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, you're given the Red Count (RC)—set by the attacker's relevant Attribute—and which Attribute you use to resist. You draw cards and count the Red ones.

Saving Draws (Cards to Draw)

Red Count+Your Attribute

Red Count is set by the attacker's relevant Attribute modifier

To Succeed

Draw Red Cards ≥ RC

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

Example: Bibulous Absorption

1

A Bibulous attempts to absorb you! You must make a Body Save.

2

The Bibulous has Body +3, so the Red Count is 3.

3

Your Body modifier is +2. You draw 3 + 2 = 5 cards.

4

You draw: 7♥, K♠, 4♦, 9♣, 2♥

3 Red cards (♥, ♦, ♥) ≥ RC 3. Save successful! You resist being absorbed.

Common Save Types

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

BOD

Physical Resistance (Body)

Slowed, Susceptible, Stacked, and other bodily threats. Physical toughness and coordination saves.

WIL

Mental Resistance (Will)

Frightened and other willpower challenges. Stand firm against fear and intimidation.

MND

Intellect (Mind)

[NEEDS CONTENT: Mind save description]

CAR

Perception / Empathy (Care)

Charmed and other perception/empathy challenges. Resist manipulation through insight.

When You Force a Save

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

Example: Follow the Coin (Illusionist)

An Illusionist uses Follow the Coin on a Paper Golem, forcing a Care Save.

The Illusionist's Power Attribute is Mind at +2. Red Count = 2.

The Golem's Care is +1. It draws 2 + 1 = 3 cards.

The Golem draws only 1 Red card. Failed! The Golem is stunned.

Strategy: A high Power Attribute makes your save-forcing abilities harder to resist. Choose your Primary Attribute wisely!

Quick Reference

♥♦

Red = Success

Hearts and Diamonds count toward your save

♠♣

Black = Nothing

Spades and Clubs don't help on saves

Formula: Red Count + Your Attribute = Saving Draws

Success: Draw ≥ Red Count in Red cards