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A World of Extremes

Duskara: Stormtide Introduction & Setting Overview

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: Stormtide Introduction & Setting Overview

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

Duskara: Stormtide Introduction & Setting Overview

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

Duskara: Stormtide Introduction & Setting Overview

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

Duskara: Stormtide

Checks

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide Core Mechanics

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

Duskara: Stormtide

Step 1: Concept

Duskara: Stormtide Character Creation

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

Duskara: Stormtide Character Creation

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)

Duskara: Stormtide Character Creation

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

Duskara: Stormtide Character Creation

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

Duskara: Stormtide Character Creation

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

Duskara: Stormtide

Weapons

Duskara: Stormtide Equipment & Resources

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

Duskara: Stormtide Equipment & Resources

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...