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Defensive Mechanic

Saving Draws

When something is done to your character—poison, fear, a shove—you make a Saving Draw to resist. Unlike checks, saves use a different system: Red vs Black.

Saves Are Different

While skill checks use the Target Card System (draw close to a target), Saving Draws use a completely different mechanic—counting Red cards.

Skill Checks

Draw Range system
Get close to the Target Card
Values matter (2-14)

Saving Draws

Red vs Black system
Count Red cards (♥♦)
Only color matters!

How Saves Work

When you make a save, the GM tells you the Draw Count (DC) and which Attribute to use. You draw cards and count the Red ones.

Cards to Draw

DC+Attribute Modifier

To Succeed

Draw Red Cards ≥ DC

Hearts (♥) and Diamonds (♦) count as Red

Example: Poison Save

1

A Heartland Hornet stings you! GM calls for Vitality Save, DC 2

2

Your Vitality modifier is +2

3

You draw 2 + 2 = 4 cards: 7♥, K♠, 4♦, 9♣

2 Red cards (♥ and ♦) = DC 2. Save successful! You resist the poison.

Common Save Types

Different situations call for different Attributes. Here are the most common saves.

VITALITY

Physical Resistance

Poison, disease, exhaustion, and other bodily threats. Tougher characters shrug off toxins.

CONVICTION

Mental Fortitude

Fear effects, charm, intimidation, and willpower challenges. Stand firm against manipulation.

AGILITY

Quick Reflexes

Dodging area attacks, avoiding traps, reacting to sudden danger. Get out of the way!

STRENGTH

Brute Force

Resisting grapples, breaking free, withstanding forced movement. Don't get pushed around.

When You Force a Save

Some of your abilities force enemies to make saves. When this happens, your Attribute modifier sets the DC for their save.

Example: Taunt (Defender)

You use Taunt on an enemy. Your Conviction modifier is +3.

The enemy must make a Conviction Save, DC 3.

They draw cards equal to 3 + their Conviction modifier and need at least 3 Red cards to resist.

Strategy: High Conviction makes your save-forcing abilities harder to resist. Supports and Defenders often prioritize this attribute!

Quick Reference

♥♦

Red = Success

Hearts and Diamonds count toward your save

♠♣

Black = Nothing

Spades and Clubs don't help on saves

Save Formula: Draw (DC + Attribute) cards → Need (DC) Red cards to pass