Just for Fun: Logarithmic Damage system for GURPS Supers Use the Old dice to New dice columns to convert all gun, beam weapon, explosive and energy melee weapon damage above 3d (but not ST-based damage). Use the Old DR to New DR columns to convert all Vehicles, Robot, Mecha and personal armor DR that is above DR 10, but not magical DR or DR bought as per GURPS Supers/Compendium/etc. Use the Old ST to New ST columns to convert Animal, Dinosaurs, Vehicles, Robot and Mecha ST values if they are above ST 30, as these were built on a linear fashion. Do not convert ST for supers or aliens, as these are intended to be semi- logarithmic.
For lifting purposes, convert new ST to old ST to determine effective ST for carrying stuff.
Old Dice |
New Dice |
Old DR |
New DR |
OldST |
NewST |
3d |
3d |
10.5 |
10 |
30 |
30 |
5d |
4d |
17.5 |
14 |
50 |
40 |
7d |
5d |
24 |
18 |
70 |
50 |
10d |
6d |
35 |
21 |
100 |
60 |
15d |
7d |
52.5 |
24 |
150 |
70 |
20d |
8d |
70 |
28 |
200 |
90 |
30d |
9d |
105 |
32 |
300 |
90 |
45d |
10d |
157.5 |
35 |
450 |
100 |
70d |
11d |
245 |
38 |
700 |
110 |
100d |
12d |
350 |
42 |
1000 |
120 |
150d |
13d |
525 |
46 |
1500 |
130 |
200d |
14d |
700 |
49 |
2000 |
140 |
300d |
15d |
1,050 |
52 |
3000 |
150 |
450d |
16d |
1,575 |
56 |
4500 |
160 |
700d |
17d |
2,450 |
60 |
7000 |
170 |
1,000d |
18d |
3,500 |
63 |
10,000 |
180 |
1,500d |
19d |
5,250 |
66 |
15,000 |
190 |
2,000d |
20d |
7,000 |
70 |
20,000 |
200 |
3,000d |
21d |
10,500 |
74 |
30,000 |
210 |
4,500d |
22d |
15,750 |
77 |
45,000 |
220 |
7,000d |
23d |
24,500 |
80 |
70,000 |
230 |
10,000d |
24d |
35,000 |
84 |
100,000 |
240 |
15,000d |
25d |
52,500 |
88 |
150,000 |
250 |
20,000d |
26d |
70,000 |
91 |
200,000 |
260 |
30,000d |
27d |
105,000 |
94 |
300,000 |
270 |
45,000d |
28d |
157,500 |
98 |
450,000 |
280 |
70,000d |
29d |
245,000 |
102 |
700,000 |
290 |
100,000d |
30d |
350,000 |
105 |
1,000,000 |
300 |
150,000d |
31d |
525,000 |
108 |
etc. |
etc. |
200,000d |
32d |
700,000 |
112 |
|
|
300,000d |
33d |
1,050,000 |
116 |
|
|
450,000d |
34d |
1,575,000 |
119 |
|
|
700,000d |
35d |
2,450,000 |
122 |
|
|
1,000,000d |
36d |
3,500,000 |
126 |
|
|
1,500,000d |
37d |
5,250,000 |
130 |
|
|
2,000,000d |
38d |
7,000,000 |
133 |
|
|
3,000,000d |
39d |
10,500,000 |
136 |
|
|
4,500,000d |
40d |
15,750,000 |
140 |
|
|
7,000,000d |
41d |
24,500,000 |
144 |
|
|
10,000,000d |
42d |
35,000,000 |
147 |
|
|
15,000,000d |
43d |
52,500,000 |
150 |
|
|
20,000,000d |
44d |
70,000,000 |
154 |
|
|
30,000,000d |
45d |
105,000,000 |
158 |
|
|
If a result falls between two numbers, use the lower. For armor divisors, multiply damage by divisor to get Old Dice, then find new dice, then halve the result and replace with a simple (2) divisor. EXAMPLE: ; 7d rifle = 5d.
; 6d x 30 tank cannon = 180d = 13d.
; ST 300 elephant = ST 90.
; ST 200 superhero = stays ST 200. Moreover, his damage stays the same as well, so his 21d punch actually is equivalent to 3000d. However, he is effectively ST 20,000 for lifting stuff.
; DR 1,680 M1 Abrams tank frontal armor = DR 56. Hey, our superhero can now punch through tank armor...
; DR 35 reinforced kevlar body armor = DR 21.
; 6dx4(10) light anti-tank rocket = 240d for penetration purposes = 14d / 2 = 7d(2). Much neater.
; 12d(2) armor piercing .50 caliber round = 4d(2). (12d x 2 = 24 old dice = 8 new dice, halved = 4 new dice and (2)).
; 1-kiloton nuclear bomb doing 6d x 4,000,000 (24,000,000d) = 44d damage. Cool! DR 132 can bounce a nuke! Build the Hulk's DR for 396 points.
MORE RULES
; Blow-through is ignored.