×   Part 1: The Basics Chapter 0: Creating a Character Chapter 1: Ability Scores Chapter 2: Skills Chapter 3: Proficiency Chapter 4: Health Chapter 5: Defenses Chapter 6: Saves Chapter 7: Resting Chapter 8: Size
Iron & Aether
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Part 1: The Basics   ☰

Chapter 6: Saves

When in times of extreme need, danger, or dire straits, a character will need to make a save to escape the immediate danger. There are 3 types of saves in I&A: Fortitude, Reflex, and Willpower, and each is described in further detail below. In situations wherein more than one save may apply it is the saving creature’s choice which save they use unless the cause of the save says otherwise.

It is important to note that saves are mostly used to resist effects or having conditions placed upon the saving creature: the only instances wherein saves are used to avoid damage are Fortitude saves to avoid poison damage, Reflex saves to avoid traps, and Willpower saves to avoid psychic damage. Finally, a creature can always choose to fail a save without needing to roll if they so desire.

Making a Save

To make a save, simply roll a number of d10s equal to the appropriate save score and add the higher of the two scores that make up the save. If the save is a non-whole value (i.e. x.25, x.5, or x.75), then you roll a single additional die depending on the decimal value: for x.25, roll an additional d3; for x.5, roll an additional d6; and for x.75, roll an additional d8. For example, if a character with a Fortitude of 2.75 (STR 3.5 and CON 2) were to make a Fortitude save, they would roll 2d10 + 1d8 + 3.5.

Fortitude

Fortitude is determined by adding your STR and CON scores and then dividing the sum by 2. Examples of when a Fortitude save would be called for are things like resisting the effects of poison or venom, resisting being knocked over, or resisting being forcibly moved.

Fortitude also reduces the amount of poison damage you take: whenever you are subjected to poison damage, do not reduce it by your M-/R-DEF score and instead make a Fortitude save, reducing the damage you take by the result.

Reflex

Your Reflex score is equal to your AGI score + your DEX score and then halving that sum, and is used to avoid incoming dangers that require more finesse than raw strength to evade, such as slipping and falling, being tripped, or dodging out of the way of an incoming net.

Your Reflex is also used to avoid traps. When subjected to a trap, you must make a Reflex save (DR determined by your GM) to avoid its damage and/or effects. A success will see you avoid the damage and effects entirely, on a Partial Success you take half damage (reduced by your R-DEF) and/or partially avoid the trap's effects, and on a failure you are subjected to the full damage (reduced by your R-DEF) and/or effects of the trap.

Willpower

Willpower is ascertained by summing your CHA and your WIS and then dividing that sum by 2. Instances of Willpower saves would be resisting attempts to become possessed, keeping a malevolent force out of your mind, or resisting going insane after experiencing something extremely stressful or maddening.

Willpower also reduces the amount of psychic damage you take: whenever you are subjected to psychic damage, do not reduce it by your M-/R-DEF score and instead make a Willpower save, reducing the damage you take by the result.