Core Mechanics

Checks

When you attempt something risky or challenging, you make a check to see how it plays out. If an action isn't risky, you simply succeed—no roll needed.

The GM telegraphs the risk before you roll. Then:

  1. Pick a skill that matches what you're doing
  2. Roll the die matching that skill's current rating
  3. Interpret the result:

After rolling, reduce the skill's die rating by one step: d12 → d10 → d8 → d6 → d4. Skills cannot go lower than d4.

Group Checks

If an ally helps you, they also make a check, but they share the same risks and consequences. Both of you reduce your skill ratings. Take the highest die result.

Complications

Complications are how Duskara pushes back. They might be:

Complications escalate tension and often lead to stress.

Catch Your Breath

To reset all your skills to their original ratings, you can catch your breath. This is a brief respite in tension—finding shelter during a storm, taking cover in ruins, resting at a settlement.

Catching your breath can be done at any time, even during combat or crisis.

When you catch your breath, the GM looks at the scene and introduces a new complication for the group. The world doesn't wait while you rest.

Example Complications (GM picks or rolls on table in Section 5):

Loot Checks

When the fiction allows it—scavenging ruins, salvaging day-side mining drones, looting abandoned settlements—you can make a loot check.

You start with a d12 loot die, which steps down after each use. You may continue using it at d4, but at your own risk. To reset your loot die, you must catch your breath.

Roll your current loot die and interpret the result:

Backpack

Items in your backpack can be used instead of skills for checks. They start with a die rating (d6, d8, d10, or d12) and degrade with use, just like skills.

When an item is reduced to d4, it either breaks, gets lost, or becomes irrelevant to the fiction. You can carry 3 items and 1 med kit at a time.

Med kits are special items that clear 2 stress when used. They don't degrade—they're consumed entirely.

Stunts

When you attempt something extraordinary—a stunt—you roll a d12 instead of your skill rating.

Stunts represent heroic psychic feats, desperate gambits, or acts of ingenuity under pressure:

After attempting a stunt, you must catch your breath before attempting another.

Stress

When you face complications, you may take stress. Stress represents physical exhaustion, psychic burnout, environmental exposure, or psychological strain.

Track stress with boxes or tally marks. If you reach 4 stress, your character becomes vulnerable—failing a dangerous check could mean being taken out or sudden death.

Clearing Stress: