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Final Entry Format

Duskara: Whispers of Dusk Playing with the End

1. State the Date & Final Archivist 2. Reflect on the Lineage What did the Archivists preserve? What was lost? How did their work shape Duskaran civilization? 3. Address the Future Will there be another Archivist? What remains to be recorded? What will those ...

Example Final Entry

Duskara: Whispers of Dusk Playing with the End

Archivist Helion Valeris, Cycle 9,200, The Age of Reckoning Seven generations of my lineage have recorded the rise and fracture of Duskaran civilization. We watched settlements flourish and fall. We preserved knowledge that saved lives and truths that destroy...

Duskara: Stormtide

Content for Duskara: Stormtide

Introduction & Setting Overview

Duskara: Stormtide

Before We Start

Duskara: Stormtide Introduction & Setting Overview

Content Warning: Environmental peril, resource scarcity, survival themes, psychic phenomena. Before you start, define lines that should not be crossed. Pause or rewind the game if something uncomfortable happens during a session. Always make sure everyone is c...

Welcome to the Twilight

Duskara: Stormtide Introduction & Setting Overview

Eight hundred years ago, the colony ship Stellar Horizon limped into orbit around an unknown world. Navigation systems shattered by a solar storm, life support failing, the crew had no choice but to land on the only marginally habitable planet they could reach...

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