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.
+
+
+
+
+
+## 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.
+
+
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

-
-
-## 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 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.
-
-
-
## Item Macros