update for new style options
@@ -1,19 +1,36 @@
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# Sample Agent Sheet Screenshots
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**Note** - You can control the overall 'style' of the sheets by adjusting the system setting shown below:
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The "Cowboys" setting gives the oldest feel, with a typewriter font and an weathered paper. "Outlaw" is the middle option, with weathered paper, but a more modern font. "Program" is the default, and gives a cleaner and brighter paper and a modern font.
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## Skills
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### Cowboy Setting
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### Outlaw Setting
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### Program Setting
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## Physical
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## Mental
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## Gear
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## CV
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## Contacts
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@@ -16,7 +16,7 @@
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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.
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* Click on _SAN_ (label above current/max sanity) to roll a Sanity check.
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* Click on any of the skill labels (such as _Accounting_) to roll a skill test.
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@@ -29,7 +29,7 @@ Most labels can be clicked to roll a check or test of some kind. If they can be
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Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.
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<a name="type-skills"></a>
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## Where are the Specialized Skills Like 'Science' and 'Pilot'?
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@@ -38,7 +38,7 @@ Only one 'Typed' skill is shown for an Agent by default, that being Art (Paintin
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This allows adding any number of skills as needed, without having dead space for unused skills.
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<a name="lethality"></a>
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## Why Does the 'Lethality' Roll Show Damage Even on a Success?
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@@ -71,7 +71,7 @@ Note there are a few limitations of this calculation. For instance the system i
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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.
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<a name="item-macros"></a>
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## Item Macros
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@@ -82,7 +82,7 @@ Currently there are two built-in item macros, that allow rolling the associated
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game.deltagreen.rollItemMacro("Combat Dagger");
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```
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You can get a macro that rolls the appropriate skill check instead however with this command:
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