diff --git a/documentation/home.md b/documentation/home.md index de064f3..0c8fb13 100644 --- a/documentation/home.md +++ b/documentation/home.md @@ -3,6 +3,13 @@ ## Table of Contents 1. [Rolling Checks](#rolling-checks) 2. [Modifying Rolls on the Fly](#modifying-rolls) +3. [Type Skills Such as Art or Piloting](#type-skills) +4. [Lethality Rolls and Damage](#lethality) +5. [Breaking Point](#breaking-point) +6. [Inhuman Rules (Stat Tests Over 100%)](#inhuman-rules) +7. [Ritual Skill](#ritual-skill) +8. [Protection Rating (e.g. the Shield Icon)](#protection-rating-calculation) +9. [Item Macros](#item-macros) ## Rolling Checks @@ -24,6 +31,7 @@ Shift-clicking or right-clicking will bring up a dialogue to allow modifying the ![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. @@ -32,24 +40,29 @@ This allows adding any number of skills as needed, without having dead space for ![Type Skills Section](./images/type_skill_example.png) + ## 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. @@ -60,6 +73,7 @@ In the example below, the vest is equipped but the helmet is not. As such total ![Armor Calculation](./images/equipped_armor.png) + ## Item Macros Currently there are two built-in item macros, that allow rolling the associated skill check or damage roll for a weapon. Dragging a weapon (try clicking on 'Armor Piercing' to avoid rolling) onto the macro bar results in a macro like this that will roll damage: