Wednesday, March 21, 2018

Force Field

According to the Mighty Protector Force Field rules, “The character must keep track of the number of damage points that have been deflected by their Force Field (including any points it added to saves which failed). Damage from attacks that are completely blocked doesn’t count toward that total. When the amount of damage that it has deflected exceeds the character’s remaining Power, the Force Field goes down and any damage in excess of the last few points of Force Field continues on to strike its target.”

Damage that exceeds the Force Field's protection is taken by the character. Damage that does not exceed the Force Field’s protection value is not recorded.

Shown below is a round by round example of how Force Field works. The superhero in this example has 70 Power, 18 Hit Points, and Force Field with 6/6/6/6 protection. For purposes of this example, he is in a super hot environment where he will take 2d10 Energy damage per Round. He spends 16 Power to turn on his Force Field before entering the environment, leaving his Power at 54.

Round #1: The hero takes 11 Energy damage. His Force Field reduces the 11 damage to 5. The hero can roll with this damage or take it on his hit points. He decides to roll with it, reducing his Power from 54 to 49. His Force Field has now deflected a total of 6 damage, which is less that his current Power of 49, so it stays up.

Round #2: The hero takes 10 Energy damage. His Force Field reduces it to 4, which he rolls with. He is now at 45 Power. His Force Field has deflected a total of 12 damage, which is still less than his current Power, so it stays up.

Round #3: The hero takes 13 Energy damage. His Force Field reduces it to 7. The hero’s current Power is 45 so he can roll with 4 points, leaving him with 41 Power. He takes 3 HP of damage, reducing his Hits from 18 to 15, which is not more than half his current HP so he stays conscious. His Force Field has now deflected 18 damage, which is still less than his current Power of 41, so it stays up.

Round #4: The hero gets lucky and only takes 6 Energy damage. His Force Field completely deflects this damage. The hero takes no damage and the Force Field has still deflected a total of 18 damage, so it stays up.

Round #5: The hero takes 12 Energy damage. The Force Field reduces it to 6. The hero’s current Power is 41 Power, so he can roll with 4 points, leaving him with 37 Power. He takes 2 more HP of damage, reducing his Hits from 15 to 13, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 24 damage, which is less than his current Power of 37, so it stays up.

Round #6: The hero takes 14 Energy damage. The Force Field reduces it to 8. The hero’s current Power is 37, so he can roll with 3 points, leaving him with 34 Power. He takes 5 more HP of damage, reducing his Hits from 13 to 8, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 30 damage, which is still less than his current Power of 34, so it stays up.

The hero could take an Action and spend another 16 Power to renew his Force Field, but he decides not to do so.

Round #7: The hero takes 10 Energy damage. The Force Field reduces it to 4. The hero’s current Power is 34, so he can roll with 3 points, leaving him with 31 Power. He takes 1 more HP of damage, reducing his Hits from 8 to 7, which is not more than half his current HP so he stays conscious. His Force Field has now deflected a total of 36 damage, which is more than his current Power of 31, so it drops.

RoundRaw Dmg TakenDmg after FFHero’s PowerHero’s HitsForce Field Dmg Deflected
00054180
111549186
2104451812
3137411518
460411518
5126371324
614834830
710431736

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