11. Appendices
- Glossary of Duskaran Terms
- Quick Reference: Core Rules
- Character Sheet Template
- Solo Oracle Cheat Sheet
- License & Attribution
Glossary of Duskaran Terms
Auroral Disruption: Night-side aurora intensification causing electromagnetic interference and psychic feedback.
Beastwalker: Individual with psychic bond to native fauna (wind serpents, thermal lizards).
Catch Your Breath: Game mechanic where skills reset but new complication is introduced.
Daywalker: Day-side specialist with exceptional thermal resistance. Salvages mining operations.
Deep Bonding: Psychic connection to native creatures, allowing communication and shared senses.
Deep Roads: Ancient tunnel network beneath Duskara's surface. Origin unknown.
Deepkin: Night-side cave-dwelling culture. Communicates via resonance.
Duskaran Accord: Political confederation uniting twilight belt and cave settlements.
Geothermal Warmth Circle: Deepkin community centered around geothermal vent.
Glowcap: Bioluminescent fungus. Primary food source in caves.
Psychic Burnout: Mental/physical exhaustion from overusing psychic abilities.
Resonance: Psychic ability to perceive and manipulate vibrations through stone.
Shadow Walking: Psychic ability to move unseen in low-light environments.
Stellar Horizon: Colony ship that brought humanity to Duskara in ~2250 CE.
Superstorm: Catastrophic weather event with winds exceeding 150 km/h. Common where hot and cold air masses collide.
Thermal Sensing: Psychic ability to perceive heat signatures and temperature gradients.
Twilight Belt: Habitable zone 200-300 km wide circling Duskara's meridian. Home to 80% of humanity.
Water Judge: Resource arbiter managing water distribution and resolving disputes.
Weather Wraith: Psychic manifestation in storm fronts. Echoes of dead weather workers.
Weather Working: Psychic ability to sense and influence atmospheric patterns—wind, pressure, storms.
Wind-Kin: Alliance of Beastwalker communities and bonded creature populations.
Quick Reference: Core Rules
Making a Check
- GM telegraphs risk
- Pick skill, roll matching die
- Interpret: 1-2 = fail + complication, 3-4 = succeed + complication, 5+ = succeed
- Reduce skill by one step (d12→d10→d8→d6→d4)
Catch Your Breath
- Resets all skills to original ratings
- Can be done anytime, even in combat
- GM introduces new complication
Loot Checks
- Start with d12 loot die, step down after each use
- Roll: 1-2 = trouble here, 3-4 = trouble ahead, 5+ = find item (die rating matches result)
- Reset loot die when you catch your breath
Stunts
- Use d12 instead of skill rating for extraordinary actions
- Must catch your breath before attempting another
Stress
- Track complications and damage with stress boxes
- 4 stress = vulnerable (failure could mean death)
- Clear 2 stress with med kit or rest in secure location
Character Sheet Template
Name: _________________
Pronouns: _________________
Role: _________________
Skills
- Endure: [ d4 / d6 / d8 / d10 / d12 ]
- Navigate: [ d4 / d6 / d8 / d10 / d12 ]
- Perceive: [ d4 / d6 / d8 / d10 / d12 ]
- Commune: [ d4 / d6 / d8 / d10 / d12 ]
- Resolve: [ d4 / d6 / d8 / d10 / d12 ]
- Assert: [ d4 / d6 / d8 / d10 / d12 ]
Psychic Ability (Optional)
Backpack (3 items max + 1 med kit)
- _________________ [ d4 / d6 / d8 / d10 / d12 ]
- _________________ [ d4 / d6 / d8 / d10 / d12 ]
- _________________ [ d4 / d6 / d8 / d10 / d12 ]
Med Kit: [ ] (clears 2 stress)
Loot Die
[ d4 / d6 / d8 / d10 / d12 ]
Stress
[ ] [ ] [ ] [ ]
(4 stress = vulnerable)
Notes / Resources
Water Tokens: _________________
Glowcap Rations: _________________
Faction Reputation: _________________
Solo Oracle Cheat Sheet
Question Oracle (Yes/No Questions)
- Very unlikely: d4
- Unlikely: d6
- Likely: d8
- Very likely: d10
- Almost certain: d12
Results:
- 1-2: "No, and…" (complication)
- 3-4: "Yes, but…" (cost)
- 5+: "Yes, and…" (benefit)
Risk Oracle (Action Outcomes)
- Chaotic: d4
- Precarious: d6
- Manageable: d8
- Predictable: d10
- Stable: d12
Results:
- 1-2: Very risky → perilous check
- 3-4: Risky → check
- 5+: Not risky → succeed
Solo Game Loop
- Establish scene (location, goal)
- Frame intent (what you want to accomplish)
- Consult oracles (question or risk)
- Resolve actions (checks if needed)
- Update resources (stress, skills, supplies)
- Catch your breath (reset skills + complication)
- Advance story (interpret results, journal)
License & Attribution
Duskara: Stormtide
© 2025 Roberto Bisceglie
Based on Cradle & Ward Designer's Framework by Roberto Bisceglie
Duskara: Stormtide is based on Breathless by Fari RPGs (René-Pier Deshaies-Gélinas), licensed for use under the Creative Commons Attribution 4.0 License.
Solo play rules are based on The Oracles Gasp by Fari RPGs (René-Pier Deshaies-Gélinas).
This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.