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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:
  • 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.