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
page revision: 53, last edited: 14 Sep 2016 10:23