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.