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Candela Obscura

Circle Master Reference Screen — Darrington Press

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Core Rules

The Dice Pool

Candela Obscura uses pools of d6s. When a roll is called for, the Circle Master names the relevant Action. The investigator rolls a number of d6s equal to their Action rating (0–3), then takes the single highest die as the result.

Before rolling, the player may spend any number of Drive points from the applicable Drive to add extra dice, up to a pool maximum of 6 dice total.

Zero-die pool: If an investigator has a rating of 0 and no Drive to spend, they roll 2d6 and take the lowest.

Outcome Results

Highest Die Result Meaning
6 Full Success You achieve your goal cleanly, with no complications.
4–5 Partial Success You succeed, but with a complication, cost, reduced effect, or unwanted consequence.
1–3 Failure You fail to achieve your goal. The CM describes what goes wrong; things get worse.
All 1s Critical Failure The worst possible outcome. Every die shows 1 — maximum narrative consequence.

Gilded Actions

If the diamond icon next to an action on the character sheet is filled, that action is Gilded. When rolling a Gilded action, one die in the pool is replaced with a gilded die — a die of a distinct colour.

If you take the gilded die as your final result (it shows the highest value), you immediately earn back 1 Drive point in the category that governs that action (up to your maximum).

Example: You have Strike as a Gilded Action and roll 3 dice. One is gilded. The gilded die shows 5, a normal die shows 4. You take the 5 — and recover 1 point of Nerve (Strike's Drive).

Resistances

Investigators have three categories of Resistance: Body, Mind, and Bleed (supernatural). Each has a number of boxes.

On a failed roll, you may always spend a Resistance to reroll a number of dice equal to your Action rating. If the action is Gilded, you may choose one of the gilded dice to include in the reroll.

  • Check (mark) a Resistance box to spend it.
  • Resistances refresh between sessions or when the circle rests.
  • When all boxes in a category are spent, the investigator is broken in that category — narrative consequence follows.

Drives

Drives are a resource representing your investigator's determination and focus. There are three drives: Nerve, Cunning, and Intuition. Each has an available value (current) and a maximum value.

At character creation, fill both the top (available) and bottom (maximum) sections of all Drives you possess. When you spend a Drive point, erase only the top section.

Nerve

Governs: Move, Strike, Control

Physical courage, endurance, and force. Spend Nerve to add dice to Move, Strike, or Control rolls.

Cunning

Governs: Sway, Read, Hide

Wit, deception, social grace, and perception. Spend Cunning to add dice to Sway, Read, or Hide rolls.

Intuition

Governs: Survey, Focus, Sense

Sixth sense, supernatural awareness, and deep insight. Spend Intuition to add dice to Survey, Focus, or Sense rolls.

Drive Limit: You may spend as many Drive points as you like when assembling a pool — but the total pool (action dice + drive dice) may never exceed 6 dice.

Actions Reference

Nine actions, grouped by their governing Drive:

Move

Nerve

Rush, chase, dodge, climb, leap. Any act of physical movement under pressure.

Strike

Nerve

Attack, defend, grapple. Physical violence or the credible threat of it.

Control

Nerve

Operate machinery, restrain someone, maintain steady aim, resist being moved.

Sway

Cunning

Convince, command, consort. Social persuasion, seduction, intimidation, performance.

Read

Cunning

Decipher, research, recall. Extract information from text, people, or evidence.

Hide

Cunning

Sneak, conceal, disguise. Move without being detected; conceal objects or truths.

Survey

Intuition

Observe, track, map. Examine a scene, follow a trail, case a location.

Focus

Intuition

Concentrate, endure, attune. Maintain mental discipline; resist supernatural influence.

Sense

Intuition

Detect auras, read emotions, perceive the uncanny. Supernatural awareness.

The Investigation Flow

1. The Briefing

The Circle receives a case from Candela Obscura — the secret society dedicated to understanding and containing supernatural threats. The Lightkeeper (NPC handler) outlines the situation: the location, the apparent threat, and any known casualties.

2. The Scene

Investigators enter the scene and begin to explore. The CM presents details through Description, and investigators declare their actions. The CM calls for rolls when the outcome is uncertain and the stakes are meaningful.

3. Clues & Evidence

Evidence is gathered through actions: Survey the scene, Read documents, Sense supernatural residue. Clues combine to reveal the nature of the phenomenon — and ultimately how it can be stopped.

4. Consequences

Failed rolls introduce complications: physical harm (Body resistance), psychological damage (Mind resistance), or supernatural corruption (Bleed resistance). The CM frames consequences before or after the roll depending on the situation.

5. Resolution

Once the investigators have sufficient understanding of the phenomenon, they confront it. This may involve banishment, containment, or sacrifice. The resolution is guided by what was learned during the investigation.

6. Downtime & Scars

After each case, investigators may have a Downtime scene. Scars from the supernatural — Illuminations — accumulate. Drive maximums may decrease. The circle grows stronger and stranger with each case.

Circles & Roles

Circles are small investigative groups (typically 3–5) working under Candela Obscura. Each circle has a name, a chapter house location, and a shared history established at the first session. Each investigator chooses a Role and a Specialty within that role.

Role: Face

The social investigators. They move through society with ease, gathering information through conversation, performance, and misdirection. Primary drives: Cunning & Intuition.

Journalist

Reporter, investigator, seeker of truth

Journalists gather information from people and places. They use press credentials, social connections, and relentless curiosity to hunt down stories others cannot find.

Illumination Keys: Gather Statements, Hunt Down a Lead, Speak Truth to Power

Magician

Performer, illusionist, wielder of misdirection

Magicians use sleight of hand, showmanship, and an intuitive grasp of how people want to be deceived. Their performance skills make them natural infiltrators and deceivers.

Illumination Keys: Perform a Trick, Spot a Ruse, Seek Out Real Magick

Role: Muscle

The physical investigators. Trained for action, endurance, and confrontation. Primary drive: Nerve.

Explorer

Adventurer, traveller, seeker of the unknown

Explorers venture into dangerous locations and face physical challenges with skill and daring. They bring a scholar's eye to the field and an adventurer's resilience to the unknown.

Illumination Keys: Study an Artifact, Discuss History, Run into Danger

Soldier

Combat veteran, bodyguard, tactician

Soldiers are the circle's physical backbone. Seasoned by war or private violence, they know when to fight and when to retreat. They protect their circle and act with disciplined force.

Illumination Keys: Use Violence of Action, Protect Someone, Act Tactically

Role: Scholar

The analytical investigators. They apply knowledge, science, and research to the uncanny. Primary drives: Intuition & Cunning.

Doctor

Physician, surgeon, forensic specialist

Doctors provide vital support — tending wounds, analysing physical evidence, and applying scientific rigour to phenomena that defies it. Their clinical detachment makes them surprisingly resilient to horror.

Illumination Keys: Aid an Ally, Heal a Wound, Apply Scientific Knowledge

Professor

Academic, researcher, archivist of the uncanny

Professors are scholars steeped in hidden history, supernatural lore, and ancient languages. They excel at research, translation, and identifying phenomena from fragmentary evidence.

Illumination Keys: Consult Expertise, Identify the Unknown, Preserve Knowledge

Role: Slink

The covert investigators. They infiltrate, deceive, and operate in shadows. Primary drive: Cunning.

Criminal

Thief, con artist, operator on the wrong side of the law

Criminals bring streetwise cunning to Candela investigations. They can pick locks, forge documents, steal without being seen, and navigate the underworld that respectable society pretends doesn't exist.

Illumination Keys: Get In Where You Don't Belong, Take Something That Isn't Yours, Make a Shady Deal

Detective

Private investigator, former constable, reader of clues

Detectives piece together what happened from fragments of evidence and human behaviour. They know how to read people, follow cold trails, and extract information from sources who don't want to give it.

Illumination Keys: Follow a Lead, Read Someone Accurately, Solve the Puzzle

Role: Weird

The supernatural investigators. They perceive and interact with forces beyond the veil. Primary drive: Intuition.

Medium

Spiritualist, channeler, communicator with the dead

Mediums bridge the living and the dead. They speak with spirits, sense the imprint of past events, and understand the emotional logic of those who have passed beyond the veil.

Illumination Keys: Contact a Spirit, Channel Supernatural Energy, Bring Peace to the Restless

Occultist

Mystic, ritual practitioner, student of the uncanny

Occultists have already brushed closer to the unknown than most investigators ever will. They perceive supernatural presences instinctively and understand the strange logic of the forces Candela investigates. That proximity comes at a cost.

Illumination Keys: Act Bizarre, Attempt a Ritual, Commune with the Beyond

Circle Creation

Resources (pooled between assignments)

  • Stitch: Clear all marks for one PC.
  • Refresh: Recoup all used drives and resistances for one PC.
  • Train: Allow one PC to advance (choose 2 new abilities).

Circle Abilities (choose one at creation)

  • Stamina Training: Begin each assignment with 3 shared gilded dice (+1d each).
  • Nobody Left Behind: +1d to any roll to protect an incapacitated circle member.
  • In This Together: On a result of 3 or less when spending drive to help, both recover 1 drive.
  • Resource Management: Recover 1 resource when the circle hits an Illumination Track milestone.

The Lightkeeper

Each circle's primary contact within Candela Obscura. Assigns cases, provides initial briefings, and serves as the organisation's face. They are not infallible — they may have their own agendas.

Illuminations

Illuminations (also called Marks) are the supernatural scars investigators accumulate through repeated exposure to the unknown. They are simultaneously a cost and a reward: each mark represents corruption or change, but also grants the investigator access to an uncanny ability they could not possess otherwise.
Warning: Illuminations are permanent. Once marked, an investigator is changed in ways that cannot be undone. Accumulating too many marks may alter the investigator's nature irrevocably — they may cease to be entirely human.

Body Illuminations

Physical supernatural change — the body is altered

Body marks manifest as physical transformation. The investigator's flesh, senses, or physical capabilities shift in response to whatever uncanny force they have encountered. These changes are visible to those who know what to look for.

Example Body Marks:

  • Scarred Beyond Reason: Your wounds close faster than they should. Once per scene, you may ignore the narrative effect of a single Body consequence.
  • Unnatural Strength: You can perform feats of physical power beyond human norms. Add +1d to Strike or Move when raw force is the only answer.
  • Hollow Eyes: Your gaze has changed. You can see in complete darkness as if in dim candlelight.
  • The Cold Touch: Your skin runs cold. You cause mild animals to flee and uneasy people to step back instinctively.
Cost: Mark a Body resistance box permanently (reduces max). Gain the stated uncanny ability.

Mind Illuminations

Psychological supernatural change — perception is altered

Mind marks affect how the investigator perceives and processes reality. They have glimpsed things that cannot be unseen, and this knowledge has reshaped their cognition. These changes may not be visible, but they are profound.

Example Mind Marks:

  • The Open Eye: Your third eye is cracked open. Once per scene, you may ask the CM one yes/no question about a supernatural entity or phenomenon — and receive a true answer.
  • Fractured Reality: You perceive layered realities simultaneously. You can sense the emotional history of locations you enter. This is useful and deeply disorienting.
  • Voices in the Fold: Entities beyond the veil whisper to you. Once per session you may ask them a question; the answer comes in fragments, never clear.
  • Eidetic Horror: You cannot forget what you have seen. Recall any supernatural detail you have witnessed with perfect clarity — but the memories surface unbidden at the worst moments.
Cost: Mark a Mind resistance box permanently. Gain the stated uncanny ability.

Bleed Illuminations

Supernatural contamination — the boundary between self and the unknown dissolves

Bleed marks represent the most profound and dangerous form of corruption. The investigator has not merely witnessed or been affected by the supernatural — they have absorbed some portion of it. The division between them and the forces Candela investigates has thinned.

Example Bleed Marks:

  • Resonance: You vibrate on the same frequency as uncanny phenomena. When you Sense, a 4 or 5 result is treated as a 6 against supernatural targets.
  • The Bleeding: Something flows through you that should not. Once per session you may channel it: roll Sense without spending Drive, even with a 0 rating. Whatever you find, you cannot share it without paying a cost.
  • Marked for Something: Supernatural entities recognise you as one of their own — or as something significant. They rarely attack you first. They often try to speak with you instead.
  • Conduit: You can serve as a vessel for supernatural communication. Other investigators can use you as a focus when attempting Sense rolls, adding your Sense rating as bonus dice.
Cost: Mark a Bleed resistance box permanently. Gain the stated ability — but the entity or force that marked you has a claim on you.

Acquiring Marks

Illuminations are awarded by the Circle Master at dramatically appropriate moments — typically after:

  • Direct contact with a major supernatural entity or artefact.
  • A catastrophic failure on a Bleed-related consequence.
  • Deliberately channelling or absorbing supernatural energy to achieve a goal.
  • End-of-case milestone advancement (at the CM's discretion).

The Full Arc

Investigators who accumulate many Illuminations become liminal figures — not quite human, not quite something else. The game's long arc follows what becomes of investigators who stare too long into the dark. Some become protectors. Some become threats. Some simply vanish between one moment and the next.

Circle Master note: Illuminate slowly. The first mark should feel significant and chosen. Later marks should feel inevitable — the product of who the investigator has become through play.

Dice Roller

Assemble Your Pool

Set the number of each die type. The pool maximum is 6 dice total. The highest die determines the outcome.

Standard d6 — action rating
◆ d6 — recovers Drive on use
Consequence die added by CM
Quick rolls:

Roll Results — take the highest

Roll the pool to see results…

Quick Reference

Situation Pool to Roll Outcome Rule
Standard action Action rating (0–3) + Drives spent Take highest die
Zero-die pool Roll 2d6 Take lowest die
Gilded action Replace one die with a gilded die Take highest; if gilded is highest, recover 1 Drive
Risk dice in pool CM adds risk dice to pool If highest die is a risk die, success but consequence occurs
Resistance reroll Reroll dice equal to action rating Spend a Resistance box; take new results

Investigator Tracker

Investigator data is saved automatically to your browser. Use the pips to track available and maximum Drive points. Check Resistance boxes as they are spent.
Saves automatically • candela_characters

Drive & Resistance Quick Reference

Drive Pips

Avail (top): Current points you can spend.
Max (gold): Maximum you can have. Earned back through Gilded results.
Fill both at creation. Erase only the top when spending.

Resistances

Body: Physical harm.
Mind: Psychological trauma.
Bleed: Supernatural corruption.
Spend a box to reroll dice equal to action rating on a failed roll.

Drive Recovery

Drive points recover between scenes (at the CM's discretion) or via Gilded die results during play. Some Illuminations also restore Drive in specific circumstances.

Notes

Current Case

Clues & Evidence

The Phenomenon

NPCs & Contacts

General Circle Notes