Rolls & Mechanics
How dice rolls work in InSpectres VTT.
Skill Roll
The most common roll. When an agent tries something risky, they make a skill roll.
[Screenshot: Skill Dialog goes here]
To make a Skill Roll: Click a skill on your agent sheet. A dialog appears showing your Dice Pool (skill + Franchise bonus − Stress penalty). Choose whether the Franchise helps (+1 die, costs 1 Resource). Click "Roll" and view results in chat.
Interpreting Results
The system rolls your Dice Pool and counts Successes (rolling 4-6 = 1 success):
| Result | Interpretation |
|---|---|
| 3+ successes | Clean success. You succeed as intended. |
| 1-2 successes | Marginal success. You succeed but at cost (gain stress, complication, lost resource). |
| 0 successes | Failure. You fail and things get worse (gain stress, enemy advantage, discovery). |
The GM describes what happens based on the fiction and dice result.
Example Rolls
Example 1: Avoiding a Trap
Agent tries to sneak past a booby trap.
Savvy skill = 2, Franchise helping = +1, Stress = 1 (no penalty)
Roll 3d6: 2, 4, 5 = 2 successes ✓
Result: "You sneak past the trap, but barely. The wire shifts. You're through, but the entity knows someone's here." (Gain 1 stress.)
Example 2: Failing to Maintain Composure
Agent encounters something terrifying.
Cool skill = 1, Franchise NOT helping, Stress = 4 (-1 penalty)
Roll 0d6 (1 - 1 = 0 dice)
Result: "You panic. The entity reacts to your fear. Gain 2 stress and make a bad discovery."
Example 3: Interrogating a Witness
Agent questions someone about paranormal activity.
Savvy skill = 3, Franchise helping = +1, Stress = 0
Roll 4d6: 4, 5, 6, 2 = 3 successes ✓✓✓
Result: "The witness opens up completely. You learn exactly what happened and gain crucial evidence."
Stress Roll
When encountering something terrifying, agents make a Stress Roll using Psyche (or Guts/Weird, GM's choice) to resist taking Stress. Success means gain 1 Stress; failure means gain 2 Stress. This represents the psychological toll of paranormal investigation.
Example:
Agents discover a mutilated body.
Roll Psyche to resist. Agent has Psyche = 2. Roll 2d6: 3, 5 = 1 success.
Result: Gain 1 stress from the gruesome discovery.
Equipment Roll
When using special equipment or resources, roll to determine if they work:
- Success: Equipment works as intended
- Failure: Equipment breaks or fails; lose the resource, gain complication
Example:
Agent uses ghost-detecting equipment to investigate a haunting.
Roll for equipment reliability (GM calls for d6): 4 = success.
Result: Equipment works. Agent locates the entity.
Dice Pool Calculation
Base Formula
Dice Pool = Skill Rating + Franchise Bonus - Stress Penalty
Components
Skill Rating:
- 0 = No training (0 dice)
- 1 = Novice (1 die)
- 2 = Competent (2 dice)
- 3 = Expert (3 dice)
Franchise Bonus:
- +1 die if franchise helps during roll
- Costs 1 franchise resource
- Cannot be used if franchise has 0 resources
Stress Penalty:
- For every point of stress above 3, lose 1 die
- Stress 0-3: no penalty
- Stress 4: -1 die
- Stress 5: -2 dice
- Stress 6: -3 dice (capped at 0 dice minimum)
Examples
Example 1: Normal Roll
Agent: Guts 2, Stress 2 Franchise: Helping (+1)
Dice Pool = 2 + 1 - 0 = 3 dice
Example 2: Stressed Agent
Agent: Cool 2, Stress 5 Franchise: NOT helping
Dice Pool = 2 + 0 - (5 - 3) = 2 - 2 = 0 dice (no roll possible; automatic failure)
Example 3: Mixed
Agent: Savvy 3, Stress 3 Franchise: Helping (+1)
Dice Pool = 3 + 1 - 0 = 4 dice
Chat Output
When you roll, a message appears in chat showing:
- Skill used and final dice pool
- Dice rolled (e.g., "4d6")
- Results (which dice are successes)
- Total successes
- Stress gained/lost (if applicable)
The GM narrates what the result means for the story.
Special Rolls
Group Rolls
If multiple agents are working together:
- Leader rolls with full pool
- Others roll but don't add successes directly; they "help"
- Group outcome based on leader's result
(Exact mechanics per official rulebook.)
Opposed Rolls
When agents roll against an opponent (creature, NPC):
- Agent rolls their skill
- Opponent rolls (GM controls)
- Higher successes wins
Difficulty Modifiers
GM can adjust difficulty:
- Easy roll: +1 die
- Hard roll: -1 die
- Very hard: -2 dice
Modifiers applied before rolling.
Failure is Interesting
In InSpectres, failure doesn't mean "nothing happens." Instead:
- You fail but learn something
- You succeed at great cost
- A complication arises
- An enemy gains advantage
Let failure drive the story forward. Don't just say "you fail" — say "you fail AND..."
More questions? See Mechanics or Troubleshooting.
[Screenshot: Roll Result Chat Message goes here]
[Screenshot: Skill Dialog goes here]