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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:

  1. Announce the zone when characters enter or the scene shifts
  2. Apply base modifiers automatically
  3. Layer on situational Tags from there (weather, equipment, character abilities)
  4. 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