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:
- Pick a skill that matches what you're doing
- Roll the die matching that skill's current rating
- Interpret the result:
- 1-2: You fail, and there's an additional complication
- 3-4: You succeed, but there's a complication
- 5+: You succeed. The higher the roll, the better
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:
- A superstorm intensifies, forcing you to seek immediate shelter
- A predator detects your heat signature
- Your water supply is contaminated
- A rival faction notices your activity
- A geothermal vent shows signs of instability
- Psychic feedback causes disorientation
Complications escalate tension and often lead to stress.
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