SAVING THROWS
When subjected to dangerous situations, one often
receives a saving throw to mitigate incoming damage or effects. There are three types of saving throws: Body, Reflex, and Mind, notated
as BS, RS, and MS.
BODY SAVES
Body saves are used when one comes in contact
with bodily dangers like disease, poison or paralysis. Diseases can be contracted through
contaminated food or water and diseased or poisonous enemies. For these
enemies, a Body Save is made upon a successful hit at 12 + 3 per 2 HD of the carrier. Diseases can be lifted if 3 saves are made during
the course of the disease or by waiting out the symptoms.
Minor
Illness
– BS12 Common, Causes -2 to all rolls for 2d6 days
Disease – BS15
Concerning, Causes -1d6 ability score damage for 2d6 days, -1 permanently on a
roll of 6
Serious
Disease-
BS18 Death in 1d12 days unless treated -2 to all rolls
Plagues-
BS21 Most serious, Death in 1d12 days and -4 to all rolls unless treated
Infection-
BS15 Open wounds roll 1d6 daily. Infected
on 1 and 2d6 dmg/day until treated
POISON (THANKS TO JEFF RIENTS)
Poison is fairly common in Swords & Sorcery
settings. The severity of a poison ranges from I to V and stands for both the
damage done by the poison, and the number of rounds it stays in effect, dealing
(severity)d6 damage per round. Poisons have an initial save and a save for each
round if the first fails. Severity is also added to a range of 1 in 6 on a d6
of whether or not a character is stunned
from pain. When employing a poison with a weapon, a critical fumble results in
the character poisoning themselves, and forcing a Body save vs. the poison. Alchemists
do not run this risk, but they are not immune to poisons from enemies. Poisons
can be treated during their duration with spells, antidotes, and first aid.
REFLEX SAVES
Reflex saves are
used to avoid effects to an area including; trap effects, dragon breath
attacks, and spells like fireball.
Area of effect spells have Reflex save equal to their Mind save,
and
halve damage from effects. RS for
Dragon breath attacks are 10 + Dragon HD. Traps have a RS 15+/- modified by the complexity of the trap.
Damage from traps is always equal to 1d6
+ complexity mod. (min 1 damage).
The RS for traps is also their tinker DC.
Complexity modifiers:
Type of Trap
|
Complexity Mod
|
Simple
Pin Trap
|
-5
|
Trap
Doors
|
-3
|
Snares
|
-1
|
Arrow/
Dart traps
|
+0
|
Bear
traps
|
+1
|
Jet
Traps
|
+3
|
Swinging
Blades
|
+5
|
Advanced
Traps
|
+10
|
Tomb
of Horrors
|
+15
|
MIND SAVES
Mind saves
represent a characters resistance to mind bending effects from magic, supernatural
horrors, or curses. Mind saves vs.
spells are equal to 10 + ½
Magician Level + INT Mod. Curses
have their own specific MS and horrors are determined ad hoc based on a MS15+/- standard. Common curses:
Evil-eye - MS12 -1 to
all rolls
Un-luck - MS14 Roll
twice, taking the lower result
Mind Fire– MS15 casters can only remember their INT
mod. spells
Weakness - MS16 Exhausted until
curse removed
Fumblers Curse - MS18 -3 to all
skill and ability rolls
Curse of Ages- MS18 character
begins rapidly aging at a year each day until they die in 1d20+10 days
Lycanthropy - MS21 Lycanthropy
Cursed items have the
opposite effect of the original item.
No comments:
Post a Comment