# System Documentation ## 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. Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll. * 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. ## 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 The 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_.