Limited Defenses

Limited Defenses is found on B46 as a blue box describing a set of Damage Resistance limitations with four basic tiers on Rarity. It establishes when an advantage only works against a certain type of damage. When viewed with Bane from Horror (H14 for DR, working against all damage except a certain type) this gives a means of inverting "only X" accessibility values into "all except X" accessibility values:
*very common -20%
**-15% bane
*common -40%
**-10% bane
*occasional -60%
**-5% bane
*rare -80%
**"quirk" (no number given, might be assumed to be -0%, or perhaps -1% like a "quirk" temporary disadvantage)
LD amounts between categories might be possible, with different counterbanes:
*-21% to -39%
**-14% to -11%
*-41% to -59%
**-9% to -6%
*-61% to -71%
*-4% to -2%
H18 also has a version of Bane for Regeneration/Regrowth. It does not use the same pricing scheme: the values are much higher there. That's strange since the limitations can normally float from DR to Regen.
Applications are NOT limited to 20% incremements, a GM would be able to define intermediate ones too, but it's unclear of books ever did that anywhere.
Bane also relies on these basic categories.
This is introduced for Damage Resistance but was later floated to other abilities.
One example is seen in GURPS Martial Arts where MA47 has notes for Regeneration. This suggests that lost HP should possibly record (long-term) what TYPE of damage caused the injury, since it is possibly to tailor healing/regen to only work on injuries caused by certain attacks.
Unlike LD (larger discount as things are more rare, smaller discount as things are less rare) Bane inverts the rarity/discount relationship (larger discount as things are less rare, smaller discount as things are more rare)
As above per Horror assigning a much higher discount by rarity term as a Bane implies that taking Limited Defenses on regeneration should actually be worth a SMALLER discount by rarity than it would be for Limited Defenses.
*-10% for Regeneration which does not work on "Rare" (LD-80%) things is the same discount you get for DR which doesn't work on "Common" (LD-40%) things
**for this reason: Regeneration which ONLY works a Rare category of things should not be -80%, it should be worth what Common is: -40%
*-30% for Regeneration which does not work on "Occasional" things (LD-60%) is DOUBLE the discount you can get for DR which doesn't work on "Very Common" (LD-20%) things
**for this reason Regeneration which ONLY works on an Occasional category of things should not be -60%, it should be worth HALF what Very Common is: -10%
*-50% for Regeneration which does not work on "Common" things is QUINTUPLE the discount you get for DR which doesn't work on Common things.
**for this reason Regeneration which ONLY works on Common things should not be -40%, it should be worth ONE FIFTH (2/10) what Very Common is: -4%
***if approaching as 1/10 the value of an Occasional Bane, 1/10 of -10% is only -1%
****if approached as 3/10 the value of a Very Common Bane, 3/10 of -20% is -6%
Limited, Crushing is listed on MA47 as -40%, which is the value B46 gives it as "a standard damage type" as one of the 'common' examples.
It then gives Limited, Unarmed also as a -40% limitation, indicating it is also 'common'.
Why they are the same is that even though most unarmed attacks for humans are crushing, it's possible for humans to do a piercing unarmed attack (Lethal Strike) or for unarmed attacks from animals such as claws or fangs to do cutting or impaling damage while still counting as unarmed.
Category:Rules