diff --git a/documentation/agent_sheet_sample.md b/documentation/agent_sheet_sample.md
index 1866889..1a81ef2 100644
--- a/documentation/agent_sheet_sample.md
+++ b/documentation/agent_sheet_sample.md
@@ -21,16 +21,21 @@ The "Cowboys" setting gives the oldest feel, with a typewriter font and an weath

## Physical
+

## Mental
+

## Gear
+

## CV
+

## Contacts
-
\ No newline at end of file
+
+
diff --git a/documentation/home.md b/documentation/home.md
index 4e69e7a..0aa7946 100644
--- a/documentation/home.md
+++ b/documentation/home.md
@@ -1,6 +1,7 @@
# System Documentation
## 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)
@@ -12,19 +13,21 @@
9. [Item Macros](#item-macros)
-## Rolling Checks
+
+## 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.

-* 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.
-* Click on the name of a physical statistic (such as _STR_, on the _Physical_ tab) to roll a test.
-* 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.
+- 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.
+- Click on the name of a physical statistic (such as _STR_, on the _Physical_ tab) to roll a test.
+- 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.
@@ -32,51 +35,58 @@ 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.
+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.
+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.
+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.
+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.
+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.
+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).
+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.
+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
-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:
+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:
```javascript
game.deltagreen.rollItemMacro("Combat Dagger");
@@ -89,4 +99,5 @@ You can get a macro that rolls the appropriate skill check instead however with
```javascript
game.deltagreen.rollItemSkillCheckMacro("Combat Dagger");
```
-Note that both of these macros search **the currently selected token** for the first instance of an item matching the indicated name passed to the function.
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+
+Note that both of these macros search **the currently selected token** for the first instance of an item matching the indicated name passed to the function.