When trying to implement (for learning/testing purposes) a custom damage system for game characters, I found only OnDamage(...) functions moddable using scripts (SCR_CharacterDamageManagerComponent.c and SCR_CharacterHitZone.c). When debugging those I found that these functions only get called after the actual damage is taken. There also is a HandleDamage() function protocol which seems more directly responsible for that behavior, but it is not customizable by mod scripts at the moment.
The feature I would like is to be able to "overtake" the damage handling behavior and perform any actions (including blocking the damage from being handled any further) before the damage is actually taken.