Most of the time when a character resists an effect, he makes a “saving throw,” or “save.” There are three types of saves, each with its own bonus and uses: Fortitude, Reflex, and Will.

Saves are made as directed by the GC or the rules. When a rule calls for a save, the DC and other pertinent information is provided. When the GC calls for a save, he determines the DC based on the relevant rules or the difficulty of resisting the effect, with 15 representing a routine save and 40 representing a nearly impossible one.

The player rolls 1d20 and adds his appropriate save bonus to obtain a saving throw result. If the result equals or exceeds the DC, the character resists; otherwise, he suffers the full effect. In most cases, a successful save either negates the effect or reduces it to 1/2 standard, though many other results are possible, as noted in each save description or directed by the GC.

When making a save, a 1 is not an automatic failure; neither is a 20 an automatic success. A save may not result in a threat, error, critical success, or critical failure.

All Reflex saving throws are subject to armor check penalties.

Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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