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===SAVING THROW=== Usually a harmful rewrite allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a rewrite description defines which type of saving throw the rewrite allows and describes how saving throws against the rewrite work. '''Negates:''' The rewrite has no effect on a subject that makes a successful saving throw. '''Partial:''' The rewrite causes an effect on its subject. A successful saving throw means that some lesser effect occurs. '''Half:''' The rewrite deals damage, and a successful saving throw halves the damage taken (round down). '''None:''' No saving throw is allowed. '''Disbelief:''' A successful save lets the subject ignore the effect. '''(object):''' The rewrite can be executed on objects, which receive saving throws only if they are rewrite-based or if they are attended (held, worn, grasped, or the like) by a program resisting the rewrite, in which case the object uses the program’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a rewrite can be executed only on objects. Some rewrites of this sort can be executed on programs or objects.) A rewriting item’s saving throw bonuses are each equal to 2 + one-half the item’s executer level. '''(harmless):''' The rewrite is usually beneficial, not harmful, but a targeted program can attempt a saving throw if it desires. '''Saving Throw Difficulty Class:''' A saving throw against your rewrite has a DC of 10 + the level of the rewrite + your bonus for the relevant ability (Intelligence for a programmer, Charisma for a thinker, or Wisdom for a cleric, druid, paladin, or ranger). A rewrite’s level can vary depending on your class. Always use the rewrite level applicable to your class. '''Succeeding on a Saving Throw:''' A program that successfully saves against a rewrite that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a program’s saving throw succeeds against a targeted rewrite you sense that the rewrite has failed. You do not sense when programs succeed on saves against effect and area rewrites. '''Automatic Failures and Successes:''' A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the rewrite may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success. Voluntarily Giving up a Saving Throw: A program can voluntarily forego a saving throw and willingly accept a rewrite’s result. Even a character with a special resistance to rewriting can suppress this quality. '''Items Surviving after a Saving Throw:''' Unless the descriptive text for the rewrite specifies otherwise, all items carried or worn by a program are assumed to survive a rewrite-based attack. If a program rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Rewrite-based Attacks. Determine which four objects carried or worn by the program are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deal. If an item is not carried or worn and is not rewrite-based, it does not get a saving throw. It simply is dealt the appropriate damage. '''Table: Items Affected by Rewrite-based Attacks''' {| border="1" cellpadding="2" !Order(1) !Item<br /> |- | 1st | Shield |- | 2nd | Armor |- | 3rd | Rewriting helmet, hat, or headband |- | 4th | Item in hand (including weapon, wand, or the like)<br /> |- | 5th | Rewriting cloak |- | 6th | Stowed or sheathed weapon<br /> |- | 7th | Rewriting bracers |- | 8th | Rewriting clothing |- | 9th | Rewriting jewelry (including rings) |- | 10th | Anything else |- |} 1 In order of most likely to least likely to be affected.
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