Agent Sheet
The Agent Sheet is the character sheet for player characters (paranormal investigators).
Overview
[Screenshot: Agent Sheet goes here]
The agent sheet shows everything about your investigator: skills (0-3 ratings), current Stress (0-6), Recovery status if out of action, and access to Skill Rolls.
Sections
Skills
Display of the six core skills. Each has a rating (0-3):
- Cool — Composure under pressure, staying calm
- Guts — Courage, pushing through fear
- Psyche — Mental strength, resisting mind-affecting threats
- Savvy — Streetsmarts, investigation skills
- Weird — Understanding paranormal phenomena
- Tough — Physical endurance, toughness
Clicking a skill initiates a skill roll (see Rolls, below).
Stress & Recovery
- Stress — Current stress level (0-6)
- 0-5: Normal play
- 6+: Agent is incapacitated, needs recovery
- Recovery Status — If agent is recovering:
- Days remaining until back in action
- Start date of recovery
- Recovery clears automatically when deadline passes
Stats
Additional agent information:
- Name — Agent name
- Role — Type of investigator (e.g., field agent, analyst, specialist)
- Notes — Freeform notes, personality, background
Making a Skill Roll
[Screenshot: Skill Dialog goes here]
To make a Skill Roll: Click a skill (Cool, Guts, Psyche, Savvy, Weird, or Tough). A dialog appears showing your Dice Pool and asking if the Franchise should help (adds +1 die, costs 1 Resource). Click "Roll" and Foundry displays the result in chat.
Interpret your result: Count successes (rolling 4-6 = 1 success). 0 successes = failure. 1-2 = marginal success (gain Stress). 3+ = clear success.
Understanding Your Dice Pool
Your dice pool = Skill + Franchise Help - Stress Penalty
Example:
- Cool skill = 2
- Franchise helping = +1
- Stress = 4 (above 3, so -1 die)
- Total: 2 + 1 - 1 = 2 dice
Interpreting Rolls
After rolling, check how many successes you got (4-6 = success):
- 0 successes — Failure. You fail and complications arise.
- 1-2 successes — Marginal success. You succeed but gain stress or face consequences.
- 3+ successes — Good success. You succeed cleanly.
The GM decides the outcome based on the fiction and dice results.
Updating Stress
Stress increases when you:
- Fail a roll — Usually 1 stress
- Encounter something frightening — 1-2 stress depending on the situation
- Lose resources or allies — Story-based, 1-2 stress
Stress naturally decreases very slowly (about 1 per mission) when you rest between investigations.
At 6+ stress, the agent is incapacitated and must recover (see Recovery System).
Recovery System
When Stress reaches 6+, the agent is incapacitated and needs Recovery: a wall-clock number of days before they can act again (set by the GM). During recovery, the agent is out of action; other agents handle the mission.
Recovery fields:
- recoveryStartedAt — The day recovery began
- daysOutOfAction — How many days until the agent is ready
Recovery clears automatically when the GM advances the calendar past the deadline. The agent's stress resets to 0 and they rejoin the team.
Tips
- Embrace stress — Stress is interesting. Don't try to avoid it; let it shape your investigation approach
- Use franchise help wisely — You only have so many resources. Spend them when you need them
- Communicate with your GM — If a roll outcome is unclear, ask for clarification
- Roleplay consequences — When you gain stress, show it in how your character acts
Troubleshooting
"Roll button not working"
- Refresh the browser (F5)
- Check browser console (F12) for errors
- Try a different browser
"Stress doesn't match recovery status"
- Verify
recoveryStartedAtanddaysOutOfActionare set - Check that
currentDayhas advanced past the recovery deadline - Manually clear recovery fields if stuck: set both to 0 or empty
"Dice pool size seems wrong"
Count: Skill + Franchise Bonus - (Stress Above 3) = Total Dice
If it doesn't match, check each component:
- Skill level correct?
- Franchise actually helping (check franchise sheet)?
- Stress penalty applied correctly?
More questions? See Troubleshooting or open an issue on GitHub.