Perks

This page lists all official perks.

Code Snippet:

* Perk Name (//**Full Book Title**//, p. 00)

List of Perks

A

  • Acceleration Tolerance (GURPS Power-Ups 2: Perks, p. 13)
  • Accent† (GURPS Power-Ups 2: Perks, p. 12) Prerequisite: Relevant Language at Broken or better spoken comprehension
  • Accessory† (GURPS Basic Set, p. 100) and (GURPS Power-Ups 2: Perks, p. 10)
  • Acrobatic Feints (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 5)
  • Acrobatic Kicks (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 5)
  • Advanced Learning† (GURPS Social Engineering: Back to School, p. 14)
  • Air Jet (GURPS Power-Ups 2: Perks, p. 10; GURPS Dungeon Fantasy 9: Summoners, p. 11)
  • Akimbo*† (GURPS Power-Ups 2: Perks, p. 5)
  • Alcohol Tolerance (GURPS Basic Set, p. 100) and (GURPS Power-Ups 2: Perks, p. 13)
  • Anachronistic Skill (GURPS Low-Tech, p. 9)
  • Armor Familiarity†‡ (GURPS Martial Arts, p. 49) and (GURPS Power-Ups 2: Perks, p. 5)
  • Armorer's Gift (GURPS Power-Ups 2: Perks, p. 5)
  • Attribute Substitution† (GURPS Power-Ups 2: Perks, p. 15)
  • Aura of Authority‡ (Pyramid 3/65: Alternate GURPS III, p. 10), Prerequisite: Natural Leader
  • Autotrance (GURPS Basic Set, p. 101) and (GURPS Power-Ups 2: Perks, p. 12)

B

  • Background Knowledge† (GURPS Power-Ups 2: Perks, p. 16)
  • Bane Brewer† (Pyramid 3/50: Dungeon Fantasy II, p. 33), Prerequisite: Poisons-12+
  • Base† (GURPS Power-Ups 2: Perks, p. 17)
  • Battle Cry (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17) Prerequisite: One of HT 14+, Bad Temper, or Berserk
  • Better (Gear)† (GURPS Power-Ups 2: Perks, p. 8)
  • Biting Mastery (GURPS Martial Arts, p. 49) and (GURPS Power-Ups 2: Perks, p. 5)
  • Blinding Strike‡ (Pyramid 3/61: Way of the Warrior, p. 14)
  • Blistering Touch (Pyramid 3/82: Magical Creations, p. 11)
  • Blocking Spell Mastery† (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Body Discipline (Skill) (GURPS Low-Tech Companion 1: Philosophers and Kings, p. 16)
  • Brave (GURPS Monster Hunters 1: Champions, p. 25; GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
  • Breath Mastery (Pyramid 3/33: Low-Tech, p. 28), Prerequisite: Breath Control
  • Brotherhood† (GURPS Power-Ups 2: Perks, p. 17)
  • Burrower (GURPS Power-Ups 2: Perks, p. 10; GURPS Dungeon Fantasy 9: Summoners, p. 11)
  • Butchery (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)

C

  • Call of the Wild* (GURPS Power-Ups 2: Perks, p. 12), Prerequisite: Animal Empathy
  • Caped Crusader (Pyramid 3/61: Way of the Warrior, p. 14)
  • Carrier† (GURPS Power-Ups 2: Perks, p. 13)
  • Chain Belt (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: High Pain Threshold and Trained by a Master
  • Chariot Training (GURPS Low-Tech, p. 9)
  • Charms† (GURPS Power-Ups 2: Perks, p. 19; Pyramid 3/61: Way of the Warrior, p. 9)
  • Cheaper (Gear)† (GURPS Power-Ups 2: Perks, p. 8)
  • Chi Resistance*† (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 19)
  • Citizenship† (GURPS Power-Ups 2: Perks, p. 17; GURPS Social Engineering, p. 79)
  • Classic Features† (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
  • Climbing Line (GURPS Power-Ups 2: Perks, p. 10)
  • Clinch† (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 5)
  • Clothing Shticks† (GURPS Power-Ups 2: Perks, p. 14)
    • Cloaked* (GURPS Power-Ups 2: Perks, p. 14)
    • High-Heeled Heroine* (GURPS Power-Ups 2: Perks, p. 14)
    • Looks Good in Uniform (GURPS Power-Ups 2: Perks, p. 14)
    • Masked* (GURPS Power-Ups 2: Perks, p. 14)
    • Sartorial Integrity* (GURPS Power-Ups 2: Perks, p. 14)
    • Skintight* (GURPS Power-Ups 2: Perks, p. 14)
  • Combat Casting† (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Combat Poisoner (Pyramid 3/50: Dungeon Fantasy II, p. 34), Prerequisite: Poisons-15+
  • Combat Shticks† (GURPS Power-Ups 2: Perks, p. 15)
    • Flourish (GURPS Power-Ups 2: Perks, p. 15)
    • Follow-Through (GURPS Power-Ups 2: Perks, p. 15)
    • Twirl (GURPS Power-Ups 2: Perks, p. 15)
  • Combat Vaulting*† (GURPS Power-Ups 2: Perks, p. 5) and (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Combo Mastery† (Pyramid 3/60: Dungeon Fantasy III, p. 29)
  • Compact Frame (GURPS Power-Ups 2: Perks, p. 13)
  • Controllable Disadvantage† (GURPS Power-Ups 2: Perks, p. 12 and 13)
  • Cotton Stomach* (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 5)
  • Courtesy Title†‡ (GURPS Power-Ups 2: Perks, p. 18; GURPS Social Engineering, p. 79)
  • Covenant of Rest (GURPS Power-Ups 2: Perks, p. 19)
  • Craft Secret Perk* (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 24)
    • Crucible Steel (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 24)
    • Graceful Blade (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 24)
    • Masterwork Blade (GURPS Low-Tech Companion 3: Daily Life and Economics, p. 25)
  • Cross-Species Surrogacy† (GURPS Power-Ups 2: Perks, p. 10) Prerequisite: Female
  • Cross-Trained*† (GURPS Power-Ups 2: Perks, p. 16)
  • Crude Armourer (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
  • Cutting-Edge Training†‡ (GURPS Power-Ups 2: Perks, p. 16; GURPS Social Engineering: Back to School, p. 13)

D

  • Dabbler† (GURPS Power-Ups 2: Perks, p. 16)
  • Dead Arm (Pyramid #3/01: Tools of the Trade: Wizards, p. 14)
  • Deceptive Aura (Pyramid 3/50: Dungeon Fantasy II, p. 14)
  • Deep Sleeper (GURPS Basic Set, p. 101; GURPS Power-Ups 2: Perks, p. 13)
  • Deep Study (GURPS Psionic Powers, p. 63; GURPS Social Engineering: Back to School, pp. 13, 21)
  • Defending Dancing Weapon (Pyramid 3/60: Dungeon Fantasy III, p. 30), Prerequisite: Dancing Weapon
  • Detect Plant Sapience (GURPS Magic: Plant Spells, p. 8)
  • Dirty Fighting (GURPS Power-Ups 2: Perks, p. 5)
  • Disposable Identity† (GURPS Power-Ups 2: Perks, p. 18)
  • Distant Linking‡ (Pyramid 3/65: Alternate GURPS III, p. 10)
  • Divine Knack (Pyramid 3/82: Magical Creations, p. 11)
  • Doodad*‡ (GURPS Power-Ups 2: Perks, p. 9)
  • Double-Ended Weapon Training† (Pyramid 3/61: Way of the Warrior, p. 4)
  • Dramatic Death* (GURPS Power-Ups 2: Perks, p. 19)
  • Drills (Task)† (Pyramid 3/65: Alternate GURPS III, p. 10), Prerequisite: Teamwork
  • Druid's Tight Grasp‡ (GURPS Magic: Plant Spells, p. 8)
  • Drunken Fighting* (GURPS Martial Arts, p. 50; GURPS Power-Ups 2: Perks, p. 5)
  • Dual Ready† (GURPS Power-Ups 2: Perks, p. 5)

E

  • Efficient† (GURPS Power-Ups 2: Perks, p. 16)
  • Eldritch Charge (Pyramid 3/60: Dungeon Fantasy III, p. 30)
  • Eldritch Conduit (Pyramid 3/60: Dungeon Fantasy III, p. 30), Prerequisite: Imbued Weapon
  • Eldritch Finishing Move† (Pyramid 3/60: Dungeon Fantasy III, p. 30)
  • Eldritch Link† (Pyramid 3/60: Dungeon Fantasy III, p. 30), Prerequisites: Dancing Weapon and Imbued Weapon
  • Eldritch Tether (Pyramid 3/60: Dungeon Fantasy III, p. 30), Prerequisite: Imbued Weapon
  • Environment Awareness† (GURPS Magic: Plant Spells, p. 8)
  • Equipment Bond† (GURPS Dungeon Fantasy 4: Sages, p. 4; GURPS Monster Hunters 1: Champions, p. 25; GURPS Power-Ups 2: Perks, p. 9; Pyramid 3/5: Horror & Spies, p. 7)
  • Esprit de Corps†‡ (Pyramid 3/65: Alternate GURPS III, p. 10), Prerequisites: Teamwork and Sense of Duty (Teammates)
  • Exotic Equipment Training† (GURPS Power-Ups 2: Perks, p. 9)
  • Exotic Weapon Training† (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 5)
  • Extended Hearing (High) (GURPS Power-Ups 2: Perks, p. 14)
  • Extended Hearing (Low) (GURPS Power-Ups 2: Perks, p. 14)
  • Extra Option† (GURPS Power-Ups 2: Perks, p. 20)
    • Beefcake Protection (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
    • Monochromatic Casting (Pyramid 3/28: Thaumatology II, p. 15)
    • Walk It Off (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17) Prerequisites: HT 13+ and High Pain Threshold
  • Extreme Sexual Dimorphism (GURPS Power-Ups 2: Perks, p. 10)
  • Eye for Distance (GURPS Power-Ups 2: Perks, p. 13)

F

  • Feathers (GURPS Power-Ups 2: Perks, p. 10; GURPS Dungeon Fantasy 9: Summoners, p. 11)
  • Ferocious Beard‡ (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
    • Thick Beard (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
    • Ridiculously Thick Beard (GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
  • Flawless Fast-Draw (Pyramid 3/61: Way of the Warrior, p. 13), Prerequisites: Heroic Archer and Fast-Draw (Arrow)-16+
  • Flawless Nocking (Pyramid 3/61: Way of the Warrior, p. 13), Prerequisites: Heroic Archer and either Bow-19+ or Weapon Master (Bow) and Bow-17+
  • Focused (Task)† (GURPS Power-Ups 2: Perks, p. 13)
  • Focused Fury* (GURPS Power-Ups 2: Perks, p. 5; GURPS Dungeon Fantasy Denizens: Barbarians, p. 17)
  • Focused Imbuer† (Pyramid 3/60: Dungeon Fantasy III, p. 30)
  • Forgettable Face (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
  • Form Mastery† (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 5)
  • Formulary†‡ (Pyramid 3/82: Magical Creations, p. 7)
  • Fresh Cudgel (GURPS Magic: Plant Spells, p. 8)
  • Friend† (GURPS Power-Ups 2: Perks, p. 18)
  • Frightening Side Effects (Pyramid 3/13: Thaumatology, p. 19)
  • Frost Strike (Pyramid 3/60: Dungeon Fantasy III, p. 30), Prerequisite: Chilling Strike
  • Fur (GURPS Basic Set, p. 101) and (GURPS Power-Ups 2: Perks, p. 10)

G

  • Generator (GURPS Power-Ups 2: Perks, p. 10)
  • Gestalt Familiarity (GURPS Psionic Powers, p. 19)
  • Giant Weapons‡ (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18)
  • Good with (Animal)† (GURPS Power-Ups 2: Perks, p. 13)
  • Good with (Social Group)† (GURPS Power-Ups 2: Perks, p. 13)
  • Grip Mastery† (GURPS Martial Arts, p. 50; GURPS Power-Ups 2: Perks, p. 6)
  • Ground Guard (GURPS Martial Arts, p. 50; GURPS Power-Ups 2: Perks, p. 6; Pyramid 3/34: Alternate GURPS, p. 11)

H

  • Hammer Hand (GURPS Dungeon Fantasy 9: Summoners, p. 11)
  • Hands-Free† (GURPS Power-Ups 2: Perks, p. 16; Pyramid 3/61: Way of the Warrior, p. 13)
  • Harmonious*† (Pyramid 3/65: Alternate GURPS III, p. 10), Prerequisites: Coordination Action 2+, Esprit de Corps, Teamwork, and either Battle Drills or Drills
  • Headhunter (GURPS Power-Ups 2: Perks, p. 13)
  • Heroic Sacrifice‡ (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18; Pyramid 3/61: Way of the Warrior, p. 4) Prerequisites: High Pain Threshold and others
  • Hidden Status†‡ (GURPS Social Engineering, p. 79)
  • Hidden Weapons† (Pyramid 3/50: Dungeon Fantasy II, p. 34)
  • Honest Face (GURPS Basic Set, p. 101)
  • Huge Weapons (SM)†‡ (GURPS Power-Ups 2: Perks, p. 6; GURPS Dungeon Fantasy Denizens: Barbarians, p. 18)
  • Huge Weapons (ST)†‡ (GURPS Power-Ups 2: Perks, p. 6)
  • Hyper-Specialization† (GURPS Power-Ups 2: Perks, p. 16)

I

  • Ignition (GURPS Power-Ups 2: Perks, p. 10)
  • I Know What You Mean (GURPS Psionic Powers, p. 63; GURPS Social Engineering: Back to School, p. 21)
  • Illumination (GURPS Power-Ups 2: Perks, p. 10; Pyramid 3/13: Thaumatology, p. 19)
  • Imbued Vehicle/Mount Bond* (Pyramid 3/71: Spaceships II, p. 28), Prerequisite: Imbue 1
  • Imbued Weapon (Pyramid 3/13: Thaumatology, p. 19)
  • Imbued Weapon Bond (Pyramid 3/13: Thaumatology, p. 19), Prerequisite: Imbued Weapon
  • Immunity to (Specific Disease)† (GURPS Bio-Tech, p. 211; GURPS Power-Ups 2: Perks, p. 13)
  • Immunity to (Specific Hazard)† (GURPS Power-Ups 2: Perks, p. 11)
  • Immunity to (Specific Poison)† (GURPS Power-Ups 2: Perks, p. 11)
  • Improvised Imbuement (Pyramid 3/13: Thaumatology, p. 19 and Pyramid 3/71: Spaceships II, p. 28)
  • Improvised Weapons† (GURPS Martial Arts, p. 50, or GURPS Monster Hunters 1: Champions, p. 25) and (GURPS Power-Ups 2: Perks, p. 6)
    • see also: Improvised Weapons (GURPS Martial Arts, p. 224)
  • Influence Shticks†(GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Convincing Nod (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Disarming Smile (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Fearsome Stare (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Gangster Swagger (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Haughty Sneer (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
    • Sexy Pose (GURPS Power-Ups 2: Perks, p. 15; GURPS Social Engineering, p. 78)
  • Inner Alchemy† (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: Chi Talent and Trained by a Master
    • Inner God (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: Chi Talent 3+ and Trained by a Master
    • Magic Touch (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: Chi Talent 4+ and Trained by a Master
    • Pitta Fist (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: Chi Talent 2+ and Trained by a Master
    • Silver Soul (Pyramid 3/61: Way of the Warrior, p. 12), Prerequisites: Chi Talent 1+ and Trained by a Master
  • Intuitive Repairman† (GURPS Power-Ups 2: Perks, p. 9)
  • Iron Body Parts*† (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 6)
    • Iron Arms (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 6)
    • Iron Hands (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 6)
    • Iron Legs (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 6)
    • Iron Neck (GURPS Martial Arts, p. 50) and (GURPS Power-Ups 2: Perks, p. 6)
  • Iron Pipe* (Pyramid 3/33: Low-Tech, p. 28)
  • Is That All You've Got? (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18) Prerequisites: High Pain Threshold, and either Hard to Kill or Berserk

J

  • Job Hunter (GURPS Power-Ups 2: Perks, p. 13)

K

  • Karma Pool†‡ (Pyramid 3/65: Alternate GURPS III, p. 10), Prerequisites: Teamwork and Sense of Duty (Teammates)

L

  • License† (GURPS Power-Ups 2: Perks, p. 18)
  • Licensed Exorcist (GURPS Dungeon Fantasy 9: Summoners, p. 5; Pyramid 3/83: Alternate GURPS IV, p. 30)
  • Like Lightning‡ (Pyramid 3/61: Way of the Warrior, p. 14)
  • Limited Camouflage† (GURPS Power-Ups 2: Perks, p. 11)
  • Lingering Mastery (Pyramid 3/71: Spaceships II, p. 28), Prerequisite: Lasting Imbuement Skill at 16+
  • Linguist*† (Pyramid 3/16: Historical Exploration, p. 25)
  • Little Green Digit‡ (GURPS Magic: Plant Spells, p. 8)
  • Long Fingers/Thumbs (GURPS Martial Arts, p.71) and (GURPS Power-Ups 2: Perks, p. 11)
  • Looks Good in Uniform (GURPS Social Engineering, p. 78)
  • Low Rejection Threshold (GURPS Bio-Tech, p. 211; GURPS Power-Ups 2: Perks, p. 14)

M

  • Magical School Familiarity† (GURPS Power-Ups 2: Perks, p. 19)
  • Mana Compensation (Pyramid 3/13: Thaumatology, p. 19)
  • Momentary Strength (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18) Prerequisites: HT 13+ or Berserk
  • Mountain of Meat (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18; Pyramid 3/61: Way of the Warrior, p. 8)
  • Mr. Pushy (Pyramid 3/61: Way of the Warrior, p. 12)

N

  • Named Possession (GURPS Power-Ups 2: Perks, p. 19)
  • Natural Linker† (Pyramid 3/65: Alternate GURPS III, p. 10)
  • Natural Pockets (GURPS Power-Ups 2: Perks, p. 14)
  • Naval Training (GURPS Martial Arts, p. 50; GURPS Power-Ups 2: Perks, p. 6; GURPS Dungeon Fantasy Denizens: Barbarians, p. 18)
  • Neck Control† (GURPS Martial Arts, p. 50; GURPS Power-Ups 2: Perks, p. 6)
  • Networked† (GURPS Social Engineering, p. 79; GURPS Social Engineering: Back to School, p. 13)
    • Headhunter (GURPS Social Engineering, p. 79)
    • In the Know (GURPS Social Engineering, p. 79)
    • Party Animal (GURPS Social Engineering, p. 79)
    • Political Hack (GURPS Social Engineering, p. 79)
    • Tracer (GURPS Social Engineering, p. 79)
  • No Degeneration in Zero-G (GURPS Bio-Tech, p. 211; GURPS Power-Ups 2: Perks, p. 11)
  • No Hangover (GURPS Basic Set, p. 101; GURPS Power-Ups 2: Perks, p. 13)
  • No Nuisance Rolls*† (GURPS Power-Ups 2: Perks, p. 16) Prerequisite: Attribute or skill at 16+
    • Swinging (GURPS Power-Ups 2: Perks, p. 16) Prerequisites: Perception or Observation at 16+, Acrobatics at 16+, whatever skill you use to cast or shoot lines at 16+
    • Transporter (GURPS Power-Ups 2: Perks, p. 16) Prerequisites: Vehicle operation skill at 16+, relevant Navigation specialty at 16+, relevant Area Knowledge at 16+
  • Not Done Killing (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18) Prerequisite: Either Hard to Kill or Berserk
  • No Visible Damage* (GURPS Power-Ups 2: Perks, p. 11) Prerequisite: Unkillable

O

  • Obscure True Name (GURPS Power-Ups 2: Perks, p. 19)
  • Off-Hand Weapon Training† (GURPS Martial Arts, p. 50, or GURPS Monster Hunters 1: Champions, p. 25) and (GURPS Power-Ups 2: Perks, p. 16)
  • Office† (GURPS Power-Ups 2: Perks, p. 18; GURPS Social Engineering, p. 79)
  • One-Armed Bandit*† (GURPS Power-Ups 2: Perks, p. 6)
  • One-Task Wonder† (GURPS Power-Ups 2: Perks, p. 17)
  • One-Way Fluency† (GURPS Power-Ups 2: Perks, p. 13)
  • One-Way Literacy† (GURPS Power-Ups 2: Perks, p. 13)

P

  • Pack Tactics† (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Pants-Positive Safety* (GURPS Power-Ups 2: Perks, p. 6)
  • Parthenogenesis (GURPS Power-Ups 2: Perks, p. 11) Prerequisite: Female
  • Passing Appearance† (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
    • Androgynous (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
    • Passing Complexion (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
  • Patience of Job (GURPS Power-Ups 2: Perks, p. 13)
  • Peg-Leg Fighting (GURPS Power-Ups 2: Perks, p. 6)
  • Penetrating Voice (GURPS Basic Set, p. 101) and (GURPS Power-Ups 2: Perks, p. 14)
  • Perfume (GURPS Power-Ups 2: Perks, p. 11)
  • Periscope (GURPS Power-Ups 2: Perks, p. 11)
  • Permit† (GURPS Power-Ups 2: Perks, p. 18; GURPS Social Engineering, p. 79)
  • Pestilent (GURPS Horror, p. 22)
  • Pestilent Arm (Pyramid #3/01: Tools of the Trade: Wizards, p. 14)
  • Pet† (GURPS Power-Ups 2: Perks, p. 18)
  • Phantom Visible Effect† (Pyramid 3/48: Secret Magic, p. 15)
  • Photogenic (GURPS Power-Ups 2: Perks, p. 4; GURPS Social Engineering, p. 78)
  • Pipe Grip (Pyramid 3/33: Low-Tech, p. 28)
  • Pistol-Fist*† (GURPS Power-Ups 2: Perks, p. 6)
  • Planned Assassination (Pyramid 3/50: Dungeon Fantasy II, p. 34)
  • Plant Form Rest (GURPS Magic: Plant Spells, p. 8)
  • Poison Mixer (Pyramid 3/50: Dungeon Fantasy II, p. 34), Prerequisites: Practical Poisoner, plus Poisons-15+
  • Potent Imbuement* (Pyramid 3/71: Spaceships II, p. 28)
  • Power Grappling (GURPS Martial Arts, p. 51; GURPS Dungeon Fantasy Denizens: Barbarians, p. 18; GURPS Power-Ups 2: Perks, p. 7; Pyramid 3/34: Alternate GURPS, p. 11) Prerequisite: Wrestling
  • Practical Poisoner‡ (Pyramid 3/50: Dungeon Fantasy II, p. 34), Prerequisite: Poisons-12+
  • Pressure-Tolerant Lungs† (GURPS Power-Ups 2: Perks, p. 11)
  • Puff of Smoke (Pyramid 3/82: Magical Creations, p. 11)
  • Purpose*† (GURPS Power-Ups 2: Perks, p. 19)
  • Put It in His Eye (Pyramid 3/61: Way of the Warrior, p. 4)

Q

  • Quick Reload (GURPS Monster Hunters 1: Champions, p. 25) and (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Quick-Sheathe† (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 7)
  • Quick-Swap† (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 7)

R

  • Racial Gifts† (GURPS Power-Ups 2: Perks, p. 12)
  • Rage Control (GURPS Martial Arts: Yrth Fighting Styles, p. 26)
  • Rapid Retraction† (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 7)
  • Ramming Speed (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18; Pyramid 3/61: Way of the Warrior, p. 4)
  • Razor Kicks (GURPS Power-Ups 2: Perks, p. 7)
    • High-Heeled Hurt* (GURPS Power-Ups 2: Perks, p. 7)
  • Reach Mastery† (GURPS Power-Ups 2: Perks, p. 7; GURPS Dungeon Fantasy Denizens: Barbarians, p. 18)
  • Rehearsed Role† (GURPS Social Engineering, p. 79)
  • Reproductive Control† (GURPS Power-Ups 2: Perks, p. 12) Prerequisite: Female
  • Resistant to (Specific Poison)† (GURPS Power-Ups 2: Perks, p. 134)
  • Rest in Pieces (GURPS Power-Ups 2: Perks, p. 19)
  • Retroactive Poisoning‡ (Pyramid 3/61: Way of the Warrior, p. 4), Prerequisite: Poisons-12+
  • Rinse (GURPS Power-Ups 2: Perks, p. 12)
  • Ritual Mastery (GURPS Monster Hunters 1: Champions, p. 25)
  • Robust Sense† (GURPS Power-Ups 2: Perks, p. 14)
    • Robust Hearing (GURPS Power-Ups 2: Perks, p. 14)
    • Robust Vision (GURPS Power-Ups 2: Perks, p. 14)
  • Rule of 15 (GURPS Power-Ups 2: Perks, p. 13)
  • Rule of 17 (Skill)†‡ (GURPS Power-Ups 2: Perks, p. 20)
  • Rules Exemption† (GURPS Power-Ups 2: Perks, p. 20)

S

  • Sacrificial Block† (Pyramid 3/61: Way of the Warrior, p. 4)
  • Sacrificial Imbuement (Pyramid 3/13: Thaumatology, p. 19)
  • Sacrificial Parry† (GURPS Power-Ups 2: Perks, p. 7)
  • Sanitized Metabolism (GURPS Basic Set, p. 101) and (GURPS Power-Ups 2: Perks, p. 12)
  • Scales (GURPS Power-Ups 2: Perks, p. 12)
  • School Adaption (GURPS Power-Ups 2: Perks, p. 20)
  • Sea Legs (GURPS Power-Ups 2: Perks, p. 14)
  • Secret Aura (Pyramid 3/50: Dungeon Fantasy II, p. 14)
  • Secret Knowledge† (GURPS Power-Ups 2: Perks, p. 20)
  • Secret Material
    • Cialan Orchid (Pyramid 3/68: Natural Magic, p. 9)
    • Energy Orbs (GURPS Magical Styles: Dungeon Magic, p. 8)
    • Essential Fluid (GURPS Magical Styles: Dungeon Magic, p. 8)
    • Eszencia (Pyramid 3/43: Thaumatology III, p. 8)
    • Psychic Patina (GURPS Magical Styles: Dungeon Magic, p. 23)
    • The Bones (GURPS Magical Styles: Dungeon Magic, p. 15)
  • Secret Spell (Specific Spell) (Pyramid 3/76: Dungeon Fantasy IV, p. 13)
  • Secret Styles*‡ (GURPS Power-Ups 2: Perks, p. 7)
  • Shape Mastery (GURPS Martial Arts: Yrth Fighting Styles, p. 26)
  • Shield-Wall Training (GURPS Martial Arts, p. 51) and (GURPS Power-Ups 2: Perks, p. 7)
  • Shorthand† (GURPS Low-Tech Companion 1: Philosophers and Kings, p. 33)
  • Shoves and Tackles† (GURPS Power-Ups 2: Perks, p. 7)
  • Shtick† (GURPS Basic Set, p. 101)
    • See also: GURPS High-Tech, p. 250
    • Examples:
      • Chiburi (GURPS Martial Arts, p. 51)
  • Skill Adaptation† (GURPS Martial Arts, p. 51; GURPS Power-Ups 2: Perks, p. 17)
  • Social Arbiter (GURPS Social Engineering, p. 79)
  • Soft-Spoken (GURPS Social Engineering, p. 79)
  • Special Exercises† (GURPS Martial Arts, p. 51; GURPS Power-Ups 2: Perks, p. 21; GURPS Social Engineering: Back to School, p. 13; GURPS Martial Arts: Yrth Fighting Styles, p. 26)
  • Special Setup† (GURPS Martial Arts, p. 51; GURPS Power-Ups 2: Perks, p. 7)
  • Spirit Badge (GURPS Dungeon Fantasy 9: Summoners, p. 5)
  • Spirit Weapon (GURPS Dungeon Fantasy 9: Summoners, p. 5)
  • Spirit Contract† (GURPS Power-Ups 2: Perks, p. 20)
  • Staff Attunement (GURPS Martial Arts: Yrth Fighting Styles, p. 26)
  • Standard Operating Procedure† (GURPS Power-Ups 2: Perks, p. 15)
    • Back to the Wall (GURPS Power-Ups 2: Perks, p. 15)
    • Energizer* (GURPS Power-Ups 2: Perks, p. 15)
    • Full Tank* (GURPS Power-Ups 2: Perks, p. 15)
    • Last Man Out (GURPS Power-Ups 2: Perks, p. 15)
    • Off-Screen Reload* (GURPS Power-Ups 2: Perks, p. 15)
    • On Alert (GURPS Power-Ups 2: Perks, p. 15)
  • Striking Surface (GURPS Power-Ups 2: Perks, p. 12) Prerequisite: Damage Resistance 3+ without Flexible, Force Field, or Tough Skin
  • Strongbow (GURPS Martial Arts, p. 51; GURPS Power-Ups 2: Perks, p. 7)
    • Crossbow Finesse (GURPS Power-Ups 2: Perks, p. 7)
  • Style Adaptation† (GURPS Martial Arts, p. 51; GURPS Power-Ups 2: Perks, p. 20)
  • Style Familiarity† (GURPS Martial Arts, p. 49; GURPS Social Engineering: Back to School, p. 13)
    • see also: Shout It Out! (GURPS Martial Arts, p. 132)
    • Style Familiarity (GURPS Martial Arts: Yrth Fighting Styles, p. 25)
  • Suit Familiarity† (GURPS Martial Arts, p. 52) and (GURPS Power-Ups 2: Perks, p. 9)
  • Supernatural Warrior† (GURPS Martial Arts: Yrth Fighting Styles, p. 26)
  • Supersuit* (GURPS Power-Ups 2: Perks, p. 9)
  • Sure-Footed† (GURPS Martial Arts, p. 52; Pyramid 3/61: Way of the Warrior, p. 8) Prerequisite: Superhuman abilities
    • Naval Training (GURPS Martial Arts, p. 50)
    • Sure-Footed (Ice) (GURPS Power-Ups 2: Perks, p. 8)
    • Sure-Footed (Icy) (GURPS Dungeon Fantasy Denizens: Barbarians, p. 18)
    • Sure-Footed (Rocky) (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19)
    • Sure-Footed (Sand) (GURPS Power-Ups 2: Perks, p. 8)
    • Sure-Footed (Sandy) (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19)
    • Sure-Footed (Slippery) (GURPS Martial Arts, p. 52; GURPS Power-Ups 2: Perks, p. 8)
    • Sure-Footed (Snow) (GURPS Power-Ups 2: Perks, p. 8)
    • Sure-Footed (Snowy) (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19)
    • Sure-Footed (Soggy) (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19)
    • Sure-Footed (Uneven) (GURPS Martial Arts, p. 52; GURPS Power-Ups 2: Perks, p. 8)
    • Sure-Footed (Water) (GURPS Power-Ups 2: Perks, p. 8)
  • Sympathetic Species†‡ (GURPS Magic: Plant Spells, p. 8)

T

  • Teamwork† (GURPS Martial Arts, p. 52; GURPS Social Engineering, p. 79; Pyramid 3/65: Alternate GURPS III)
  • Technique Adaptation† (GURPS Martial Arts, p. 52) and (GURPS Power-Ups 2: Perks, p. 17)
  • Technique Mastery† (GURPS Martial Arts, p. 52) and (GURPS Power-Ups 2: Perks, p. 17)
  • Template Adaption† (GURPS Power-Ups 2: Perks, p. 20)
  • Third Hand† (Pyramid 3/61: Way of the Warrior, p. 4)
  • Toxicity Training (Pyramid 3/82: Magical Creations, p. 8)
  • Trademark Move† (GURPS Monster Hunters 1: Champions, p. 25)
  • Tree-Tickler (GURPS Magic: Plant Spells, p. 8)
  • Trivial Destiny† (GURPS Power-Ups 2: Perks, p. 20)
  • Trivial Reputation† (GURPS Power-Ups 2: Perks, p. 18; GURPS Social Engineering, p. 79)
  • Two-Man Pike Training (GURPS Low-Tech, p. 9)

U

  • Unarmed Parry† (GURPS Power-Ups 2: Perks, p. 8)
  • Unusual Posture† (GURPS Power-Ups 2: Perks, p. 17)
  • Unique Technique† (GURPS Martial Arts, p. 52; GURPS Power-Ups 2: Perks, p. 21)
  • Unusual Training† (GURPS Martial Arts, p. 52; GURPS Power-Ups 2: Perks, p. 21; GURPS Social Engineering: Back to School, p. 13)
    • Tameshiwari (GURPS Martial Arts, p. 52)

V

  • Van Gogh My Van Dyke (Pyramid 3/61: Way of the Warrior, p. 14)
  • Vehicle† (GURPS Power-Ups 2: Perks, p. 18)
  • Vehicle/Mount Bond* (Pyramid 3/71: Spaceships II, p. 28)

W

  • Weapon Adaptation† (GURPS Martial Arts, p. 52) and (GURPS Power-Ups 2: Perks, p. 8)
  • Weapon Bond† (GURPS Dungeon Fantasy 1: Adventurers, p. 14; GURPS High-Tech, p. 250, GURPS Martial Arts, p. 53, or GURPS Monster Hunters 1: Champions, p. 25) and (GURPS Power-Ups 2: Perks, p. 9)
  • Weapon Cleaner† (Pyramid 3/50: Dungeon Fantasy II, p. 34), Prerequisites: Nondetection, plus relevant skill at 16+
  • Willful Warrior‡ (Pyramid 3/61: Way of the Warrior, p. 5)
  • Wind in the Trees‡ (Pyramid 3/61: Way of the Warrior, p. 13)

X

Y

  • You're Next! (Pyramid 3/61: Way of the Warrior, p. 8)

Z