Damage Modifiers

Damage Modifiers despite the name is limited to what amounts to Damage Enhancements in the Basic SetBasic Set p. 104 This wiki uses the term to also include Damage LimitationsBasic Set p. 111 and Missing Damage EffectGURPS Powers p. 112
==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==
*No Injury Required
==References==
*GURPS Powers p. 101
Category:Modifiers