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Resource Management

While Duskara focuses on emergent narrative, resource scarcity is central to the setting. This system keeps resources present without turning the game into a spreadsheet.

Core Resources

Three resources matter on Duskara:

Water: Precious, carefully recycled, never wasted Power: Generated by wind and geothermal, distributed through networks Provisions: Food, medicine, equipment—anything consumed or expended

Resource Tags

Rather than tracking exact quantities, settlements and groups have Resource Status Tags that reflect current conditions:

Water Status:

  • "Water Abundant" (+1 Chance Die to hygiene, agriculture, morale)
  • "Water Adequate" (no modifier)
  • "Water Rationing" (+1 Risk Die to physically demanding actions)
  • "Water Crisis" (+2 Risk Dice to all activity, settlement survival threatened)

Power Status:

  • "Full Power Grid" (+1 Chance Die to technology use, communication, comfort)
  • "Adequate Power" (no modifier)
  • "Rolling Blackouts" (+1 Risk Die to power-dependent systems)
  • "Power Failure" (+2 Risk Dice to technology, critical systems down)

Provision Status:

  • "Well-Supplied" (+1 Chance Die to morale, health, expedition preparation)
  • "Adequate Supplies" (no modifier)
  • "Supplies Running Low" (+1 Risk Die to extended activity, health)
  • "Critical Shortage" (+2 Risk Dice to survival actions, morale collapses)

How Resource Tags Change

Resource status shifts through:

Negative Triggers:

  • Storm damage to infrastructure
  • Population increase or refugee arrival
  • Trade route disruption
  • Equipment failure
  • Prolonged expedition or siege
  • Failed rationing or conservation efforts

Positive Triggers:

  • Successful resource acquisition (water prospecting, supply caravan arrival)
  • Infrastructure repair or expansion
  • Breakthrough conservation technology
  • Trade agreement with other settlements
  • Abundant geothermal or wind conditions
  • Community cooperation initiatives

Personal Resources

Individual characters don't track resources separately unless they're isolated from settlements for extended periods.

When undertaking major expeditions (deep day-side salvage, long Deep Roads traverses), the GM may assign a Supplies Tag to the expedition:

  • "Well-Provisioned" (+1 Chance Die to survival actions)
  • "Adequate Supplies" (no modifier)
  • "Low Supplies" (+1 Risk Die, group must find resources soon)
  • "Out of Supplies" (+2 Risk Dice, survival crisis)

This Tag degrades based on time, mishaps, and consumption. It improves through finding caches, successful hunting/foraging, or reaching safe havens.

Using Resources in Play

GM Responsibilities:

  • Announce current settlement Resource Tags at session start
  • Shift Tags when fictional triggers occur
  • Apply modifiers to relevant rolls
  • Create adventure hooks around resource crises

Player Opportunities:

  • Plan expeditions to improve resource status
  • Propose engineering or social solutions
  • Accept complications that worsen resource Tags for dramatic effect
  • Celebrate when resource status improves

Example:

The settlement of Aetherion is under "Water Rationing" due to damaged aquifer pumps. The players undertake a mission to repair the pumps in the Deep Roads.

  • All physically demanding actions in the settlement have +1 Risk Die
  • Characters working in vertical farms struggle to maintain crops
  • Social tensions increase as rationing enforcement becomes stricter
  • Upon successful repair, Aetherion returns to "Water Adequate"
  • Community morale improves, and the characters are celebrated

Resource Conflict

Competing settlements may clash over resources:

  • Disputed geothermal sites
  • Shared aquifer access
  • Trade route control
  • Salvage claim conflicts

These conflicts create excellent adventure frameworks without requiring detailed economic simulation.