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Step 2: Skills
You have 6 skills that represent your capabilities. By default, all skills start at d4. Assign one d10, one d8, and one d6 to skills your character excels at. The Six Skills: Endure: Withstand thermal extremes, storms, hunger, psychic burnout, physical exertio...
Step 3: Psychic Ability (Optional)
Psychic abilities are common on Duskara but not universal. If you want one, choose from the list below or roll randomly. Overuse causes psychic burnout—represented by stress or skill degradation. The GM decides when you've pushed too hard. Psychic Abilities 1....
Step 4: Starting Equipment
You begin with 1 item in your backpack as a d10 item. Choose something that reflects your role: Windblade (curved weapon optimized for high winds) Thermal pike (mining/combat tool, heats on activation) Pressure bow (compressed air projectile weapon) Geotherma...
Character Sheet Example
Name: Kael Serin Pronouns: They/them Role: Deepkin Scout Skills: Endure: d6 Navigate: d10 Perceive: d8 Commune: d4 Resolve: d4 Assert: d4 Psychic Ability: Resonance (sense vibrations through stone) Starting Equipment: Resonance crystal (d10 item) Med kit S...
Weapons
Close Combat Windblade (d6-d10): Curved blade designed to cut efficiently in high winds. Light, aerodynamic, and ceremonial in some cultures. Thermal Pike (d8-d12): Mining and combat tool. Heats on activation, effective against armor and ice. Requires thermal ...
Armor
Geothermal Armor (d8): Insulated suit for thermal extremes. Protects against heat, cold, and minor impacts. Heavy but essential for day-side or deep-cave work. Weather Shield (d6): Lightweight layered clothing with wind-deflecting panels. Keeps you mobile in s...
Tools
Wind Compass (d6): Mechanical or psychic-enhanced device that reads wind patterns. Essential for navigation. Resonance Crystal (d8): Amplifies psychic abilities. Used by weather workers, deep bonders, and resonance users. Bioluminescent Markers (d4): Glowing o...
Consumables
Water Tokens: Small sealed vials of purified water. Function as currency and emergency resource. 1 token = 1 day's hydration for 1 person. Glowcap Rations (d4): Bioluminescent fungal food. Nutritious but bland. 1 ration = 1 day's food. Thermal Gel (d4): Salve ...
Loot Tables
When you make a loot check, roll for item type based on result (d6, d8, d10, or d12 item). Then roll or choose from the appropriate table: d6 Items (Common) Glowcap rations (3 days) Water tokens (3 tokens) Bioluminescent markers Adaptive layering Basic repair...
Complication Tables
General Complications (d12) Roll or choose when players catch their breath or checks produce complications: You've attracted attention. Predator, patrol, or rival noticed your activity. Equipment malfunction. Something critical jams, breaks, or runs out of po...
Major Settlements
Aetherion (Population: 1.2 million) Largest twilight belt city. Built around the Stellar Horizon crash site. Central hub for trade, politics, and Earth archive preservation. Key Features: Vertical farms produce 40% of twilight belt food The Vault of Echoes: r...
Factions
Weatherworking Guilds Power Base: Major settlements with storm observation infrastructure Goals: Preserve and advance psychic knowledge, maintain control over storm prediction Methods: Political influence, withholding services, training monopolies Conflict: In...
Additional Settlements
Stormwatch (Population: 200,000) Militant settlement positioned at the most volatile storm corridor in the twilight belt. Specializes in storm prediction and meteorological research. Key Features: The Tempest Wall: massive reinforced barrier system Elite weat...
Wind Serpent
Type: Flying predator / bondable mount Size: 20-40 meters long Behavior: Hunts in twilight belt thermal updrafts. Intelligent, territorial, capable of complex communication. Bonded serpents serve as mounts, messengers, and protectors. Abilities: Flight (susta...
Thermal Lizard
Type: Ambush predator Size: 2-4 meters long Behavior: Heat-seeking, camouflaged in day-side margins and ruins. Waits motionless for hours before striking. Solitary except during mating. Abilities: Thermal camouflage (blends with heat signatures) Explosive spe...
Shadow Stalker
Type: Apex predator (night side) Size: 3-5 meters tall (bipedal) Behavior: Hunts by sound in absolute darkness. Nearly invisible. Territorial. Avoids light instinctively. Abilities: Perfect night camouflage Echolocation Razor claws and fangs Silent movement ...
Glowworm Swarm
Type: Bioluminescent cave-dweller Size: Individual: 10-20 cm; swarm: thousands Behavior: Filter-feeds on airborne spores. Harmless individually, overwhelming in swarms. Light pulses disorient predators. Abilities: Bioluminescence (controllable intensity) Sync...
Sand Skimmer
Type: Burrowing scavenger (day side) Size: 1-2 meters long Behavior: Burrows through superheated sand. Attracted to movement. Scavenges equipment, corpses, and mining waste. Cowardly but persistent. Abilities: Sand-swimming (burrows rapidly) Heat resistance (...
Feral Bonded Creature
Type: Former Beastwalker mount (any species) Behavior: Psychic bond broken by trauma, death, or sabotage. Retains training but acts unpredictably. Dangerous because it understands human tactics. Abilities: Species-dependent (wind serpent, thermal lizard, etc....
Storm Beetle
Type: Flying insect / swarm Size: Individual: 5-10 cm; swarm: thousands Behavior: Native to twilight belt storm fronts. Feed on electrical discharge during superstorms. Harmless individually, dangerous in swarms when they discharge stored energy. Abilities: F...