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Pacing Long-Term Campaigns
Sessions 1-3: Establish Stakes Introduce settlements, factions, key NPCs Focus on simple missions (caravan escort, salvage, resource gathering) Let players experience core mechanics without overwhelming complications Build investment in community or faction ...
Managing Multiple Storylines
Main Plot: Overarching campaign goal (stop rogue faction, decode ancient mystery, survive mega-storm season) Subplot A: Character-driven personal goal (find lost family, master psychic ability, build reputation) Subplot B: Faction relationship (earn trust, exp...
Handling Player Creativity
Player: "Can I use weather working to create a localized fog to hide our approach?" GM Response: "That's awesome. This isn't a standard use, so it'll be a Stunt—roll d12 for Commune. If you succeed, you'll need to catch your breath before attempting another st...
9.1 Solo Game Loop
Solo play follows this iterative structure: Step 1: Establish the Scene Where are you? What's happening? Use the Location Generator (Section 9.4) or decide based on your character's goals. Set stakes: "I'm escorting a caravan through the twilight belt when a s...
Question Oracle
Use this when your character isn't directly involved, or when you need to disclaim decision-making. Ask a yes/no question. Imagine the outcome. Roll a die based on the likelihood: Very unlikely: d4 Unlikely: d6 Likely: d8 Very likely: d10 Almost certain: d12 ...
Risk Oracle
Use this when your character attempts something challenging with uncertain outcome. Assess your level of control over the situation. When in doubt, use precarious (d6). Roll a die based on control level: Chaotic: d4 (superstorm, psychic aberration, major pred...
Solo-Specific Tables
These tables help generate content when you need inspiration. Mission Generator (d12) Locate Water Source: Find hidden aquifer, repair cistern, or negotiate access to controlled reservoir. Deliver Supplies: Escort caravan, protect cargo, navigate hostile terr...
Solo Campaign Frameworks
Choose one framework or blend elements to create your own. 1. Lone Wanderer Concept: You're a solo explorer, trader, or exile surviving across settlements. Build reputation, gather resources, and carve out a place in the world. Structure: Session = one missio...
Journaling Prompts
Solo play benefits from journaling. After each session, answer one or two prompts: What did you discover today? Who did you meet? Will you see them again? What resource are you running low on? How will you resupply? What complication do you fear most? What's ...
Extended Solo Play Example
Premise: You're Kael Serin, a Deepkin Scout escorting a small caravan from Lumina Caverns to Aurora Bastion. You carry resonance crystal (d10), climbing kit (d8), and a med kit. Your skills: Navigate d10, Perceive d8, Endure d6, others d4. Turn 1: The Journey ...
Locations (d20)
Aetherion Central Market (bustling trade hub, vertical farms visible) Khal-Rim Thermal Forges (heat shimmer, hammering sounds) Lumina Caverns Resonance Chamber (echoing voices, bioluminescent glow) Aurora Bastion Ice Fields (wind-scoured tundra, harvesting cr...
Missions (d20)
Your settlement's water cistern is poisoned. Find the culprit and new water source. A caravan is three days overdue. Search for survivors or recover cargo. Day-side mining drone returned with unknown artifact. Investigate its origin. Superstorm predicted to h...
Complications (d20)
Use these when players catch their breath, fail checks, or you need sudden drama. Superstorm intensifies; wind speed doubles, visibility drops to zero. Water cache you were relying on has been sabotaged—poisoned or stolen. Weather Wraith manifests, causing fe...
Weather Events (d12)
Clear Twilight: Gentle winds, moderate temperature. Rare and cherished. Dust Storm: Day-side winds carry abrasive particles. Visibility zero. Skin lacerations. Ice Storm: Night-side cold front. Water sources freeze. Crops threatened. Superstorm: Wind speed 15...
Loot: Ancient Earth Tech (d12)
When you loot ruins or salvage day-side operations, you might find: Data Crystal Fragment (corrupted Earth archives, requires decryption) Medical Nanites (heal 3 stress, one-time use, unstable) Portable Solar Charger (powers equipment, fragile) Cryo-Preserved...
Glossary of Duskaran Terms
Auroral Disruption: Night-side aurora intensification causing electromagnetic interference and psychic feedback. Beastwalker: Individual with psychic bond to native fauna (wind serpents, thermal lizards). Catch Your Breath: Game mechanic where skills reset but...
Quick Reference: Core Rules
Making a Check GM telegraphs risk Pick skill, roll matching die Interpret: 1-2 = fail + complication, 3-4 = succeed + complication, 5+ = succeed Reduce skill by one step (d12→d10→d8→d6→d4) Catch Your Breath Resets all skills to original ratings Can be done ...
Character Sheet Template
Name: _________________ Pronouns: _________________ Role: _________________ Skills Endure: [ d4 / d6 / d8 / d10 / d12 ] Navigate: [ d4 / d6 / d8 / d10 / d12 ] Perceive: [ d4 / d6 / d8 / d10 / d12 ] Commune: [ d4 / d6 / d8 / d10 / d12 ] Resolve: [ d4 / d6 / d8...