Grauenwolf Traveller Tools

https://github.com/Grauenwolf/TravellerTools/

Random generators for planets, characters and trade, e,g,:

Origin: Origin C690100-6 permalink

Planet Info

PlanetOrigin C690100-6
StarportCRoutine Quality. Only unrefined fuel available. Reasonable repair facilities present. Scout base may be present.
Size69,600 km
Atmosphere9Dense. Tainted. Requires filter mask.
Hydrographics0No water. Desert World.
Population110
Government0No Government Structure.
Law0No prohibitions.
Tech6Nuclear Power. circa 1940 to 1969.
RemarksDe: Desert. Lo: Low Population. Ni: Non-Industrial.
ShoppingFull ListRandom
http://travellertools.azurewebsites.net/

FASERIP-Slugfest: Shang-Chi – the limits of superhuman Strength

The version of Shang-Chi here https://classicmarvelforever.com/cast/shang_chi.htm has an ability to make a Psyche Feat and put his physical FASE stats up a rank for 10 rounds. Which is longer than these simulated fights appear to take. So making a version of him boosted like that gives him Remarkable strength. Assuming for now it boosts Health as well, as don’t have it coded to reduce this – which I can add to a script later for this test.

Remarkable is an important demarcation point, as it means every punch puts down a normal human opponent on sheer damage, so one hit per opponent, not two.


Battles: 1000; Sum of rounds: 4564; boxer: 0.0 ± 0.0; martialarts: 1.0 ± 0.0;

Team boxer = winning battles: 0; perfect battles: 0; close-call battles: 0;

Team martialarts = winning battles: 1000; perfect battles: 0; close-call battles: 0

------------------------------------------------- Combatants ------------------------------------------------
Psyched Amazing Martial Artist: {team=martialarts; avg Health=117.262 (from 175); damage done (per battle average)= 100.89; hits/slams/stuns/kills/misses (PBA)= 3.0/1.3/0.54/0.0/0.77; rounds (PBA)=4.27;}
Boxer: {team=boxer; avg Health=-9.788 (from 24); damage done (per battle average)= 4.82; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.8; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.512 (from 24); damage done (per battle average)= 4.83; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.83; rounds (PBA)=1.69;}
Boxer: {team=boxer; avg Health=-9.6 (from 24); damage done (per battle average)= 4.8; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.81; rounds (PBA)=1.67;}
Boxer: {team=boxer; avg Health=-9.6 (from 24); damage done (per battle average)= 4.8; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.81; rounds (PBA)=1.67;}
Psyched Amazing Martial Artist: {team=martialarts; avg Health=117.262 (from 175); damage done (per battle average)= 100.89; hits/slams/stuns/kills/misses (PBA)= 3.0/1.3/0.54/0.0/0.77; rounds (PBA)=4.27;}
Boxer: {team=boxer; avg Health=-9.748 (from 24); damage done (per battle average)= 4.67; hits/slams/stuns/kills/misses (PBA)= 0.78/0.0/0.0/0.0/0.81; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.72 (from 24); damage done (per battle average)= 4.85; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.81; rounds (PBA)=1.68;}
Boxer: {team=boxer; avg Health=-9.748 (from 24); damage done (per battle average)= 4.67; hits/slams/stuns/kills/misses (PBA)= 0.78/0.0/0.0/0.0/0.81; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.408 (from 24); damage done (per battle average)= 4.91; hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.85; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-9.788 (from 24); damage done (per battle average)= 4.82; hits/slams/stuns/kills/misses (PBA)= 0.8/0.0/0.0/0.0/0.8; rounds (PBA)=1.65;}
Boxer: {team=boxer; avg Health=-9.408 (from 24); damage done (per battle average)= 4.91;
hits/slams/stuns/kills/misses (PBA)= 0.82/0.0/0.0/0.0/0.85; rounds (PBA)=1.71;}
Boxer: {team=boxer; avg Health=-9.72 (from 24); damage done (per battle average)= 4.85; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.81; rounds (PBA)=1.68;}
Boxer: {team=boxer; avg Health=-9.512 (from 24); damage done (per battle average)= 4.83; hits/slams/stuns/kills/misses (PBA)= 0.81/0.0/0.0/0.0/0.83; rounds (PBA)=1.69;}

Same 6 boxers, but hit more and ‘much’ harder.

FASERIP-Slugfest – rats on the run

Things are tough in ratland when you add in a cat’s killing ability. Maybe we should go James Herbert next and have a rat pack versus a person as a test. Not that those are giant mutant killer rats. Although possible good superhuman testing ground?

Battles: 1101; Sum of rounds: 6336; rodent: 0.0 ± 0.0; feline: 1.01 ± NA; rodent: 0.0 ± 0.0; feline: 1.099 ± NA;
Team rodent = winning battles: 2; perfect battles: 0; close-call battles: 0;
Team feline = winning battles: 1099; perfect battles: 0; close-call battles: 0;
------------------------------------------------- Combattants ------------------------------------------------
Rat: {team=rodent; avg hp=0.005449591280653951 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.6412352406902815; hits/slams/stuns/kills/misses (PBA)= 1.8206176203451407/0.0/0.0/0.0/2.751135331516803; rounds (PBA)=4.572661217075386;}
Cat: {team=feline; avg hp=16.717529518619436 (from 24); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.997275204359673; hits/slams/stuns/kills/misses (PBA)= 1.9986376021798364/0.0/0.45049954586739327/0.05131698455949137/2.9981834695731155; rounds (PBA)=5.4959128065395095;}
Rat: {team=rodent; avg hp=0.005449591280653951 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.6412352406902815; hits/slams/stuns/kills/misses (PBA)= 1.8206176203451407/0.0/0.0/0.0/2.751135331516803; rounds (PBA)=4.572661217075386;}
Cat: {team=feline; avg hp=16.717529518619436 (from 24); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.997275204359673; hits/slams/stuns/kills/misses (PBA)= 1.9986376021798364/0.0/0.45049954586739327/0.05131698455949137/2.9981834695731155; rounds (PBA)=5.4959128065395095;}

FASERIP-Slugfest

I mentioned Matteo Ferla’s DnD-battler yesterday.

https://github.com/bluetyson/FASERIP-Slugfest

I have started adapting this to work with FASERIP. Obviously the mechanics are different, but the basic framework is there, which is why I wanted to use it – all the hard work with creatures, encounters, arenas, running many simulations and tallying them just needs different characteristics and algorithms inserted.

Very much a work in progress, this is like version 0.01.

You can do this, however :-


————————————————————————————————————–
Battles: 100; Sum of rounds: 506; feline: 0.97 ± 0.02; rodent: 0.03 ± 0.02;
> Team feline = winning battles: 97; perfect battles: 0; close-call battles: 0;
> Team rodent = winning battles: 3; perfect battles: 0; close-call battles: 0;
————————————————- Combattants ————————————————
Rat: {team=rodent; avg hp=-0.56 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.31; hits/misses (PBA)= 1.655/2.305; rounds (PBA)=3.975;}
Cat: {team=feline; avg hp=9.38 (from 16); avg healing spells left=0.0 (from 0); damage done (per battle average)= 4.28; hits/misses (PBA)= 1.62/2.595; rounds (PBA)=4.7;}
Rat: {team=rodent; avg hp=-0.56 (from 8); avg healing spells left=0.0 (from 0); damage done (per battle average)= 3.31; hits/misses (PBA)= 1.655/2.305; rounds (PBA)=3.975;}
Cat: {team=feline; avg hp=9.38 (from 16); avg healing spells left=0.0 (from 0); damage done (per battle average)= 4.28; hits/misses (PBA)= 1.62/2.595; rounds (PBA)=4.7;}

DnDBattler

Matteo Ferla has written a python 5E D&D encounter simulator that I have been meaning to get to for some time. Too many real life models to deal with until now.

https://github.com/matteoferla/DnD-battler

He also has an online version here:- https://dnd.matteoferla.com/

http://squidonius.blogspot.com/

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