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 .