GURPS Wiki
Advertisement
GURPS Wiki

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[]

Advertisement