1.9 KiB
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.
- 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.