All the way back in September 2019, I made a post on how to use “Knowing Your Own Strength” from Pyramid #3/83: Alternate GURPS IV with “Conditional Injury” from Pyramid #3/120: Alternate GURPS V in GURPS. For five months, I worked on it, but I just wasn’t figuring it out; so, back in March, I messaged dataweaver on the GURPS forums, and I asked for their help in moving forward with combining the systems.
- ST = 20 × log(BS_ST) – 10.
- ST = VT.
- VT (Vitality) replaces HP at 2 points/level.
- BL = 2 × 10(ST / 10).
- For static damage (like firearms), ST = 20 × log(BS_damage / 0.5547) / log(10).
- For DR, use the static damage formula and add 14. This is Armor Rating (AR).
- For muscle-powered weapons, double the modifier, add 10, then log-subtract 9. This is the Weapon Rating (WR). Log-add WR to ST.
- For damage bonuses (for punches, All-Out Attack, etc.), use them as a bonus to ST—use double the amount as a ST bonus if the damage bonus is per die.
- ST = VT.
- Severity = 5d6D2 + ST – VT.
- D2 means drop two, so drop the lowest two dice.
- Log-subtract AR before subtracting VT.
- 5d6D2 averages to 14. I usually just substitute 4d6.
- Conditional Effects Table:
- Negative Severity: Nothing.
- 0 to 4: Scratch, Shock -0, HT+6.
- 5 to 9: Scratch, Shock -1, HT+5.
- 10 to 14: Minor Wound, Shock -2, HT+4.
- 15 to 19: Minor Wound, Shock -3, HT+3.
- 20 to 24: Major Wound, Shock -4, HT+2.
- 25 to 29: Reeling, Shock -4, HT+1.
- 30 to 34: Crippled, Shock -4, HT+0.
- 35 to 39: Mortal Wound, Shock -4, HT-1.
- 40 to 44: Mortal Wound, Shock -4, HT-2.
- 45 to 49: Instantly Fatal Wound, HT-3.
- 50 or more: Total Destruction.
For the Multiple Injuries rules, I use the above HT rolls for wound accumulation. Log-addition and log-subtraction use the table below. For log-adding two values, look up the difference between the two values in the Log-Addition column, then add the Modifier to the higher value. For log-subtracting two values, look up the difference between the two values in the Log-Subtraction column, then subtract the Modifier from the higher value.
*For WR, use the rest of the chart.
I still need to figure out how to adjust throwing, collisions/slams, and grappling. That shouldn’t be too hard, but I just haven’t given it thought. Additionally, Innate Attack and Damage Resistance need to be reformulated as well, which I think will be a bit trickier.