updating readme and documentation

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TheLastScrub
2021-06-04 23:53:15 -07:00
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# Sample Agent Sheet Screenshots
## Skills
![Character Sheet Screenshot](./images/agent_sheet_skills_tab.png)
## Physical
![Character Sheet Screenshot](./images/agent_sheet_physical_tab.png)
## Mental
![Character Sheet Screenshot](./images/agent_sheet_mental_tab.png)
## Gear
![Character Sheet Screenshot](./images/agent_sheet_gear_tab.png)
## CV
![Character Sheet Screenshot](./images/agent_sheet_cv_tab.png)
## Contacts
![Character Sheet Screenshot](./images/agent_sheet_contacts_tab.png)
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## Rolling Checks
Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them. Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
Most labels can be clicked to roll a check or test of some kind. If they can be clicked, they should glow red when the mouse is hovered over them.
* Click on _SAN_ (label above current/max sanity) to roll a Sanity check.
* Click on any of the skill labels (such as _Accounting_) to roll a skill test.
@@ -10,15 +10,32 @@ Most labels can be clicked to roll a check or test of some kind. If they can be
* Click on a weapon name (on the _Gear_ tab) to roll the skill test associated with it (e.g. _Firearms_).
* Click on the Damage/Lethality associated with a weapon to roll it.
## Modifying Rolls On the Fly
Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
![Modify Roll Window](./images/modify_roll_dialogue.png)
## Where are the Specialized Skills Like 'Science' and 'Pilot'?
Only one 'Typed' skill is shown for an Agent by default, that being Art (Painting), and it is *below* all the other skills. It can be removed by clicking the trash icon inside the box for the skill. Likewise, new typed skills can be added by clicking the _+_ button just above the section.
This allows adding any number of skills as needed, without having dead space for unused skills.
## Why Does the 'Lethality' Roll Show Damage Even on a Success?
For Lethality, the D100 test against the target lethality threshold is evaluated like a normal skill test. But regardless of the outcome, the damage associated with a non-lethal roll (2D10) is also displayed in paretheses as lethality does not affect some creatures.
Note - the Lethality roll does not currently take into account the changes that rolling a critical on the associated attack roll involves. For example, on a critical _Firearms_ check with a weapon with a lethality of 10%, the threshold doubles to 20%, and if that check fails the resulting damage doubles as well.
## Where is The Breaking Point Shown?
It is under the _Mental_ tab, as are the boxes to tick for _Incidents of Sanity Loss Without Going Insane_ and an Agents _Motivations_ and _Disorders_.
## "Inhuman Rules" - Why are Results for x5 Tests Different for Creatures with a x5 that is Greater than 100%?
Per the rules in the Handler's Guide, if a creature has a physical attribute that is 20 or above (giving a x5 of 100% or higher), it is considered "inhuman" and all rolls that are not a 100 automatically succeed. Furthermore, any roll that is **below the attribute score** is a critical (on top of the normal critical rules). For example, if a monster had a strength of 25, giving a x5 of 125, that monster could score a critical not only by rolling a 33, but also by rolling anything 25 or under.
## What is the Ritual Skill
Per the rules in the Handler's Guide, the ritual skill is used (primarily) to activate rituals. It is calculated as 100 - SAN. E.g., the lower one's sanity, the easier ritual activation becomes. Like Unnatural, it cannot be improved through failure like other skills.

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