Damage Modifiers despite the name is limited to what amounts to Damage Enhancements in the Basic Set[1] This wiki uses the term to also include Damage Limitations[2] and Missing Damage Effect[3]
Enhancements[]
- Double Blunt Trauma (dbt): +20%
- Double Knockback (dkb): +20%
- Explosion (exp): +50%/level
- Fragmentation (frag): +15% per die
- Hazard: gives an Innate Attack that inflicts fatigue damage one of these enhancements - Dehydration, +20%; Drowning, +0%; Freezing, +20%; Missed Sleep, +50%; Starvation, +40%; or Suffocation, +0%
- Incendiary (inc): +10%
- Radiation (rad): +25% or +100%
- Surge (sur): +20%
Limitations[]
- No Blunt Trauma (nbt): -20%
- No Knockback (nkb): -10%
- No Wounding (nw): -50%
- No Incendiary (added in Powers for Burning)
- No DR Reduction (added in Powers for Corrosive)
- Only to disarm, not break (used in GURPS Sorcery: Protection and Warning Spells for DR with Reflection, but this accessibility would make sense for innate attacks too
Switchable limitations[]
Someone might actually WANT "no wounding" as an OPTION on their otherwise-damaging crushing double-knockback attack.
Taking it on an enhancement via Limited Enhancements then using Selectivity to disable the enhancement seems to be the only legal way to accomplish that.
accurate (+5%) is the cheapest enhancement to use for that purpose, but that would only reduce it to +3%.
Somewhere might be a rule on treating it as +1%, a hypothetical non-functioning placeholder enhancement used for the purpose of limiting.
See also[]
References[]
- GURPS Powers p. 101