Showing posts with label Saving Throws. Show all posts
Showing posts with label Saving Throws. Show all posts

Saturday, January 28, 2023

[ToM] Tricksome Spire

Large and steep spike of stone jutting from the sandy Earth. Just away from The Peaks, which was once the housing district of the People of Mozz, this large spire may have once held a massive mansion for a great and powerful ruler, or perhaps a community center for many small winged souls.

Now, the spire stands bare. But the top of the spire hints at great treasure- a great bird's nest. The interesting about the spire is what happens to those when it is traveled around. The spire's tip appears unreachable from the ground, but if one were to circle around to find a way up, they would find a great change overcoming the spire.

If you walk around the Spire clockwise, the peak seems to get higher up, and a perilous, short path appears along the sides, but the nest bigger and more interesting place to visit.

If you walk around the Spire anticlockwise, the peak seems to get lower, and a safer, longer path appears along the sides, but the nest looks smaller and less impressive.

These effects seem real, but are local. Nobody in the far distance ever sees the spire getting bigger or shorter, it just looks the same. But if you stand at the base of the spire and someone else walks around it in circles, you can notice the changes too. It is not merely illusion.

Rotating around the spire takes a good bit of time on foot- going around on horseback or through some other faster way of traveling doesn't speed up the changes- it takes 1 Turn of circling the Spire either way. The X on the chart below is the number of rotations.

X

Clockwise

Anticlockwise

1

Steep path. Takes two turns to get to the top if anyone has -1 Con modifier or worse. Top has an eagle's nest- eggs are worth one ration.

Placid Path. Take two turns to reach the top.

Top has an eagle's nest- eggs are worth one ration.

2

Very Steep path. Give everyone 1 nonlethal damage from the exertion. Finch nest has 1d8 silver coins nicked from the landscape.

Gentle ramp. Takes three turns to reach the top.

There's an owl's nest with a few rat bones.

3

Perilous Path. Make an easy save- if you fail, another person must save to catch you else you fall to your death. Nest is for a pack of buzzards (1 HD, 1d4 beaks, low morale). The Buzzards have collected a bunch of golden bones worth 2d20 gp.

Barely inclined. Takes four turns to reach the top. Nest is abandoned.

4

Suicidal Path. Nobody can access without climbing gear or Dexterity +1. Thieves get a bonus. If you fail a save on the way, you just fall to your death. At the top is the nest of a Roc and a Roc's egg. If you break the Egg and drink its juice- 1d6 Max HP permanently.

Spiral stairs. The ground has morphed into stairs. At the top, a fake nest made of grass. There is a sign; “Display purposes only.”

Friday, January 6, 2023

[ToM] Exposed Trenches

On the approach to the Temple; one must mind what side they approach from. This is the dangerous side.

Far up on the temple is a giant crack. This crack reveals to the outside little; only a shadowy darkness that hint at the darkness inside the temple. But this crack runs deep; all the way to the core of the temple. And it is from this core that the deadly light issues forth- cascading the land in lethal emission. Any living thing caught in this light from this distance will die. There is no cover; all of the trees or plants which may have shielded you from the light have long since been killed. The biggest clue you are within the killing field is when there are no more birds, insects, or grass at all; only the tiniest of grasses grow half covered and wilted behind small stones. The light is bright enough and at a high enough angle that even small walls for cover or your cloak cannot protect you- it even penetrates a few fingers deep into the earth, destroying the worms and burrowing things that enriched the soil. Now, only a cracked and dusty earth remains here and the corpses of those who dared approach. Do not roll for any random encounters here; nothing that lives in the valley will come this close.

The light emits randomly from the temple. It is a bright white. The light only lasts a few seconds, but is still enough exposure to be lethal. After the light fades away; there is a period of 2d6 Exploration Turns before it emits again. There is no way to tell how long or short the time between emissions is.

Those with a supernatural sense for danger (Wisdom +2 or better) will also have a bad feeling right before the light emits again. If this happens, there is a 1 in 6 chance your party can find the hole that leads down to the trench-tunnels down below- which is the only place of safety this close. Once you get to the base of the tower, you are once again safe from the light. The light within the temple also gets just a little brighter right before another release; but if you can see that, it's already too late.

It takes a certain amount of time to travel on foot through the danger zone of the Exposed Trenches to the Temple. The time to go back the other way is the same. If you're traveling on horseback, half your time.

From the Trench-Tunnel Hole to the Temple - 3 Turns
From the Drytalon Canyon to the Temple - 6 Turns
From the Perching Stone to the Temple - 7 Turns

The corpses are also very well preserved- no scavengers. If you stop to loot the corpses- add a turn to your travel time but find 1d20x10 gold and silver coins- many from dynasties that have already ended.

Tuesday, July 27, 2021

Can you jump this gap? (Jump Rules)

More games need rules for jumps. It comes up all the time, and it's never actually useful either- too many games with specific units and lengths for jumps.

Instead, just use this table. No rolling unless it says so. Here's a cleaner pdf version.


Defining the Gap-
Every gap you can "jump" is roughly something you could imagine a human jumping with a running start, such as the chasm in a cave or the roofs of two wagons speeding through the desert. If the gap is smaller then that, or isn't very precarious, then you don't need to roll because it's easy. If the gap is too big to feasible jump, or you're trying to Jedi-jump your way into an open window like 20 feet up a castle tower you can't roll because you can't do it unless you have a special power or spell or whatever. Pretty simple.

By default, if you can't jump the gap and try anyway or fail your roll; you get a save. On a failed save, you fall. On a successful save, you manage to catch the edge of the far platform with your hands, and need help to climb back up unless you're strong (+1 Strength or better). It takes one combat round to pull you up.

In the case of multiple conditions begin true, use the bottom-most row on the Y axis and the right-most column on the X axis.

Can you Jump the Gap?


Jumping while...

Not in a Rush

On a Ninja-Stealth Mission

Being Chased

Shot at with arrows

it's raining or wet

the gap is big / other side is higher up

You have a vine/rope to swing on

Moving Platforms / During Earthquake

Being attacked by flying monsters

Are you...











Average?


Yes

Yes but 5 in 6 or you make noise

5 in 6

4 in 6

2 in 6

No

Yes

No

No

Agile? (+1 Dex)


Yes

Yes

Yes

5 in 6

3 in 6

1 in 6

Yes

No

No

A Rogue?


Yes

Yes

Yes

Yes

5 in 6

2 in 6

Yes

1 in 6

No

A 7th Level Rogue?


Yes

Yes

Yes

Yes

Yes

4 in 6

Yes

2 in 6

1 in 6

Very Agile Level 7 Rogue? (+2 Dex)


Yes

ofc

Yes

Yes

Yes

5 in 6

Yes

3 in 6

2 in 6

Encumbered?


5 in 6

Yes but always makes noise

2 in 6

1 in 6

No

No

Yes but the rope snaps

No

No

Monday, August 31, 2020

12 Sorcerer-Corpse Hazards

You've killed the Sorcerer. The evil witch lies dead at your feet. Now you're going to loot the corpse; except something still manages to kill or maim you. It could be a trap or final posthumous curse laid by the Wizard in spite, or it could be just a natural result of the Sorcerer's vile biological meddling with their own body.

Roll on the table for what hazard awaits within the Wizard's body, which usually only activates if they are looted or you attempt to burn them (cremating Wizards is common practice, so they can't try to come back from the dead). Apprentice Wizards only have a 1 in 6 chance of having a booby-trapped body, regular Wizards have one, Archmages and Sorcerer Lords may have 2 or more.

12 Sorcerer-Corpse Hazards
[1] The Sorcerer's mouth suddenly starts to spew a massive cloud of black-green smoke. The smoke deals 2d6 damage per round you breathe it in, no save if you were the one to touch the corpse. Every roll of a one deals one damage and also reduces your maximum hit pitons by one, permanently. The smoke clears in one round if you're outside and one exploration turn in an enclosed space.

The mouth and throat of the Sorcerer is stained bright green all the way down to the lungs. Both lungs in the body will be bloated and leathery, with extra gas-sac chambers growing like pustules on the sides. This Sorcerer was probably trying to acclimate themselves to an arcane atmosphere.

[2] You hear a tinny screeching coming from the Sorcerer's ears. Many years worth of “saved” conversations come billowing out of their ear holes, loudly stacking on top of each other and building the volume to a crescendo. Every round, roll a wandering encounter check. Those with sensitive ears, like Elves, must cover their ears with their hands and can't do anything else. Every round, all magic items in your possession have a 1 in 6 chance to fire off as a magic word or phrase is replayed from the irritating static of noises.

The noise will end after 1 exploration turn for a normally aged (old) Wizard, but may last for an hour or more for a truly ancient immortal spellcaster. You can also muffle the noise by stuffing the earholes shut or covering the dead corpse's head with pillows and blankets to stifle the racket.

[3] One of the Sorcerer's hands randomly shoots up and tries to grab and claw at you. It's not a zombie, the limb if just firing wildly. If it manages to scratch you (attack roll at +2), your matching hand on your body will start to act strangely every night, and the Wizard's hand goes inanimate again. This hand will try to scratch arcane symbols into any nearby objects when you sleep, or in your flesh if no objects are available. The hand also compulsively (saving throw to resist) touches, opens, and clutches spell books or arcane artifacts. Your hand seems to be trying to spread knowledge of magic through the drawing of runes and esoteric diagrams of things you don't want to understand.

If you cut off the Sorcerer's hand while it is flailing, it turns into a 1 HD monster that puppets the hand as its body, though in truth it is a mass of tentacles inside from an extradimensional monster, puppeting the Wizard's hand and granting enhanced dexterity for lapping at the caster's soul. If you cut off the Sorcerer's hand after it has already scratched somebody, the tentacles are already dead and it slides out like a snail boiled in its shell.

[4] The Sorcerer's body lies still, until the moment something burning or red hot touches it. It poofs into white powder, which, after one round, ignites and explodes as a 4d6 damage fireball in the containing area. Those who have managed to survive this booby trap attest to the fact that the Wizard's body smells like bread, as the white powder is in fact their entire body turned into very fine flour.

It is also possible to use a grind stone to change the Wizard who cast this spell into flesh and bone into bread. Eating this bread makes any normal human sick, but gives Wizards an easy feeling of nostalgia and comfort; you can make 30 Wizard rations from a bread-wizard corpse.

[5] The Wizard's eyeballs retain a shimmering quality after death, eyes wide open in death, as though staring right at you. If you touch one of the eyeballs at all, cover the face with a cloth, or try to close the eyelids of the corpse the eyeballs explode and squirt metal-burning acid at you. Make a saving throw; on failure you take 4d4 acid damage. The acid can burn through anything except stone and has a 1 in 6 chance to ruin your armor if you were exposed to it while wearing armor.

The acid in the eyes is a very common enhancement Sorcerers put into themselves. Injection of the acid causes early blindness, cataracts, and hallucinations, as well as a permanent “sunken in” look to the eyes that many magic users share. The acid has the beneficial property of “melting” any malignant text or trapped runes; the image is essentially burned away within the Wizard's eye before it reaches their brain to process it. This is a required surgery for any Sorcerer who wishes to read books made by other paranoid and possessive magicians.

[6] As you examine the corpse, you see several lumps under the skin around the wizard's body, hinting at internal tumors. The lungs start to change color, shift, and smell quite strangely as they mutate post mortem. The tumors are changing into metals, which were otherwise being manufactured or produced by the Sorcerer's body.

After one turn, the Sorcerer's body doubles in weight as some of the lumps turn to iron and lead. After two turns, being touched by water causes a burning stinging cloud to form from the Sorcerer's body; the lithium in their body reacting and exploding violently. After three turns, you can fish through the Wizard's corpse to find 1d3 nuggets of gold, worth 300c each.

[7] As the final blow hits the Sorcerer, their body releases a cloud of spores. These spores only infect dead things; any meat or corpses you are carrying will similarly be infected by the spores. The Sorcerer's corpse and all affected flesh sprouts mushroom heads- they grow from tiny buds into four inch long fruiting bodies in a matter of minutes. After one turn, these spore heads release spores again, infecting all nearby dead things again, spreading the chain of infection.

After one hour, any flesh hosting the mushroom spores will start to turn into putrid slime, pooling together and flowing like water. This will attract all manner of filthy creatures. Slimes will autogenerate from the pool of liquid; 1d6 HD worth of slimes per human sized corpse or amount of meat. If this mushrooming phenomena happened on the site of a great battle or within a large coven of Sorcerers, it's highly likely the entire surrounding countryside would be enveloped by slimes. Sorcerers tend to know the secret words that can control these mindless creatures, hence infecting oneself with these mushroom spores is a useful method to take back territory even after you die.

[8] Upon killing the Sorcerer, their sleeves must be rolled down or their clothes removed to reveal this feature. The corpse has holes along the arms; small nooks which are tiny nestboxes for even tinier sparrows. The bright-blue birds chirp and fly away the moment they are uncovered. For the next three days, the weather in the surrounding area becomes stormy and unpredictable, local wildlife acts strangely, cats wander far away from the houses and farms they are supposed to be ratting. It's as if nature itself is trying to kill these birds as fast as possible, and make sure they do not establish a foothold or create nests outside of the bodies of Sorcerers.

These birds, as with many species created by Sorcerers, has been purposefully designed to fulfill a purpose. These birds have flammable feathers and, if they are incinerated alive under the darkness of a new moon, the ashes will contain an amount of magical energy useful for several arcane practices.

[9] The moment the Sorcerer dies, all light around its corpse grows one level dimmer. Light spells and lanterns become like torches, torches become candles, candles glow like fireflies or not at all. This has the normal effect on vision and corresponding negatives for trying to fight in dark places.

The ability to reduce light is commonly associated with attempts to preserve the physical body after death- light speeds up the decomposition by attracting flies and insects. Lesser magicians have this adaptation to serve as better undead servants after death, powerful sorcerers retain it so they may raise themselves from the dead in a less severe state of undeath afterwards.

[10] Whatever weapon was used to kill the magician is now magnetically attracted to it, if it's made of metal. It is pulled towards their body and sticks to it so hard that only someone with a Strength of 18 or higher could pull it out. Every round you keep the blade away from the body, the magnetic force gets stronger and stronger, soon trying to pull the sword out of the scabbard or from a long distance or even bending the blade if you can hold it back. If the weapon touches the corpse for at least one exploration turn, the magnetic effect wears off.

The purpose of this enchantment is to catch returning arrows or boomerang-style weapons so the user can be disarmed or the weapon identified. Mostly given to Sorcerers who work as low ranking guards for higher powered ones; this enchantment is hard to remove though so most who ascend through the ranks end up keeping it later in life.

[11] After the Sorcerer dies, you feel a faint rumbling in the ground. Make a saving throw to duck for cover. After 1d3 rounds, they explode with iron swords, daggers, arrows, and magic weapons. On a failed save, take three attacks from three random weapons. These require a to-hit roll, and use the magic weapons bonus to modify the to-hit.

Naturally, many wizards are packrats that steal whatever magical gear they can, even if they can't make good use of it with their weak arms and bodies. Regardless, after death, the spells that keep these weapons and items in extradimensional space cease to function, and these tools of destruction must return to the mortal plane with explosive results.

[12] The body disintegrates. If you're touching it on the moment of death (such as with a hand to hand attack), you must save or take 3d6 damage from the disintegration field.

Some Sorcerers don't want to be brought back.

Friday, July 19, 2019

Yet another Alternate Saving-Throw System

This is a concept for saving throws via category. It simplifies saving throws into three levels of difficulty, which is less streamlined then a one save system but less fiddly then the traditional five saving-throws method in many OSR games.

Instead, every character of every class uses the following saving throw table. You must roll d20 + Wisdom modifier and meet or beat the number to succeed. Once a character is name level (or 10 in my game) then you automatically succeed Easy saving throws, no need to roll.

Character Lvl
Easy
Normal
Hard
1
8
16
18
2
7
15
18
3
7
14
18
4
6
13
18
5
6
12
17
6
5
11
17
7
5
10
17
8
4
9
17
9
4
8
17
10
X
8
16

Whenever a module, rule, or your DM tells you to roll a “Saving throw” of any type, roll normal. If it is specified as a “hard” saving throw, roll on the hard table.

Each class has a special saving throw. This means when you have to roll a saving throw of that category, you instead downgrade its level on the table. Normal saving throws are downgraded to Easy, and Hard go to Normal.

Fighters get their bonus saving throw against combat maneuvers and/or breath & paralysis.
Barbarians & Monks get their bonus saving throw against poison.
Thieves get their bonus saving throw against traps & devices.
Magic Users get their bonus saving throw against spells.
Clerics & Paladins get their bonus saving throw against either death or disease, whichever is best.

Wednesday, May 22, 2019

High-Powered "Coup de Grace" Rules

These rules are specifically for those interested in running a more high fantasy “Hit Points = Meat Points” style of game, or those who want a little bit more grounded realism over pure meat points mixed with heroic fantasy. You could of course easily convert it into narrative hit points just as well.

High-Powered “Coup de Grace” Rules
When a character is harmed by another character to finish them off, such as a knife to the throat or crossbow pointed at the head, consult the list by their level. This does not apply to hit point damage taken in combat as per normal rules. The “damage roll” of the coup de grace should be the weapon damage die.

Level 1-2 : Death, no save.
Level 3-4 : Character makes a saving throw. On success, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic. On fail, death.
Level 5 : Character makes a saving throw. On success, they drop to 1 Hit Point. On a failure, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic.
Level 6 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 5, or 1 Hit Point if this would drop them to zero or less. On a Failure, dropped to 0 hit points and will die in one round if not immediately given medical attention or healing magic.
Level 7 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 4, or 1 Hit Point if this would drop them to zero or less. On Failure, dropped to 1 Hit Point and will pass out/drop to 0 hit points in a round without healing/completing combat.
Level 8 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 3, or 1 Hit Point if this would drop them to zero or less. On Failure, drop to 1 HP.
Level 9 : Character makes a saving throw. On success, they take the maximum possible size of the damage die x 2, or 1 Hit Point if this would drop them to zero or less. On Failure, take maximum possible size of the damage die x 3 or drop to 1 Hit Point.
Level 10 : Character makes a saving throw. On success, roll damage die and deal that much damage to the character. On failure, take maximum possible result of the damage die.

Thursday, July 5, 2018

Saving Throw Categories + Extra Saving Throw Uses

For ease of use, every character rolls a general saving throw category. Roll d20, higher rolls are better. You're trying to beat a DC; 10 is for “easy” saves, 15 for “moderate” saves, 20 for “difficult”, and 25+ for anything even more extreme. Every character just adds their general bonus to the roll, which is increased at even levels for core classes + wisdom modifier. Certain specific circumstances may add modifiers; if you're wearing heavy leather boots then you might add their AC bonus to avoiding a snakebite. If you're dodging something, then add your dexterity modifier to the roll, add your intelligence to resist the pain of illusion weapons, etc.

However, each class has a specific bonus they get against specific saves. These three categories are not the only saving throws you make in the game, these are just the specific bonuses each class get.

Combat saving throws are done to avoid the combat tricks of opponents and monsters. Getting tripped by an opponent with a whip, avoiding getting disarmed, and so on. Fighters get a bonus.

Hazard saving throws are done to dangerous terrain and environmental hazards. Avoid falls, keep your balance, dodge traps, avoid hazardous environmental threats and so on. Rogues get a bonus.

Spell saving throws are done against the spells and magic of enemy spellcasters. Resist spells that ensorcell your mind or polymorphing you into a harmless animal. Sages/Mages get a bonus.

Sometimes saves overlap or they are counted as a different category. For example, a magic user conjuring tentacles to tie you up would probably be a combat roll to avoid getting entangled. If an enemy throws caltrops at your feet, that would probably be a Hazard to avoid it, instead of combat.

If you use Clerics in your game but what a Manse spin on it; have them get a bonus every odd level as Save vs Death and level drain.

More Saving Throw Uses
Beyond just saving to avoid something; saving throws could be also used as an alternative to ability score rolls or “skill check” rolls. For example, if your Fighter wanted to grab a manticore's poison stinger tail to keep it from striking his friends, you could have him roll a saving throw, add his Combat saving roll bonus, and see what happens. If your magic user wants to control or manipulate a spell he's already got in progress, let him roll a Spell save to try and change it- this will let him open a hole in his own magic wall of fire so he can pass through unharmed. Because saving throws already have stat and class bonuses; this is useful way to include other actions in the games.

Thursday, February 8, 2018

50 Sci-Fi Saving Throws

Roll on this list 5-6 times. These are the saves in your game, base your campaign around them.

[1] Save vs Explosive Decompression
[2] Save vs Hostile Atmosphere
[3] Save vs Acidic Humidity
[4] Save vs Sexbot Malfunction
[5] Save vs Tractor Beam
[6] Save vs SPACE MADNESS
[7] Save vs Alien Lungfish (it lives in your lung)
[8] Save vs Security System Autotarget
[9] Save vs Teleporter Accident
[10] Save vs Teleportation Trap
[11] Save vs Alien Probe
[12] Save vs Malevolent Ship AI
[13] Save vs Event Horizon
[14] Save vs Gravity Anomaly
[15] Save vs Alien Cuisine
[16] Save vs Horrible Cosmic Truth
[17] Save vs Death Ray
[18] Save vs Extradimensional Attention
[19] Save vs Prying Eyestalks
[20] Save vs Flying Alien Kung-Fu
[21] Save vs Sonic Weaponry
[22] Save vs Psychic Mind-Control
[23] Save vs Psychic Mutation
[24] Save vs Psychic Backlash
[25] Save vs Suit Malfunction
[26] Save vs Alien Parasite
[27] Save vs Cybernetic Sickness
[28] Save vs Cybernetic Hack
[29] Save vs Irresistible Bug-Alien Mating Dance
[30] Save vs Time Compression
[31] Save vs Nervous System Overload
[32] Save vs Seeker Drones
[33] Save vs Allergic Reaction
[34] Save vs Rapid Heat Loss
[35] Save vs Acid Spit
[36] Save vs Infectious Mushroom Spores
[37] Save vs AI gaining self-awareness
[38] Save vs Reality Tears
[39] Save vs Relativistic Currency Fluctuations
[40] Save vs Space Pirate Roadblocks
[41] Save vs Meteorite
[42] Save vs Cryotube Malfunction
[43] Save vs Evolutionary Dead End
[44] Save vs Nano-Machines
[45] Save vs Galactic Bureaucracy
[46] Save vs Galactic Bureaucracy Taxes
[47] Save vs SICO organ-melting beam
[48] Save vs Plucky Underdog Uprising
[49] Save vs Cosmic Radiation
[50] Save vs Mind Uplink Singularity Nightmare

Friday, January 5, 2018

50 Saving Throw Categories

Save vs Elf Trickery
Roll on this list 5-6 times. These are the saves in your game, base your campaign around them.

[1] Save vs Elf Trickery
[2] Save vs Projectile Volley
[3] Save vs Haunted Wailing
[4] Save vs Unerring Weapon
[5] Save vs Weather
[6] Save vs Insect Swarm
[7] Save vs Potion Side-Effects
[8] Save vs Poison
[9] Save vs Death
[10] Save vs Mutiny
[11] Save vs Stampede
[12] Save vs Origami Shurikens
[13] Save vs Soul-Destroying Humiliation
[14] Save vs Embarrassing Adolescent Memory
[15] Save vs Wands
[16] Save vs Paralysis
[17] Save vs Urge to Dance
[18] Save vs Addiction
[19] Save vs Greed
[20] Save vs Miasma
[21] Save vs Breath Weapon
[22] Save vs Spells
[23] Save vs Volcanic Eruption
[24] Save vs Extraterrestrial Taint
[25] Save vs Carnivorous Plants
[26] Save vs Superstitious Rumors
[27] Save vs Astral Parasite(s)
[28] Save vs Partially-Real Illusion
[29] Save vs Mnemonic Weapon
[30] Save vs Magic-Item Ego
[31] Save vs Elemental's Aura
[32] Save vs Musical Curse
[33] Save vs Getting Lost
[34] Save vs Stalking Predators
[35] Save vs Stubborn Pride
[36] Save vs Cave-In
[37] Save vs Oxygen Deprivation
[38] Save vs Exhaustion
[39] Save vs Poor Equipment
[40] Save vs Feudal Obligation
[41] Save vs Spiteful Deity
[42] Save vs Appearing Delicious
[43] Save vs Pregnancy
[44] Save vs Cannibal Shivers
[45] Save vs Pickpockets
[46] Save vs Overconfidence
[47] Save vs Dreams
[48] Save vs Psychic Backlash
[49] Save vs Glass Chin
[50] Save vs Poverty