Candela Obscura Character and Circle Sheets 11 20 23

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Name: Style:

Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Face MARKS
I Know a Guy: Once per assignment, ask the GM who you know BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE nearby that could help you. The GM will tell you who they are, and SCARS
explain why this NPC might have insight into the investigation. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character is no longer playable.
Sweet Talk: You know how to work the room. After you make small
Strike punch, break, knock down talk with someone, you may add +1d on any Read rolls you make in
which they are the target. If your current Cunning resistance is 2 or
higher, that die is gilded.
Control drive, shoot, finesse Cool Under Pressure: On any high-stakes roll, you may always
spend Cunning instead of the drive the action falls under.

SPECIALTY: Journalist RELATIONSHIPS


CUNNING Drives
Max
Insider Access: Your line of work offers you special privileges. Once
per assignment, automatically gain access to an important person or
Sway convince, command, consort RESISTANCE
place by using the Press Credentials gear.
Open Book: You can get people to open up to you very quickly.
When you attempt to connect with others by sharing something
Read interpret body language, spot lies, gather motives deeply personal, add a number of dice equal to your current Cunning
resistance to a Sway roll. On a success, they will reciprocate.

Hide sneak, distract, sleight of hand


Lie Detector: When you make a Read roll in an attempt to figure GEAR
out whether a person is telling the truth, gild an additional die. The During each assignment, choose up to three.
first Cunning you spend on the roll is worth +2d instead of +1d.
Bleed Detector
Press Conference: You can spend 1 Cunning to gather a large group Hand Weapon
INTUITION Drives
Max
of people together to make announcements, ask questions, or stage a
distraction. All Cunning rolls you make at this assembly take +1d. Bleed Containment Vial
Press Credentials
Survey search, track, spot RESISTANCE
In the Trenches: You’ve done enough dangerous journalism work
to know how to keep yourself safe. Once per assignment, you may Camera
burn 1 Cunning resistance to soak a Body mark. Surveillance Equipment
Focus inspect, analyze, remember Well-Researched: You can spend 1 Intuition to ask the GM a
specific question about a place, group, or concept that you may have
researched before the assignment. They will tell you what you know NOTES
from that preparation.
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Gather Statements | Hunt Down a Lead | Speak Truth to Power
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Face MARKS
I Know a Guy: Once per assignment, ask the GM who you know BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE nearby that could help you. The GM will tell you who they are, and SCARS
explain why this NPC might have insight into the investigation. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Sweet Talk: You know how to work the room. After you make small
Strike punch, break, knock down talk with someone, you may add +1d on any Read rolls you make in
which they are the target. If your current Cunning resistance is 2 or
higher, that die is gilded.
Control drive, shoot, finesse Cool Under Pressure: On any high-stakes roll, you may always
spend Cunning instead of the drive the action falls under.

SPECIALTY: Magician RELATIONSHIPS


CUNNING Drives
Max
Misdirection: When you use your words or actions to distract a target
from what is actually happening, make a Hide roll. The first Cunning
Sway convince, command, consort RESISTANCE
you or an ally spends on this roll is worth +2d instead of +1d.
Escape Artist: Spend 1 Nerve to automatically escape ropes, cuffs,
manacles, or a creature that has grappled you.
Read interpret body language, spot lies, gather motives
Practiced Patter: You’ve long rehearsed for a moment like this.
When making a Sway or Hide roll, you may spend Intuition instead
Hide sneak, distract, sleight of hand
of Cunning. GEAR
During each assignment, choose up to three.
Uncanny Eye: You may spend 1 Intuition to ask the GM a question:
How can I leverage something here to my advantage? What here doesn’t work Bleed Detector
the way it appears? What is out of place here? Hand Weapon
INTUITION Drives
Max Flourish: You know how to cover your mistakes with flair. On a roll Bleed Containment Vial
where you could spend Cunning, if you fail or get a mixed success, you Magic Show Gimmick
Survey search, track, spot RESISTANCE may spend 2 Cunning to push the result up one tier—from a miss to
mixed success or mixed success to full success. Flash Powder & Smoke Bomb
Hidden Weapon
The Prestige: Your magic is usually all smoke and mirrors, but you
Focus inspect, analyze, remember have one trick you’ve learned that’s real. Roll Sense when you perform
it, and on a success, take a Bleed mark. Circle one option when you
take this ability: change appearance, levitate, summon mundane object, NOTES
teleport a short distance, or throw your voice.
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Perform a Trick | Spot a Ruse | Seek Out Real Magick
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Muscle MARKS
Behind Me: Spend 1 Nerve to choose an ally in the same scene who BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE is about to take a mark from a phenomenon, then describe what you SCARS
do that allows you to take the mark instead. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Adrenaline Rush: For each mark you take, you may immediately
Strike punch, break, knock down refresh a drive point of your choice.
Endurance: When you take enough marks to become incapacitated,
instead, roll a number of d6 equal to your current Nerve resistance.
Control drive, shoot, finesse On a 6, you aren’t incapacitated and don’t take a scar.

SPECIALTY: Explorer RELATIONSHIPS


CUNNING Drives
Max
Obscure Lexicon: When you encounter an ancient or esoteric
language, you can spend 1 Intuition to understand what it says.
Sway convince, command, consort RESISTANCE Field Experience: You’ve traveled the world and been in many
dangerous positions before. Once per assignment, describe to the
group how a previous adventure is similar to your current situation
and refresh 1 Nerve for everyone in your circle.
Read interpret body language, spot lies, gather motives
Mind Over Matter: When you are told to use a specific action
on a roll, you may take a Brain mark to utilize an alternative action
instead. You may also spend the drive that corresponds with your GEAR
Hide sneak, distract, sleight of hand chosen action. Describe how you adapt to your situation. During each assignment, choose up to three.

Tenacious: When you have 1 or more Bleed marks, gild an Bleed Detector
additional die on Move, Strike, and Control rolls while in danger.
Hand Weapon
INTUITION Drives
Max
Narrow Escape: You’ve been in numerous hairy situations during
Bleed Containment Vial
your fearless exploits. Add +1d to your Move roll when you attempt
to escape a trap or ambush. Excavation Tools
Survey search, track, spot RESISTANCE
Not Again: Once per assignment, you may take a scar to have an Survival Gear
automatic full success on an action. If you do, it’s as if you’ve had Research Materials
this scar all along—tell your circle how you got it, and why the
Focus inspect, analyze, remember
lesson you learned is helping you succeed here. Don’t adjust your
action ratings when you take this scar.
NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Study an Artifact | Discuss History | Run into Danger
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Muscle MARKS
Behind Me: Spend 1 Nerve to choose an ally in the same scene who BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE is about to take a mark from a phenomenon, then describe what you SCARS
do that allows you to take the mark instead. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Adrenaline Rush: For each mark you take, you may immediately
Strike punch, break, knock down refresh a drive point of your choice.
Endurance: When you take enough marks to become incapacitated,
instead, roll a number of d6 equal to your current Nerve resistance.
Control drive, shoot, finesse On a 6, you aren’t incapacitated and don’t take a scar.

SPECIALTY: Soldier RELATIONSHIPS


CUNNING Drives
Max
Basic Training: You have tactical experience in high-pressure
situations. When you make a Survey roll in a dangerous place, also add
a number of dice equal to your current Nerve resistance.
Sway convince, command, consort RESISTANCE
Geared Up: You and one ally in your circle may mark an additional
gear slot during each assignment.
Read interpret body language, spot lies, gather motives Sharpshooter: When you want to make a ranged attack with a
weapon, you may spend 1 Nerve to steady your aim before shooting,
and add +2d to your next shot at this target.
Hide sneak, distract, sleight of hand Tactician: When you are in a dangerous scenario, you may spend 1 GEAR
During each assignment, choose up to three.
Nerve to ask the GM a question: How do I get to safety? What poses the
largest immediate threat to my circle? Where is the target going to move next? Bleed Detector
Compartmentalization: You have trained to detach yourself from Hand Weapon
INTUITION Drives
Max the horrors of violence. Once per assignment, you may burn 1 Nerve Bleed Containment Vial
resistance to soak a Brain mark.
Heavy Weapon
Survey search, track, spot RESISTANCE
Volunteer Duty: Between assignments, instead of spending Explosives
resources, you can offer a helping hand to your Lightkeeper. Describe
how you aid the organization, and refill 1 point in any Candela Body Armor (Soak 1 Body)
Focus inspect, analyze, remember Obscura resource on your circle sheet. You may not spend any
resources during this downtime.
NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Use Violence of Action | Protect Someone | Act Tactically
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Scholar MARKS
Well-Read: You’re highly educated and retain knowledge better than BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE most. When you spend Intuition while making a roll, on a result of 3 SCARS
or less, earn back any of the Intuition you spent. If you should ever take a fourth scar, work with the GM to play out
Occult Researcher: Take 1 Brain mark to ask the GM for an your final moments. This character can no longer be used.

Strike punch, break, knock down important occult detail that you would recognize from your studies,
but has not yet been revealed in the scene. If there are none, clear the
Brain mark.
Meticulous Notes: If your current Cunning resistance is 2 or
Control drive, shoot, finesse
more, add +1d to all Focus rolls. After an assignment, increase your
Illumination track 1 additional point because of the detailed notes
your character returns with.
RELATIONSHIPS
CUNNING Drives
Max SPECIALTY: Doctor
Patch Up: When you have a few moments of calm, you can make
Sway convince, command, consort RESISTANCE a Focus roll to heal 1 Body mark on an ally. On a 4–5, spend 2
Intuition to accomplish this. On a 6, spend 1 Intuition. On a 3 or
less, you may take a Brain mark to take the 4–5 result instead.
Read interpret body language, spot lies, gather motives Non-Combatant: Your pain spurs others to action. If you haven’t
hurt anyone yet during this assignment, when you take a mark, each of
your allies in the scene can recover 1 drive point of their choice.
Hide sneak, distract, sleight of hand
Dissection: When you make a Focus roll to dissect a piece of GEAR
organic matter affected by bleed, gild an additional die. You cannot During each assignment, choose up to three.
take Bleed marks from this inspection.
Bleed Detector
Resuscitation: When a nearby ally takes a scar, you can make a
Hand Weapon
INTUITION Drives
Max
Focus roll in an attempt to immediately revive them. On a 6, it
works. Though they still receive the scar, they’re back on their feet. Bleed Containment Vial
On a 4–5, it will cost 3 drive points of your choosing. This cannot be Medical Equipment
Survey search, track, spot RESISTANCE used when a PC takes their fourth scar.
Relevant Textbook
Lifesaver: Between assignments, you can spend 1 Stitch to work on
healing an ally’s scar. When you do, make a Focus roll. On a critical Doctor’s Credentials
Focus inspect, analyze, remember
success, fill three. On a 6, fill two. On a 4–5, fill one. When the track
is full, the scar is healed and 1 action point may be shifted.
NOTES
Sense attune, channel, reveal
Anatomical Strike: You know where the body is most vulnerable.
When attacking an enemy, you may roll Focus instead of Strike.
Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Avoid a Fight | Aid an Ally | Comfort Someone
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Scholar MARKS
Well-Read: You’re highly educated and retain knowledge better than BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE most. When you spend Intuition while making a roll, on a result of 3 SCARS
or less, earn back any of the Intuition you spent. If you should ever take a fourth scar, work with the GM to play out
Occult Researcher: Take 1 Brain mark to ask the GM for an your final moments. This character can no longer be used.

Strike punch, break, knock down important occult detail that you would recognize from your studies,
but has not yet been revealed in the scene. If there are none, clear the
Brain mark.
Meticulous Notes: If your current Cunning resistance is 2 or
Control drive, shoot, finesse
more, add +1d to all Focus rolls. After an assignment, increase your
Illumination track 1 additional point because of the detailed notes
your character returns with.
RELATIONSHIPS
CUNNING Drives
Max SPECIALTY: Professor
Sway convince, command, consort RESISTANCE
Steel Mind: Once per assignment, when you should take a Brain
mark, you may instead burn 1 Intuition resistance to soak it.
University Resources: Your university has alumni all over the world.
Read interpret body language, spot lies, gather motives
Once per session, describe a person you know from your tenure as a
professor, and ask the GM where they can be found locally.
Learn from My Mistakes: Any time you get a result of 3 or less on
Hide sneak, distract, sleight of hand
a roll, describe what lesson you learned from your failure, and refresh GEAR
1 drive point of your choice. During each assignment, choose up to three.

Better Part of Valor: When making a Control or Move roll to flee Bleed Detector
danger, gild a die. On this roll, the first Nerve you spend is worth Hand Weapon
INTUITION Drives
Max
+2d instead of +1d.
Bleed Containment Vial
Verbose: When you make a speech or hold a conversation to assist Research Materials
Survey search, track, spot RESISTANCE an ally, the die you give them is gilded.
Laboratory Equipment
Chemical Concoction: You know how to mix chemicals together
to achieve particular effects. When you take Laboratory Equipment Small Mundane Invention
Focus inspect, analyze, remember as gear, you may spend a few minutes concocting a mixture that is:
acidic, explosive, flammable, loud, sleep-inducing, sticky, or toxic.
NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Mentor an Ally | Reference Research | Make a Plan
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Slink MARKS
Scout: If you have time to observe a location, you can spend BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE 1 Intuition to ask a question: What do I notice here that others do not see? SCARS
What in this place might be of use to us? What path should we follow? If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Saw This Coming: Three times per assignment, you may add +1d
Strike punch, break, knock down to a circle member’s roll without spending drive by saying how you
prepared for this kind of situation together.
Death Defy: Once per assignment, when you should take 1 or more
Control drive, shoot, finesse marks from an enemy, you instead escape unscathed. Describe how
your quick thinking keeps you safe from harm.

SPECIALTY: Criminal RELATIONSHIPS


CUNNING Drives
Max
Street Smarts: You know how to keep an eye on your surroundings.
Whenever you make a Survey roll, you may spend any drive instead
Sway convince, command, consort RESISTANCE of only Intuition.
Leverage: On a successful Read roll, you may ask the GM what your
target truly wants. On any Sway rolls you make using this information,
Read interpret body language, spot lies, gather motives also add a number of dice equal to your current Cunning resistance.
Hardened: When you take a scar, you may choose not to shift any
Hide sneak, distract, sleight of hand
action points as a result. GEAR
During each assignment, choose up to three.
Born in the Shadows: When attempting to avoid security or
detection, gild an additional Hide die. Bleed Detector
Tricks of the Trade: You’ve learned how to navigate tricky or Hand Weapon
INTUITION Drives
Max dangerous situations to keep yourself out of harm’s way. On any Bleed Containment Vial
Hide or Sway roll you make, you may spend 1 Nerve to lower the
Forged Paperwork
Survey search, track, spot RESISTANCE
stakes before rolling. If this is already a low-stakes roll, you may not
use this ability. Burglary Equipment
Sticky Fingers: After a successful melee attack, you can spend Body Armor (Soak 1 Body)
Focus inspect, analyze, remember 1 Cunning to pilfer an item from your target undetected. This could be
their wallet, a weapon they’re carrying, an important document, etc.
NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Do Something Illegal | Make a Deal | Stand Up to Authority
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Slink MARKS
Scout: If you have time to observe a location, you can spend BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE 1 Intuition to ask a question: What do I notice here that others do not see? SCARS
What in this place might be of use to us? What path should we follow? If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Saw This Coming: Three times per assignment, you may add +1d
Strike punch, break, knock down to a circle member’s roll without spending drive by saying how you
prepared for this kind of situation together.
Death Defy: Once per assignment, when you should take 1 or more
Control drive, shoot, finesse marks from an enemy, you instead escape unscathed. Describe how
your quick thinking keeps you safe from harm.

SPECIALTY: Detective RELATIONSHIPS


CUNNING Drives
Max
Mind Palace: When you want to figure out how two clues might
relate or what path they should point you towards, burn 1 Intuition
Sway convince, command, consort RESISTANCE
resistance. The GM will give you the information you’ve deduced.
Interrogation: When you are questioning someone about
information they are resistant to revealing, add a number of dice equal
Read interpret body language, spot lies, gather motives
to your current Cunning resistance to your Read roll.
Back Against the Wall: When you are making a high-stakes roll,
Hide sneak, distract, sleight of hand
you may take a Brain mark to make any Nerve you spend worth +2d GEAR
instead of +1d. During each assignment, choose up to three.

Inspection: You have experience examining crime scenes. When Bleed Detector
you make a Survey roll to gather evidence about what might have Hand Weapon
INTUITION Drives
Max
happened in this location, gild an additional die on the roll.
Bleed Containment Vial
Stakeout: You are good at collecting information while remaining
Camera
Survey search, track, spot RESISTANCE
undetected. When you are tailing a suspect or conducting
surveillance, you may use Survey instead of Hide. Investigation Equipment

One Step Ahead: Once per assignment, you can produce a useful Forged Documents
Focus inspect, analyze, remember mundane object you’ve had with you all along. When you do, fill in
the empty gear slot and write the object in this space. This does not
count toward your gear limit. NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Probe a Witness | Track a Target | Reveal a Clue
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Weird MARKS
Great Wards: You can inscribe and maintain a warding symbol on BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE one person at a time. Describe the material they must hold to bind it SCARS
(salt, sand, etc.). They take +1d on Move rolls against phenomena. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Let Them In: Whenever you take 1 or more Bleed marks, you also
Strike punch, break, knock down gain additional information about the phenomenon that harmed
you. Ask the GM one question about the source of the bleed.
Ritual: When you have a few minutes to prepare, you may take a
Control drive, shoot, finesse Bleed mark to perform a ritual on yourself or an ally:
Circle of Protection (soaks 1 Body mark for the person within),
Reinvigorate (refresh 1 resistance), or Remote Viewing (one moment).
RELATIONSHIPS
CUNNING Drives
Max SPECIALTY: Medium
Miasma: You can spend 1 Intuition to tell if and how a person or
Sway convince, command, consort RESISTANCE
object has been affected by bleed.
Bending Spoons: You can make a Sense roll to control an object in
the room with your mind: flip a switch, knock something over, move a small
Read interpret body language, spot lies, gather motives
object, put out a light, etc. On a mixed success, you may take a Bleed mark
to make it a full success instead.

Hide sneak, distract, sleight of hand


Cold Read: On a successful Sense roll, you know what ailment, GEAR
stress, or loss a person has in their life, even if they’re hiding it. During each assignment, choose up to three.

Premonitions: You have visions of the future. When an ally is about Bleed Detector
to take 1 or more marks, burn an Intuition resistance to warn them
Hand Weapon
INTUITION Drives
Max
about the coming danger. Then, soak one of these marks.
Bleed Containment Vial
Last Moments: While touching a corpse, you can burn an Intuition
Strange Weapon
Survey search, track, spot RESISTANCE
resistance to hear, smell, and feel that creature’s last few moments of
life. By taking a Bleed mark, you can push yourself to see a still image Divination Tools
of the last thing they saw before death.
Occult Text
Commune: You can make a connection with a nearby sentient
Focus inspect, analyze, remember
phenomenon in order to communicate with it. Take a Brain
mark and make a Sense roll to open an empathetic or telepathic
connection to ask a question. On a success, you get an answer. On a
NOTES
Sense attune, channel, reveal 4–5 result, the phenomenon will ask a question in return.

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Connect with Someone | Sense Phenomena | Make a Scene
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: Weird MARKS
Great Wards: You can inscribe and maintain a warding symbol on BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE one person at a time. Describe the material they must hold to bind it SCARS
(salt, sand, etc.). They take +1d on Move rolls against phenomena. If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.
Let Them In: Whenever you take 1 or more Bleed marks, you also
Strike punch, break, knock down gain additional information about the phenomenon that harmed
you. Ask the GM one question about the source of the bleed.
Ritual: When you have a few minutes to prepare, you may take a
Control drive, shoot, finesse Bleed mark to perform a ritual on yourself or an ally:
Circle of Protection (soaks 1 Body mark for the person within),
Reinvigorate (refresh 1 resistance), or Remote Viewing (one moment).
RELATIONSHIPS
CUNNING Drives
Max
SPECIALTY: Occultist
Sway convince, command, consort RESISTANCE
Ghostblade: You can attune a ritual knife to yourself. If you coat it
in your blood (take a Body mark), it is particularly effective against
magickal beings and can strike invisible or ethereal enemies.

Read interpret body language, spot lies, gather motives


Blood of the Covenant: The first time a dangerous phenomenon
inflicts a mark on anyone in your circle, you refresh a number of
points, in any drive, equal to your current Intuition resistance.

Hide sneak, distract, sleight of hand


Speak Their Language: You can speak the supernatural language of GEAR
any phenomenon you encounter. Describe what strange or terrifying During each assignment, choose up to three.
way you communicate with each other. Bleed Detector
Play the Bait: You know how to draw the attention of a Hand Weapon
INTUITION Drives
Max
phenomenon—you just have to play the bait. Make a Sense roll to
Bleed Containment Vial
bring a nearby phenomenon toward you.
Arcane Text
Survey search, track, spot RESISTANCE
Extend Your Senses: When you make a Sense roll to understand
more about a phenomenon you’ve encountered, also add a number Ward (Soak 1 Bleed)
of dice equal to your current Intuition resistance to the roll. Occult Supplies
Focus inspect, analyze, remember Forbidden Ritual: You know a highly complex and extremely
dangerous ritual that will achieve a desired outcome. When you use
this ritual, immediately take a Bleed scar. Determine what the ritual NOTES
is and what its effects are: change the environment, conjure a phenomenon,
Sense attune, channel, reveal or save a dying person.

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
Consult Arcane Texts | Collect Oddities | Act Bizarre
Name: Style:
Pronouns: Catalyst:
Circle: Question:

NERVE Drives
Max
ROLE: MARKS
BODY BRAIN BLEED
Move run, dodge, navigate RESISTANCE
SCARS
If you should ever take a fourth scar, work with the GM to play out
your final moments. This character can no longer be used.

Strike punch, break, knock down

Control drive, shoot, finesse

RELATIONSHIPS
CUNNING Drives
Max SPECIALTY:
Sway convince, command, consort RESISTANCE

Read interpret body language, spot lies, gather motives

Hide sneak, distract, sleight of hand


GEAR
During each assignment, choose up to three.

Bleed Detector
Hand Weapon
INTUITION Drives
Max Bleed Containment Vial
Research Materials
Survey search, track, spot RESISTANCE
Laboratory Equipment
Small Mundane Invention
Focus inspect, analyze, remember

NOTES
Sense attune, channel, reveal

Illumination Keys
Burn a resistance to reroll a number of dice equal to your action rating.
| |
Member Names:
Campaign Tone & Feel:

The Circle of: ILLUMINATION

Chapter House Location: CIRCLE ADVANCEMENT


When the Illumination Track is full, clear the track. Any leftover Illumination
ILLUMINATION QUESTIONS & KEYS counts toward your next advancement cycle. Then choose a new circle ability, and
Ask these at the end of every assignment. For every “yes,” fill in a point on the all players can choose their character advancement options.
Illumination track.
The bolded circles represent milestones, which may have mechanical benefits
• Did you contain or destroy a source of bleed? depending on what abilities your circle chooses.
• Did you provide comfort or support for those affected by a phenomena?
• Did you bring something of importance back for Candela Obscura to protect
or study?
Earn 2 Illumination if some, but not all, players fulfilled an Illumination Key during
the session. Earn 4 if every player fulfilled at least one Illumination Key during
CHARACTER ADVANCEMENT
the session. If nobody in the circle fulfilled any of their Keys, take no additional At character advancement, each player can choose two different options:
Illumination. • Add 1 action point.
• Add 2 drive points.
CIRCLE ABILITIES • Take a new ability.
Choose one at character creation and one each time your circle advances. • Gild an additional action

Stamina Training: Your circle has three gilded dice at the beginning of every
assignment that anyone may add as +1d to any roll. Once a die has been rolled, CANDELA OBSCURA RESOURCES
it is expended. In each of the resources below, fill in both sections (top and bottom) equal to one plus the number of circle members.
Between assignments, each player may spend up to two resources of their choosing.When resources are used, only erase the
Nobody Left Behind: When a member of your circle drops incapacitated from top section.
taking too many marks, any roll a player makes in the scene to protect them, or
get them out of danger, has +1d.
STITCH Available
Max
In This Together: When you spend drive to help an ally on a roll, on a result of 3
or less, you both earn back 1 drive point of your choice.
REFRESH Available
Max
Interdisciplinary: When choosing a new ability during character advancement,
once per campaign, each character may choose an ability from a character role or
specialty outside their own. TRAIN Available
Max
Resource Management: When your circle hits a milestone on the Illumination
Track, earn back 1 Stitch, Refresh, or Train resource. CIRCLE GEAR
One Last Run: When you select this ability, the next assignment is your last.
Everyone gets to take all four options during this character advancement instead
of only two.

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