Dungeon23 – Mokuy hex map Australia – version 1

Not actually called Australia circa 1830 of course, but for reference.

Mokuy Australia hex map

A few different terrain types I think:

  • Coastal
  • Mountain
  • Desert
  • Rainforest
  • Heavy Bush
  • Bush
  • Alluvial
  • Grassland
  • Volcanic – for Lord Howe Island, or as the more egotistical residents like to term it, Ruby Base
  • Pine – for venturing to Norfolk Island

    Version with coordinates to come

    Dungeon23 – The Land Pirahnas of Lord Howe Island

    In 2044, wallabies have mutated to have the personality and dentition of sharks and “land pirahna is a colloquial term.

    Lord Howe Island was discovered in 1788. https://simple.wikipedia.org/wiki/Lord_Howe_Island

    The Doctors Ruby have taken advantage of this wildlife mutation to import and breed them to roam the island. Not good for the local fauna, but they soon deal with any unsuspecting visitors in an environmentally friendly manner.

    Land Pirahnas are particularly good at detecting methane.

    Land Pirahna

    First thoughts:

    AC 12, HD 2, Bite: 2d4, Kick: 1d4, Tail:1d3

    Can use claws for minor effect or tails like cudgels if wanting to leap away, which is not very likely in a kill frenzy. Add morale modifiers for that.

    Dungeon23 Overview – Whatever happened to Dr Ruby?

    The basic setting

    1830s science fantasy Australia

    The setup:

    In 2042 the supervillian Dr Ruby apparently died. The Superhero 2044 game setting is post a six day nuclear war in 2003 and in 2029 the aliens from Formalhaut arrived.

    Dr Ruby destroyed the premier superteam. Ruby was a geologist and comuter scientist of fantastic ability. In their final standoff he threatened nuclear devastation, he instead ended up blowing up Mount Inguri, causing an eruption, killing most of the team and presumably Ruby.

    Not so. His forcefield and lava armour let him escape through a prepared tunnel out of the mountain – traces of which vanished in the volcanic eruption.

    Dr Ruby and Force Field
    Dr Ruby – Lava Armour

    The good doctor absconded to Lord Howe Island. Unknown to anyone, Dr Ruby was a team. His sister, a talented spy who could pass for the mysterious doctor and an even better computer scientist and physicist had prepared a lair there. Ironically, in a volcanic shield cone.

    There, she had made a breakthrough. Time travel. Limited, in that it could only go to one place and only backwards – around as far as a century. So most of the time she had been working on a base for the pair of them – but off the coast of 1830s to be Australia.

    Her brother’s antics provided cash and also distracted the Science Police and the Freedom League from finding out about her and her research.

    This secret base is #Dungeon23.

    Some background/overview musings can be found here https://cosmicheroes.space/blog/index.php/dungeon23/

    – with more Australia and 2044 notes.

    FASERIP-Slugfest: The Longshot comes in

    File:SDCC13 - Longshot and Dazzler (9345244747).jpg - Wikimedia Commons
    Longshot https://commons.wikimedia.org/wiki/File:SDCC13_-Longshot_and_Dazzler(9345244747).jpg

    Taking the same Danger Room approach as with Domino, Longshot vs a robot double of himself.

    Battles: 10000; Sum of rounds: 30313; Longshot: 0.78 ± 0.0; Longshot No Luck: 0.22 ± 0.0;

    Team Longshot = winning battles: 7753; perfect battles: 0; close-call battles: 0;
    Team Longshot No Luck = winning battles: 2247; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Longshot No Luck: {team=Longshot No Luck; avg Health=54.84 (from 100); damage done (per battle average)= 23.01; hits/slams/stuns/kills/misses (PBA)= 2.3/0.0/1.05/0.3/0.8; rounds (PBA)=2.36;}
    Longshot: {team=Longshot; avg Health=76.994 (from 100); damage done (per battle average)= 45.16; hits/slams/stuns/kills/misses (PBA)= 4.52/0.0/2.32/0.87/0.41; rounds (PBA)=2.77;}

    FASERIP-Slugfest: Luck be a Lady!

    File:C2E2 2013 - Domino (8701565111).jpg - Wikimedia Commons
    Domino https://commons.wikimedia.org/wiki/File:C2E2_2013_-Domino(8701565111).jpg

    Doing some more work, I have added the basic Probability Manipulation power.

    So, get here to fight her robot double in the Danger Room – the robot double having her stats, but no powers. Here’s the result:


    Battles: 10000; Sum of rounds: 14886; Domino No Luck: 0.35 ± 0.0; Domino: 0.65 ± 0.0;

    Team Domino No Luck = winning battles: 3460; perfect battles: 0; close-call battles: 0;
    Team Domino = winning battles: 6540; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Domino: {team=Domino; avg Health=93.756 (from 120); damage done (per battle average)= 40.52; hits/slams/stuns/kills/misses (PBA)= 1.01/0.0/0.51/0.19/0.14; rounds (PBA)=1.04;}
    Domino No Luck: {team=Domino No Luck; avg Health=79.484 (from 120); damage done (per battle average)= 26.24; hits/slams/stuns/kills/misses (PBA)= 0.66/0.0/0.27/0.08/0.34; rounds (PBA)=0.84;}

    Taking it from even to 65-35, thanks to the Luckiness.

    FASERIP-Slugfest: Danger Room!

    A Danger Room type scenario, Cyclops and Corsair using it for training. Cyclops is another example of using the ‘level’ attribute as a column shift holder. His writeup in the X-Men set points out he has Incredible agility with his Optic Blasts. This goes nicely with Corsair having Weapon Specialist in the Ben Riely version – in the box set he has Marksmanship.

    The Riely stats have Cyclops with X-Men costume body armour at Excellent/Excellent – and Corsair only Good/Good – which means his Amazing Blaster Pistols take 3 shots to put Cyclops down. Cyclops also has an initiative advantage. All that running around in a zillion different scenarios, compared to spaceshift manoeuvring.

    Anyway, an example of working on Energy and Force blast use, with a ‘best damage’ rank heuristic added.

    Battles: 10000; Sum of rounds: 23178; Corsair: 0.2 ± 0.0; Cyclops: 0.8 ± 0.0;

    Team Corsair = winning battles: 1958; perfect battles: 0; close-call battles: 0;
    Team Cyclops = winning battles: 8042; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Corsair: {team=Corsair; avg Health=-22.9425 (from 80); damage done (per battle average)= 35.33; hits/slams/stuns/kills/misses (PBA)= 1.18/0.0/0.53/0.1/0.68; rounds (PBA)=1.26;}
    Cyclops: {team=Cyclops; avg Health=44.666 (from 80); damage done (per battle average)= 102.94; hits/slams/stuns/kills/misses (PBA)= 1.45/0.63/0.12/0.0/0.85; rounds (PBA)=2.02;}

    Remove both their armours:

    Battles: 1000; Sum of rounds: 2097; Cyclops: 0.63 ± 0.02; Corsair: 0.37 ± 0.02;

    Team Cyclops = winning battles: 629; perfect battles: 0; close-call battles: 0;
    Team Corsair = winning battles: 371; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Corsair NA: {team=Corsair; avg Health=-19.795 (from 80); damage done (per battle average)= 49.05; hits/slams/stuns/kills/misses (PBA)= 0.98/0.0/0.42/0.08/0.56; rounds (PBA)=1.24;}
    Cyclops NA: {team=Cyclops; avg Health=30.95 (from 80); damage done (per battle average)= 99.8; hits/slams/stuns/kills/misses (PBA)= 1.18/0.54/0.1/0.0/0.68; rounds (PBA)=1.61;}

    Roll back to a younger version of Corsair’s son and only Amazing damage Optic Blasts: –

    Battles: 10000; Sum of rounds: 21373; Corsair: 0.38 ± 0.0; Cyclops: 0.62 ± 0.0;

    Team Corsair = winning battles: 3791; perfect battles: 0; close-call battles: 0;
    Team Cyclops = winning battles: 6209; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Cyclops Early: {team=Cyclops; avg Health=30.435 (from 80); damage done (per battle average)= 69.83; hits/slams/stuns/kills/misses (PBA)= 1.18/0.51/0.1/0.0/0.7; rounds (PBA)=1.63;}
    Corsair NA: {team=Corsair; avg Health=10.175 (from 80); damage done (per battle average)= 49.56; hits/slams/stuns/kills/misses (PBA)= 0.99/0.0/0.42/0.09/0.58; rounds (PBA)=1.27;}

    Still basically similar – each take only two hits to win – +2 Initiative bonus is a big differentiator.

    FASERIP-Slugfest: Hawkeye vs Boomerang

    File:Phoenix Comicon 2011 Hawkeye from the Avengers.jpg - Wikimedia Commons
    Hawkeye

    Two missile weapon specialists.

    Their FASE stats are identical. They are both Weapon Specialists in their chosen projectiles. Both with Remarkable Agility, giving them Amazing checks for extra attacks.

    If you assign the damage for a boomerang and an arrow to be the same, not counting the greater array of tricks Hawkeye has this is a 50-50 standup shootout.

    The Judges Book writeup gives Hawkeye +3CS with a bow, which is not RAW – Weapon Skills don’t stack, this is stacking his Marksman with Weapon Specialist as a Super Archer of sorts. This is before Ultimate Skill in the UPB, which you could certainly see him having.


    Battles: 10000; Sum of rounds: 27291; Hawkeye: 0.5 ± 0.0; Boomerang: 0.5 ± 0.0;

    Team Hawkeye = winning battles: 5047; perfect battles: 0; close-call battles: 0;
    Team Boomerang = winning battles: 4953; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Hawkeye: {team=Hawkeye; avg Health=21.701 (from 80); damage done (per battle average)= 58.38; hits/slams/stuns/kills/misses (PBA)= 1.95/0.0/0.81/0.26/0.95; rounds (PBA)=1.99;}
    Boomerang: {team=Boomerang; avg Health=21.62 (from 80); damage done (per battle average)= 58.3; hits/slams/stuns/kills/misses (PBA)= 1.94/0.0/0.83/0.24/0.96; rounds (PBA)=1.97;}

    Give Hawkeye that benefit:

    Battles: 10000; Sum of rounds: 23243; Hawkeye: 0.69 ± 0.0; Boomerang: 0.31 ± 0.0;

    Team Hawkeye = winning battles: 6907; perfect battles: 0; close-call battles: 0;
    Team Boomerang = winning battles: 3093; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Boomerang: {team=Boomerang; avg Health=9.44 (from 80); damage done (per battle average)= 43.04; hits/slams/stuns/kills/misses (PBA)= 1.43/0.0/0.6/0.18/0.71; rounds (PBA)=1.42;}
    Hawkeye: {team=Hawkeye; avg Health=36.962 (from 80); damage done (per battle average)= 70.56; hits/slams/stuns/kills/misses (PBA)= 2.35/0.0/1.08/0.31/0.81; rounds (PBA)=1.8;}

    The extra attacks FEAT roll is then only a Green intensity, much easier and a considerable advantage. Some Hawkeye writeups specify ‘3 Attacks per Round’ This would involve writing code to make that a white roll to get extra attacks – which clearly would boost the win rate higher.

    Battles: 10000; Sum of rounds: 21632; Boomerang: 0.25 ± 0.0; Hawkeye: 0.75 ± 0.0;

    Team Boomerang = winning battles: 2540; perfect battles: 0; close-call battles: 0;
    Team Hawkeye = winning battles: 7460; perfect battles: 0; close-call battles: 0;
    ------------------------------------------------- Combatants ------------------------------------------------
    Boomerang: {team=Boomerang; avg Health=5.741 (from 80); damage done (per battle average)= 38.08; hits/slams/stuns/kills/misses (PBA)= 1.27/0.0/0.53/0.17/0.63; rounds (PBA)=1.23;}
    Hawkeye: {team=Hawkeye; avg Health=41.924 (from 80); damage done (per battle average)= 74.26; hits/slams/stuns/kills/misses (PBA)= 2.48/0.0/1.16/0.32/0.81; rounds (PBA)=1.7;}

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