SAVING THROWS
Roll 1D20 and equal or get higher than the specific target number to be
successful.
Saving throws are used to not be affected by a specific situation,
event, or experience and includes poisons and toxins,
horror factors, rolling with punch, fall, or impact, psionic effects,
magic effects such as spells, wards or rituals and circles, coma and
death, possession, and insanity. Saving Throws are often just called
Saves and the specific situation is often referred to as a Save Vs (the
specific situation).
POISONS AND TOXINS
HORROR FACTOR
All monsters and supernatuarl creatures have a HF (Horror Factor). The
HF represents either the hideous appearance or its overwhelming aura of
evil and power, or a combination of the two. Whenever a human/mortal
encounters one of these terrors, the character must roll a 1D20 to see
whether or not they are momentarily stunned by the sheer horror of the
thing. The character who failed loses Initiative, loses 1 melee attack/action, can nit defend themselves (no parry or dodge) against the first attack from the source of the horror. This HF roll might be thought of as a saving throw or mental
parry. Fortunately, the character only needs to roll for the first
melee Round of each encounter, not every combat.
Most mortal monsters have a HF of around 10+1D4. Lesser supernatural
monsters around 12-15. Greater demons are 14-16. Intelligences around
16-18.
ROLLING WITH PUNCH, FALL, OR IMPACT
PSIONIC EFFECTS
Psionic attacks which assail the mind, emotions, or physiology of a
person can always be fought off the force of one'sown will and mental
endurance. Psionic attacks that fall into this category include
empathy, empathic transmission, mind wipe, hypnotic suggestion,
telepathy, and bio-manipulation. Some psionic attacks for which there
is no saving throw include levitation, pyrokinesis, telekinesis,
prescense sense, healing touch, force field, and mind bolt. However, a
parry or dodge may be appropriate in some cases, like dodging a mind
bolt or telekinetic attack.
- Animals: must roll 15 or higher to Save Vs Psionic attack.
- Non-Psionic Characters: must roll 15 or higher to Save Vs Psionic attack.
- Minor and Major Psionic Characters: must roll 12 or higher to Save Vs Psionic attack.
- Master Psionic Characters: must roll 10 or higher to Save Vs Psionic attack.
Note: Be sure to add any possible bonuses from the M.E. attribute and/or magic/tech devices/protection.
MAGIC EFFECTS
Wizards and other magic O.C.C.s recieve bonuses to their Save vs Magic
(special magic items can also afford protection against magic).
However, while spell magic, circles and wards may share the same basic
attack/strike of 12 (thus the usual default Save target is 12+), they
are distinctly different types of magic. This means that a bonus to
Save Vs Spell Magic does not apply to the Save Vs Circles, or Wards and
vice versa.
A successful Save Vs Magic means the magic has no effect (or a reduced effect) on the character.
A failed Save Vs Magic means the magic has full effect on the character.
Animals get an automatic Saving Throw Vs Magic Attacks at -4.
Physical magic assaults, such as Cloud Of Smoke, Energy Bolt, Fire
Bolt, objects hurled by Telekinesis, and similar attacks in which a
real, physical force is being used, can not be avoided with a Save Vs
Magic, usually (but not always) they must be avoided with a Dodge
Roll.The spell description shoudl indicate if the magic can be Dodged,
has a Save Vs Magic chance, or if it automatically succeeds withoutthe
chance for a Dodge or a Save. Of course, non-living targets get no
save.
Circles come in three main forms and have respective saving throw
targets:-
- Summoning: 13+
- Power: 13+
- Protection: 16+
Wards have Saving Throw targets of 13+. This target is modified by the
skill level of the creator of the wards.
Defenders always win ties.
COMA AND DEATH
DISEASE
POSSESSION
INSANITY