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System Documentation

Table of Contents

  1. Frequently Asked Questions
  2. Rolling Checks
  3. Modifying Rolls on the Fly
  4. Type Skills Such as Art or Piloting
  5. Lethality Rolls and Damage
  6. Breaking Point
  7. Inhuman Rules (Stat Tests Over 100%)
  8. Ritual Skill
  9. Protection Rating (e.g. the Shield Icon)
  10. Item Macros

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.

Sanity 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.

Modifying Rolls on the Fly

Shift-clicking or right-clicking will bring up a dialogue to allow modifying the roll.

Modify Roll Window

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:

game.deltagreen.rollItemMacro("Combat Dagger");

Armor Calculation

You can get a macro that rolls the appropriate skill check instead however with this command:

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.