Damage Modifiers (Attack)
Variable
You may give an Innate Attack one or more of these modifiers to further qualify the way it does damage.
Double Blunt Trauma (dbt)
+20%
Available for Innate Attacks that do burning, corrosion, cutting, impaling, or piercing damage. Burning and corrosion attacks enhanced this way inflict 1 HP of blunt trauma injury per 10 points of basic damage resisted by flexible armor. Cutting, impaling, and piercing attacks with this enhancement inflict the same blunt trauma as a crushing attack: 1 HP of blunt trauma injury per 5 points of basic damage resisted by flexible armor.
Double Knockback (dkb)
+20%
This lets a crushing or cutting attack inflict twice as much knockback as usual; see Knockback (p. 378).
Explosion (exp)
+50%/level
The attack produces an explosion at the point of impact (on a miss, check for scatter; see p. 414). The target takes damage normally; anything nearby receives “collateral damage” equal to basic damage divided (3 x the distance in yards from the blast). If the attack also has an Armor Divisor (p. 102), it does not apply to this collateral damage.
You can take up to two additional levels of Explosion if you desire a blast that isn’t as affected by distance. The second level divides basic damage by twice the distance in yards and is +100%; the third level divides damage by the distance in yards and is +150%.
Explosion is usually limited to crushing and burning attacks, but the GM may permit other combinations.
For more on explosions, see Explosions (p. 414).
Fragmentation (frag)
+15% per die
The attack scatters damaging fragments on impact. Decide on the dice of fragmentation damage and note this in brackets after the attack’s basic damage. Everyone within 5 yards per die of fragmentation damage is attacked with effective skill 15, modified by range penalties from the point of impact; see Fragmentation Damage (p. 414).
Fragments inflict cutting damage. If you add Fragmentation to a burning attack or one with the Incendiary enhancement (below), the fragments are Incendiary at no extra cost. If you apply it to an attack with Follow-Up (p. 105), penetration indicates the fragments automatically hit the victim but no one else. Fragmentation often accompanies Explosion (above), but this is not required.
Fragmentation costs +15% per die of fragmentation damage. A damage of [2d] or [3d] is typical of a grenade-sized blast. Maximum fragmentation damage is [12d] or the attack’s basic damage, whichever is less.
Hot Fragments: The fragments inflict burning damage with the modifiers Cyclic (Six 10-second cycles) and Armor Divisor (0.2) instead of cutting damage. Cost is unchanged.
Hazard
Variable
You may give 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%. Treat FP lost to the attack identically to FP lost to the relevant hazard for all purposes, notably recovery (see Chapter 14).
Traits that protect the target from the hazard in question also shield him from this damage. For instance, a Starvation attack would inflict FP that could only be recovered by eating a meal, but someone with Doesn’t Eat or Drink would be immune.
Incendiary (inc)
+10%
An Innate Attack other than a burning attack may be Incendiary. This gives the damage a secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.).
Radiation (rad)
+25% or +100%
The attack irradiates the subject. Roll damage normally, but whether or not the attack penetrates DR, it inflicts 1 rad per point of basic damage rolled. See Radiation (p. 435) for effects. For a toxic attack, this dosage is instead of regular damage, and the enhancement is worth +25%; this is typical of “ordinary” radioactivity. For a burning attack, the radiation dose is as well as regular damage, and the enhancement is +100%; use this for particle beams. Other damage types cannot have this enhancement.
Surge (sur)
+20%
The attack produces an electrical surge or pulse that can disable electronics or anything with the Electrical disadvantage (p. 134).