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ajackson

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Everything posted by ajackson

  1. Re: Who knows physics? As a side point to all the above: shifting UV light into the visible is really unnecessary for a normal dome, because under normal circumstances there is less UV light around than visible light (the business about UV vision acting as night vision is an urban legend -- UV only works for night vision if you've got a UV lamp). What this means is that the simplest solution to the problem above, by far, is to just make the dome opaque in the UV and transparent to visible light (if you want reddish light, make it preferentially absorb blues and greens). This will make the inside of the dome pretty much as bright as you'd get for any weird optical conversion technique, protects the occupants nicely, and is vastly simpler.
  2. Re: Damage Reduction before defenses! Not to get complex or anything, but: Let's say you have rPD 20, and you want 50% resistant damage reduction which applies before defenses. You can buy this as 'Armor: +20rPD(30); Damage Reduction: 50% resistant(30)' Then note that the special effect of the above power combination is damage reduction (applied before defenses). If the damage reduction has limitations, put the same limitations on the armor.
  3. Re: Draining FF too expensive? The main problem with the cost of drain FF (vs drain PD or drain ED) is that you often get a half effect anyway. If you drain someone's PD by 6, they just lose 6 PD, and thus the next physical attack does +6 damage after defenses. If you drain 20:20 force field by 6 points, they lose 3 PD and 3 ED. For armor, it would be 2 PD and 2 ED. That's just not as useful, and if you really want to drain both PD and ED, you can take that as an advantage on drain, and it will not cost as much as draining them together from a force field or armor.
  4. Re: It Costs Too Much! Pretty much all continuous powers, unless they go against exotic defenses, are overpriced. Area effect attacks are only reasonably priced if you allow people to exceed active point limits -- 6d6 area effect is pretty much useless in a 12d6 game, though it's certainly worth 30 points to not need to worry about DCV and hit multiple people.
  5. Re: Determining Gravitic Pull I gave it 'str' so that it will be able to resist shoves and the like (and, if self-motivated, will be able to move itself), not because it can actually apply the str (that's why it's not affects substantial). Its gravity is mostly handled by the flight usable against others.
  6. 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
  7. 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
  8. Re: Determining Gravitic Pull 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.
  9. Re: Determining Gravitic Pull Solar mass is, unfortunately, 2 x 10^30 kg (actually 1.989e+30)
  10. Re: Determining Gravitic Pull Nope, I meant 5 -- x2 mass = x2 gravity = +5 strength (if you want dice, multiply by 1). 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. As did I. 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. I get about twice that 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. Acceleration = GM/r^2. 6.67e-11 x 1.7e26 / 4 = 2.8x10^15 m/s^2 or 280 trillion Gs. No, for every level past 31, double gravity.
  11. Re: Determining Gravitic Pull 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). 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.
  12. Re: Determining Gravitic Pull Oops. I made one mistake on the schwarzchild radius comment: I forgot that shrinking reduces mass. Change it to (DI + 2/3 Growth - 2 * Shrinking) >= 90. Not that any of this stuff is likely to come up in a typical game. A character with 33 levels of increased mass, and a Str of 175, is outside the power level of most games, and characters in games at that power level are unlikely to be concerned about a measly 1g gravity field.
  13. Re: Determining Gravitic Pull The roche limit is determined by the density of the moon, not the density of the planet, so yes, it would be unaffected Incidentally, the densities I gave for white dwarfs and neutron stars are upper limits; density can vary significantly. Typical white dwarf density is more on the order of 1 ton/cc (20 levels DI). Neutronium density ranges from 10^14 to 10^15 (46-50 levels).
  14. Re: Determining Gravitic Pull The above explanation of tides is incorrect. Tidal effect is caused by differential gravitational effects -- as the near side of the earth is only 378,000 km from the moon, and the far side is 391,000 km, while the average distance is 384,400 km, the force of lunar gravity on the near side is about 7% stronger than on the far side, which has the net effect of stretching the earth slightly. As the oceans are somewhat more fluid than the body of the earth, they move more.
  15. Re: Determining Gravitic Pull Ok, the force of gravity is GMm/r^2. The acceleration is GM/r^2. To produce 1G at 1 hex, GM/(4m^2) = 10 m/s^2 GM = 40 M = 40/G = 40/6.67x10^-11 = 6x10^11kg 33 levels of increased mass gives a mass between 4x10^11kg and 8x10^11 kg, which we can call 1g at 1 hex. As a more general rule, if (DI1) is the first character's levels of increased mass (both density increase and growth), and (DI2) is the second character's level, and ® is the range modifier (treat 1 hex range as a range modifier of +2), the total strength is (DI1 + DI2 + R - 33) * 5. More random points: a white dwarf has a typical density of up to 100T/cc, or around 26 levels of density increase. A neutron star has a typical density of up to 100MT/cc, or around 46 levels of density increase. The schwarzchild radius for a black hole is 7.4x10^-28m/kg, so a character has an event horizon equal to his size if (density increase + 2/3 growth + shrinking) >= 90.
  16. Re: Average Human Running Speed and What is Sprinting I was assuming 12"/turn was your combat speed.
  17. Re: Help converting a couple of GURPS abilities to Hero It cancels out penalties, plus I think it may give some minor penalties to forensics and tracking by smell.
  18. Re: Help converting a couple of GURPS abilities to Hero I'd call it another 1 pt immunity.
  19. Re: Average Human Running Speed and What is Sprinting Where did you get the idea that noncombat multiples increase END cost? That's running 10" (noncombat) costing 2 END, for a cost of 8 END/turn, which is less than max human REC. Even if using long-term END rules, that's enough to run a 3 minute mile pretty easily. If you want realistic movement, just double move and say that it's per turn instead of per phase. Then max move is 20"/turn (40"/turn noncombat) which is about 15 mph, which is about what a human can actually maintain for several minutes on an end (a 4 minute mile). A normal person can move at 12"/turn (24"/turn noncombat) or about 9 mph, allowing a mile in 6:20, which is not bad but hardly unreasonable for a baseline PC.
  20. Re: Average Human Running Speed and What is Sprinting Pushing is an excellent way to show the way there's a certain level of exertion which is only moderately tiring, and then if you exceed that level it gets very rapidly more fatiguing.
  21. Re: Average Human Running Speed and What is Sprinting Well, olympic sprinters only hit that peak speed for a very short time, such as a 100 meter dash. That means they're probably pushing. Pushing allows that 10" move to become 15", which with noncombat movement is 30"/phase (20 m/s, about 44 mph). Assuming you're starting from zero, you need to take 3 seconds accelerating (cover 15"/30m) and then 3.5 seconds at top speed, allowing a 100 meter dash in 6.5 seconds (costing about 26 END), which is rather faster than peak human.
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