Candela Obscura Guides and FAQ 11-17-23
Candela Obscura Guides and FAQ 11-17-23
Candela Obscura Guides and FAQ 11-17-23
ROLLING DICE
Can I get a critical success if I roll with an action rating of zero?
No, not without using drive to increase your dice pool. If you have an action rating of zero,
and you don’t utilize any drive, you must roll two dice and take the lowest result. Even if
you roll two 6s, because you’re taking only the lowest result, it is not considered a critical
success. When you spend 1 drive to help an action with a rating of zero, you only roll one die
and therefore can’t achieve multiple 6s.
You can roll a critical success with a zero action rating if you spend at least 2 drive (or
receive drive through an ally’s help) to bring your dice pool to 2 or more.
DRIVES
Nerve, Cunning, & Intuition MARKS
Spend drive to add +1d to a roll when using any action under that drive. BODY MARKS
You may not spend drive on a resistance roll. Represent physical harm—lacerations from a jagged knife, bites from a creature,
broken bones from a fall.
CUNNING
Max
Drives Available drive
Maximum drive
BRAIN MARKS
Represent mental strain—exhaustion from an intense conversation, anxiety from the fear of being
caught, stress from an onslaught of terrifying beasts.
Fill in both sections (top and bottom) of all drives you have at character creation. When you use them,
erase only the top section. Your maximum drive is used to calculate your resistances. BLEED MARKS
Represent magickal corruption—the chilling touch of a ghost, the venom of a monster, the harmful
HELPING AN ALLY energy radiating from an artifact.
You may spend up to 1 of the corresponding drive to add +1d to a circle member’s roll if the narrative allows.
THE FOURTH MARK
When you should take your fourth mark in any category, you drop incapacitated and take a scar
ACTIONS instead. You can return to play when the danger has passed.
Move, Strike, Control, Sway, Read, Hide, Survey, Focus, & Sense.
When you make an action roll, use a number of dice equal to that action’s rating. If you have an action rating of zero, SCARS
you must roll two dice and take the lowest result. Before rolling, you may choose to spend applicable drive to add
additional dice. A scar represents a permanent change to your character, both mechanically and narratively. Erase all
marks in the category you overfilled, then describe a scar that reflects the lasting effect of the damage
Sway convince, command, consort and write it in an available scar slot. Lastly, shift a point from one action rating to another to reflect
how the scar changes the way your character interacts with the world.
GILDED ACTIONS
If the diamond to the left of an action is filled, it is considered a gilded action. Whenever you roll with a gilded THE FOURTH SCAR
action, replace one standard die with a gilded die (a die of a different color). If you choose to take the result on the When you should take your fourth scar, work with the GM to decide how your character meets their
gilded die, earn back 1 of the corresponding drive. final fate. This is usually death, but it could be retirement from Candela Obscura, the GM taking
control of your character as an NPC, or something worse. This character is no longer playable.
For example, if you take a gilded result on a Strike roll, you’ll earn back 1 point in Nerve, up to your maximum.
EXAMPLE SCARS
RESISTANCES Body: permanent limp, blind in one eye, missing limb
Brain: fear of water, emotionally vacant, quick to anger
Any time you don’t like the result of your roll, you may choose to burn 1 resistance point from the drive related to
Bleed: glowing eyes, inhumanly long arms, desire to consume blood
that action to reroll a number of dice equal to the rating of the action. If that action is gilded, include the gilded
die in your reroll. You must take the new result of the resistance roll unless you choose to burn another resistance
point to roll again. DISTRICTS OF NEWFAIRE
Resistance is not impacted by spent drive–the points are determined by your maximum drive, burned during Briar Green Red Lamp The Steam
assignments, and restored in between assignments when you take the Refresh resource. The Eaves The Shriveline The Steel
Groundswell The Sidle The Varnish
ROLL RESULTS Hallowharbor Silverslip
Nine Irons South Soffit
On a 1-3, the roll is a failure. Usually, you don’t accomplish what you wanted, and there are consequences.
On a 4-5, the roll is a mixed success. You accomplish what you wanted, but it comes at a cost.
On a 6, the roll is a full success. You get what you wanted without complication.
On multiple 6s, the roll is a critical success. You get what you wanted, and something extra.
GAMEMASTER’S FIELD GUIDE