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: Shang-Chi vs the Six Boxers

I’ll post the rat pack vs the lawyer later – seems you will still be able to get some advice in James Herbert land though.

However, thought this is an interesting scenario – given anyone can hit in FASERIP, and this is just vanilla toe-to-toe, although have now added basic stuns in. Should also perhaps add that a slammed opponent misses a turn, and check that all this works. Added kills as well, so got worse for our rat friend vs the cat, would only prevail in a couple in a thousand.

Have not added in karma yet either, which should help those with more – Shang has enough to change one hit to a miss, anyway.

In my basic spreadsheet of stats had one that is all Typical. Which means a normal human with some training in Fighting, so could call them them a boxer, or something similar. Not programmed in any Talents as yet – martial arts will be first. In the above, Shang would get a column shift to hit and the ability to try for 3 multi-attacks and an initiative bonus. The framework does individual initiative, so that one won’t matter as much – would have to add in a ‘set all initiatives to first roll’ addition later to do group initiative.


Battles: 1000; Sum of rounds: 5980; martialarts: 0.59 ± 0.02; boxer: 0.41 ± 0.02;

Team martialarts = winning battles: 588; perfect battles: 0; close-call battles: 0;
Team boxer = winning battles: 412; perfect battles: 0; close-call battles: 412;
------------------------------------------------- Combattants ------------------------------------------------

Boxer: {team=boxer; avg Health=-8.576 (from 24); damage done (per battle average)= 8.98; hits/slams/stuns/kills/misses (PBA)= 1.5/0.0/0.0/0.0/1.43; rounds (PBA)=3.07;}
Boxer: {team=boxer; avg Health=-8.576 (from 24); damage done (per battle average)= 8.98; hits/slams/stuns/kills/misses (PBA)= 1.5/0.0/0.0/0.0/1.43; rounds (PBA)=3.07;}
Boxer: {team=boxer; avg Health=-8.688 (from 24); damage done (per battle average)= 8.52; hits/slams/stuns/kills/misses (PBA)= 1.42/0.0/0.0/0.0/1.39; rounds (PBA)=2.98;}
Amazing Martial Artist: {team=martialarts; avg Health=17.4 (from 120); damage done (per battle average)= 97.31; hits/slams/stuns/kills/misses (PBA)= 4.07/1.88/0.54/0.0/1.31; rounds (PBA)=5.67;}
Boxer: {team=boxer; avg Health=-8.412 (from 24); damage done (per battle average)= 8.39; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.42; rounds (PBA)=2.98;}
Amazing Martial Artist: {team=martialarts; avg Health=17.4 (from 120); damage done (per battle average)= 97.31; hits/slams/stuns/kills/misses (PBA)= 4.07/1.88/0.54/0.0/1.31; rounds (PBA)=5.67;}
Boxer: {team=boxer; avg Health=-8.688 (from 24); damage done (per battle average)= 8.52; hits/slams/stuns/kills/misses (PBA)= 1.42/0.0/0.0/0.0/1.39; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.964 (from 24); damage done (per battle average)= 8.43; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}
Boxer: {team=boxer; avg Health=-8.412 (from 24); damage done (per battle average)= 8.39; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.42; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.468 (from 24); damage done (per battle average)= 8.14; hits/slams/stuns/kills/misses (PBA)= 1.36/0.0/0.0/0.0/1.39; rounds (PBA)=2.88;}
Boxer: {team=boxer; avg Health=-7.504 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.36; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.468 (from 24); damage done (per battle average)= 8.14; hits/slams/stuns/kills/misses (PBA)= 1.36/0.0/0.0/0.0/1.39; rounds (PBA)=2.88;}
Boxer: {team=boxer; avg Health=-7.504 (from 24); damage done (per battle average)= 8.84; hits/slams/stuns/kills/misses (PBA)= 1.47/0.0/0.0/0.0/1.36; rounds (PBA)=2.98;}
Boxer: {team=boxer; avg Health=-8.964 (from 24); damage done (per battle average)= 8.43; hits/slams/stuns/kills/misses (PBA)= 1.4/0.0/0.0/0.0/1.43; rounds (PBA)=3.0;}

Shang-Chi stats currently from here https://classicmarvelforever.com/cast/shang_chi.htm

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;}

DCC Dice Meets FASERIP

DCC FASERIP - Spider Woman
DCC FASERIP – Spider Woman

http://graphiteprime.blogspot.com/2019/01/dcc-dice-meets-faserip.html

Quoting:

“Well, the answer’s simple, you never want to force players to buy “funky” dice to play your game.  And OSR types (myself included) are plenty content with the dice we already have.  Still, it’s too good an idea to ignore, so how about this?

Feeble  d3
Poor  d4
Typical  d6
Good  d8
Excellent  d10
Remarkable  d12
Incredible  d14
Amazing  d16
Monstrous  d20
Unearthly  d24
Shift X  d30

Dejah Thoris

Dejah Thoris
Dejah Thoris

From: https://jackolanternsmshblog.blogspot.com/2009/08/write-up-dejah-thoris.html

F: Rm (30)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 90
Karma: 60
Resources: In (40)
Popularity: 40 (on Barsoom/Mars)

Talents:
Sharp Weapons
Guns
Leadership*
Sex Appeal
Pilot
Dual Weapons*
Nobility*
Knowledge: Barsoom Culture
Knowledge: Multi-Lingual
Knowledge: Barsoom History

Powers:
Martian Physiology:

  • Dejah is a red Martian, with the following racial abilities:Longevity: as a red Martian, Dejah can live upwards of 1000 earth years
  • Telepathic: Dejah has Pr (4) telepathy with other Martian races.
  • Recovery: Dejah can recover Endurance at a much higher rate with Ex (20) ability
  • Resist: Temperature: Dejah, like all Martians, has some natural resistance to standard temperature extremes with Gd (10) ability.

Violator

Violator

From Ben Riely

Violator

Violator

F) In40
A) Rm30
S) Am50
E) Mn75
R) Ex20
I) Rm30
P) In40

Health: 195 Karma: 90
Resources: Rm Pop: -50

Known Powers:
Demon Physiology: Violator is a demon, whose very body gives him the following abilities:
-Body Armor: Rm protection vs. Physical and Energy
-Immune to Disease, Toxin, Radiation, Fire and Heat: CL1000
-Immortal: Violator does not age
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, Violator can survive in the vacuum of space
-Bite: Am Edge
-Claws: Am Edged, if Violator scores a Kill Result, a victim who fails to make a Yellow Endurance FEAT is instantly killed (unless he doesn’t need a heart or has more of them)
-Fire Breath: Mn
-Alter Ego: Violator can transform into The Clown.

Equipment:
None

Talents: Occult Background and Lore, Martial Arts B

Contacts: Malebolgia, Phlebiac Brothers

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