These are the Additional Homebrew Classes available for Qamp Candela, along with any other Illuminated worlds games approved by the GM.
Weird: Goth
Actions: Sens 2, Focus 1, Read 1, Hide 1
Drives: Intuition 2, Cunning 1
Gilded: Sense
Illumination Keys: Embrace the Darkness, Make Them Squirm, Be Morbidly Curious
Gear: Creepy Poetry Book, Eyeliner, Voodoo Doll (Soak 1 Bleed)
Abilities:
Not On My Watch - When Bleed threatens to harm your circle, you always know first. You can spend 1 Intuition Drive to protect another circle member from its initial effects - and describe how you knew. On a success with a complication, you may instead take the consequence yourself to shield the group.
Graveyard Humor - Three times per session, you can crack a dark or unsettling joke to cut the tension and gain 1 Drive in Nerve or Cunning.
Morbid Fascination - Gain +1d when studying or interacting with the grotesque, creepy, or macabre.
Shadows Like Me - When you hide in dim or eerie places, spend 1 Drive (Intuition) to avoid notice—even from things that so not use eyes to see.
I Got a Bad Feeling - When you’re about to walk into danger, you may spend 1 Drive (Intuition) to ask the GM: “What here is about to go wrong?”
- You receive a cryptic but useful hint about immediate peril.
- If you act on it, gain +1d on your next roll to avoid or resist that danger.
Scholar: Scout
Actions: Survey 2, Focus 1, Move 1, Control 1
Drives: Intuition 1, Cunning 2
Gilded: Survey
Illumination Keys: Lead the Way, Be Prepared, Learn Something New
Gear: Trusty Compass, Scouter’s Field Guide, First Aid Kit (Soak 1 Body)
Abilities:
Always Prepared - Once per assignment, declare you have exactly the right tool, badge skill, or gadget to handle a situation. Spend 1 Drive (Cunning or Intuition) to make it usable immediately.
Eagle Eye - When you take a moment to carefully observe, spend 1 Drive (Cunning) to ask the GM one question about your surroundings that must be answered truthfully.
Quick Fix - When something is broken, jammed, or otherwise failing, you can spend 1 Drive to patch it together just long enough to work for the rest of the scene. Afterwards, it fails spectacularly.
Into the Thick of It - Gain +1d when you’re the first to climb, crawl, swim, or otherwise throw yourself into a dangerous environment. If others follow you, they gain +1d on their first roll there.
Merit Badge Mentality - Once per session, when you take the “by-the-book” approach (following camp training, manual steps, or scout handbook), you may reroll one die.
Face: Hot-Shot
Actions: Sway 2, Read 2, Focus 1
Drives: Cunning 2, Nerve 1
Gilded: Sway
Illumination Keys: Tear them Down, Flaunt your Reputation, Keep them Guessing
Gear: Walkman w/ Mixtape (Soak 1 Brain), Compact Mirror, Polaroid Camera
Abilities:
Center of Attention - Once per session, you can draw everyone’s eyes (even hostile ones) to you with a bold move, bitingOnce per assignment, you may ask the GM: “What are people saying about this?” and receive a useful rumor, secret, or bit of gossip—true or not. remark, or dazzling display. For the next roll that follows, you or an ally gain +1d.
So Last Season - When you insult, intimidate, or undermine someone socially, spend 1 Drive (Cunning or Nerve) to inflict a temporary condition like flustered, insecure, or hesitant.
Golden Child - Gain +1d when appealing to authority figures (counselors, adults, townies). On a success with a consequence, you can transfer the consequence to your reputation instead (rumors, jealousy, resentment).
Rally the Clique - Spend 1 Cunning Drive to inspire, coax, or pressure your peers into action. All PCs present add Drive from Cunning or Intuition, depending on the tone of your rally.
Whisper Network - Once per assignment, you may ask the GM: “What are people saying about this?” and receive a useful rumor, secret, or bit of gossip—true or not.
Muscle: All-Star
Actions: Move 1, Strike 2, Focus 1, Survey 1
Drives: Cunning 1, Nerve 2
Gilded: Move
Illumination Keys: Prove Yourself, Carry the Team, Make it a Competition
Gear: Athletic Tape (Soak 1 Body), Gym Bag, Sports Equipment
Abilities:
Never Say Die - Once per session, ignore the first Body mark or physical consequence you would take. You keep going like nothing happened… at least until the scene ends.
Take One for the Team - When you take a consequence on behalf of someone else, gain 1 Drive (Nerve).
Showoff - Spend 1 Drive (Nerve) to attempt an outrageous physical feat—vaulting, climbing, lifting, or throwing—beyond normal limits. On a critical success, you impress or intimidate everyone watching with no consequences. On a Regular Success, you impress but sustain a Body mark, Failure you take 2 Body marks and are ridiculed.
Adrenaline Rush - When your Body track has at least 1 mark, gain +1d on rolls that rely on raw strength or speed.
Rally the Team - Once per assignment, after pulling off a daring stunt or victory, everyone present gains 1 Nerve Drive.
Slink: Rebel
Actions: Move 2, Sway 1, Hide 2
Drives: Cunning 2, Nerve 1
Gilded: Hide
Illumination Keys: Break the Rules, Stir the Pot, Take a Risk
Gear: Firework Stash, Lockpick Kit, Homemade Map
Abilities:
Trouble Magnet - When you get caught breaking the rules, you can spend 1 Drive (Cunning) to shift suspicion from another kid onto yourself.
Shortcut - Once per assignment, declare you already know a hidden way through (back path, loose fence, service tunnel). Spend 1 Drive (Cunning) to make it usable now.
Bold as Brass - Gain +1d when you lie to authority figures or talk your way out of trouble. On a failure, you take a social condition instead of the group.
Saboteur - When you tamper with equipment, supplies, or a plan, spend 1 Intuition Drive to ensure it malfunctions at the most dramatic or chaotic moment. Explain what happens when the failure occurs.
Can’t Catch Me - Once per session, when you run, climb, or dodge out of danger, you may spend a Nerve Drive to reroll.
Scholar: Geek
Actions: Control 2, Survey 2, Hide 1
Drives: Intuition 2, Nerve 1
Gilded: Control
Illumination Keys: Take Something Apart, Overexplain Something, Prototype on the Fly
Gear: Pair of Walkie-Talkies, Pocket Calculator, Tinker Kit
Abilities:
Jury-Rig - Spend 1 Drive (Intuition) to quickly improvise a gadget, fix, or temporary solution out of scraps. It only lasts for the current scene.
Analyze the Pattern - When you take time to observe data, signals, or repeating behavior, ask the GM one additional question on a successful Survey or Control roll.
Tech Whisperer - Gain +1d when operating, repairing, or sabotaging camp equipment, electronics, or vehicles.
Hack the System - Once per assignment, when faced with a locked, coded, or otherwise inaccessible system, you may declare a vulnerability you “noticed earlier.” Spend 1 Drive (Cunning or Intuition) to exploit it.
Don’t Panic - Once per session, when the group is stressed or overwhelmed, you can make a calm, reasoned plan. Everyone adds 1 Drive to Intuition or Nerve (their choice).
