Duskara: Stormtide
Content for Duskara: Stormtide
Introduction & Setting Overview
Before We Start
Content Warning: Environmental peril, resource scarcity, survival themes, psychic phenomena. Befo...
Welcome to the Twilight
Eight hundred years ago, the colony ship Stellar Horizon limped into orbit around an unknown worl...
A World of Extremes
The Day Side: Temperatures exceed 400°C. Radiation scours the rock. No human can survive unshield...
The Awakening
Duskara's harsh conditions and unknown radiations awakened latent abilities in humanity. These ps...
Eight Centuries of Adaptation
The Stellar Horizon carried perhaps a few thousand survivors. Now, 40 million descendants live ac...
What You'll Do
In Duskara: Stormtide, you'll navigate this world of scarcity and wonder. You might: Escort cara...
Core Mechanics
Checks
When you attempt something risky or challenging, you make a check to see how it plays out. If an ...
Catch Your Breath
To reset all your skills to their original ratings, you can catch your breath. This is a brief re...
Loot Checks
When the fiction allows it—scavenging ruins, salvaging day-side mining drones, looting abandoned ...
Backpack
Items in your backpack can be used instead of skills for checks. They start with a die rating (d6...
Stunts
When you attempt something extraordinary—a stunt—you roll a d12 instead of your skill rating. Stu...
Stress
When you face complications, you may take stress. Stress represents physical exhaustion, psychic ...
Character Creation
Step 1: Concept
Who are you? Answer these questions: Name: What are you called? Pronouns: He/him, she/her, they/...
Step 2: Skills
You have 6 skills that represent your capabilities. By default, all skills start at d4. Assign on...
Step 3: Psychic Ability (Optional)
Psychic abilities are common on Duskara but not universal. If you want one, choose from the list ...
Step 4: Starting Equipment
You begin with 1 item in your backpack as a d10 item. Choose something that reflects your role: ...
Character Sheet Example
Name: Kael Serin Pronouns: They/them Role: Deepkin Scout Skills: Endure: d6 Navigate: d10 Percei...
Equipment & Resources
Weapons
Close Combat Windblade (d6-d10): Curved blade designed to cut efficiently in high winds. Light, a...
Armor
Geothermal Armor (d8): Insulated suit for thermal extremes. Protects against heat, cold, and mino...
Tools
Wind Compass (d6): Mechanical or psychic-enhanced device that reads wind patterns. Essential for ...
Consumables
Water Tokens: Small sealed vials of purified water. Function as currency and emergency resource. ...
Loot Tables
When you make a loot check, roll for item type based on result (d6, d8, d10, or d12 item). Then r...
Environmental Hazards & Complications
Settlements & Factions
Major Settlements
Aetherion (Population: 1.2 million) Largest twilight belt city. Built around the Stellar Horizon ...
Factions
Weatherworking Guilds Power Base: Major settlements with storm observation infrastructure Goals: ...
Additional Settlements
Stormwatch (Population: 200,000) Militant settlement positioned at the most volatile storm corrid...
Bestiary
Wind Serpent
Type: Flying predator / bondable mount Size: 20-40 meters long Behavior: Hunts in twilight belt t...
Thermal Lizard
Type: Ambush predator Size: 2-4 meters long Behavior: Heat-seeking, camouflaged in day-side margi...
Shadow Stalker
Type: Apex predator (night side) Size: 3-5 meters tall (bipedal) Behavior: Hunts by sound in abso...
Glowworm Swarm
Type: Bioluminescent cave-dweller Size: Individual: 10-20 cm; swarm: thousands Behavior: Filter-f...
Sand Skimmer
Type: Burrowing scavenger (day side) Size: 1-2 meters long Behavior: Burrows through superheated ...
Feral Bonded Creature
Type: Former Beastwalker mount (any species) Behavior: Psychic bond broken by trauma, death, or s...
Storm Beetle
Type: Flying insect / swarm Size: Individual: 5-10 cm; swarm: thousands Behavior: Native to twili...
Crevice Eel
Type: Burrowing predator Size: 3-6 meters long Behavior: Lives in Deep Roads and twilight belt cr...
Frost Moth
Type: Night-side herbivore Size: Wingspan: 30-50 cm Behavior: Gentle creature that feeds on ice c...
Thermal Bloom
Type: Plant / ambulatory organism Size: 1-2 meters diameter Behavior: Semi-mobile plant that migr...
Creating Custom Content
Designing New Settlements
1. Choose Scale: 50,000-150,000 (cave/outpost), 200,000-500,000 (mid-size), 500,000-2,000,000 (ma...
Creating Factions
1. Define Core Goal: What does this faction want? Control resource (water, energy, knowledge, ps...
Inventing Creatures
1. Choose Niche: What role does this creature fill? Predator (hunts humans or other fauna) Prey ...
Developing Psychic Abilities
1. Choose Sensory or Motor: Does it enhance perception or allow manipulation? Sensory: detect so...
GM Guidance
Core GM Principles
1. Telegraph Risk: Always tell players what they're risking before they roll. "If you fail, the s...
Campaign Frameworks
1. Caravan Expeditions Premise: Players escort trade caravans between settlements, dealing with s...
Session Structure
Opening: Establish scene, location, immediate goal. "You're two days from Khal-Rim when the wind ...
Using Complications Effectively
Complications aren't predetermined events—they're prompts you interpret based on what's happening...
Balancing Resource Depletion
Don't micromanage. Track water, food, and energy loosely. Use scarcity as narrative flavor, not t...
Psychic Abilities and Balance
Psychics aren't mandatory. Non-psychics contribute through skills, equipment, and ingenuity. Over...
Responding to Player Actions
RPG storytelling emerges from player choices and system interactions. Don't plan outcomes—respond...
Pacing Long-Term Campaigns
Sessions 1-3: Establish Stakes Introduce settlements, factions, key NPCs Focus on simple mission...
Managing Multiple Storylines
Main Plot: Overarching campaign goal (stop rogue faction, decode ancient mystery, survive mega-st...
Handling Player Creativity
Player: "Can I use weather working to create a localized fog to hide our approach?" GM Response: ...
Solo Play Rules
9.1 Solo Game Loop
Solo play follows this iterative structure: Step 1: Establish the Scene Where are you? What's hap...
Question Oracle
Use this when your character isn't directly involved, or when you need to disclaim decision-makin...
Risk Oracle
Use this when your character attempts something challenging with uncertain outcome. Assess your l...
Solo-Specific Tables
These tables help generate content when you need inspiration. Mission Generator (d12) Locate Wat...
Solo Campaign Frameworks
Choose one framework or blend elements to create your own. 1. Lone Wanderer Concept: You're a sol...
Journaling Prompts
Solo play benefits from journaling. After each session, answer one or two prompts: What did you ...
Extended Solo Play Example
Premise: You're Kael Serin, a Deepkin Scout escorting a small caravan from Lumina Caverns to Auro...
Random Tables
Locations (d20)
Aetherion Central Market (bustling trade hub, vertical farms visible) Khal-Rim Thermal Forges (h...
Missions (d20)
Your settlement's water cistern is poisoned. Find the culprit and new water source. A caravan is...
Complications (d20)
Use these when players catch their breath, fail checks, or you need sudden drama. Superstorm int...
Weather Events (d12)
Clear Twilight: Gentle winds, moderate temperature. Rare and cherished. Dust Storm: Day-side win...
Loot: Ancient Earth Tech (d12)
When you loot ruins or salvage day-side operations, you might find: Data Crystal Fragment (corru...
11. Appendices
Glossary of Duskaran Terms
Auroral Disruption: Night-side aurora intensification causing electromagnetic interference and ps...
Quick Reference: Core Rules
Making a Check GM telegraphs risk Pick skill, roll matching die Interpret: 1-2 = fail + complica...
Character Sheet Template
Name: _________________ Pronouns: _________________ Role: _________________ Skills Endure: [ d4 ...
Solo Oracle Cheat Sheet
Question Oracle (Yes/No Questions) Very unlikely: d4 Unlikely: d6 Likely: d8 Very likely: d10 Al...
License & Attribution
Duskara: Stormtide © 2025 Roberto Bisceglie Based on Cradle & Ward Designer's Framework by Robert...