Advanced Search
Search Results
472 total results found
A World of Extremes
The Day Side: Temperatures exceed 400°C. Radiation scours the rock. No human can survive unshielded. Robotic mining operations push into this hellscape, extracting rare alloys and crystals while fighting constant equipment failure. Salvage crews—"daywalkers" w...
The Awakening
Duskara's harsh conditions and unknown radiations awakened latent abilities in humanity. These psychic gifts—thermal sensing, weather working, deep bonding with native fauna—represent evolutionary communion with a new home. Weather workers shape wind to guide ...
Eight Centuries of Adaptation
The Stellar Horizon carried perhaps a few thousand survivors. Now, 40 million descendants live across the twilight belt and caves. Population is tightly regulated—birth quotas maintain balance with carrying capacity. Superstorms, resource wars, and auroral dis...
What You'll Do
In Duskara: Stormtide, you'll navigate this world of scarcity and wonder. You might: Escort caravans through superstorm-threatened routes Scavenge the Deep Roads for ancient Earth technology Mediate water disputes between rival settlements Track predators bon...
Core Mechanics
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 ...
Catch Your Breath
To reset all your skills to their original ratings, you can catch your breath. This is a brief respite in tension—finding shelter during a storm, taking cover in ruins, resting at a settlement. Catching your breath can be done at any time, even during combat o...
Loot Checks
When the fiction allows it—scavenging ruins, salvaging day-side mining drones, looting abandoned settlements—you can make a loot check. You start with a d12 loot die, which steps down after each use. You may continue using it at d4, but at your own risk. To re...
Backpack
Items in your backpack can be used instead of skills for checks. They start with a die rating (d6, d8, d10, or d12) and degrade with use, just like skills. When an item is reduced to d4, it either breaks, gets lost, or becomes irrelevant to the fiction. You ca...
Stunts
When you attempt something extraordinary—a stunt—you roll a d12 instead of your skill rating. Stunts represent heroic psychic feats, desperate gambits, or acts of ingenuity under pressure: Channeling weather working to redirect a superstorm Shadow-walking thr...
Stress
When you face complications, you may take stress. Stress represents physical exhaustion, psychic burnout, environmental exposure, or psychological strain. Track stress with boxes or tally marks. If you reach 4 stress, your character becomes vulnerable—failing ...
Character Creation
Step 1: Concept
Who are you? Answer these questions: Name: What are you called? Pronouns: He/him, she/her, they/them, etc. Role: What's your place in Duskaran society? Duskaran Roles Rather than a "job before the collapse," you have a role that defines your expertise: Daywa...
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...
Equipment & Resources
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...