# SAVE (Global: BONUS)

## Status

New 6.03.00

## Syntax

`BONUS:SAVE|x,x|y`

## Parameters

- x: Text (Save name)
- x: BASE.Text (Save name)
- x: ALL
- y: Number, variable or formula (Save Bonus)

## What it Does

- Adds to the indicated save.
- Using the `BASE.x` syntax adds to indicated base save (normally only used in class progressions).
- Valid saves, e.g. Fortitude,Reflex,Will, are defined in the GameMode.
- Substitution is allowed through the use of `%LIST` .

## Example

`BONUS:SAVE|Fortitude,Reflex|1`

Adds one to “Fortitude” and “Reflex” saves.

`CHOOSE:NUMCHOICES=1|CHECKS|Fortitude|Reflex|Will <tab> BONUS:SAVE|%LIST|1`

The selection, “Fortitude”, “Reflex” or “Will”, is put into the `BONUS:SAVE` tag in place of the `%LIST`

`BONUS:SAVE|Willpower||max(CHA,WIS)-WIS`

How does one code up something like ‘you can add your Charisma modifier instead of Wisdom for Willpower saves’?

`BONUS:SAVE|Fortitude|2|TYPE=Resistance`

Adds two to Fortitude saves due to Resistance.

`BONUS:SAVE|BASE.Fortitude,BASE.Reflex|1`

Adds one to the base “Fortitude” and “Reflex” saves.

`BONUS:SAVE|ALL|1`

Adds one to the all saves.

`TEMPBONUS:ANYPC|SAVE|ALL|3|TYPE=Morale`

Adds three to all saves, due to morale, to all PC Characters.

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