Environmental Zones
Duskara's three zones—the Day Side, the Twilight Belt, and the Night Side—are more than scenery. They actively shape gameplay by modifying dice pools and creating narrative constraints.
Zone-Based Dice Modifiers
Whenever a character takes action in a specific zone, automatically apply the zone's base modifiers before considering character Tags or situational factors.
Day Side
Base Modifier: +2 Risk Dice to all physical actions Reason: Extreme heat, radiation exposure, equipment degradation
Additional Considerations:
- Characters without thermal protection automatically gain the Overheating Condition within minutes
- Unshielded equipment fails within hours
- Communication systems suffer interference
- Water consumption increases dramatically
Exceptions:
- Characters with Master-level Thermal Sense reduce Risk Dice by 1
- Heavy-duty thermal suits reduce Risk Dice by 1
- Robotic or remote operations can ignore physical Risk Dice
Opportunities:
- Rare mineral deposits (add Chance Dice to prospecting/salvage)
- Ancient wreckage sites (add Chance Dice to archaeological research)
- Clear thermal signatures (add Chance Dice to Thermal Sense tracking)
Twilight Belt
Base Modifier: None (neutral ground) Reason: This is humanity's adapted habitat
Characteristics:
- Wind is constant but manageable
- Resources are scarce but available
- Temperatures are tolerable
- Settlements provide infrastructure support
Dynamic Conditions:
- Storm Season: +1 Risk Die to outdoor activity
- Wind Turbine Maintenance: +1 Chance Die to power-dependent actions
- Water Rationing: +1 Risk Die to resource-intensive activity
- Festival Season: +1 Chance Die to social interactions
Night Side
Base Modifier: +1 Risk Die to navigation and perception (darkness) Reason: Perpetual darkness, disorienting environment
Additional Considerations:
- Characters without thermal protection gain the Freezing Condition within hours
- Navigation requires Resonance, bioluminescent guides, or technological aids
- Geothermal sites negate cold-related Risk Dice within their immediate area
- Cave systems amplify Resonance abilities (add Chance Dice)
Exceptions:
- Night-side natives or those with extensive cave experience reduce Risk Dice by 1
- Resonance users can navigate without penalty in familiar cavern systems
- Geothermal zones function as safe havens
Opportunities:
- Geothermal vents (add Chance Dice to warmth-related survival)
- Mineral seams (add Chance Dice to mining/prospecting)
- Bioluminescent ecosystems (add Chance Dice to biological research)
- Acoustic clarity (add Chance Dice to Resonance communication)
Transition Zones
The margins between zones are the most dangerous:
Day-Twilight Margin
- Temperature swings create violent updrafts
- Superstorms spawn here regularly
- +2 Risk Dice to outdoor activity during storm formation
- Salvage teams and thermal prospectors operate here
Twilight-Night Margin
- Stable but dark, minimal wind
- Entrances to Deep Roads are common
- +1 Risk Die to outdoor navigation without guidance
Using Zones in Play
GM Guidance:
- Announce the zone when characters enter or the scene shifts
- Apply base modifiers automatically
- Layer on situational Tags from there (weather, equipment, character abilities)
- Use zones to create tension: approaching the day side should feel increasingly dangerous
Player Awareness:
- Players should know which zone they're in
- Players should understand the base risk of operating there
- Players should plan around environmental realities
Example:
Kaelen is attempting to salvage technology from day side wreckage.
- Zone: Day Side (+2 Risk Dice automatically)
- Kaelen's Tags:
- Heavy-Duty Thermal Suit (Gear): +1 Chance Die, reduces zone penalty by 1
- Thermal Suit Operation (Skill): +1 Chance Die
- Survival (Day Side) (Skill): +1 Chance Die
- Situational:
- Solar storm incoming (scene Tag): +1 Risk Die
- Ancient salvage site (scene Tag): +1 Chance Die
- Final Pool:
- 1 Action Die
- +4 Chance Dice
- +2 Risk Dice (zone baseline, reduced by thermal suit)
- +1 Risk Die (solar storm)
- Net: 1 Action Die + 1 Chance Die
Zone-Specific Challenges
Different zones naturally create different types of stories:
Day Side Stories:
- Salvage and recovery missions
- Scientific exploration
- Desperate escapes
- Mining operations
- Thermal ability training
Twilight Belt Stories:
- Settlement politics and cooperation
- Resource management
- Cultural festivals and gatherings
- Weather worker training
- Defense against superstorms
Night Side Stories:
- Deep Roads exploration
- Geothermal site discovery
- Cave culture immersion
- Ancient structure investigation
- Resonance ceremonies
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