Saving Throws
When a character or NPC has a negative status condition (such as Disoriented, Immobilized or Staggered) targeted on them, they have the choice of either accepting the status condition as it, or attempting a "saving throw." A Saving Throw is a character's ability to shrug off an attempted status effect, either through mental resilience, quick reflexes, or physical toughness. If a character chooses to attempt a Saving Throw, they must pay a strain cost to attempt the Saving Throw, and then roll a Saving Throw Ability Check to attempt to resist the effect. If successful, the status effect does not apply to them. However, if they fail the status effect applies to them and they do not get back the strain they spent to attempt the save.
The difficulty and strain cost of each Saving Throw depends on both the source and the type of status affect being applied to the character. A few examples have been outlined below for some of the more common status effects, however the GM has final say on the strain costs, skill used to resist, and difficulty of each circumstance.
Typically a saving throw requires either a Resilience, Coordination or Discipline check, depending on the source of the effect. Most effects triggered by weapons or normal attack checks will give the defender an opportunity to resist with their Resilience or Coordination ability, while effects caused by most magical effects typically rely on Discipline checks to summon the mental fortitude to resist the spell's effects. In either case the GM should make a ruling depended on the situation at hand, specifically with magic spells. A Vermyn telepath attempting to immobilize a fleeing opponent by overwhelming their mind would obviously require a Discipline check, while a Lycean Primalist wrapping a trespasser up in viney roots would likely be resisted by a Resilience check instead. In either case, Resilience, Coordination, and Discipline are the go to skills for resisting effects, and the GM should be mindful about letting the players or NPCs use other skills in their wake.
Disorient
Strain Cost : 2
Difficulty : Average
Knockdown Strain Cost : 2
Difficulty : Average
Disarm Strain Cost : 2
Difficulty : Hard
Immobilize
Strain Cost : 2
Difficulty : Hard
Stagger
Strain Cost : 4
Difficulty : Daunting
Petrify
Strain Cost : 4
Difficulty : Daunting
Strain Cost : 2
Difficulty : Average
Knockdown Strain Cost : 2
Difficulty : Average
Disarm Strain Cost : 2
Difficulty : Hard
Immobilize
Strain Cost : 2
Difficulty : Hard
Stagger
Strain Cost : 4
Difficulty : Daunting
Petrify
Strain Cost : 4
Difficulty : Daunting
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