Mechanics & Rules
InSpectres uses Dice Pools (skill + Franchise bonus − Stress penalty) to resolve risky actions. Stress is the central resource: it accumulates from failures and when it hits 6+, agents need Recovery. Franchise operations (managing Resources and Stress) create ongoing campaign pressure.
Complete Rules Reference
For the complete, official rules including all edge cases, charts, and the full rulebook text, see:
reference/inspectres-rules-spec.mdin the repository- The official InSpectres rulebook from the creator
This section provides an overview. For disputes or ambiguities, consult the official rules spec.
Dice Pools & Rolling
Skill Roll
When an agent tries something risky, they roll a Skill Roll. Calculate Dice Pool: Skill rating (0-3) + Franchise bonus (if helping, +1) − Stress penalty (1 per point above 3). Roll that many d6; each 4-6 = 1 Success.
Interpret: 0 Successes = failure (gain Stress). 1-2 = marginal success (gain Stress, complication). 3+ = clear success.
Difficulty Modifiers
The GM can increase or decrease the difficulty:
- Easy roll: +1 die
- Hard roll: -1 die
- Very hard roll: -2 dice
Modifiers are applied before rolling.
Stress System
Gaining Stress
Agents gain Stress from: Failed Skill Rolls (1-2 Stress), gruesome discoveries (GM discretion, 1-2 Stress), traumatic events (story-based, 1-3 Stress), or losing mission resources (1 Stress).
Managing Stress
At Stress 0-5, agents play normally. Stress naturally decreases slowly (about 1 per mission) when resting between investigations. At 6+, the agent is incapacitated and requires Recovery (see below).
Stress penalty: For every Stress above 3, lose 1 die from your Dice Pool. Example: 5 Stress = 2-point penalty. 6 Stress = 3-point penalty (minimum 0 dice).
Recovery System
When an agent reaches 6+ Stress, they are out of action and need Recovery. The GM sets a recovery duration in wall-clock days (real-time, not in-game rounds). The agent rests and is unavailable for missions. When the deadline passes, the agent's Stress resets to 0 and they rejoin the team. Recovery clears automatically when the calendar advances past the deadline.
Agent hits 6 stress during a bad investigation. GM decides: "You need 2 days of downtime to recover."
GM advances the calendar 2 days. The other agents handle other activities. When the calendar catches up, the recovering agent rejoins at 0 stress.
See Recovery: Incapacity & Downtime for complete mechanics, examples, and how to track recovery in Foundry.
Franchise Operations
Your agency has resources that determine how much help you can offer in rolls.
Resources
- Starting: 3 resources (typical)
- Max: 5 resources
- Use: Spend 1 resource per mission to add +1 die to agent rolls
- Refresh: Gain resources between missions (based on franchise level and success)
Franchise Stress
Like agents, the franchise itself has stress (0-6).
- Franchise stress makes missions harder (reduces available resources)
- Franchise stress increases when missions fail or resources are wasted
- Franchise stress decreases slowly between missions
Types of Rolls
Skill Roll (Agent)
Agent rolls a skill to accomplish something risky. Covered above.
Stress Roll (Encounter)
When encountering something frightening, agents roll Psyche (or sometimes Guts or Weird) to resist stress gain.
- Success: Gain 1 stress
- Failure: Gain 2 stress
Equipment Roll (Resource Failure)
When using special equipment or resources, roll to see if they work:
- Success: Works as intended
- Failure: Equipment breaks or fails; lose the resource, gain complications
Death & Dismemberment
Agents can be injured or killed, depending on the situation:
- Wounded: Agent is injured but recovers naturally over time (same as stress recovery)
- Dead: Agent is killed; the player rolls up a new agent or takes over an NPC
The GM decides based on the fiction whether a failure means death or just injury.
Franchise Bankruptcy
If the franchise stress reaches 6 and doesn't recover, the agency goes bankrupt:
- Agents lose their jobs
- Campaign likely ends or resets
- Starting a new franchise is possible (new campaign)
Mission Chaos
InSpectres doesn't use pre-built adventures. Instead, missions emerge from chaos:
- Set a vague problem (e.g., "Strange sounds at the old factory")
- Agents investigate — Their rolls determine what they find
- Complications from failures — Bad rolls add twists and dangers
- Play to find out what happens — You don't plan ahead; you react
This keeps the game unpredictable and failure interesting.
Franchise Dice Pool
When deciding if the franchise can help an agent's roll, use the franchise's stress rating to determine available resources:
- Low stress (0-2): Franchise can help most rolls
- Medium stress (3-4): Franchise can help, but carefully
- High stress (5+): Franchise is struggling; help is limited
See the rules spec for the exact franchise mechanics and resource management rules.
Questions About Mechanics?
If you encounter a situation not covered here:
- Check the rules spec:
reference/inspectres-rules-spec.md - Check troubleshooting: Troubleshooting
- Ask on GitHub: Open an issue
Want reference tables, charts, or the full rulebook? See the official InSpectres rulebook and the project's rules spec document.