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DUSK Core Rules
DUSK Core Rules
Spencer Campbell
gilarpgs.com SUNTECH
Art
Shards are defined by their suntech, powerful equipment developed in Helios. Suntech has a
Galen Pejeau cost in Cell listed in parentheses, and Shards can only carry pieces of suntech up to their Cell.
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Suntech may require spending an Approach to use it, such as a weapon. Others can only be
used a certain number of times. However, most suntech just works when the Shard needs it.
You are a Shard. Equipped with the latest suntech you strike out into the Dusk, a twisted region
where the light of the sunwells doesn’t shine. Blade (1): Melee weapon.
Boost (1): Recover an Approach. Two uses.
The Dusk does not want you there. Good luck.
Cargobot (1): Floating drone that carries up
to 3 items for you, but does not power them.
SHARDS RULES
Cartodrone (1): Provides a simplistic map of
Each Shard has the following: Play is a conversation between Shards and the surrounding area.
GM. The GM will present challenges and Climbing gear (1): Scale surfaces.
Approaches: How you act in the Dusk.
situations to the Shards, and the Shards will
Drill (2): Dig through terrain.
Sun: powerful, emotional, sweeping respond. Most situations are resolved
through conversational play. Explosive (1): Timed or proximity based.
Moon: reactive, quick, effective
Flash grenade (1): Blinds nearby enemies.
Shade: precise, methodical, surgical If a Shard attempts to do something where
Medkit (1): Recover 2 Health. Two uses.
there is risk of failure, they must spend a
Health: The amount of damage you can take Mobile cover (2): Provides cover in combat.
resource of some kind.
before dying.
Personal shield (1): Ignore the first source
Cell: Amount of suntech you can power. The Shard describes their action, and then of damage each fight.
Suntech: Tools, weapons, and gadgets. spends one point of the Approach best
Reinforced armor (2): +3 Health.
matching their intent. The action then
Each Shard starts with 1 point in each succeeds. Restraints (1): Restrains a subdued target.
Approach. Spend 4 points to increase them Rifle (1): Range weapon.
as you’d like. If the Shard wishes to spend a different
Scanner (1): Analyzes terrain and tech.
Approach than what is called for, the action
Each Shard starts with 1 point in Health and succeeds but with a minor complication. Shelter (2): A place to hide or recover.
Cell. Spend 6 points to increase them as Signal flare (1): Signals for extraction,
you’d like. If the Shard is unable to spend an Approach, backup, or just a distraction.
or wishes not to, the action succeeds but
Taser (1): Melee nonlethal weapon.
with a major complication.
Thumper (1): Creates a seismic distraction.
Some ideas for complications: Trap (1): Captures a target.
• Reducing the effect of the action
• Drawing unwanted attention
• Adding a whole new challenge
• An additional action is needed
• Cutting off other future options
• The Dusk…shifts
COMBAT MISSIONS
It is dangerous in the Dusk. If a fight breaks out, the Shards act first unless ambushed. Each Shards are sent into the Dusk for a number of reasons. At the start of the session, the GM will
Shard may move and do an action during their turn. An action involves using a piece of suntech, give the Shards their mission. Shards choose suntech up to their Load and deploy.
spending an Approach, or some similar activity.
Some missions to consider:
After each Shard, the GM chooses an enemy to
move and take an action. Enemy actions involve • Follow up on rumors of a sunshard nearby.
dealing damage to Shards, disrupting their suntech, • A Voyager probe is on the fritz and needs tending to.
and other challenges the Shards will need to overcome.
Most enemies deal 1 damage to Shards. • Extract valuable pre-nova data from a nearby ruined city
• Scout out nearby enemy force movement.
Characters are either at Melee or Range. • Escort a technician crew as they try to build a new sunwell.
Most enemies die from a single attack from a • Hold back an advancing enemy force until Spark reinforcements arrive.
suntech weapon. There are rare elites in the • Investigate new flora that is blooming in this region of the Dusk.
Dusk that may require more than one hit. • Respond to a Spark SOS signal.
You are free to use any combination of modules that you’d like to create the best version of
DUSK for your table.