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Candela Obscura Guides and FAQ 11-17-23

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COMMON QUESTIONS & ERRATA

Version 1.1 - Nov 17, 2023

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.

MARKS & SCARS


What happens when I should take a fourth mark?
Whenever you would take a fourth mark in a category, you erase all marks in the category
you overfilled, drop incapacitated, and take a scar instead. That scar, and the action points
you shift because of it, should reflect the narrative circumstances of the most recent damage
that inflicted the scar. You can return to play when the danger has passed.
For example, if you take 2 Body marks from the bite of a creature, then 2 more Body from a bullet wound,
you would clear your Body marks, choose a scar that reflects the damage from the gunshot, and shift a
point from one action rating to another action rating.
What happens when I take damage that would take me to more than 4 marks?
Resolve the scar at the fourth mark, then take the overflow marks as normal.
For example, if you had 3 Bleed marks and then received damage that inflicts 2 additional Bleed, you
would resolve the fourth mark (clearing current Bleed marks, choosing a scar, shifting an action point,
and dropping incapacitated in the scene), and then carry over the extra mark to your newly cleared track,
leaving you at 1 Bleed mark.
What happens when I should take a fourth scar?
When you should take your fourth scar, your character is no longer playable. This often
means they’re dead, but it can mean they’re retired from Candela Obscura, are permanently
incapacitated, or are now under the control of the GM, for better or worse. This is an
opportunity for the player and the GM to work together to decide the final fate of this
investigator. If your character is removed from the game in this way, you should join the
circle again with a new character.

LIFE OR DEATH STAKES


When the stakes are highest, the GM may ask you to make a roll at life or death stakes. No
matter your current marks or scars, on a failure, your character perishes. Life or death stakes
should be announced at the table before the roll is made, and the GM should allow the PC
to adjust their approach after receiving this information.
PLAYER’S FIELD GUIDE

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

CORE MECHANICS STAKES & EXPECTATIONS PLAY REFERENCE


ACTIONS When a roll could have limited consequences, it is low stakes. ROLL RESULTS
Move: run, dodge, navigate When a roll could have consequences, it is standard stakes. On a 1-3, the roll is a failure. Usually, players don’t accomplish what they
Strike: punch, break, knock down When a roll could have major consequences, it is high stakes. wanted, and there are consequences.
Control: drive, shoot, finesse When a roll’s failure means the PC will perish, it is life or death stakes On a 4-5, the roll is a mixed success. Players accomplish what they
Sway: convince, command, consort wanted, but it comes at a cost.
When necessary, set expectations before a roll so the player can spend On a 6, the roll is a full success. Players get what they wanted without
Read: interpret body language, spot lies, gather motives drive or burn resistance as needed.
Hide: sneak, distract, sleight of hand complication.
On multiple 6s, the roll is a critical success. Players get what they
Survey: search, track, spot MARKS wanted, and something extra.
Focus: inspect, analyze, remember
Sense: attune, channel, reveal BODY MARKS
Each action can have a rating between 0–3, denoting the number of dice Represent physical harm—lacerations from a jagged knife, bites from a EXAMPLE GM MOVES
a player rolls when performing that action. If they have a rating of zero creature, broken bones from a fall. Indicate What’s Coming
in an action and no drive they want to spend (or receive from another BRAIN MARKS Ask Them to Choose
player) they must roll two dice and take the lower result. Represent mental strain—exhaustion from an intense conversation, Show Them the Danger
anxiety from the fear of being caught, stress from an onslaught of Limit the Scope or Effect
DRIVE Introduce Consequences
Nerve: Move, Strike, Control terrifying beasts.
Give Them What Was Promised
Cunning: Sway, Read, Hide BLEED MARKS Think Off-Screen
Intuition: Survey, Focus, Sense Represent magickal corruption—the chilling touch of a ghost, the
Players can spend a drive point to add +1d when rolling with an action venom of a monster, the harmful energy radiating from an artifact. EXAMPLE NAMES
within that drive. They may spend as many points per roll as they have the lower result. Alejandro Castillo Mika Kangas
available up to a dice pool of six.
THE FOURTH MARK Andrei Popescu Nadia Bakri
Help an ally: Players can spend one point from their corresponding When a player should take their fourth mark in any category, they drop Duncan Walters Natalie Blanc
drive to add +1d to an ally’s roll, describing how they aid in the action. incapacitated and take the fourth mark as a scar instead. They can return Enzo Tarris Quanita Daniels
Make a group roll: Multiple players may contribute drive to a single to play when the danger has passed. Farrah Morales Kwon Seung-hoon
group roll, though the dice pool can never exceed six. Gideon Cohen Soren Jensen
Hugo Garcia Tala Abu-Bakr
RESISTANCES SCARS Jade Jimenez Theo Martinez
If a player doesn’t like the result of their roll, they can choose to burn a A scar represents a permanent change to a character, both mechanically Zira Kebrowska Bello Zainabu
resistance from the pertaining drive (Nerve, Cunning, or Intuition) to and narratively. The player should erase all marks in the category they
reroll a number of dice equal to the previous roll’s action rating. They do overfilled, then decribe a scar that represents the lasting effect of the EXAMPLE LOCATIONS
not reroll any spent drive or dice they received from assistance. Players damage and write it in an available scar slot. Lastly, they shift a point Anchorfall Shops The Macinaeum
can still choose the gilded result if applicable. They must take the new from one action rating to another to reflect how the scar changes the Ashbury Diner Mistfield Park
result of the rerolled dice unless they choose to burn another resistance way their character interacts with the world. Bradford Library Palace Theater
point to roll again. Because resistance is based on their maximum drive, Brambleton Teahouse Rook Station
spending drive does not reduce their resistance. THE FOURTH SCAR Crownwick Emporium Silvergate Cemetery
GILDED ACTIONS When a player should take their fourth scar, work with them to decide Fiddler’s Theatre Stonecross Restaurant
If an action is gilded (represented by a filled diamond to the left of an how their character meets their final fate. This is usually death, but it Glass Veil Cafe Thistle Farm
action), a player will always replace a standard die with a gilded die may also be retirement from Candela Obscura, you taking over the Highstone Institute Wesley Hospital
when rolling. After rolling, if they choose the result on that die, they character as an NPC, or any consequence that aligns with the narrative. Ivy Bridge Whitestair Chapel
recover 1 point of the drive associated with the action they rolled. No matter the choice, their character is no longer playable.

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