I wrapped up the section on Saving Throws and was liking how it came together and decided to give a little sneak peek here:
A saving throw—also called a save—represents an attempt to resist a trap, a poison, a disease, an explosion, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character is at risk of harm.
To make a saving throw, roll a d20 and add modifiers and match or beat the number on the type of save you are making.
There are six types of saves:
- Explosions: things that go boom like dynamite.
- Mentalism: mental or psychic attacks.
- Energy: fire, lightning, energy beams.
- Poison: lethal substances like a rattlesnake bite.
- Falls: dropping from heights, or other physical trauma.
- General: this is a catch-all for anything that doesn’t fall in the other categories.
A saving throw can be modified by a situational bonus or penalty as determined by the GM.
Modifiers to a saving throw are determined by the effect that causes it. For example, saving throw vs poison modifiers are determined by the potency of the poison.
Perhaps one of the most notable differences between various editions are saving throws. By default Gunslinger uses the same saves as in Warriors of the Red Planet which roughly align with: