Cancer Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull As someone who wears the "math geek" badge with a sense of bitter pride ... Simple gravity is pretty straightforward. Tides could be important but are hugely difficult in the general case. I can imagine a metamorph that would boost himself into C-shaped dumbbell, put all the mass at the ends of the C, arrange the poles (ends of the C) on either side of the target, then rack the density up to get induced local gravity, and let the tidal shear rip the target apart. One can almost do the math for that on the back of an envelope. But that's simplest of many tidal-shear style attacks I can imagine, and the others get really icky fast. And just think, we haven't even mentioned the really fascinating effects of General Relativity! Put someone under and intense enough gravity field ... and we're talking circum-black-hole here ... and their clocks slow down, and the energy level in their emitted light (laser guns) drops, too. It's one hell of a set of sfx for a SPD and EB Drain, though.... Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull Thinking from the perspective of translating the simple attractive force into the baseline game terms, I approached the problem by wondering what it would take to affect someone ("target") with average mass (100kg) as if with a game Str of 5 (pushing at full force, which comes to the force it takes to lift 50kg in the Earth's average surface field; this also comes to a damage/Grab effect of 1d6, which is nice) at a distance ("radius") of 4 hexes (the maximum distance for a Range Modifier of zero). It turns out that an object ("source") would have to be approximately 4.7x10^12 kg to have this effect, which is about 35 mass doublings due to Growth/Density Increase. Every doubling of the source's mass should double this force (+5 Str). [EDIT: Every halving of the source's mass should halve the force (-5 STR).] Every doubling of the target's mass should double the force (+5 Str). Every halving of the target's mass should halve the force (-5 Str). Every doubling of radius (next range increment) should divide the force by four (-10 Str). That makes it pretty simple. EDIT: BTW, assuming we can approximate each character as a point mass, the, "distance," should be that between the centers of the two characters, which may well be constrianed by the size of both characters. So Density Increase could be the more effective route if an attacker simply wants to walk up to people and have them stick to him. Quote Link to comment Share on other sites More sharing options...
garou Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull All stuff falls at the same rate. And technically speaking, that's not even true - g should increase as the distance r decreases, and a very heavy object should fall towards the earth faster than a very light object. Of course, it's still going to be 9.8 m/s^2, because you're never going to actually be able to measure the difference with most instruments. Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull But that's simplest of many tidal-shear style attacks I can imagine, and the others get really icky fast. Not to mention that any of the tidal-shear attacks require masses close to a billion tons, and if you can throw around that level you might as well just generate a point singularity and wobble it around inside of them. Sure, the rate at which a billion ton black hole actually absorbs matter is negligible, but you still don't want it moving through you (we won't mention hawking radiation, though generating a small black hole and then letting it evaporate a second later will give you explosions that will crack continents). And just think, we haven't even mentioned the really fascinating effects of General Relativity! Put someone under and intense enough gravity field ... and we're talking circum-black-hole here ... and their clocks slow down, and the energy level in their emitted light (laser guns) drops, too. It's one hell of a set of sfx for a SPD and EB Drain, though.... Well, unless you're very close to black hole status, it really doesn't matter. Hm..ponder statting up a villian who is a human-sized black hole. Hm. Mass would be about half that of Jupiter, so he'd disintegrate planets. I think that might be a Plot Device character. A character who controlled a primordial micro black hole (say, 1.5e11 kg, for 1g at 1 meter; lifetime of such a black hole is about 10 GYr) is possibly viable as a character. The black hole produces 1g at 1 meter, or Str 0 at 1 hex on a character with no increased mass, which is fairly negligible. It also produces approximately 16 gigawatts of hawking radiation (4 tons/second) with an effective temperature of 800 billion kelvin. If he can also construct quantum black holes, a black hole that will evaporate in one second has a mass of 228 tons and explodes with a force of 5 million megatons, producing a crater somewhere around 15 kilometers deep. This is not quite an extinction-level event, but will produce major global effects. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull Actual shape is extremely important. Actually, thats not the case at all. Gravity, in its pure definition, is about the attraction of two objects of mass. Period. The equation for determing gravity contains values for the force of gravity, the mass of the objects, their distance apart and the universal gravitational constant ("Big G"). No mention of shape or size at all. To be entirely accurate, you actually need to consider a point mass for the F=Gm1m2/r^2 relationship to hold. That means that to calculate the entire force exerted upon an object by another you must perform a double integral: consider an infinitesimal volume of the source and how it affects an infinitesimal volume of the affected mass, then add up all the effects over the volumes of both objects. In reality shape can have a very dramatic effect. To help illustrate this, consider the following thought experiment: Take two planets of equal size and mass which are a small distance apart and connected by an infintesimally small thread (of zero, or very, very near zero mass), thus making them, "one object," with an absurdly exagerated dumbell shape. The center of mass of this object is going to be midway between the planets (the centerpoint of the thread). All objects in this problem are at rest. Now stand a man on one of the planets, in a location that is closest to the other planet (just next to the connecting thread). Will he start to fall toward the center of mass (i.e. upward toward the center of mass)? Hmm. Maybe it isn't so farfected in our minds, but NOW move the planets twice as far apart (leave everything else the same, so the gravitational fields produced by each planet are the same). Will the man still fall upward? Now move the planets a billion times farther apart. Will the man still fall upward? Now extend the distance between the planets toward infinity. The force of gravity is indeed very dependent upon shape. Quote Link to comment Share on other sites More sharing options...
Mister E Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull As kind of a joke, and to make a point nobody ever got, I started this thread a little while ago: http://www.herogames.com/forums/showthread.php?t=34588&highlight=Planetary+Size+Template It didn't get much response, but it was fun to fool around with. Check it out. The Earth is really big, it turns out. Doctor Anomaly: That business about freefalling inside a hollow Earth is fascinating... but I think they should also mention the alternative Pellucidarian Theory in Physics classes. An Edgar Rice Burroughs, (creator of Tarzan), joke. ~ Mister E Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull And technically speaking' date=' that's not even true - g should increase as the distance r decreases, and a very heavy object should fall towards the earth faster than a very light object.[/quote'] Yes, the force of attraction decreases with radius. Two objects of equal mass falling from the same height should experience exactly the same acceleration, however. The attractive force is proportional to the affected mass, and the acceleration due to a give force is inversely proportional to the affected mass. In a Newtonian sense: F = m g® = ma a = g® Showing that, if the acceleration of gravity is a function of radius alone, acceleration is also a function of only radius (not the mass of the falling object). Now if air resistance is considered, objects might fall at different rates due to their differences in shape, size, and mass. Two objects of identical shape and size will generally fall at different rates in the atmosphere: the heavier one will in fact fall faster. Two objects of identical mass and shape but different size will generally fall at different rates as well: the smaller one will fall faster. Quote Link to comment Share on other sites More sharing options...
Drachasor Posted September 22, 2005 Report Share Posted September 22, 2005 Re: Determining Gravitic Pull It's easiest to base calculations of this off of F=mg, where g=9.8m/s/s We need only concern ourselves with the acceleration towards the mass, which is g=9.8m/s2 You have to take into account the difference in distances from and masses between the Earth and the character. Now, the mass of the earth is Me= 5.9742 x 1024 kg The radius of the Earth is: Re= 6.378 x 106m So the ratio (Q): Q = Me/Re2 = 1.468 x 1011 So let "m" be the mass of the character, "d" be the distance from him, and "f" be the fraction of gravity you want. Then: (g / Q x m / r2) = fg So the mass of the character is m = f x Q x r2 If you are interested in 1/10 gravity at 2m, then .1 x 1.468 x 1011x 4 = 5.872 x 1010 This jives with the work previous people have done. Anyhow, I think the equation is fairly simple, and you only need to have one hard number: Q. Q = Me/Re2 = 1.468 x 1011 m = f x Q x r2 Again, where m is the mass of the character, r is the distance (in meters, and there are 2 meters per hex) and f is the fraction of earth gravity you want at that distance. -Drachasor Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Edit: thanks to ajackson point out a couple of very idiotic errors on my part (using an inverse factor at one point, for example) the table has been corrected to what it should have been. Okay, I found the calcs I'd mentioned earlier. When I did these originally, I didn't factor in Shrinking as a possibility, and I assumed that only one character would have active levels of DI going at a time. With that in mind, the basic formula I used was (Levels of DI + Range Mod - 33) x 5 and, like ajackson, I used a +2 as the range mod for "adjacent" (with -0 for a range of 2-4 hexes, -2 for 5-8 hexes, and so on -- the usual). Here's the basic assumptions I used in my calculations: Initial character height: 2m Initial character mass: 100 kg Assuming that if someone "curls up" they'll be about half their usual height, I used a Newtonian radius of ½m which yields an event horizon circumference of Pi, rounded to 3.1416m (the Schwarzchild radius is not needed for this). I initially calculated the gravitational pull at a distance of 1 hex (center-of-mass to center-of-mass, assuming the character using DI is standing in the center of his hex and the character being affected by any gravitational pull is standing at the center of an adjacent hex). Further, I assumed a static Schwarzchild hole and not a Kerr-Newman hole for the type of singularity that would form when the character using DI managed to curl up inside his own Schwarzchild radius. (This seemed a more-or-less safe assumption as it's unlikely he'd have an significant rotational velocity. Besides, and idealized or 'static' Schwarzchild hole is much simpler to model.) As for constants, I used G = 1.327 x 10^11 km^3/sec^2/solar mass (1.98892 x 10^30 kg) c = 2.998 x 10^5 km/sec With a desired circumference of 3.1416m, crunching the numbers yields a mass of 3.36782609565 x 10^26 kg (For reference, the Earth's mass is approx. 10^25 kg, and if the Earth were crushed into a singularity, it would have an event horizon with a circumference of 1.855 cm) 81 levels of DI (405 points) gives a mass of 2.00 x 10^26 kg, and 82 levels of DI (410 points) gives a mass of 4.00 x 10^26. Since our calculated mass is between those, 82 levels of DI is necessary for the character to be able to curl up inside his own Schwarzchild radius. At that density, another character in a hex adjacent to the character using 82 levels of DI would feel a gravitational pull of 2,251,799,813,685,240g. At that same distance (adjacent hex) the character feeling the pull would feel 1g at 31, 2g at 32, 4g at 33, and so on. In other words, for every level of DI past 31, x2 g. Thus 82 levels, being 51 levels past 31, gives a gravitational pull of 2,251,799,813,685,240g. For reference, I've reproduced my original table below, showing the mass of the character using DI as related to the levels of DI in use, and the gravitational attraction he causes at a variety of distances (corresponding to the standard HERO range chart). Or, in a shorter form, with DI = Levels of DI in use, Range = HERO range modifier (using +2 for adjacent) the gravitational attraction is: g = 2^(DI -33 + Range) Range In Hexes Mass in kg Levels Adjacent 2-4 5-8 9-16 17-32 33-64 65-128 129-256 257-512 513-1024 2.50 x 10^10 28 .125 5.00 x 10^10 29 .25 1.00 x 10^11 30 .5 .125 2.00 x 10^11 31 1 .25 4.00 x 10^11 32 2 .5 .125 8.00 x 10^11 33 4 1 .25 1.60 x 10^12 34 8 2 .5 .125 3.20 x 10^12 35 16 4 1 .25 6.40 x 10^12 36 32 8 2 .5 .125 1.25 x 10^13 37 64 16 4 1 .25 2.50 x 10^13 38 128 32 8 2 .5 .125 5.00 x 10^13 39 256 64 16 4 1 .25 1.00 x 10^14 40 512 128 32 8 2 .5 .125 2.00 x 10^14 41 1,024 256 64 16 4 1 .25 4.00 x 10^14 42 2,048 512 128 32 8 2 .5 .125 8.00 x 10^14 43 4,096 1,024 256 64 16 4 1 .25 1.60 x 10^15 44 8,192 2,048 512 128 32 8 2 .5 .125 3.20 x 10^15 45 16,384 4,096 1,024 256 64 16 4 1 .25 6.40 x 10^15 46 32,768 8,192 2,048 512 128 32 8 2 .5 .125 1.25 x 10^16 47 65,536 16,384 4,096 1,024 256 64 16 4 1 .25 2.50 x 10^16 48 131,072 32,768 8,192 2,048 512 128 32 8 2 .5 5.00 x 10^16 49 262,144 65,536 16,384 4,096 1,024 256 64 16 4 1 1.00 x 10^17 50 524,288 131,072 32,768 8,192 2,048 512 128 32 8 2 2.00 x 10^17 51 1,048,576 262,144 65,536 16,384 4,096 1,024 256 64 16 4 4.00 x 10^17 52 2,097,152 524,288 131,072 32,768 8,192 2,048 512 128 32 8 8.00 x 10^17 53 4,194,304 1,048,576 262,144 65,536 16,384 4,096 1,024 256 64 16 1.60 x 10^18 54 8,388,608 2,097,152 524,288 131,072 32,768 8,192 2,048 512 128 32 3.20 x 10^18 55 16,777,216 4,194,304 1,048,576 262,144 65,536 16,384 4,096 1,024 256 64 6.40 x 10^18 56 33,554,432 8,388,608 2,097,152 524,288 131,072 32,768 8,192 2,048 512 128 1.25 x 10^19 57 67,108,864 16,777,216 4,194,304 1,048,576 262,144 65,536 16,384 4,096 1,024 256 2.50 x 10^19 58 134,217,728 33,554,432 8,388,608 2,097,152 524,288 131,072 32,768 8,192 2,048 512 5.00 x 10^19 59 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 262,144 65,536 16,384 4,096 1,024 1.00 x 10^20 60 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 524,288 131,072 32,768 8,192 2,048 2.00 x 10^20 61 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 262,144 65,536 16,384 4,096 4.00 x 10^20 62 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 524,288 131,072 32,768 8,192 8.00 x 10^20 63 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 262,144 65,536 16,384 1.60 x 10^21 64 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 524,288 131,072 32,768 3.20 x 10^21 65 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 262,144 65,536 6.40 x 10^21 66 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 524,288 131,072 1.25 x 10^22 67 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 262,144 2.50 x 10^22 68 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 524,288 5.00 x 10^22 69 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 1,048,576 1.00 x 10^23 70 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 2,097,152 2.00 x 10^23 71 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 4,194,304 4.00 x 10^23 72 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 8,388,608 8.00 x 10^23 73 4,398,046,511,104 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 16,777,216 1.60 x 10^24 74 8,796,093,022,208 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 33,554,432 3.20 x 10^24 75 17,592,186,044,416 4,398,046,511,104 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 67,108,864 6.40 x 10^24 76 35,184,372,088,832 8,796,093,022,208 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 134,217,728 1.25 x 10^25 77 70,368,744,177,664 17,592,186,044,416 4,398,046,511,104 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 268,435,456 2.50 x 10^25 78 140,737,488,355,328 35,184,372,088,832 8,796,093,022,208 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 536,870,912 5.00 x 10^25 79 281,474,976,710,656 70,368,744,177,664 17,592,186,044,416 4,398,046,511,104 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 1,073,741,824 1.00 x 10^26 80 562,949,953,421,312 140,737,488,355,328 35,184,372,088,832 8,796,093,022,208 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 2,147,483,648 2.00 x 10^26 81 1,125,899,906,842,620 281,474,976,710,656 70,368,744,177,664 17,592,186,044,416 4,398,046,511,104 1,099,511,627,776 274,877,906,944 68,719,476,736 17,179,869,184 4,294,967,296 4.00 x 10^26 82 2,251,799,813,685,240 562,949,953,421,312 140,737,488,355,328 35,184,372,088,832 8,796,093,022,208 2,199,023,255,552 549,755,813,888 137,438,953,472 34,359,738,368 8,589,934,592 Mass in kg Levels Adjacent 2-4 5-8 9-16 17-32 33-64 65-128 129-256 257-512 513-1024 Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Thinking from the perspective of translating the simple attractive force into the baseline game terms, I approached the problem by wondering what it would take to affect someone ("target") with average mass (100kg) as if with a game Str of 5 (pushing at full force, which comes to the force it takes to lift 50kg in the Earth's average surface field; this also comes to a damage/Grab effect of 1d6, which is nice) at a distance ("radius") of 4 hexes (the maximum distance for a Range Modifier of zero). It turns out that an object ("source") would have to be approximately 4.7x10^12 kg to have this effect, which is about 35 mass doublings due to Growth/Density Increase. Every doubling of the source's mass should double this force (+5 Str). [EDIT: Every halving of the source's mass should halve the force (-5 STR).] Every doubling of the target's mass should double the force (+5 Str). Every halving of the target's mass should halve the force (-5 Str). Every doubling of radius (next range increment) should divide the force by four (-10 Str). That makes it pretty simple. EDIT: BTW, assuming we can approximate each character as a point mass, the, "distance," should be that between the centers of the two characters, which may well be constrianed by the size of both characters. So Density Increase could be the more effective route if an attacker simply wants to walk up to people and have them stick to him. I thought I would put this more succinctly: Baseline is 5 Str (1d6) of effect for a source mass equal to 35 levels of Growth/Density Increase (about 5 trillion kilograms) acting on a normal sized (100kg) target at a 4-hex distance. Then: Each doubling of either source or target mass adds +5 Str Each halving of either source or target mass adds -5 Str Each doubling of range adds -10 Str Ranges under 4 hexes can probably be ignored (treated the same as 4 hexes) for simplicity For simplicity it is probably easiest just to ignore anything that comes to less than 5 Str, and impose force on the character with less mass since the one with greater mass could be assumed to have enough Str to easily resist it (if both masses are roughly equal you could have them both affected, which could get fun). Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull (And I assume he meant to write ".5" and not "5." at the end of his equation. ) Nope, I meant 5 -- x2 mass = x2 gravity = +5 strength (if you want dice, multiply by 1). Assuming that if someone "curls up" they'll be about half their usual height, I used a Newtonian radius of ½m which yields an event horizon circumference of Pi, rounded to 3.1416m (the Schwarzchild radius is not needed for this). I used the range at which escape energy is equal to 9 x 10^16 J/kg. Since escape energy is equal to m*a*r, and r is 0.5, a would be 1.8x10^16 m/s^2. Further, I assumed a static Schwarzchild hole. As did I. As for constants, I used G = 1.327 x 10^11 km^3/sec^2 c = 2.998 x 10^5 km/sec What odd units. Your value of G is very strange, as it's missing a mass unit (I used 6.67x10^-11 m^3 kg^-1 s^-2), and since you're using km rather than m, you'll need to do some unit conversion. I was using a radius of 1 meter, incidentally, but that should only make a difference of one level of DI. With a desired circumference of 3.1416m, crunching the numbers yields a mass of 1.69329389601 x 10^26 kg I get about twice that 80 levels of DI (400 points) gives a mass of 1.00 x 10^26 kg More or less. I get 0.6 to 1.2 x that. Looks like I miscomputed slightly, it should be 81-82 levels, not 90 levels. At that density, another character in a hex adjacent to the character using 81 levels of DI would feel a gravitational pull of 25g. Acceleration = GM/r^2. 6.67e-11 x 1.7e26 / 4 = 2.8x10^15 m/s^2 or 280 trillion Gs. At that same distance (adjacent hex) the character feeling the pull would feel no appreciable pull when 31 levels of DI were in use, ½g at 32 levels, 1g at 33, and so on. In other words, for every level of DI past 31, add ½g. No, for every level past 31, double gravity. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Nope' date=' I meant 5 -- x2 mass = x2 gravity = +5 strength (if you want dice, multiply by 1).[/quote'] I'll have to go back and check my original procedures. Hmmm... What odd units. Your value of G is very strange' date=' as it's missing a mass unit (I used 6.67x10^-11 m^3 kg^-1 s^-2), and since you're using km rather than m, you'll need to do some unit conversion.[/quote'] Per solar mass. Left that out. I was using a radius of 1 meter' date=' incidentally, but that should only make a difference of one level of DI.[/quote'] I figured that half of 2m was 1m ( ) so for a sphere with a diameter of 1m, you'd need a radius of 1/2m. Newtonian, of course. A radius of 1/2m gives a circumference of Pi meters, natch. Acceleration = GM/r^2. 6.67e-11 x 1.7e26 / 4 = 2.8x10^15 m/s^2 or 280 trillion Gs. Dropped a couple of powers of 10. Gah. No' date=' for every level past 31, double gravity.[/quote'] And that was just a silly mistake on my part. Looks like I inadvertantly used the inverse instead. Gonna have to refigure that lot... Edit: I suppose I should also have said that using this: C = (4*Pi*G*M)/c^2 For finding the mass to go with a circumference of 3.1416m (1m diameter Newtonian) C = circumference of event horizon G = gravitational constant M = mass of singularity (in solar masses) c = speed of light When I cranked that through, I got 1.69329389601 x 10^-4 solar masses, and when you plug in a solar mass of 1.98892 x 10^30 kg, you get a result of 3.36782609565 x 10^26 kg for a singularity that has an event horizon with a circumference of 3.1416m Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Oh, and note: now that ajackson pointed out that stupid inversion error (.5 instead of 2) I've fixed the table so it's correct for the assumptions I made. I'll rep you tomorrow afternoon sometime, ajackson. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Oh' date=' and note: now that ajackson pointed out that stupid inversion error (.5 instead of 2) I've [i']fixed[/i] the table so it's correct for the assumptions I made. I'll rep you tomorrow afternoon sometime, ajackson. I repped him too. I only wish Steve Long had asked for help in a field I know like Serial Killers or Psychology in General. Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull I thought I would put this more succinctly: Baseline is 5 Str (1d6) of effect for a source mass equal to 35 levels of Growth/Density Increase (about 5 trillion kilograms) acting on a normal sized (100kg) target at a 4-hex distance. Then: Each doubling of either source or target mass adds +5 Str Each halving of either source or target mass adds -5 Str Each doubling of range adds -10 Str Ranges under 4 hexes can probably be ignored (treated the same as 4 hexes) for simplicity For simplicity it is probably easiest just to ignore anything that comes to less than 5 Str, and impose force on the character with less mass since the one with greater mass could be assumed to have enough Str to easily resist it (if both masses are roughly equal you could have them both affected, which could get fun). But ranges under 4 are the most interesting. You can put 25 kg objects into orbit around him at 2 hexes away. It's like having an annoying 0 STR TK for free. Realize at one hex away, 300 kg objects whirl around him. (+10 STR for half distance, +8 STR for circumference getting smaller) Basically, you have Casual STR TK. Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull When I cranked that through, I got 1.69329389601 x 10^-4 solar masses, and when you plug in a solar mass of 1 x 10^30 kg Solar mass is, unfortunately, 2 x 10^30 kg (actually 1.989e+30) Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull But ranges under 4 are the most interesting. You can put 25 kg objects into orbit around him at 2 hexes away. It's like having an annoying 0 STR TK for free. Realize at one hex away, 300 kg objects whirl around him. (+10 STR for half distance, +8 STR for circumference getting smaller) Basically, you have Casual STR TK. Um...no. Remember, this is gravity. The amount of force is proportional to the mass of the object, so it's 5 strength on a 100 kg object, but -5 strength on a 25 kg object. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Solar mass is' date=' unfortunately, 2 x 10^30 kg (actually 1.989e+30)[/quote'] (sigh) Someone just knock me over and fill in the grave. I can't seem to get anything right these days. I'll refigure stuff. Tomorrow. Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Ok, here's my table. Rather than listing Gs, I'm listing what Str of effect is applied to a normal mass (50-100 kg; 70 kg is used on the mass table) character, assuming that 1g = Str 10. S indicates that you are within the schwarzchild radius. For characters with non-standard mass, add 5x DI/growth or -15x shrinking to the effective strength. DI Mass 0 1 2 4 8 16 32 64 128 256 512 1024 25 2.3e+09 -20 -30 -40 -50 -60 -70 -80 -90 -100 -110 -120 -130 26 4.7e+09 -15 -25 -35 -45 -55 -65 -75 -85 -95 -105 -115 -125 27 9.4e+09 -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -110 -120 28 1.9e+10 -5 -15 -25 -35 -45 -55 -65 -75 -85 -95 -105 -115 29 3.8e+10 0 -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 -110 30 7.5e+10 5 -5 -15 -25 -35 -45 -55 -65 -75 -85 -95 -105 31 1.5e+11 10 0 -10 -20 -30 -40 -50 -60 -70 -80 -90 -100 32 3e+11 15 5 -5 -15 -25 -35 -45 -55 -65 -75 -85 -95 33 6e+11 20 10 0 -10 -20 -30 -40 -50 -60 -70 -80 -90 34 1.2e+12 25 15 5 -5 -15 -25 -35 -45 -55 -65 -75 -85 35 2.4e+12 30 20 10 0 -10 -20 -30 -40 -50 -60 -70 -80 36 4.8e+12 35 25 15 5 -5 -15 -25 -35 -45 -55 -65 -75 37 9.6e+12 40 30 20 10 0 -10 -20 -30 -40 -50 -60 -70 38 1.9e+13 45 35 25 15 5 -5 -15 -25 -35 -45 -55 -65 39 3.8e+13 50 40 30 20 10 0 -10 -20 -30 -40 -50 -60 40 7.7e+13 55 45 35 25 15 5 -5 -15 -25 -35 -45 -55 41 1.5e+14 60 50 40 30 20 10 0 -10 -20 -30 -40 -50 42 3.1e+14 65 55 45 35 25 15 5 -5 -15 -25 -35 -45 43 6.2e+14 70 60 50 40 30 20 10 0 -10 -20 -30 -40 44 1.2e+15 75 65 55 45 35 25 15 5 -5 -15 -25 -35 45 2.5e+15 80 70 60 50 40 30 20 10 0 -10 -20 -30 46 4.9e+15 85 75 65 55 45 35 25 15 5 -5 -15 -25 47 9.9e+15 90 80 70 60 50 40 30 20 10 0 -10 -20 48 2e+16 95 85 75 65 55 45 35 25 15 5 -5 -15 49 3.9e+16 100 90 80 70 60 50 40 30 20 10 0 -10 50 7.9e+16 105 95 85 75 65 55 45 35 25 15 5 -5 51 1.6e+17 110 100 90 80 70 60 50 40 30 20 10 0 52 3.2e+17 115 105 95 85 75 65 55 45 35 25 15 5 53 6.3e+17 120 110 100 90 80 70 60 50 40 30 20 10 54 1.3e+18 125 115 105 95 85 75 65 55 45 35 25 15 55 2.5e+18 130 120 110 100 90 80 70 60 50 40 30 20 56 5e+18 135 125 115 105 95 85 75 65 55 45 35 25 57 1e+19 140 130 120 110 100 90 80 70 60 50 40 30 58 2e+19 145 135 125 115 105 95 85 75 65 55 45 35 59 4e+19 150 140 130 120 110 100 90 80 70 60 50 40 60 8.1e+19 155 145 135 125 115 105 95 85 75 65 55 45 61 1.6e+20 160 150 140 130 120 110 100 90 80 70 60 50 62 3.2e+20 165 155 145 135 125 115 105 95 85 75 65 55 63 6.5e+20 170 160 150 140 130 120 110 100 90 80 70 60 64 1.3e+21 175 165 155 145 135 125 115 105 95 85 75 65 65 2.6e+21 180 170 160 150 140 130 120 110 100 90 80 70 66 5.2e+21 185 175 165 155 145 135 125 115 105 95 85 75 67 1e+22 190 180 170 160 150 140 130 120 110 100 90 80 68 2.1e+22 195 185 175 165 155 145 135 125 115 105 95 85 69 4.1e+22 200 190 180 170 160 150 140 130 120 110 100 90 70 8.3e+22 205 195 185 175 165 155 145 135 125 115 105 95 71 1.7e+23 210 200 190 180 170 160 150 140 130 120 110 100 72 3.3e+23 215 205 195 185 175 165 155 145 135 125 115 105 73 6.6e+23 220 210 200 190 180 170 160 150 140 130 120 110 74 1.3e+24 225 215 205 195 185 175 165 155 145 135 125 115 75 2.6e+24 230 220 210 200 190 180 170 160 150 140 130 120 76 5.3e+24 235 225 215 205 195 185 175 165 155 145 135 125 77 1.1e+25 240 230 220 210 200 190 180 170 160 150 140 130 78 2.1e+25 245 235 225 215 205 195 185 175 165 155 145 135 79 4.2e+25 250 240 230 220 210 200 190 180 170 160 150 140 80 8.5e+25 255 245 235 225 215 205 195 185 175 165 155 145 81 1.7e+26 260 250 240 230 220 210 200 190 180 170 160 150 82 3.4e+26 265 255 245 235 225 215 205 195 185 175 165 155 83 6.8e+26 270 260 250 240 230 220 210 200 190 180 170 160 84 1.4e+27 S 265 255 245 235 225 215 205 195 185 175 165 85 2.7e+27 S S 260 250 240 230 220 210 200 190 180 170 86 5.4e+27 S S S 255 245 235 225 215 205 195 185 175 87 1.1e+28 S S S S 250 240 230 220 210 200 190 180 88 2.2e+28 S S S S S 245 235 225 215 205 195 185 89 4.3e+28 S S S S S S 240 230 220 210 200 190 90 8.7e+28 S S S S S S S 235 225 215 205 195 Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Ok' date=' here's my table. Rather than listing Gs, I'm listing what Str of effect is applied to a normal mass (50-100 kg; 70 kg is used on the mass table) character, assuming that 1g = Str 10. S indicates that you are within the schwarzchild radius. For characters with non-standard mass, add 5x DI/growth or -15x shrinking to the effective strength.[/quote'] That would give a pretty close approximation of the STR needed to resist being pulled towards the character using scads of DI...a potentially important point. Good thought! Quote Link to comment Share on other sites More sharing options...
Mister E Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Ok' date=' here's my table. Rather than listing Gs, I'm listing what Str of effect is applied to a normal mass (50-100 kg; 70 kg is used on the mass table) character, assuming that 1g = Str 10. S indicates that you are within the schwarzchild radius. For characters with non-standard mass, add 5x DI/growth or -15x shrinking to the effective strength.[/quote']This is amazing. So is your chart in meters or Hexes? Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull This is amazing. So is your chart in meters or Hexes? Hexes. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull But ranges under 4 are the most interesting. You can put 25 kg objects into orbit around him at 2 hexes away. It's like having an annoying 0 STR TK for free. Realize at one hex away, 300 kg objects whirl around him. (+10 STR for half distance, +8 STR for circumference getting smaller) Basically, you have Casual STR TK. Eh. SFX. If you want to place little stuff in orbit it is probably easiest just to do things with Extra Limbs for a character who is really that heavy and still small (read: lots of DI, little Growth). Put IPE and some Limitations on it if you really want. That way you can avoid the effects of air resistence on orbital paths anyway. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Ooh. Here's an interesting thought. There are already rules for using Movement as Str. Maybe anyone with an appropriate Skill (e.g. SS: Orbital Mechanics, PS: astronaut, or Navigation: Space) could also turn one or two appropriate Movement Skill Levels (or Overall Skill Levels) into +5 Str to resist the gravitational attraction while they are moving. Quote Link to comment Share on other sites More sharing options...
ajackson Posted September 23, 2005 Report Share Posted September 23, 2005 Re: Determining Gravitic Pull Ok, I statted up your basic primordial black hole. It's kind of a lot of points, but it has potential as a plot device. Primordial Black Hole The Primordial Black Hole is a tiny black hole, forged at the start of the universe, and which has been gradually decaying due to hawking radiation ever since then. The primordial black hole given here will evaporate in another twenty billion years or so, but in the interim it's an interesting object for scientists to investigate. A basic PBH has the following package of powers: Cost Power 155 'Great Strength': +155 Str (should probably have zero end or similar on it). Max lift 200 million tons. 62 'Great Mass': +31 Body 62 'Heavy': +31" knockback resistance (200 million tons) 50+ 'Hard to Hit': +10 (or more) DCV. Actual size corresponds to 51 levels of shrinking, for +102 DCV, but beyond a certain point any attack is an area effect. As it glows like a small star, it does not get the normal bonuses to concealment and stealth. Diameter is 3x10^-16 meters, or about 1/8 the size of a proton. 53 'Too Small to Touch': desolid, persistent, always on 400 'Hypergravity Field': 5d6 physical RKA, affects solid(+2), AVLD does body (+2.5), continuous(+1), damage shield (+0.5), persistent (+1), always on (-0.5). The defense is being internally tough; the gravity field will rip flesh at 10 cm but steel at only 1mm (no material can actually avoid some damage, but a small enough hole is ignorable) 541 'Hot': 8d6+1 energy RKA, affects solid(+2), AP (+0.5), continuous(+1), damage shield (+0.5), penetrating (+0.5), persistent (+1), always on (-0.5) persistent, armor piercing, always on (0.5). I computed this based on 1 kW = 2 DC, +1 DC per x2. 234 'Hot Aura': 15d6 EB, affects solid (+2), area effect megascale(+1.25), continuous (+1), persistent (+1), always on (-0.5), centered on self (-0.25), reduced by range (-2d6 at 1 hex, -4d6 at 2 hexes, and reduced by range from then out). Computed as above, but 1 MW = 2 DC. 495 'Radiation Source': 24d6 energy blast, NND does body vs LS: radiation(+2), affects solid (+2), megascale area (+1.25), continuous(+1), persistent (+1), always on (-0.5), centered on self (-0.25), reduced by range(-0.25) (-2d6 at 1 hex, -4d6 at 2 hexes, and reduced by range from then out, so at 250-500 hexes, where it ends, damage is reduced to zero at 2,000 hexes). This is assuming that 20 rads/sec is 1d, and each x2 is +1d. 151 'Gravity Well': 10" flight, affects substantial (+2), area effect megascale (+1.25), persistent (+1), usable vs others, increased mass 32 levels (+9), always on (-0.5), reduced by range (acts as 1g or +10 Str at 1 meter, 0.25g or +0 Str at 1 hex, -10 Str at 2 hex, and reduced by range from then out). This is a crappy way to do a gravity field, but I don't know of a better one. 450 'Invulnerable': armor, PD 100, DR 100, hardened x2 333 'Invulnerable': force field, PD 100, DR 100, hardened x2, persistent, always on. Feel free to adjust the defenses upwards; black holes are not really subject to physical forces. 45 Life Support: total 3031 Total For a more massive black hole, adjust as following for each level of extra mass: 5 +5 Str 2 +1 Body 2 +1 knockback resistance 27 +1 DC on hypergravity field -43 -2 DC on 'hot' field -31 -2 DC on 'hot aura' +75 +5 to effective Str of 'gravity well' +37 Total Quote Link to comment Share on other sites More sharing options...
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