Does having the (accurate) shape of an Aboleth give one all their ancestral-genetic memories?

Via spells True Polymorph and Shape Change it is possible for any qualified recipient (CR10+ required for the True Polymorph – though ShapeChange only requires one to cast the spell) to gain a very accurate shape of an Aboleth. This linked description (above) suggests all of these creatures have an ancestral-genetic memory of every previous aboleth that ever existed. The Monster Manual (page 14) does NOT say this directly, but does state they have ‘flawless memories’ and will ‘pass their knowledge & experience on from generation to generation’ – without stating how this is done.

Hence this question:

Does having Aboleth shape-form allow gain of their genetic memory?

If so, any wizard, bard or sorcerer / sorceress with access to either of these two spells (or other similarly accurate shape-changing magic) has rapid, accurate and powerful research capacities.

Magic Missile or other ‘Always Accurate’ attack spells as an anti-aircraft weapon

I’m working on a story that has a mix of futuristic tech and D&D style magic, so I was wondering about this interaction.

(Note: I’m "houseruling" that Magic Missile can be used to attack objects)

Even a really pokey airplane flying at 136 miles per hour crosses Magic Missile’s 120-foot range in under a second, as the craft is flying at just under 200 feet per second. That’s peanuts compared to something flying supersonic or hypersonic speeds.

Something going Mach 2 crosses 2,251 feet in one second, and something flying at Mach 16.7 covers 18,793 feet in that same second.

So, would it turn a normally ‘always accurate’ attack into a ‘roll to hit’ attack, or would it even be possible to hit such fast-moving targets with a spell like Magic Missile directly, or would you have to use spells that simulate flak instead?

Looking For Historically Accurate Ordinary Items Database For Dungeon-Stocking

I swear I had found in the comments of one of Matthew Colville’s videos a link to an enormous database of accurate lists of ordinary items that list REAL items that could be found in any room, no matter when in time, or where in the world.
This would be very useful for stocking a dungeon realistically, and also for good set design in theatre period pieces.

I think these accurate lists were made because they’re useful for some anthropology or archaeological reasons, but I’m not sure.

I used to have a link bookmarked to an enormous database of accurate lists of ordinary items that list REAL items that could be found in any room, no matter when in time, or where in the world, such as the objects in a 1700’s tepee in North America, or the ordinary stuff at an early roman estate, or whatever would be in a 1920’s gymnasium. Seriously, anywhere, anytime accurate lists, it was an amazing database.

This would be very useful for stocking a dungeon realistically, and also for good set design in theatre period pieces.

But for the life of me, I can’t find it again!
All of the search term combinations I can think of don’t bring it up.
Estate Inventory of dead people, For legal end-of-life property transfer law And rental-fire-flood-earthquake insurance survey of households

The data may have come from the insurance industry; lists of personal property itemized just in case a future claim would need to be made against an insurance policy, renter’s insurance, and the like.

I don’t want an ordinary random item generator, those are easy to find and they don’t provide the depth of realism for setting-the-stage that I’m looking for.

I’m specifically looking for this particular database because it has REAL and COMPLETE lists of each & every single last mundane item that were actually in such places at those times, and this isn’t the kind of detail a GM can generate from their own mind and definitely not from somebody’s random table with even 100 things on it, which sounds like a lot but isn’t. I want to use it for set design in all kinds of art, not just RPGs.

The database had such minor details as how many sticks of gum were left in a pack, how many individual socks were present, how many forks, knives, and egg slicers were in this one drawer in a kitchen, how many screws were in the workshop cabinet, etc.

I asked in another forum, and somebody mentioned that it might have something to do with "Household Survey", and I suspect now that the database might have been a real-world tool for tracking wealth or poverty across time & space? I’ve searched some more based on that, but I still can’t find it.

Maybe you have a link to something like this?

Why is the term “nation state” used to refer to a government-sponsored effort in infosec, and is it accurate?

I work in infosec and as such, have read many whitepapers and been to many conference talks. I hear all the time, especially in conversation and literature about malware, the term “nation state” used to refer to a government entity or government-sponsored activity. The term “state actor” is also used.

My question is, why? According to Wikipedia:

A nation state is a state in which a great majority shares the same culture and is conscious of it. The nation state is an ideal in which cultural boundaries match up with political boundaries.1 According to one definition, “a nation state is a sovereign state of which most of its subjects are united also by factors which defined a nation such as language or common descent.” It is a more precise concept than “country”, since a country does not need to have a predominant ethnic group.

According to Merriam-Webster, the definition is:

a form of political organization under which a relatively homogeneous people inhabits a sovereign state

Is there some inherent need for the government sponsor to be primarily of one ethnic background in infosec literature? I just don’t understand why this term in particular is so frequently used, when there are many forms of states, such as a federated state, multinational state, or even more general terms such as “government” or “country,” all of whom would likely be capable of and do participate in infosec activities.

Predicted trajectory is less accurate at greater angles

I’m currently making a 2D Billiards game where the cue follows the players mouse around the ball, and when the user clicks the mouse it shoots the ball. I have a linerenderer running from the ball and it stops on whatever object it collides with. That works well, but I’m struggling with the predicted trajectory line. I have one working and it roughly shows where the ball will go, but the steeper the angle (the more side-on the shot is), the less accurate it becomes! Can anyone help me with this? Thanks.

     RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.up);       hitPoint.position = hit.point;       Debug.DrawLine(transform.position, hitPoint.position);       float drawnLength = 2.0f;       var endpoint = (hit.point) - drawnLength * hit.normal;       ballAimer.SetPosition(0, transform.position);      ballAimer.SetPosition(1, hitPoint.position);      ballAimer.SetPosition(2, endpoint); 


It seems like a Circlecast might be my best solution so could someone help me adjust my raycast to a circlecast? I tried but just couldn’t get it working correctly… I added all the parameters I believe I need and changed the Physics2D.Raycast like so:

        RaycastHit2D hit = Physics2D.CircleCast(lineSpawn.transform.position, 1f, transform.up); 

lineSpawn is a variable I created to have as the origin of the line that sits right infront of the ball. The problem is that the straight line changes angle towards the ball now (presumably because it’s creating a circle collider and somehow that isn’t working correctly?) In the photo below the line renderer should be in line with the white rectangle.

Ball Curve

I know the main ball is slightly bigger as I was trying things out, but it happens no matter what. What can I do to fix this? I tried changing the radius in the circlecast but that just results in my original problem…

Accurate Population Scale of Forgotten Realms Cities

Do the maps of cities in the 3rd Edition Forgotten Realms Campaign Books accurately reflect the statistics of those cities?

I recently decided to use the city of Everlund from the Forgotten Realms campaign setting as a model for a location in a one-shot scenario – the setting was not exactly the same as Faerun, but it was a similar generic setting of my own creation with a similar version of the city as the focus of the story. Upon comparing both the map and the statistics provided in the book (the information of which is also available online), however, I found that the numbers did not seem to line up to me:

Map of Everlund

Population: 21,388

The population seems far too large, and the physical city and number of possible residences far too small, for them to match relative to each other. I have not counted the exact number of buildings, but estimate a couple hundred – a number that would suggest around 100 people per house. Even with the expectation that people live in larger families and with a higher density-per-house than our modern real-world, this seems like an absurd number. I might expect it to be something more like an order of magnitude smaller. Making sure that this was not just an isolated case, I found that most other cities with drawn maps seemed to have a similar situation.

I’ve considered that the creators might have intended these maps to not be taken literally, but rather abstractly – each square not representing a literal single building, but rather the general shape of areas being taken as general districts. This does not really seem to make sense, though, when you consider what they have detailed – individual bridges, roads, larger key buildings, and an important river, all drawn to scale and with an appropriate measuring ruler in the bottom corner. If this is meant to be taken abstractly, it is certainly hard to wrap my head around.

Are the maps simply too small for their statistics? Are they actually reasonable, contrary to my beliefs? Are they meant to be literally accurate or interpreted more broadly?

How did a website make an accurate assumption of my identity in incognito mode? [duplicate]

What piece of information can websites retrieve that would allow for later identification without cookies?

Intro Out of interest I jumped into the rabbit hole of online marketing scams. The site I visited* used a system called Proof** to show ‘conversions’ (cq. signups) to visitors and I was curious if this system could be fooled, since the traffic I witnessed seemed way too high.

Case The Proof homepage made an assumption about my identity even though I visited all these sites whilst in incognito mode. The assumption was pretty accurate: it assumed my identity was the company someone I share my WiFi with works for. Both on desktop as on mobile it printed:

Easily personalize Companyname website for every visitor. 

It even came up with the correct domain name,
It did however fail on Tor, and printed the generic message:

Easily personalize your website for every visitor. 

Question How could this site that I’ve never visited assume my identity almost correctly whilst without cookies?
1. I am aware of the possibility that this site gathers data through many other (junk) sites about things like browser use, screen size, device use, and location. However, this information alone is very generic (chrome, desktop) to make a prediction. In addition, I live in a densely populated area and this company does not the biggest employer of the area.
2. This prediction was just a lucky shot.

What piece of information can websites track that would allow for identification without cookies?

Thanks for reading!


EDIT: It was not my purpose to hide my identity, I am just curious on what data they could make this estimation. The incognito part is just interesting because it doesn’t allow for cookie-based predictions.

Everyone’s pointing at IP, so I believe my misconception (through sites like IP-lookup & rDNS that are 100 miles off) was that IP was not that specific.

Where can I find an accurate map of Earth for a real-time third-person game?

I want to create a game that will allow the player to move to any place on Earth. The game will not be first-person, but it will be possible to zoom in quite close nonetheless. What I am lacking is an accurate height-map of the planet. Textures such as albedo, specular or normal would also be very helpful.

I don’t know if such textures exist, but an “accurate” height-map should have a resolution of at most a few meters.

The textures do not have to be 100% real. Some parts can be procedurally generated, as long as they look “realistic”.

Is this system for calculating the PC’s level to receive Lycanthrope, accurate or balanced?

It tells in the Monster Manual how a PC can become a Lycanthrope and what mechanical differences it makes, but as far as I can see it doesn’t say anything about what level the character should be at or how it would effect Combat Encounter Calculations.

Some of the ability’s a PC would get become redundant at high levels but would be completely broken at lower levels (most notable it’s damage immunity’s), Is there a Rule of Thumb or maybe something written in one of the supplement books that would determine what effects lycanthropy would have at different levels.

Some of the things I’ve calculated are…

  • A PC character can gain access to Polymorph at 7th level, since a lycanthrope has a limited polymorph as one of its abilites, combining that with the other advantages it gets would indicate the Level 7 would be the best level for Were-PC.
  • Monk’s and Circle of the Moon Druids gain access to their respective “your attacks count as magical for the purposes of overcoming resistances” meaning they’ll start facing creatures with similar damage immunites to the lycanthrope , combining that with the other advantages it gets would indicate the Level 7 would be the best level for Were-PC.
  • According to some brief CR calculations (using the DMG) the higher CR Lycanthropes seem like even fights with a 7th or 8th level Party, while lower CR’s look good for a 4th or 5th level party so depending of the Lycanthropy, a Were-PC would be fine anyway between 4th to 9th Level PC.

Based of the Calculations above I assume that creating a Were-PC at level 10 or Higher is fine (If the Player want’s it), but below level 5 is too powerful, between Levels 5 and 10 a player’s Level should match or surpass the CR of the Lycanthrope + 5 in order to have it, otherwise it might be too powerful.

This is all assuming the PC “embraces the curse” and the DM allows the player to use it freely. Assuming the opposite you could subtract 5 from the players level when using the calculations above.

As for Calculating Combat Encounters a PC should be considers 1 level higher than their player level when working out Combat encounters until they become level 11 or higher in which case treat them like a normal PC

Does all that make sense? Is it a good system or is there some fact that I’m missing? Does this adequately answer What level should a Lycanthrope PC be? Would any of this be different if you where creating a character at a different level?