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Damage has two categories: Basic Damage and Penetrating Damage. The former is used to determine Knockback and the latter is used to determine Injury.

Damage RollEdit

"A negative modifier can’t reduce damage below 0 if the attack does crushing damage, or below 1 if it does any other type of damage." [1]

Damage Types Based on Attack Edit

Wounding Modifiers and InjuryEdit

Any damage that gets through DR is modified by type[2]

The damage after this multiplier determines the injury: the HP lost by the target. Round fractions down, but the minimum injury is 1 HP for any attack that penetrates DR at all. General description of each type of damage is provided under Innate Attack.

Damage ModifiersEdit

Damage Modifiers are a series of special enhancements and limitations on an attack. While they can be used for any attack form it is most common with Affliction as demonstrated by the utterly huge number of examples in the books.

Putting it togetherEdit

Here a few examples of how all this comes together, Other examples are under the relevant main damage type.

  • Particle Beam (+300%): Burning Attack 2d+2 (Accurate +2, +10%; Armor Divisor (5), +150%; Increased 1/2D, x10, +15%; Increased Max, x2, +5%; Radiation (rad), +100%; Surge, +20%) [52]
  • Pestilence (+1,560%): Fatigue Attack 1 point (Based on HT, +20%; Costs Fatigue, 6 FP, -30%; Cyclic, 1 hour, 72 cycles, Highly Contagious, +1,470%; Malediction 1, +100%; No Signature, +20%; Onset, 1 hour, -20%) [50][3]
  • Rain of Stones (+100%): Crushing Attack 5d (Area Effect, 2 yards, +50%; Blockable, -5%; Bombardment, skill 10, -15%; Overhead, +30%; Persistent, +40%) [50]
  • Tranquilizer Dart (-35%/+210%): Small Piercing Attack 1d (Accurate +1, +5%; Armor Divisor (0.2), -50%; Increased 1/2D, x5, +10%) [2] + Affliction 1 (HT; Follow-Up, Small Piercing Attack, +10%; Unconsciousness, +200%) [31] Total [33]

Damage TablesEdit

ST Thrust Swing
1 1d-6 1d-5
2 1d-6 1d-5
3 1d-5 1d-4
1d-5 1d-4
5 1d-4 1d-3
6 1d-4 1d-3
1d-3 1d-2
1d-3 1d-2
1d-2 1d-1
10 1d-2 1d
11  1d-1 1d+1
12  1d-1 1d+2
13  1d 2d-1
14  1d 2d
15 1d+1 2d+1
ST Thrust Swing
16 1d+1 2d+2
17  1d+2 3d-1
18  1d+2 3d
19  2d-1 3d+1
20  2d-1 3d+2
21  2d 4d-1
22  2d 4d
23 2d+1 4d+1
24 2d+1 4d+2
25 2d+2 5d-1
26 2d+2 5d
27 3d-1 5d+1
28 3d-1 5d+1
29 3d 5d+2
30 3d 5d+2
ST Thrust Swing
31 3d+1 6d-1
32 3d+1 6d-1
33 3d+2 6d
34 3d+2 6d
35 4d-1 6d+1
36 4d-1 6d+1
37 4d 6d+2
38 4d 6d+2
39 4d+1 7d-1
40 4d+1 7d-1
45 5d 7d+1
50 5d+2 8d-1
55 6d 8d+1
60 7d-1 9d
65 7d+1 9d+2
ST Thrust Swing
70 8d 10d
75 8d+2 10d+2
80 9d 11d
85 9d+2 11d+2
90 10d 12d
95 10d+2 12d+2
100 11d+2 13d
105 12d 13d+2
110 12d+2 14d
115 13d 14d+2
120 13d+2 15d
125 14d 15d+2
130 14d+2 16d
145 15d 16d+2
150 15d+2 17d

FAQEdit

"You take half *damage.* Damage is the roll before DR. "Half injury" would be after DR." http://www.sjgames.com/gurps/faq/FAQ4-5.html

Forum postsEdit

See alsoEdit

ReferencesEdit

  1. B378
  2. B379
  3. GURPS Powers 143
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