heat-Insulated Flask
- Rope and Harness (professional grade)
- Salvage Detection Scanner
- Geothermal Thermometer
- Portable Hydroponics Kit
- Psychic Focus Crystal
- Emergency Shelter (fold-able)
- Preserved Food Supply (3-day ration)
- Medical Kit (settlement-grade)
- Weather Map (hand-drawn, updated regularly)
- Bioluminescent Marker Set
- Wind-Chime Alert System
- Water Testing Kit
- Notebook and Writing Tools
- Tool Kit (general purpose)
- Binoculars (wind-resistant frame)
- Ground Anchor (for high winds)
- Geothermal Heat Pack
- Resonance Crystal Set
- Emergency Signal Mirror
- Insulated Gloves and Boots
- Water-Proof Satchel
- Moonstone Pendant (cultural item)
- Settlement Authorization Token
- Ancient Artifact (mysterious, fragmentary)
Psychic Abilities (Likely for Duskaran Characters)
Most Duskaran characters will have manifested psychic abilities—a product of the planet's evolutionary pressures. If your character has such abilities, choose one to start. More can be developed through play. (Not all characters need them, but they're normal and common on Duskara.)
See the Psychic Abilities section for details on how these work mechanically.
A Note on Conditions
During play, your character might gain temporary Conditions from harm, exhaustion, fear, or psychic strain. Examples include Injured, Exhausted, Frightened, or Psychically Drained. Conditions add Risk Dice when relevant and persist until you recover (through rest, medical attention, or narrative resolution). You don't define these during character creation—they emerge during play based on what happens to your character. See the Conditions section (p. 663) for full details.
Example Character
Kaelen kin-Moto Velkara
- Concept: Day-Side Salvage Specialist
- Skills: Thermal Suit Operation, Ancient Technology, Survival (Day Side)
- Frailty: Overconfident in Their Abilities
- Gear: Thermal Suit (heavy-duty), Thermal Lance
- Goal: Recover the Stellar Horizon's navigation core from the day side wreckage
- Motive: To prove humanity can reclaim what was lost
- Nemesis: The Day Side Trading Consortium who claims exclusive salvage rights
- Relationships:
- "Trained Zhiren in thermal sensing before their Awakening"
- "Owes Thalen kin-Hanga Stormridge a life-debt after a rescue mission went wrong"
- Psychic Ability: Thermal Sense (Novice)
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