Saving Throws
Saving throws are used for quick, reactive actions that don’t require a full skill check. Examples include catching a falling ally, diving for cover, or quickly grabbing an item.
Each saving throw has a target pool—a set of specific dice results you must roll to succeed. For example, a saving throw might require rolling both a 1 and a 6 on a d6. You don’t need to roll them simultaneously—you just need to roll both results over the course of the attempt.
You begin by rolling a designated number of dice, as defined by the Codex or set by the GM. Any target numbers rolled are kept, and the rest are rerolled. You repeat this process until all required numbers have been rolled or the check fails (if applicable).
Example
If the target pool is [1, 6] and you roll a 2 and a 6, you keep the 6 and reroll both dice, now hoping to get a 1. You continue until you roll both a 1 and a 6.
The number of rounds (rerolls) it takes to complete the saving throw affects the outcome:
- Succeeding in the first round: No penalty—full success.
- Taking multiple rounds: You still succeed, but you may suffer a consequence (such as damage, time loss, or another setback).
Each saving throw defines both the target pool and the dice rolled—these are unique to each situation and saving throw type.