diff --git a/documentation/faqs.md b/documentation/faqs.md new file mode 100644 index 0000000..c348d72 --- /dev/null +++ b/documentation/faqs.md @@ -0,0 +1,60 @@ + + +# Frequently Asked Questions + +## Key + +- [Type Skills Such as Art or Piloting](#type-skills) +- [Lethality Rolls and Damage](#lethality) +- [Breaking Point](#breaking-point) +- [Inhuman Rules (Stat Tests Over 100%)](#inhuman-rules) +- [Ritual Skill](#ritual-skill) +- [Protection Rating (e.g. the Shield Icon)](#protection-rating-calculation) + + + +## 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. + +![Type Skills Section](./images/type_skill_example.webp) + + + +## 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 an Agent's 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_. Clicking the _Reset_ button will automatically change it to current SAN - POW. + + + +## "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. + + + +## What is the Shield Icon by Health? + +This represents the total protection value of all equipped armor (click on the x or checkmark to toggle if armor is equipped or not). This is how much damage should be subtracted from incoming attacks, assuming the incoming damage has no armor penetration. + +Note there are a few limitations of this calculation. For instance the system is unaware of certain pieces that should not stack, such as wearing multiple helmets. Or wearing a kevlar helmet with armor that includes a helmet already (such as a bomb suit). + +In the example below, the vest is equipped but the helmet is not. As such total armor is only 4 rather than 5. Note that currently only 'Armor' type items can increase the calculated protection value. + +![Armor Calculation](./images/equipped_armor.webp) diff --git a/documentation/home.md b/documentation/home.md index 0aa7946..5ad19a8 100644 --- a/documentation/home.md +++ b/documentation/home.md @@ -2,6 +2,7 @@ ## Table of Contents +1. [Frequently Asked Questions](./faqs.md) 1. [Rolling Checks](#rolling-checks) 2. [Modifying Rolls on the Fly](#modifying-rolls) 3. [Type Skills Such as Art or Piloting](#type-skills) @@ -34,54 +35,6 @@ Shift-clicking or right-clicking will bring up a dialogue to allow modifying the ![Modify Roll Window](./images/modify_roll_dialogue.webp) - - -## 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. - -![Type Skills Section](./images/type_skill_example.webp) - - - -## 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 an Agent's 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_. Clicking the _Reset_ button will automatically change it to current SAN - POW. - - - -## "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. - - - -## What is the Shield Icon by Health? - -This represents the total protection value of all equipped armor (click on the x or checkmark to toggle if armor is equipped or not). This is how much damage should be subtracted from incoming attacks, assuming the incoming damage has no armor penetration. - -Note there are a few limitations of this calculation. For instance the system is unaware of certain pieces that should not stack, such as wearing multiple helmets. Or wearing a kevlar helmet with armor that includes a helmet already (such as a bomb suit). - -In the example below, the vest is equipped but the helmet is not. As such total armor is only 4 rather than 5. Note that currently only 'Armor' type items can increase the calculated protection value. - -![Armor Calculation](./images/equipped_armor.webp) - ## Item Macros