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 appearanceor 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. 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.
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:-
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