This is a list of Techniques from various GURPS Books. Techniques from Classic (called Maneuvers) are in italics.
See Category:Technique Pictures for pictures of some Techniques many of which do not appear on this list.
List of Techniques [ ]
A [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book/Page
Acrobatic Stand
Average
Acrobatics
Acrobatics-6
Acrobatics
NA
Martial Arts p. 65
Aggressive Parry
Hard
Any SS
Parry-1
Parry
Worse of thr-4 or thr-2 at -1/d cr‡
Martial Arts p. 65
Arm or Wrist Lock
Average
Judo , Wrestling , or app. MWS
PS
PS+4
QC
B230; Martial Arts p. 65
Armed Grapple
Hard
Cloak or app. MWS
PS-2
PS
Grapple
Martial Arts p. 67
Attack from Above
Average
Any MWS or UCS
PS-2
PS
Per attack
Martial Arts p. 67
Axe Kick
Hard
Karate
Karate-4
Karate
Better of thr+1 or thr at +1/2d cr‡
Martial Arts p. 67
B [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Back Kick
Hard
Karate
Karate-4
Karate
Kick
B230; Martial Arts p. 67
Back Strike
Hard
Any MWS
PS-2
PS
Per attack at worse of -2 or -1/d with swung
Martial Arts p. 67
Backbreaker*
Hard
None
ST-3 or Wrestling-3
ST+3 or Wrestling+3
sw cr
Martial Arts p. 82
Beheading Blow
Hard
Any MWS capable of swung cutting attacks
PS-5
PS-2
NA
H30
Bind Weapon
Hard
Jitte/Sai or any fencing
PS-3
PS
Bind
Martial Arts p. 67
Binding*
Hard
Judo or Knot-Tying
PS
PS+4
Tie Up
Martial Arts p. 82
Bow & Palette Firestarting
Average
Survival or having seen the skill practiced before
Survival
PS+4
NA
GURPS Lands Out of Time 11
Breakfall
Average
Acrobatics , Judo, or Wrestling
PS
PS+5
NA
Martial Arts p. 68
Bullet Parry
Hard
Parry Missile Weapons and Enhanced Time Sense
PS-5
PS
NA
GURPS Supers 38
C [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Camouflaged Mind Block
Hard
Mind Block
PS-4
PS
NA
GURPS Supers 38
Cavalry Training
Hard
Riding and any MWS
PS-2
PS
Per attack
Martial Arts p. 69
Chariot Archery
Hard
Bow
PS-6
PS
Per attack
F136
Choke Hold
Hard
Judo, Wrestling, or app. WS
Judo-2, Wrestling-3, or app. WS-3
PS
QC
B230; Martial Arts p. 69
Close Combat
Hard
Any MWS
PS-4, -8, or -12
PS-2, -4, or -6
Per attack
Martial Arts p. 69
Close Combat – Ranged
Hard
Any RCS
PS-Bulk
PS
Per attack
Martial Arts p. 69
Coded Thoughts
Hard
Mind Block and Cryptography
Mind Block-6
Mind Block
NA
GURPS Supers 38
Combat Riding
Hard
Riding
Riding
Riding+4
NA
Martial Arts p. 69
Combination – 2 Attacks
H+2
Any 2 TAs, even defaults
TAs-6
TAs
Per attacks
Martial Arts p. 80
Combination – 3 Attacks
H+3
Any 3 TAs, even defaults
TAs-12
TAs
Per attacks
Martial Arts p. 80
Combination, 2H – 2 Attacks
H+2
Any 2 TAs, even defaults
TAs-4
TAs
Per attacks
Martial Arts p. 80
Combination, 2H – 3 Attacks
H+3
Any 3 TAs, even defaults
TAs-9
TAs
Per attacks
Martial Arts p. 80
Coordinated Attack
Hard
PS
PS
Per attacks
None
GURPS Powers 166
Counterattack
Hard
Any MWS or UCS
PS-5
PS
Per attack
Martial Arts p. 70
Crack
Average
Whip
Whip-4
Whip
Per attack+2
Martial Arts p. 70
D [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Disarming
Hard
Any MWS or UCS
PS
PS+5
Disarm
Martial Arts p. 70
Double Eye-Poke†
Hard
Brawling or Karate
PS-5
PS
Blind
Martial Arts p. 88
Drop Kick
Hard
Brawling , Sumo Wrestling , or Wrestling
Brawling-1, Sumo Wrestling-1, or Wrestling-2
PS
Slam+2
Martial Arts p. 70
Dual-Weapon Attack*
Hard
Any UCS or 1H CS
PS-4
PS
Per attack
B230; Martial Arts p. 83
Dual-Weapon Attack (Bow)*
Hard
Bow
Bow-4
PS
Per attack
Martial Arts p. 83
Dual-Weapon Defense*
Hard
Any MWS or UCS
Block-1 or Parry-1
Block or Parry
NA
Martial Arts p. 83
E [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page
Ear Clap
Average
Any SS
PS-3
PS-1
thr-3 cr‡, Deaf, Stun
Martial Arts p. 70
Elbow Drop
Hard
Brawling or Wrestling
Brawling-4 or Wrestling-5
PS
Better of thr+2 or thr at +1/d cr‡, Knockdown
Martial Arts p. 70
Elbow Strike
Average
Brawling or Karate
PS-2
PS
thr-1 cr‡
B230; Martial Arts p. 71
Entangle
Hard
Kusari or Whip
PS-4
PS
Entangle
Martial Arts p. 71
Evade
Average
Acrobatics or Judo
PS
PS+5
NA
Martial Arts p. 71
Exotic Hand Strike
Average
Karate
Karate-1
Karate
thr cr‡
Martial Arts p. 71
Eye-Gouging
Hard
Brawling, Judo, or Wrestling
PS-5
PS
thr-4 cr, Blind
Martial Arts p. 71
Eye-Pluck*
Hard
Brawling or Karate
PS-10
PS-4
thr-3 cr‡, Cripple
Martial Arts p. 72
Eye-Poke
Hard
Any SS
PS-9
PS-4
thr-3 cr
Martial Arts p. 72
Eye-Poke Defense†
Hard
Any UCS
Parry
Parry+5
NA
Martial Arts p. 88
Eye-Rake
Hard
Brawling or Karate
PS-5
PS
Blind
Martial Arts p. 72
F and G [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Feint
Hard
Any UCS, MWS , or special
PS
PS+4
Feint
B231; Martial Arts p. 73
Fighting While Seated*
Hard
Any CS
PS-2
PS
Per attack
Martial Arts p. 83
Finger Lock
Hard
Arm Lock
Arm Lock-3
Arm Lock
QC
B231; Martial Arts p. 73
Flying Atomic Wedgie†
Hard
Brawling or Wrestling
PS-8
PS
Pain
Martial Arts p. 88
Flying Jump Kick*
Hard
Karate
Karate-7
Karate
Kick at better of +2 or +1/d
Martial Arts p. 83
Flying Lunge*
Hard
Any thrusting MWS
PS-4
PS
Per attack at better of +2 or +1/d
Martial Arts p. 83
Grand Disarm*
Hard
Any MWS or UCS
Fencing-9, MWS-11, or UCS-11
PS
Disarm(s)
Martial Arts p. 84
Ground Fighting
Hard
Any CS
PS-4
PS
Per attack
B231; Martial Arts p. 73
H and I [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Halitosis Attack†
Average
OPH (Foul Breath)
HT-5
HT+5
Stun
Martial Arts p. 88
Hammer Fist
Average
Brawling or Karate
PS-1
PS
thr-2 cr‡
Martial Arts p. 73
Hand Catch*
Hard
Any GS
Parry-3
Parry
Grab or Grapple
Martial Arts p. 84
Hand Catch (PMW)*
Hard
Parry Missile
Weapons
Parry-3
Parry, Grab
Martial Arts p. 84
Hand-Clap Parry*
Hard
Judo or Karate
Parry-5
Parry
Grab, Disarm
Martial Arts p. 84
Handcuffing
Average
None
Binding, DX-2, Judo-1, or Wrestling-2
Binding, DX, Judo, or Wrestling
Cuff
Martial Arts p. 73
Hands-Free Riding
Hard
Riding
Riding-3
Riding
NA
Martial Arts p. 73
Hang From Saddle
Hard
Riding
PS-3
PS-1
NA
F136
Head Butt
Hard
Brawling or Karate
PS-1
PS
thr-1 cr
Martial Arts p. 74
Head Lock
Hard
Judo or Wrestling
PS-3
PS
QC
Martial Arts p. 74
Hit Location
Hard
Any combat/weapon skill; must specialize
Combat Skill-Hit Location(Combat Skill-3)
Combat Skill
normal
Classic: Martial Arts p. 50
Hook
Hard
Any app. MWS
PS-5
PS
Hook
Martial Arts p. 74
Hook Kick
Hard
Karate
Karate-3 or Kicking-1
Karate
Kick
Classic: Martial Arts p. 51
Horse Archery
Hard
Bow and Riding
Bow-4
Bow
Per attack
B231; Martial Arts p. 74
Human Missile
Hard
Acrobatics or Jumping and the Super Jump advantage; Aerobatics and the Flight advantage; or Aquabatics and one of Amphibious, Aquatic, Enhanced Move (Water), or Flight (if usable underwater)
Acrobatics-3, Aerobatics-3, Aquabatics-3, or Jumping-3
PS
Per attack
GURPS Supers 38
Impersonate
Average
Mimicry (Speech)
PS-3
PS
NA
B233
Initial Carving*
Hard
Any fencing
PS-4
PS
Per attack
Martial Arts p. 85
J through L [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Jam
Hard
Brawling or Karate
Parry-1
Parry
Worse of thr-3 or thr-1 at -1/d cr‡
Martial Arts p. 74
Judo Throw
Hard
Judo
Judo
Judo
thr-1 cr, Knockdown, Stun
Martial Arts p. 75
Jump Kick
Hard
Karate
Karate-4
Karate
Better of thr+1 or thr at +1/2d cr‡
B231; Martial Arts p. 75
Kicking
Hard
Brawling or Karate
PS-2
PS
thr cr‡
B231; Martial Arts p. 75
Knee Drop
Hard
Brawling or Wrestling
Brawling-3 or Wrestling-4
PS
Better of thr+2 or thr at +1/d cr‡
Martial Arts p. 76
Knee Strike
Average
Brawling or Karate
PS-1
PS
thr cr‡
B232; Martial Arts p. 76
L [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Leg Grapple
Hard
None
DX, Wrestling, or Judo
DX+4, Wrestling+4, or Judo+4
Grapple
Martial Arts p. 76
Leg Lock
Average
Judo or Wrestling
PS
PS+4
QC
Martial Arts p. 76
Leg Throw
Hard
Judo
Judo-2
Judo
thr-1 cr (ST+2), Knockdown, Stun
Martial Arts p. 79
Lethal Eye-Poke*
Hard
Karate
Karate-11
Karate-5
thr-2 pi‡
Martial Arts p. 72
Lethal Kick*
Hard
Karate
Karate-4
Karate
thr-1 pi‡
Martial Arts p. 85
Lethal Strike*
Hard
Karate
Karate-2
Karate
thr-2 pi‡
Martial Arts p. 85
Lifesaving
Hard
Swimming
Swimming-5
Swimming
NA
B233
Low Fighting
Hard
Any CS
PS-2
PS
Per attack
Martial Arts p. 77
Low-Line Defense
Hard
Boxing or Sumo Wrestling
Parry-2
Parry
N/A
Martial Arts p. 77
Lower-Body Arm Lock
Average
Judo or Wrestling
PS-2
PS+4
QC (ST+2)
Martial Arts p. 79
Lower-Body Arm Lock
Average
Judo or Wrestling
PS-2
PS+4
QC (ST+2)
Martial Arts p. 79
Lower-Body Head Lock
Hard
Judo or Wrestling
PS-5
PS
QC (ST+2)
Martial Arts p. 79
Lower-Body Leg Lock
Average
Judo or Wrestling
PS-2
PS+4
QC (ST+2)
Martial Arts p. 79
M through O [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Motion-Picture Camera
Average
Photography
PS-3
No limit
NA
B233
Mounted Shooting
Hard
Riding or any vehicle and any RCS
RCS-4
RCS
Per attack
Martial Arts p. 77
Multiport
Hard
Body Sense and the Warp advantage with Rapid Fire
Body Sense
Effective Body Sense
GURPS Supers 38
Neck Snap
Hard
None
ST-4
ST+3
sw cr
Martial Arts p. 77
No-Hands Riding
Hard
Riding
PS-3
PS
NA
F136
No-Landing Extraction
Hard
Piloting
PS-4
PS
NA
B233
No-Mind
Hard
Invisibility Art and Mind Block
Mind Block-5
Invisibility Art
NA
GURPS Supers 38
Noogie†
Hard
Brawling or Karate
PS-5
PS
Pain
Martial Arts p. 88
P through R [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Piledriver*
Hard
Wrestling ST-5 or Wrestling-5
ST or Wrestling
Better of thr+4 or thr+2 at +2/d
cr‡, Pin
Martial Arts p. 85
Pole-Vault Kick*
Hard
Jumping and Karate
Karate-4
Karate
Better of thr+3 or thr+1 at +1/d cr‡
Martial Arts p. 87
Pressure-Point Strike*
Hard
Pressure Points/Secrets and app. CS
CS-2
CS
Per attack
Martial Arts p. 87
Purse Cutting
Hard
Knife
PS-5
PS
NA
F136
Push Kick
Hard
Karate or Brawling
PS-3
PS
Knockback
Martial Arts p. 78
Quick Mount
Average
Acrobatics, Jumping, or Riding/vehicle
PS-3
PS
N/A
Martial Arts p. 78
Remote Hypnosis
Hard
Hypnotism; Telepathy Talent 1, or any other talent relevant to influencing others’ minds
Hypnotism
special limits
No limit
GURPS Supers 38
Retain Weapon
Hard
Any MWS
PS
PS+5
N/A
B232; Martial Arts p. 78
Retain Weapon – Ranged
Hard
Any RCS
DX
DX+5
N/A
Martial Arts p. 78
Return Strike
Hard
Flail or Kusari
PS-5
PS
Per attack
Martial Arts p. 78
Reverse Grip
Average
Any MWS
PS-6, -4, or -0
PS
N/A
Martial Arts p. 78
Roll with Blow*
Hard
Acrobatics or any UCS
PS-2
PS
N/A
Martial Arts p. 87
Rope Up
Average
Climbing
PS-2
PS
N/A
B233
S [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
Sacrifice Throw
Hard
Judo
Judo
Judo
Knockdown
Martial Arts p. 78
Scaling
Hard
Climbing
Climbing-3
Climbing
NA
B233
Scissors Hold
Hard
Wrestling
Wrestling-2
Wrestling
Grapple
Martial Arts p. 79
Set Trap
Hard
Explosives (Demolition)
PS-2
PS
NA
B233
Sharp Turn
Hard
Teamster
PS-1
PS
NA
F136
Shoot Backward
Hard
Riding and Bow
Bow-4
Bow
Per attack
F136
Shoot Over Mount
Hard
Riding and Bow
Bow-4
Bow
Per attack
F136
Slip Handcuffs
Hard
Escape
PS-5
PS
NA
B233
Snap Weapon*
Hard
None
ST-4 or ST-based Jitte/Sai-4
ST+3 or ST-based Jitte/Sai+3
QC
Martial Arts p. 87
Spinning Kick
Hard
Karate
Karate-3
Karate
Kick, Feint
Martial Arts p. 79
Spinning Punch
Hard
Karate
Karate-2
Karate
Punch, Feint
Martial Arts p. 79
Spinning Strike
Hard
Any MWS
PS-2
PS
Per attack, Feint
Martial Arts p. 79
Springing Attack *
Hard
Any MWS or UCS
PS-2
PS
Per attack at better of +2 or +1/d
Martial Arts p. 87
Staff Vault
Average
Drop Kick, Staff
None/Drop Kick-4
Not Given
Special
Classic: Martial Arts p. 112
Stamp Kick
Hard
Brawling or Karate
PS-3
PS
thr+1 cr‡
Martial Arts p. 80
Staying Seated
Average
Riding
Riding
Riding+4
N/A
Martial Arts p. 81
Sticking
Hard
Judo at 14+
Judo-2
Not Given
attack and parry at +2
Classic: Martial Arts pg 60
Sweep
Hard
App. MWS or UCS
PS-3
PS
Knockdown
B232; Martial Arts p. 81
T through Z [ ]
Technique
Difficulty
Prerequisite
Default
Maximum
Damage
Book and Page#
TA – Grab, Strike, or Throw
Hard
Any MWS or UCS
PS-HL
PS-HL/2
Per attack
Martial Arts p. 68
TA – Grapple
Hard
Any GS
PS-HL
PS
Per attack
Martial Arts p. 68
Tight Beam
Hard
Innate Attack (Beam)
Innate Attack (Beam)-2
PS
Per attack
GURPS Powers 39
Timed Defense *
Hard
None
AD-2
AD
N/A
Martial Arts p. 89
Triangle Choke
Hard
Judo or Wrestling
Judo-4 or Wrestling-5
PS
QC (ST+2)
Martial Arts p. 79
Trip
Hard
Any GS
Parry-1
Parry
Knockdown
Martial Arts p. 81
Two-Handed Punch
Average
Brawling
PS-2
Brawling
Better of thr+1 or thr at +1d cr‡
Martial Arts p. 81
Uppercut
Average
Any SS
PS-1
PS
thr cr‡
Martial Arts p. 81
Work by Touch
Hard
Lockpicking
PS-5
PS
NA
B233
Wet Willy†
Hard
Brawling or Karate
PS-6
PS
Squeamish
Martial Arts p. 88
Whirlwind Attack*
Hard
Boxing , Karate , or any MWS
PS-5
PS
Per attack(s)
B232; Martial Arts p. 89
Wrench (Limb)
Hard
None
ST-4
ST+3
sw cr
Martial Arts p. 82
Wrench Spine
Hard
None
ST-4 or Wrestling-4
ST+3 or Wrestling+3
sw cr
Martial Arts p. 82
Reference Notes [ ]
“*” indicates a cinematic technique, usually restricted to cinematic campaigns.
“†” indicates a silly technique, usually available only in silly campaigns.
“H+2” and “H+3” indicate Combinations for Damage, which are Hard and have an extra cost equal to the number of attacks: +2 or +3 points for two or three attacks, respectively.
Maximum: The Maximum level to which the technique can be increased by someone without Technique Mastery.
Damage: The technique’s Damage or other effects – or “N/A” for utility and most defensive techniques. Unarmed attacks often give a formula for crushing (cr) or piercing (pi) Damage based on thrust (thr) or swing (sw) Damage.
“‡” after a formula means that standard skill-based Damage bonuses apply.
“Per attack” means the technique delivers regular Damage for a basic attack with the prerequisite skill, including any relevant skill-based Damage bonus.
“Kick,” “Punch,” and “Slam” mean the technique does the indicated kind of unarmed Damage, including any relevant skill-based Damage bonus.
“QC” means Damage depends on a Quick Contest.
Abbreviations [ ]
1H: One-handed.
2H: Two-handed.
AD: Active defense (Dodge, Block, or Parry).
app.: Appropriate.
CS: Combat skill (any UCS or WS).
GS: Grappling skill (Judo, Sumo Wrestling, or Wrestling).
HL: Hit location penalty (e.g., -3 for the vitals).
MWS : Melee weapon skill
PS: Prerequisite skill
RCS: Ranged combat skill (e.g., Bow or Guns).
SS: Striking skill (Boxing, Brawling, or Karate).
TA: Targeted Attack.
UCS: Unarmed combat skill (any SS or GS).
WS: Weapon skill (any MWS or RCS).
References [ ]