Techniques

This page lists all published techniques and any further elaborations on using them.

Code Snippet:

* Technique Name (//**Full Book Title**//, p. 00), Difficulty, //Default:// Default-0, //Prerequisites:// prereqs

For further rules explanations, use the following code snippet:

 * //See also:// Topic (//**Full Book Title**//, p. 00)

See also:

  • Creating New Techniques (GURPS Martial Arts, p. 89)
  • Techniques (GURPS Martial Arts, pp. 63-4)

List of Techniques

A

  • Acrobatic Stand (GURPS Martial Arts, p. 65, or ), Average, Default: Acrobatics-6; Prerequisites: Acrobatics; cannot exceed prerequisite skill.
    • see also: Acrobatic Stand (GURPS Martial Arts, p. 98) .
  • Agenda (Pyramid 3/54: Social Engineering, p. 4), Average, Default: Diplomacy; Prerequisite: Diplomacy; cannot exceed Diplomacy+3.
  • Aggressive Parry (GURPS Martial Arts, p. 65), Hard, Default: prerequisite skill Parry-1; Prerequisites: Boxing, Brawling, or Karate; cannot exceed prerequisite Parry.
  • Anachronistic Training (GURPS Infinite Worlds, p. 183), Average, Defaults: Special; Prerequisites: Any one TL skill; cannot exceed prerequisite skill.
  • Arm Lock (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 65), Average, Default: prerequisite skill, Prerequisites: Judo, Wrestling, or appropriate Melee Weapon skill; cannot exceed prerequisite skill+4.
    • See also:
      • Arm Lock (GURPS Basic Set, p. 403)
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • Arm Lock, Lower-Body (GURPS Martial Arts, p. 79), Hard, Default: Judo-2 or Wrestling-5; Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill.
  • Armed Grapple (GURPS Martial Arts, p. 67), Hard, Default: Cloak-0, or other prerequisite skill-2; Prerequisites: Cloak or appropriate Melee Weapon skill; cannot exceed prerequisite skill.
    • see also: Cloak (GURPS Basic Set, p. 404)
    • Armed Grapple (Pyramid 3/34: Alternate GURPS, p. 18), Hard, Default: prerequisite skill-2; Prerequisite: any grappling skill or appropriate Melee Weapon skill; cannot exceed prerequisite skill.
  • Attack from Above (GURPS Martial Arts, p. 67), Average, Default: prerequisite skill-2; Prerequisites: any unarmed or Melee Weapon skill; cannot exceed prerequisite skill.
    • see also: Attack from Above (GURPS Basic Set, p. 402)
  • Attack from Nowhere (GURPS Powers: The Weird, p. 26), Hard, Default: prerequisite skill-3; Prerequisite: Extradimensionality and any unarmed or Melee Weapon skill; cannot exceed prerequisite skill.
  • Axe Kick (GURPS Martial Arts, p. 67), Hard, Default: Karate-4; Prerequisites: Karate; cannot exceed prerequisite skill.

B

  • Backbreaker* (GURPS Martial Arts, p. 82), Hard, Default: ST-3 or Wrestling-3; cannot exceed ST+3 or Wrestling+3.
    • see also: New Hit Locations (GURPS Martial Arts, p. 137)
  • Back Kick or Back Strike (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 67), Hard, Default: prerequisite skill-2, or -4 for a kick, Prerequisites: Karate or any Melee Weapon skill; cannot exceed prerequisite skill.
  • Badger Game (GURPS Social Engineering, p. 38), Average, Default: Sex Appeal or Intimidation; Prerequisite: Sex Appeal or Intimidation; cannot exceed prerequisite skill+4.
  • Batching (Pyramid 3/28: Thaumatology II, p. 7), Hard, Default: Any elixir technique.
  • Bear Hug (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19), Hard, Default: ST-5, Prerequisites: ST 17+ and Power Grappling; cannot exceed ST.
    • Bear Hug (Pyramid 3/34: Alternate GURPS, p. 16), Average, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+1.
  • Beguilement* (Pyramid 3/54: Social Engineering, p. 6), Hard, Default: Prerequisite skill-5; Prerequisites: Voice and any of Diplomacy, Fast-Talk, Per- formance, Politics, Public Speaking, Sex Appeal, or Singing; cannot exceed prerequisite skill.
  • Beheading Blow (GURPS Horror, p. 30), Hard, Default: prerequisite skill-5, Prerequisites: Any Melee Weapon skill capable of swung cutting attacks; cannot exceed prerequisite skill-2.
  • Behind-the-Back Shot (GURPS Tactical Shooting, p. 43), Hard, Default: Guns-7; Prerequisite: Guns; cannot exceed Guns-4.
  • Big Store (Pyramid 3/54: Social Engineering, p. 4), Hard, Default: Leadership; Prerequisite: Leadership; cannot exceed Leadership+5.
  • Bind Weapon (GURPS Martial Arts, p. 67), Hard, Default: prerequisite skill-3; Prerequisites: Jitte/Sai or any fencing weapon skill; cannot exceed prerequisite skill.
  • Binding* (GURPS Martial Arts, pp. 82-3), Hard, Default: prerequisite skill; Prerequisites: Judo or Knot-Tying; cannot exceed prerequisite skill+4.
  • Bite (GURPS Martial Arts: Yrth Fighting Styles, p. 28), Average, Defaults: DX or Brawling; cannot exceed DX or Brawling.
  • Blood Vessel Pressure (GURPS Low-Tech, p. 11), Hard, Default: First Aid-3; Prerequisite: First Aid; cannot exceed First Aid skill
  • Bone Breaker (GURPS Dungeon Fantasy Denizens: Barbarians, p. 19), Hard, Default: ST-4, Prerequisites: ST 17+ and Power Grappling; cannot exceed ST.
  • Bonesetting (GURPS Low-Tech, p. 12), Hard, Default: Special; Prerequisite: Surgery; cannot exceed Surgery.
  • Bow & Palette Firestarting (GURPS Lands Out of Time, p. 11), Average, Default: Survival; Prerequisites: Survival or having seen the skill practiced before; cannot exceed Survival+4.
  • Botte Segrete (GURPS Dungeon Fantasy 11: Power-Ups, p. 34), Hard, Default: prerequisite skill-18; Prerequisites: Luck, Weapon Master, and Melee Weapon skill at 20+; cannot exceed prerequisite skill.
  • Bracing (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3; Prerequisite: Masonry; cannot exceed Masonry.
  • Branch Fingers (GURPS Magic Plant Spells, p. 18), Hard, Default: Wooden Arm-2; Prerequisite: Wooden Arm; cannot exceed Wooden Arm spell.
  • Breakfall (GURPS Martial Arts, pp. 68-9), Hard, Default: prerequisite skill+0; Prerequisites: Acrobatics, Judo, or Wrestling; cannot exceed prerequisite skill+5.
    • Breakfall (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX, Judo, Sumo Wrestling, Wrestling; cannot exceed prerequisite skill+4.
  • Bullet Parry (GURPS Supers, p. 38), Hard, Default: Parry Missile Weapons Parry-5; Prerequisites: Parry Missile Weapons and Enhanced Time Sense; cannot exceed Parry Missile Weapons Parry.
  • Burst Fire (Pyramid 3/65: Alternate GURPS III, p. 19), Average, Default: Guns-2; Prerequisites: Guns; cannot exceed Guns.

C

  • Camouflaged Mind Block (GURPS Supers, p. 38), Hard, Default: Mind Block-4; Prerequisites: Mind Block; cannot exceed Mind Block skill.
  • Cane Travel (GURPS Underground Adventures, p. 21), Hard, Default: DX-6; cannot exceed DX-1.
  • Cataract Surgery (GURPS Low-Tech, p. 12), Hard, Default: Special; Prequisite: Surgery; cannot exceed Surgery.
  • Cavalry Training (GURPS Martial Arts, p. 69, or GURPS Tactical Shooting, p. 43), Hard, Default: Melee Weapon skill-2 or Guns-2; Prerequisites: Riding and any Melee Weapon skill; cannot exceed Melee Weapon or Guns skill.
    • see also: Attacks by Mounts, Cavalry Weapons (GURPS Basic Set, p. 397)
  • Chariot Archery (GURPS Fantasy, p. 136), Hard, Default: Bow-6; Prerequisite: Bow; cannot exceed Bow skill.
  • Choke (Pyramid 3/34: Alternate GURPS, p. 17), Hard, Default: DX-2, Judo-2, Sumo Wrestling-4, Wrestling-2; cannot exceed default+2.
  • Choke Hold (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 69), Hard, Default: Judo-2, Wrestling-3, or appropriate weapon skill-3, Prerequisites: Judo, Wrestling, or appropriate weapon skill; cannot exceed prerequisite skill.
    • See also:
      • Choke Hold (GURPS Basic Set, p. 404)
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • Cleaving Strike (GURPS Dungeon Fantasy 11: Power-Ups, p. 10), Hard, Default: prerequisite skill-3; Prerequisite: any Melee Weapon; cannot exceed prerequisite skill.
  • Close Combat (Melee Weapon) (GURPS Martial Arts, p. 69), Hard, Default: prerequisite skill-4 per yard of reach; Prerequisites: any Melee Weapon skill; cannot remove more than half the default penalty.
  • Close Combat (Ranged Weapon) (GURPS Martial Arts, p. 69), Hard, Default: prerequisite skill minus the Bulk penalty; Prerequisites: any ranged combat skill; cannot exceed prerequisite skill.
    • see also: Weapons for Close Combat (GURPS Basic Set, p. 391)
  • Close Dancing (Pyramid 3/54: Social Engineering, p. 5), Hard, Default: Dancing; Prerequisite: Dancing; cannot exceed Dancing+5.
  • Close-Hip Shooting (GURPS Tactical Shooting, p. 43), Average, Default: Guns; Prerequisite: Guns; cannot exceed Guns+3.
  • Close-Quarters Battle (GURPS High-Tech, p. 250), Average, Default: Guns (Any), Prerequisites: Guns (Any); cannot exceed prerequisite skill+4.
  • Close-Quarters Shooting (GURPS Tactical Shooting, p. 43), Average, Default: Guns; Prerequisite: Guns; cannot exceed Guns+4.
  • Coded Thoughts (GURPS Supers, p. 38,) Hard, Default: Mind Block-6; Prerequisites: Mind Block and Cryptography; cannot exceed Mind Block skill.
  • Combat Driving (GURPS Tactical Shooting, p. 43), Hard, Default: Driving; Prerequisite: Driving; cannot exceed Driving+4.
  • Combat Piloting (GURPS Tactical Shooting, p. 43), Hard, Default: Piloting; Prerequisite: Piloting; cannot exceed Piloting+4.
  • Combat Riding (GURPS Martial Arts, p. 69 or GURPS Tactical Shooting, p. 43), Hard, Default: Riding+0; Prerequisites: Riding; cannot exceed Riding+4.
  • Combination† (GURPS Martial Arts, p. 80), Hard, Default: Special; Prerequisites: Special; cannot exceed prerequisite skill.
  • Contagious Creeping Moss (GURPS Magic Plant Spells, p. 18), Hard, Default: Gather Moss-4; Prerequisites: Gather Moss and Pestilence; cannot exceed prerequisite skill.
  • Control (Body Part) (Pyramid 3/34: Alternate GURPS, p. 14), Average, Default: DX, Judo, Sumo Wrestling, Wrestling; cannot exceed default.
  • Control Position (Pyramid 3/34: Alternate GURPS, p. 14), Average, Default: DX-3, Judo-3, Sumo Wrestling-3, Wrestling-3; cannot exceed default+2.
  • Control Step (Pyramid 3/34: Alternate GURPS, p. 14), Average, Default: DX, Judo, Sumo Wrestling, Wrestling-2; cannot exceed default+2.
  • Coordinated Attack† (GURPS Powers, p. 166), Hard, Default: prerequisite skill+0; Prerequisites: any combat skill.
  • Counterattack (GURPS Martial Arts, p. 70), Hard, Default: prerequisite skill-5; Prerequisites: any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
  • Coup de Jarnac (GURPS Dungeon Fantasy 11: Power-Ups, p. 34), Hard, Default: prerequisite skill-13; Prerequisites: Luck, Weapon Master, and Melee Weapon skill at 20+; cannot exceed prerequisite skill.
  • Create Book (GURPS Magic Plant Spells, p. 18), Hard, Default: Create Paper-4; Prerequisite: Create Paper; cannot exceed Create Paper spell.
  • Crack (GURPS Martial Arts, p. 70), Average, Default: Whip-4; Prerequisites: Whip; cannot exceed prerequisite skill.
  • Crowd Song* (Pyramid 3/54: Social Engineering, p. 7), Hard, Default: Musical Influence; Prerequisites: Musical Influence and Singing-12; cannot exceed Musical Influence+5.
  • Cutting for the Stone (GURPS Low-Tech, p. 12), Hard, Default: Special; Prequisite: Surgery; cannot exceed Surgery.
  • Cutting Out (GURPS Social Engineering, p. 81), Hard, Default: prerequisite skill-4; Prerequisite: Any Per-based social interaction skill; cannot exceed prerequisite skill.

D

  • Dangerous Request (Pyramid 3/54: Social Engineering, p. 5), Hard, Default: Savoir-Faire (High Society)-3; Prerequisite: Savoir-Faire (High Society); cannot exceed Savoir-Faire (High Society).
  • Debugging (GURPS Powers: The Weird, p. 6), Hard, Default: prerequisite skill-3; Prerequisite: Any skill useful for operating a newly invented device; cannot exceed prerequisite skill.
  • Disappear (GURPS Dungeon Fantasy 11: Power-Ups, p. 35), Hard, Default: Stealth-10; Prerequisites: Stealth at 18+ and any Melee Weapon skill at 16+; cannot exceed Stealth-1.
  • Disarming (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 70), Hard, Default: prerequisite skill, Prerequisites: any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+5.
    • See also: Striking at Weapons (GURPS Basic Set, p. 400)
  • Disorient (GURPS Powers: The Weird, p. 26), Hard, Default: Judo-3; Prerequisite: Extradimensionality and Judo; cannot exceed Judo.
  • Dissolving Strike (Pyramid 3/60: Dungeon Fantasy III, p. 26), Hard, Default: prerequisite skill-20, Prerequisite: Acid Weapon-16.
  • Distillation (GURPS Low-Tech, p. 11), Hard, Default: Alchemy or Chemistry; Prerequisite: Alchemy or Chemistry; cannot exceed prerequisite skill+6.
  • Double Eye-Poke* (GURPS Martial Arts, p. 88), Hard, Default: Brawling-5 or Karate-5; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
  • Double-Loading (GURPS High-Tech, p. 251, or GURPS Tactical Shooting, p. 44), Average, Default: Fast-Draw (ammo)-2, Prerequisites: Fast-Draw (ammo); cannot exceed Fast-Draw (Ammo) skill.
  • Dream Rehearsal (GURPS Social Engineering: Back to School, p. 16), Hard, Default: Dreaming; Prerequisite: Dreaming; cannot exceed Dreaming+5.
  • Drop Kick (GURPS Martial Arts, p. 70), Hard, Default: Brawling-1, Sumo Wrestling-1, or Wrestling-2; Prerequisites: Brawling, Sumo Wrestling, or Wrestling; cannot exceed prerequisite skill.
    • see also: Slam (GURPS Basic Set, p. 371)
  • Dual-Weapon Attack* (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 83, or GURPS Tactical Shooting, p. 44), Hard, Default: prerequisite skill-4, Prerequisites: any unarmed combat skill, one-handed Melee Weapon skill, Guns (Pistol), or Beam Weapons (Pistol); cannot exceed prerequisite skill.
    • See also: Dual-Weapon Attacks (GURPS Basic Set, p. 407)
  • Dual-Weapon Attack! (Pyramid 3/61: Way of the Warrior, p. 7), Hard, Default: prerequisite skill-14, Prerequisite: 3 one-handed Melee Weapon skills, and either Trained by a Master or Weapon Master; cannot exceed prerequisite skill.
  • Dual-Weapon Attack (Bow)* (GURPS Martial Arts, p. 83), Hard, Default: Bow-4; Prerequisites: Bow; cannot exceed prerequisite skill.
  • Dual-Weapon Defense* (GURPS Martial Arts, p. 83), Hard, Default: prerequisite skill Block-1 or Parry-1; Prerequisites: any combat skill that gives a Block or Parry score; cannot exceed prerequisite Block or Parry.
    • see also: Dual-Weapon Attack (GURPS Basic Set, p. 417)
    • Dual-Weapon Defense* (GURPS Martial Arts: Yrth Fighting Styles, p. 28)

E

  • Ear Clap (GURPS Martial Arts, p. 70), Average, Default: Boxing-3, Brawling-3, or Karate-3; Prerequisites: Boxing, Brawling, or Karate; cannot exceed prerequisite skill-1.
  • Eavesdropping (Pyramid 3/83: Alternate GURPS IV, p. 32), Hard, Default: Possession-4; Prerequisite: Possession; cannot exceed Possession-3.
  • Efficient Imbuement (Pyramid 3/60: Dungeon Fantasy III, p. 29), Hard, Default: any Imbuement skill-5; Prerequisite: any Imbuement skill.
  • Elbow Drop (GURPS Martial Arts, p. 70), Hard, Defaults: Brawling-4 or Wrestling-5; Prerequisites: Brawling or Wrestling; cannot exceed prerequisite skill.
  • Elbow Strike (GURPS Basic Set, p. 230, or GURPS Martial Arts, p. 71), Average, Default: Brawling-2 or Karate-2, Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
    • See also: Elbow Strike (GURPS Basic Set, p. 404)
  • Elevated Speech (Pyramid 3/54: Social Engineering, p. 5), Average, Default: Savoir-Faire (High Society); Prerequisite: Savoir-Faire (High Society); cannot exceed Savoir-Faire (High Society)+5.
  • Elicitation (Pyramid 3/54: Social Engineering, p. 5), Hard, Default: Prerequisite skill; Prerequisite: Any Influence skill except Intimidation; cannot exceed prerequisite skill+5.
  • Enervation (Pyramid 3/83: Alternate GURPS IV, p. 32), Average, Default: Possession-3; Prerequisite: Possession; cannot exceed Possession technique.
  • Entangle (GURPS Martial Arts, p. 71), Hard, Defaults: Kusari-4 or Whip-4; Prerequisites: Kusari or Whip; cannot exceed prerequisite skill.
  • Epic Smash† (GURPS Dungeon Fantasy Denizens: Barbarians, p. 20), Hard, Default: prerequisite Melee Weapon skill-23; Prerequisites: ST 18+, Momentary Strength, and Melee Weapon skill at 15+.
  • Evade (GURPS Martial Arts, p. 71), Average, Defaults: Acrobatics or Judo; Prerequisites: Acrobatics or Judo; cannot exceed prerequisite skill+5.
    • see also: Evading (GURPS Basic Set, p. 368)
  • Exercises (GURPS Social Engineering: Back to School, p. 24), Average; Default: Teaching; Prerequisites: Teaching and a combat or athletic skill; cannot exceed Traching+3.
  • Exotic Hand Strike (GURPS Martial Arts, p. 71), Average, Default: Karate-1; Prerequisites: Karate; cannot exceed prerequisite skill.
  • Eye-Gouging (GURPS Martial Arts, p. 71), Hard, Default: Brawling-5, Judo-5, or Wrestling-5; Prerequisites: Brawling, Judo, or Wrestling; cannot exceed prerequisite skill.
  • Eye-Pluck* (GURPS Martial Arts, p. 72), Hard, Defaults: Brawling-10 or Karate-10; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill-4.
  • Eye-Poke (GURPS Martial Arts, p. 72), Hard, Defaults: Boxing-9, Brawling-9, or Karate-9; Prerequisites: Boxing, Brawling, or Karate; cannot exceed prerequisite skill-4.
  • Eye-Poke, Lethal* (GURPS Martial Arts, p. 72), Hard, Default: Karate-11; Prerequisites: Karate; cannot exceed prerequisite skill-5.
  • Eye-Poke Defense* (GURPS Martial Arts, p. 88), Hard, Default: prerequisite skill Parry; Prerequisites: any unarmed combat skill; cannot exceed prerequisite Parry+5.
  • Eye-Rake (GURPS Martial Arts, p. 72), Hard, Defaults: Brawling-5 or Karate-5; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.

F

  • Facing Change (GURPS Powers: The Weird, p. 6), Hard, Defaults: Body Sense or Acrobatics-3; Prerequisite: Acrobatics or Body Sense; cannot exceed Body Sense+5 or Acrobatics+2.
  • Fanning (GURPS High-Tech, p. 251, or GURPS Tactical Shooting, p. 44), Hard, Default: Guns (Pistol)-4, Prerequisites: Guns (Pistol); cannot exceed Guns (Pistol) skill.
  • Fascination (Pyramid 3/54: Social Engineering, p. 7), Hard, Default: Sex Appeal-5; Prerequisites: Charisma 1 and Sex Appeal; cannot exceed Sex Appeal.
  • Fast-Firing (GURPS High-Tech, p. 251, or GURPS Tactical Shooting, p. 44), Hard, Default: Guns (Any)-4, Prerequisites: Guns (Any); cannot exceed prerequisite skill.
  • Feint (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 73), Hard, Default: prerequisite skill, Prerequisites: any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+4.
    • See also:
      • Beats (GURPS Martial Arts, pp. 100-101)
      • Feint (GURPS Basic Set, p. 365, and GURPS Martial Arts, p. 100)
      • Feints Using Non-Combat Skills (GURPS Martial Arts, p. 101)
      • Ruses (GURPS Martial Arts, p. 101)
  • Feint (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Defaults: Exorcism, Meditation-2, Mental Strength, Possession, or Trained Will; Prerequisite: Possession; cannot exceed prerequisite skill +4.
  • Fighting While Seated* (GURPS Martial Arts, p. 83), Hard, Default: prerequisite skill-2; Prerequisites: any combat skill; cannot exceed prerequisite skill.
  • Finger Lock (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 72), Hard, Default: Arm Lock-3, Prerequisites: Arm Lock; cannot exceed prerequisite technique.
    • See also: Arm Lock (GURPS Basic Set, p. 403)
  • Fists of Power (Pyramid 3/61: Way of the Warrior, p. 11), Hard, Default: Karate-6, Prerequisite: Karate-18+, Trained by a Master, Unique Technique (Fists of Power), and either Claws (Blunt) or Iron Hands.
  • Flint Sparking (GURPS Lands Out of Time, p. 11), Average, Default: Survival+1; Prerequisites: Survival or having seen the skill practiced before; cannot exceed Survival+5.
  • Flying Atomic Wedgie* (GURPS Martial Arts, p. 88), Hard, Defaults: Brawling-8 or Wrestling-8; Prerequisites: Brawling or Wrestling; cannot exceed prerequisite skill.
  • Flying Jump Kick / Flying Lunge* (GURPS Martial Arts, p. 83), Hard, Default: prerequisite skill-4, or -7 for a kick; Prerequisites: Karate or any thrusting Melee Weapon skill; cannot exceed prerequisite skill.

G

  • Grand Disarm* (GURPS Martial Arts, p. 84), Hard, Defaults: fencing weapon skill-9, other Melee Weapon skill-11, or unarmed combat skill-11; Prerequisites: any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
  • Grabbing Parry has two versions:.
    • 2011 (Pyramid 3/34: Alternate GURPS, p. 13), Hard, Default: prerequisite skill Parry-2; Prerequisites: Judo, Sumo Wrestling, or wrestling; cannot exceed prerequisite Parry-1.
      • only works in close combat, not effective at Reach 1
      • does not work against weapons, only limbs or extremities
      • can only be done 1-handed unless using a Cross Parry, and the Cross Parry will only give +1 instead of +2 to parry
      • Margin of Victory (probably meaning Margin of Success since this is not a Contest) must be 2 or higher to work against someone with Rapid Retraction perk
      • no separate attack roll, assumes a limb (arm or leg) by default, targeting an extremity (hand or foot) is an extra -1 to the parry.
    • 2013 (GURPS Martial Arts: Technical Grappling, p. 42), Hard, Default: prerequisite skill Parry-2; Prerequisites: Judo, Sumo Wrestling, Wrestling or appropriate Melee Weapon skill; cannot exceed prerequisite Parry.
      • can target weapons
      • works at any range, not just close
      • can grapple torso instead of attacking limb if combined with a Slip (retreat at +1 instead of +3)
      • Control Points are equal to 1-handed grab even if 2 are used
      • modifies "Harsh Realism for Unarmed Fighters" to inflict half damage even on successful parries, minus 1 per Degree of Success
      • requires an additional success roll (only if the parry succeeds) to see if the grab works
  • Grand Flying Kick (Pyramid 3/61: Way of the Warrior, p. 11), Hard, Default: Karate-18, Prerequisite: Seven Secret Kicks and Unique Technique (Grand Flying Kick).
  • Great Void! (Pyramid 3/61: Way of the Warrior, p. 13), Hard, Default: Defense-8, Prerequisite: Combat Reflexes, Weapon Master, Basic Move 7+, and Unique Technique (Great Void).
  • Greater Cleaving Strike† (GURPS Dungeon Fantasy Denizens: Barbarians, p. 20; Pyramid 3/61: Way of the Warrior, p. 8), Hard, Default: prerequisite Melee Weapon skill-18, Prerequisites: Any Melee Weapon skill capable of swinging attacks and ST 18+.
  • Ghost Blaster (GURPS Dungeon Fantasy 11: Power-Ups, p. 14), Average, Default: prerequisite spell-4; Prerequisite: any Missile spell; cannot exceed prerequisite skill.
  • Going Viral (GURPS Social Engineering, p. 81), Hard, Default: Propaganda; Prerequisites: Propaganda and Psychology (Applied); cannot exceed Propaganda+3.
  • Good Samaritan (GURPS Social Engineering, p. 5), Average, Default: Acting or Stealth; Prerequisite: Acting or Stealth; cannot exceed prerequisite skill+4.
  • Grappled Strike (Pyramid 3/61: Way of the Warrior, p. 7), Hard, Default: DX-4, Prerequisite: Striker (Limb, Head) and Unique Technique (Grappled Strike).
  • Ground Fighting (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 73), Hard, Default: prerequisite skill-4, Prerequisites: any combat skill; cannot exceed prerequisite skill.
    • note: Martial Arts has a rule that supercedes Basic Set

H

  • Halitosis Attack* (GURPS Martial Arts, p. 88; GURPS Dungeon Fantasy 11: Power-Ups, p. 19; GURPS Dungeon Fantasy Denizens: Barbarians, p. 22), Hard, Default: HT-5; cannot exceed HT+5; Prerequisite: Odious Personal Habit (Foul Breath).
  • Hammer Fist (GURPS Martial Arts, p. 73), Hard, Default: Brawling-1 or Karate-1; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
  • Hand Catch* (GURPS Martial Arts, p. 84), Hard, Default: prerequisite skill Parry-3; Prerequisites: Judo, Parry Missile Weapons, Sumo Wrestling, or Wrestling; cannot exceed prerequisite Parry.
  • Hand-Clap Parry* (GURPS Martial Arts, p. 84), Hard, Default: prerequisite skill Parry-5; Prerequisites: Judo or Karate; cannot exceed prerequisite Parry.
  • Handcuffing (GURPS Martial Arts, p. 73, or GURPS Mysteries, p. 112), Average, Default: Binding-0, DX-2, Judo-1, or Wrestling-2; cannot exceed Binding DX, Judo, or Wrestling.
  • Hands-Free Driving (GURPS Low-Tech, p. 12) Hard, Default: Teamster (Equines)-4; Prerequisite: Teamster (Equines); cannot exceed Teamster (Equines)-1.
  • Hands-Free Riding (GURPS Martial Arts, p. 73, or GURPS Low-Tech, p. 12), Hard, Default: Riding-3; Prerequisites: Riding; cannot exceed prerequisite skill.
    • see also: Mounted Combat (GURPS Basic Set, p. 396)
  • Hang From Saddle (GURPS Fantasy, p. 136), Hard, Default: Riding-3; Prerequisite: Riding; cannot exceed Riding skill -1.
  • Head Butt (GURPS Martial Arts, p. 74), Hard, Default: Brawling-1 or Karate-1 (DX-2 if unskilled); Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
  • Head Crush (Pyramid 3/34: Alternate GURPS, p. 17), Hard, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+1
  • Head Lock (GURPS Martial Arts, p. 74), Hard, Default: Judo-3 or Wrestling-3; Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill
    • see also:
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • Head Lock, Lower-Body (GURPS Martial Arts, p. 79), Hard, Default: Judo-5 or Wrestling-5, Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill.
  • Heruistics (GURPS Powers: The Weird, p. 6), Hard, Default: Philosophy-6, Prerequisites: Illuminated and Philosophy; cannot exceed Philosophy skill.
  • Hinting (GURPS Social Engineering, p. 81), Hard, Default: prerequisite skill; Prerequisites: Any Influence skill; cannot exceed prerequisite skill+6.
  • Historical Familiarity (GURPS Infinite Worlds, p. 183), Average, Defaults: prerequisite skill-4; Prerequisites: Archaeology, Egyptology, or History; cannot exceed prerequisite skill.
  • Hoisting (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3; Prerequisite: Masonry; cannot exceed Masonry.
  • Hook (GURPS Martial Arts, p. 74), Hard, Default: prerequisite skill-5; Prerequisites: any appropriate Melee Weapon skill; cannot exceed prerequisite skill.
  • Horse Archery (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 74), Hard, Default: Bow-4, Prerequisites: Bow and Riding; cannot exceed Bow skill.
    • See also:
      • Firing from horseback (GURPS Basic Set, p. 397)
      • Mounted Shooting technique

I

  • Identify Elixir (Pyramid 3/28: Thaumatology II, p. 8), Hard, Default: Alchemy. Cannot exceed Alchemy+4.
  • Identify Magical Item (Pyramid 3/28: Thaumatology II, p. 8), Hard, Default: Alchemy-2. Cannot exceed Alchemy+2.
  • Illumination (GURPS Powers: The Weird, p. 7), Hard, Defaults: Teaching-6; Prerequisites: Illuminated and Teaching; cannot exceed Teaching skill.
  • Imbuement Transference (Pyramid 3/60: Dungeon Fantasy III, p. 29), Hard, Default: any Imbuement skill-10; Prerequisite: any Imbuement skill.
  • Immediate Action (GURPS High-Tech, p. 251, or GURPS Tactical Shooting, p. 44), Average, Default: Armoury-4, Gunner (Any)-4, or Guns (Any)-4, Prerequisites: Armoury, Gunner (Any), or Guns (Any); cannot exceed prerequisite skill.
  • Impersonate† (GURPS Basic Set, p. 233), Average, Default: Mimicry (Speech)-0, Prerequisites: Mimicry (Speech); cannot exceed prerequisite skill.
  • Initial Carving*† (GURPS Martial Arts, p. 85), Hard, Default: prerequisite skill-4; Prerequisites: any fencing weapon skill; cannot exceed prerequisite skill.
  • Inquisition (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Default: Eavesdropping-2; Prerequisite: Eavesdropping; cannot exceed Eavesdropping technique.
  • Inspired Development (GURPS Powers: The Weird, p. 7), Hard, Defaults: prerequisite skill; Prerequisites: Gadgeteer and any skill useful with it; cannot exceed prerequisite skill+4.
  • Inspired Research (GURPS Powers: The Weird, p. 7), Hard, Defaults: prerequisite skill; Prerequisites: Gadgeteer and any skill useful with it; cannot exceed prerequisite skill+4.
  • Instantaneous Power Blow (Pyramid 3/60: Dungeon Fantasy III, p. 29), Hard, Default: Power Blow-10; Prerequisite: Power Blow-16.
  • Instant Arsenal Disarm (GURPS High-Tech, p. 251), Hard, Default: Armoury (Small Arms)-5, Prerequisites: Armoury (Small Arms) and any unarmed grappling skill; cannot exceed Armoury (Small Arms)
  • Interdiction (Pyramid 3/61: Way of the Warrior, p. 6), Hard, Default: Parry-3; Prerequisite: any Melee Weapon skill, Unique Technique (Interdiction), and either Trained by a Master or Weapon Mastery; cannot exceed prerequisite parry
  • Irony (GURPS Social Engineering, p. 81), Hard, Default: prerequisite skill; Prerequisites: Public Speaking or Writing; cannot exceed prerequisite skill+5.

J

  • Jam (GURPS Martial Arts, pp. 74-5), Hard, Default: prerequisite skill Parry-1; Prerequisites: Brawling or Karate; cannot exceed prerequisite Parry.
    • see also: Parries with Legs or Feet (GURPS Martial Arts, p. 123)
  • Judo Throw (GURPS Martial Arts, p. 75), Hard, Default: Judo; Prerequisites: Judo; cannot exceed prerequisite skill.
    • Judo Throw (Pyramid 3/34: Alternate GURPS, p. 15), Hard, Defaults: DX-2, Judo-2, Sumo Wrestling-2, Wrestling-4; cannot exceed default.
  • Jump Kick (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 75), Hard, Default: Karate-4, Prerequisites: Karate; cannot exceed prerequisite skill.
    • note: The versions in Basic Set and Martial Arts differ in some details.

K

  • Kicking (GURPS Basic Set, p. 231, or GURPS Martial Arts, p. 75), Hard, Default: Brawling-2 or Karate-2, Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
  • Killing Strike (Pyramid 3/60: Dungeon Fantasy III, p. 30), Hard, Default: Crippling Blow-30; Prerequisite: Crippling Blow-16.
  • Knee Drop (GURPS Martial Arts, p. 76), Hard, Default: Brawling-3 or Wrestling-4; Prerequisites: Brawling or Wrestling; cannot exceed prerequisite skill.
  • Knee Strike (GURPS Basic Set, p. 232, or GURPS Martial Arts/, p. 76), Average, //Default: Brawling-1 or Karate-1, Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
    • See also: Knee Strike (GURPS Basic Set, p. 404)

L

  • Leg Grapple (GURPS Martial Arts, p. 76), Hard, Default: DX, Judo, or Wrestling;cannot exceed DX+4, Judo+4, or Wrestling+4.
  • Leg Lock (GURPS Martial Arts, pp. 76-7), Average, Default: Judo or Wrestling; Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill+4.
    • see also:
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • Leg Lock, Lower-Body (GURPS Martial Arts, p. 79), Hard, Default: Judo-2 or Wrestling-2; Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill .
  • Leg Throw (GURPS Martial Arts, p. 79), Hard, Default: Judo-2; Prerequisites: Judo; cannot exceed prerequisite skill.
    • see also: Judo Throw technique
    • Legendary Teaching (GURPS Social Engineering: Back to School, p. 24), Hard; Default: Teaching-5; Prerequisites: Teaching and a relevant special advantage.
  • Lethal Blows (Pyramid 3/61: Way of the Warrior, p. 12), Hard, Default: Karate-2, Prerequisite: Karate, Unique Technique (Lethal Blows), and either Iron Hands or Unarmed Master.
  • Lethal Kick* (GURPS Martial Arts, p. 85), Hard, Default: Karate-4; Prerequisites: Karate; cannot exceed prerequisite skill.
  • Lethal Strike* (GURPS Martial Arts, p. 85), Hard, Default: Karate-2; Prerequisites: Karate; cannot exceed prerequisite skill.
  • Lifesaving (GURPS Basic Set, p. 233), Hard, Default: Swimming-5, Prerequisites: Swimming; cannot exceed prerequisite skill.
    • See also: Lifesaving (GURPS Basic Set, p. 355)
  • Litmus Test (Pyramid 3/82: Magical Creations, p. 8), Hard, Default: Alchemy-10; cannot exceed Alchemy-2.
  • Local Orientation (GURPS Powers: The Weird, p. 26), Hard, Default: Acrobatics or Dancing; Prerequisite: Extradimensionality, Body Sense, and Acrobatics or Dancing; cannot exceed Judo.
  • Low Fighting (GURPS Martial Arts, p. 77), Hard, Default: prerequisite skill-2; Prerequisites: any combat skill; cannot exceed prerequisite skill.
  • Low-Line Defense (GURPS Martial Arts, p. 77), Hard, Default: prerequisite skill Parry-2; Prerequisites: Boxing or Sumo Wrestling; cannot exceed prerequisite Parry.

M

  • Masked Shooting (GURPS Tactical Shooting, p. 44), Hard, Default: prerequisite skill-4; Prerequisite: Any shooting skill; cannot exceed Guns (Pistol)-1 or any other prerequisite skill-2.
  • Memory Palace (GURPS Social Engineering: Back to School, p. 16), Average, Default: IQ-5; cannot exceed IQ.
  • Mental Contact (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Default: Possession-4; Prerequisite: Possession; cannot exceed Possession technique.
  • Mind Modification (Trait) (GURPS Powers: The Weird, p. 7), Hard, Defaults: prerequisite skill; Prerequisites: Brainwashing, Hypnotism, Propaganda, Psychology, or Teaching; cannot exceed prerequisite skill+6.
  • Mission Assignment (Pyramid 3/54: Social Engineering, p. 5), Hard, Default: Leadership-5; Prerequisite: Leadership; cannot exceed Leadership.
  • Mounted Reload (GURPS Low-Tech, p. 12), Hard, Default: Lower prerequisite skill-3; Prerequisites: Guns and Riding; cannot exceed lower prerequisite skill.
  • Motion-Picture Camera (GURPS Basic Set, p. 233), Average, Default: Photography-3, Prerequisites: Photography.
  • Mounted Shooting (GURPS High-Tech, p. 251, or GURPS Martial Arts, p. 77, or GURPS Tactical Shooting, p. 44), Hard, Default: ranged weapon skill-4, Prerequisites: Riding or a vehicle-operation skill (Bicycling, Driving, Teamster, etc.), and a ranged weapon skill; cannot exceed ranged weapon skill.
    • Mounted Shooting (Bow/Horse) is also known as Horse Archery technique.
    • see also: Attacking from Moving Vehicle or Mount (GURPS Basic Set, p. 548)
  • Multiport (GURPS Supers, p. 38), Hard, Default: Body Sense; Prerequisites: Body Sense and the Warp advantage with Rapid Fire; effective level cannot exceed Body Sense.

N

  • Neck Bite (GURPS Horror, p. 30), Hard, Default: Brawling-5, Prerequisites: Sharp Teeth or Fangs and Brawling; cannot exceed Brawling-2
  • Neck Snap (GURPS Basic Set, p. 232, or GURPS Martial Arts, p. 77), Hard, Default: ST-4; cannot exceed ST+3
    • See also:
      • Neck Snap or Wrench Limb (GURPS Basic Set, p. 404)
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • No-Hands Riding (GURPS Fantasy, p. 136), Hard, Default: Riding-3; Prerequisite: Riding: cannot exceed Riding skill.
  • No-Landing Extraction (GURPS Basic Set, p. 233), Hard, Default: Piloting-4, Prerequisites: Piloting; cannot exceed prerequisite skill.
  • No-Mind (GURPS Supers, p. 38), Hard, Default: Mind Block-5; Prerequisites: Invisibility Art and Mind Block; effective level cannot exceed Invisibility Art.
  • Noogie* (GURPS Martial Arts, p. 88), Hard, Default: Brawling-5 or Karate-5; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill
  • Nose Slap* (GURPS Martial Arts, p. 88), Hard, Default: Brawling-5 or Wrestling-5; Prerequisites: Brawling or Wrestling; cannot exceed prerequisite skill

O

  • Off-Hand Weapon Training (OHWT) (GURPS Basic Set, p. 232), Hard, Default: prerequisite skill-4, Prerequisites: any Melee Weapon skill or other DX-based skill that requires one hand; cannot exceed prerequisite skill
    • note: The OHWT technique has officially been replaced with the OHWT Perk (GURPS Martial Arts, p. 50)

P

  • Payload Warhead (Pyramid 3/65: Alternate GURPS III, p. 19), Average, Default: Guns-2; Prerequisite: Guns; cannot exceed Guns.
  • Penetrating Diving (GURPS Underground Adventures, p. 22), Average, Default: Scuba-2; Prerequisite: Scuba; cannot exceed Scuba.
  • Personal Guarantee* (Pyramid 3/54: Social Engineering, p. 7), Hard, Default: Diplomacy-2; Prerequisites: Charisma 1 and Diplomacy; cannot exceed Diplomacy.
  • Phantom Attack (GURPS Powers: The Weird, p. 26), Hard, Default: prerequisite skill-4; Prerequisite: Extradimensionality and Boxing, Karate, or a fencing skill; cannot exceed prerequisite skill.
  • Piledriver* (GURPS Martial Arts, p. 85), Hard, Default: ST-5 or Wrestling-5; cannot exceed ST or Wrestling.
  • Pin (Body Part) (Pyramid 3/34: Alternate GURPS, p. 15), Average, Default: DX+2, Judo, Sumo Wrestling, Wrestling+2; cannot exceed default.
  • Pig in a Poke (Pyramid 3/54: Social Engineering, p. 6), Hard, Default: Fast-Talk; Prerequisite: Fast-Talk; cannot exceed Fast-Talk+5.
  • Piggybacking (Pyramid 3/54: Social Engineering, p. 6), Hard, Default: Intelligence Analysis-5; Prerequisite: Intelligence Analysis; cannot exceed Intelligence Analysis.
  • Pole-Vault Kick* (GURPS Martial Arts, p. 87), Hard, Default: Karate-4; Prerequisites: Jumping and Karate; cannot exceed Karate skill.
  • Positioning Move (Pyramid 3/61: Way of the Warrior, p. 19), Average, Default: lower of Change Position or Force Posture Change; cannot exceed prerequisite skill.
  • Possession (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Defaults: IQ-6 or Will; cannot exceed controlling attribute/characteristic.
  • Power Gaze* (Pyramid 3/54: Social Engineering, p. 7), Hard, Default: Intimidation-5; Prerequisites: Charisma 1 and Intimidation; cannot exceed Intimidation.
  • Power Techniques† (GURPS Powers, p. 162), Hard, Default: Special, Prerequisites: appropriate power or power skill; cannot exceed controlling attribute or power skill.
  • Precision Aiming (GURPS High-Tech, p. 251, or GURPS Tactical Shooting, p. 45), Average, Default: Guns (Any)-6, Prerequisites: Guns (Any) and Observation; cannot exceed Guns skill.
  • Pressure-Point Strike* (GURPS Martial Arts, p. 87), Hard, Default: prerequisite combat skill-2; Prerequisites: either Pressure Points or Pressure Secrets, and a combat skill that's useful with those skills; cannot exceed combat skill.
  • Projection (GURPS Powers: The Weird, p. 7), Hard, Defaults: Meditation-6; Prerequisites: Intuitive Mathematician, Mathematics (Pure), Meditation, and Style Familiarity (Tesseraxis); cannot exceed Meditation skill.
  • Purse Cutting (GURPS Fantasy, p. 136), Hard, Default: Knife-5; Prerequisite: Knife.
  • Push Kick (GURPS Martial Arts, p. 78), Hard, Default: Brawling-3 or Karate-3; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill
    • see also: Shove (GURPS Basic Set, p. 372)

Q

  • Quick Mount† (GURPS Martial Arts, p. 78, or GURPS Low-Tech, p. 12), Average, Default: Acrobatics-3, Driving-3, Jumping-3, or Riding-3; Prerequisites: Acrobatics, Driving, Jumping, or Riding; cannot exceed prerequisite skill
    • see also: Mounting Up (GURPS Basic Set, p. 396)
  • Quick-Shooting (GURPS Dungeon Fantasy 11: Power-Ups, p. 33), Hard, Default: Bow-3 or Bow-1 with Weapon Master (Bow); Prerequisites: Heroic Archer; cannot exceed Bow skill.
  • Quick-Shot (GURPS High-Tech, p. 252, or GURPS Tactical Shooting, p. 45), Average, Default: Guns (Any)-6, Prerequisites: Guns (Any); cannot exceed prerequisite skill.

R

  • Rake (GURPS Martial Arts: Yrth Fighting Styles, p. 28), Hard, Default: Ground Fighting (Brawling or Karate)-3; Prerequisites: Brawling or Karate, and the Claws advantage; cannot exceed prerequisite skill.
  • Relinquishing Parry (Pyramid 3/61: Way of the Warrior, p. 14), Hard, Default: Parry-3, Prerequisite: Combat Master, Weapon Master, any fencing or sword skill at 20+, and Unique Technique (Relinquishing Parry).
  • Remote Hypnosis (GURPS Supers, p. 38), Hard, Default: Hypnotism; Prerequisites: Hypnotism; Telepathy Talent 1, or any other talent relevant to influencing others’ minds; special limits.
    • Remote Hypnosis (GURPS Powers: The Weird, p. 7), Hard, Default: Hypnotism-5; Prerequisites: Charisma 1 and Hypnotism; cannot exceed Hypnotism skill.
  • Resonance (Pyramid 3/54: Social Engineering, p. 7), Hard, Default: Prerequisite skill-5; Prerequisites: Voice and one of Performance, Public Speaking, or Singing; cannot exceed prerequisite skill.
  • Resuscitation (GURPS Horror, p. 36), Hard, Defaults: First Aid-4 or Physician at TL7+; Prerequisite: First Aid or Physician; cannot exceed First Aid or Physician+4.
  • Retain Weapon (GURPS Basic Set, p. 232, or GURPS Martial Arts, p. 78, or GURPS Dungeon Fantasy 11: Power-Ups, p. 12, or GURPS Tactical Shooting, p. 45), Hard, Default: prerequisite skill, Prerequisites: any Melee Weapon skill; cannot exceed prerequisite skill+5.
    • Other versions:
      • Retain Weapon (Missile Weapons) (GURPS Basic Set, p. 232, or GURPS Martial Arts, p. 78), Default: DX, Prerequisites: cannot exceed DX+5
    • See also: Striking at Weapons (GURPS Basic Set, p. 400)
  • Return Strike (GURPS Martial Arts, p. 78), Hard, Default: Flail-5 or Kusari-5; Prerequisites: Flail or Kusari; cannot exceed prerequisite skill
  • Reverse Grip (GURPS Martial Arts, p. 78), Average, Default: prerequisite skill-6 for most one-handed weapons, skill-4 for two-handed ones, or full skill for Tonfa; Prerequisites: any Melee Weapon skill; cannot exceed prerequisite skill
    • see also: Reversed Grip (GURPS Martial Arts, p. 111)
  • Risky Secret Technique (GURPS Martial Arts, p. 86), Hard, Default: prerequisite skill-4; Prerequisites: Acrobatics, or any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill
  • Roll with Blow* (GURPS Martial Arts, p. 87), Hard, Default: prerequisite skill-2; Prerequisites: Acrobatics or any unarmed combat skill; cannot exceed prerequisite skill
  • Rolling Throw (Pyramid 3/61: Way of the Warrior, p. 12), Hard, Default: Judo-3, Prerequisites: Trained by a Master, Judo, and Unique Technique (Rolling Throw); cannot exceed Judo
  • Rope Down (GURPS Basic Set, p. 233), Average, Default: Climbing-1, Prerequisites: Climbing; can improve to Climbing+1
  • Rope Up (GURPS Basic Set, p. 233), Average, Default: Climbing-2, Prerequisites: Climbing; cannot exceed prerequisite skill
  • Run and Hit (GURPS Dungeon Fantasy 11: Power-Ups, p. 12), Hard, Default: prerequisite skill-5; Prerequisites: any Melee Weapon skill, and Trained by a Master or Weapon Master; cannot exceed prerequisite skill
  • Running the Pole (GURPS Low-Tech Companion 2: Weapons and Warriors, p. 8), Hard, Default: Acrobatics-2; Prerequisites: Acrobatics; cannot exceed Acrobatics

S

  • Sacrifice Throw (GURPS Martial Arts, p. 78), Hard, Default: Judo; Prerequisites: Judo; cannot exceed prerequisite skill
  • Scaffolding (GURPS Underground Adventures, p. 21), Average, Default: Masonry-3; Prerequisite: Masonry; cannot exceed Masonry
  • Scaling (GURPS Basic Set, p. 233), Hard, Default: Climbing-3, Prerequisites: Climbing; cannot exceed prerequisite skill
  • Scissors Hold (GURPS Martial Arts, p. 79), Hard, Default: Wrestling-2; Prerequisites: Wrestling; cannot exceed prerequisite skill
  • Scratch (GURPS Martial Arts: Yrth Fighting Styles, p. 28), Hard, Defaults: Brawling-2 or Karate-2; Prerequisites: Brawling or Karate, and the Claws advantage; cannot exceed prerequisite skill
  • Selwood Clutch (GURPS Magic Plant Spells, p. 18), Hard, Default: Capturing Vines-4; Prerequisite: Capturing Vines; cannot exceed Capturing Vines spell
  • Set Trap (GURPS Basic Set, p. 233), Hard, Default: Explosives (Demolition)-2, Prerequisites: Explosives (Demolition); cannot exceed prerequisite skill
  • Setup Attack (Pyramid 3/52: Low-Tech II, p. 24), Hard, Default: prerequisite skill-6; Prerequisite: Any unarmed or Melee Combat skill; cannot exceed prerequisite skill.
  • Sharp Turn (GURPS Fantasy, p. 136), Hard, Default: Teamster-1; Prerequisite: Teamster; cannot exceed Teamster skill.
  • Shell Game (GURPS Social Engineering, p. 38), Hard, Default: Fast-Talk; Prerequisite: Fast-Talk and Sleight of Hand; cannot exceed Fast-Talk+4.
  • Shoot Backward (GURPS Fantasy, p. 136), Hard, Default: Bow-4; Prerequisites: Riding and Bow; cannot exceed Bow skill.
  • Shoot Over Mount (GURPS Fantasy, p. 136), Hard, Default: Bow-4; Prerequisites: Riding and Bow; cannot exceed Bow skill.
  • Short Change (Pyramid 3/54: Social Engineering, p. 6), Hard, Default: Fast-Talk; Prerequisite: Fast-Talk and Sleight of Hand; cannot exceed Fast-Talk+5.
  • Sight-Reading (GURPS Low-Tech Companion 1: Philosophers and Kings, p. 19), Hard, Defaults: Musical Instrument or Singing-2; Prerequisites: Musical Instrument or Singing, and cannot have Can’t Read Music; cannot exceed prerequisite skill.
  • Slip Handcuffs (GURPS Basic Set, p. 233), Hard, Default: Escape-5, Prerequisites: Escape; cannot exceed prerequisite skill.
  • Snap Weapon* (GURPS Martial Arts, p. 87), Hard, Default: ST-4 or ST-based Jitte/Sai-4; cannot exceed ST+3 or ST-based Jitte/Sai+3.
  • Sociometry (GURPS Social Engineering, p. 81), Average, Default: Sociology; Prerequisites: Sociology and Mathematics (Statistics): cannot exceed Sociology+5.
  • Spanish Prisoner (GURPS Social Engineering, p. 38), Hard, Default: Acting; Prerequisite: Acting; cannot exceed Acting+4.
  • Speed Bandaging (GURPS Dungeon Fantasy 11: Power-Ups, p. 22), Hard, Default: prerequisite skill-10; Prerequisite: Esoteric Medicine or First Aid; cannot exceed prerequisite skill-3.
  • Speed Exorcism (GURPS Dungeon Fantasy 11: Power-Ups, p. 22), Hard, Default: Exorcism-10; Prerequisite: Exorcism; cannot exceed Exorcism-3.
  • Spinning (Attack) (GURPS Martial Arts, p. 79), Hard, Default: prerequisite skill-2, or -3 for a kick; Prerequisites: Karate or any Melee Weapon skill; cannot exceed prerequisite skill.
  • Springing Attack* (GURPS Martial Arts, p. 87), Hard, Default: prerequisite skill-2; Prerequisites: any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
  • Stagger (Pyramid 3/83: Alternate GURPS IV, p. 33), Average, Default: Possession; Prerequisite: Possession; cannot exceed Possession technique.
  • Stake to the Heart (GURPS Horror, p. 30), Hard, Default: prerequisite skill-5, Prerequisites: Any Melee Weapon skill capable of thrusting impaling attacks; cannot exceed prerequisite skill-2.
  • Stamp Kick (GURPS Martial Arts, pp. 80-1), Hard, Default: Brawling-3 or Karate-3; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
  • Staying Seated (GURPS Martial Arts, p. 81), Average, Default: Riding; Prerequisites: Riding; cannot exceed prerequisite skill+4.
  • Steal Possession (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Default: Possession-4; Prerequisite: Possession; cannot exceed Possession technique.
  • Strangle Hold (GURPS Horror, p. 30), Hard, Default: prerequisite skill-3, Prerequisites: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite skill
  • Sweep (GURPS Basic Set, p. 232, or GURPS Martial Arts, p. 81), Hard, Default: prerequisite skill-3, Prerequisites: appropriate Melee Weapon or unarmed combat skill; cannot exceed prerequisite skill
  • Sweeping Kick (GURPS Basic Set, p. 232), Hard, Default: prerequisite skill-3, Prerequisites: Judo, Karate, or Sumo Wrestling; cannot exceed prerequisite skill

T

  • Takedown (Pyramid 3/34: Alternate GURPS, p. 15), Hard, Default: DX-1, Judo-1, Sumo Wrestling-1, Wrestling-3; cannot exceed default
  • Targeted Attack (GURPS Martial Arts, p. 68, or GURPS High-Tech, p. 252), Hard, Default: Special, Prerequisites: any unarmed combat, Melee Weapon, or ranged combat skill; special maximum
    • see also:
      • Hit Location Tables (GURPS Basic Set, p. 552)
      • New Hit Locations (GURPS Martial Arts, p. 137)
  • Targeted Creeping Moss (GURPS Magic Plant Spells, p. 18), Hard, Default: Gather Moss-4; Prerequisites: Gather Moss; cannot exceed Gather Moss spell
  • Terrorize (Pyramid 3/83: Alternate GURPS IV, p. 33), Hard, Default: Mental Contact-4; Prerequisite: Mental Contact; cannot exceed Mental Contact technique
  • Thong Throwing (GURPS Low-Tech, p. 12), Hard, Default: Thrown Weapon (Spear)-2; Prerequisite: Thrown Weapon (Spear); cannot exceed Thrown Weapon (Spear)
  • Thumbing (GURPS High-Tech, p. 252, or GURPS Tactical Shooting, p. 45), Hard, Default: Guns (Pistol)-2, Prerequisites: Guns (Pistol); cannot exceed Guns (Pistol) skill
  • Tight Beam (GURPS Supers, p. 39), Hard, Default: Innate Attack (Beam)-2; Prerequisites: Innate Attack (Beam); cannot exceed Innate Attack (Beam).
  • Timed Defense* (GURPS Martial Arts, p. 89), Hard, Default: active defense-2; cannot exceed active defense
  • Toe Flip (GURPS Dungeon Fantasy 11: Power-Ups, p. 12), Average, Default: DX-5 or Fast-Draw-5; Prerequisite: any weapon skill; cannot exceed DX -1 or Fast-Draw -1.
  • Total Exhalation (GURPS Underground Adventures, p. 22), Hard, Default: Escape+1; Prerequisite: Escape; cannot exceed Escape+3
  • Trading in Illegal Goods (Pyramid 3/47: The Rogue's Life, p. 13), Hard, Default: Merchant -3; Prerequisite: Merchang; cannot exceed prerequisite skill
  • Trepanning (GURPS Low-Tech, p. 12), Hard, Default: Surgery; Prerequisite: Surgery; cannot exceed Surgery+4
  • Triangle Choke (GURPS Martial Arts, p. 79), Hard, Default: Judo-4 or Wrestling-5; Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill
    • See also: Choke Hold (GURPS Basic Set, p. 404)
  • Trip (GURPS Martial Arts, p. 81), Hard, Default: prerequisite skill Parry-1; Prerequisites: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite Parry
  • Truce (Pyramid 3/54: Social Engineering, p. 6), Hard, Default: Savoir-Faire (Military); Prerequisite: Savoir-Faire (Military); cannot exceed Savoir-Faire (Military)+4
  • True Tarot (GURPS Horror, p. 30), Hard, Default: IQ-8, Prerequisites: Precognition and Fortune-Telling (Tarot); cannot exceed Fortune-Telling (Tarot)
  • Two-Handed Punch (GURPS Martial Arts, p. 81), Average, Default: Brawling-2; Prerequisites: Brawling; cannot exceed prerequisite skill
  • Two-Handed Thumbing (GURPS High-Tech, p. 252, or GURPS Tactical Shooting, p. 45), Hard, Default: Guns (Pistol)-2, Prerequisites: Guns (Pistol); cannot exceed Guns (Pistol) skill

U

  • Uppercut (GURPS Martial Arts, p. 81), Average, Default: Boxing-1, Brawling-1, or Karate-1; Prerequisites: Boxing, Brawling, or Karate; cannot exceed prerequisite skill
  • Underwater Combat (GURPS Martial Arts: Yrth Fighting Styles, p. 28), Hard, Default: prerequisite skill; Prerequisite: Any Melee Weapon skill

V

  • Versification (GURPS Social Engineering: Back to School, p. 16), Average, Default: Poetry; Prerequisite: Poetry; cannot exceed Poetry+4

W

  • Wet Willy* (GURPS Martial Arts, p. 88), Hard, Default: Brawling-6 or Karate-6; Prerequisites: Brawling or Karate; cannot exceed prerequisite skill
  • Whirlwind Attack* (GURPS Basic Set, p. 232, or GURPS Martial Arts, p. 89), Hard, Default: prerequisite skill-5, Prerequisites: Boxing, Karate, or any Melee Weapon skill; cannot exceed prerequisite skill.
  • Work by Touch (GURPS Basic Set, p. 233, or GURPS Tactical Shooting, p. 45), Hard, Default: Lockpicking-5, Prerequisites: Lockpicking; cannot exceed prerequisite skill.
    • Note: May be possible for other skills, e.g. Explosives, Traps, etc.
  • Wrench (Limb) (GURPS Martial Arts, p. 82), Hard, Default: ST-4; Prerequisites: cannot exceed ST+3.
    • see also:
      • The Sound of One Hand Grappling (GURPS Martial Arts, p. 116)
  • Wrench Ankle (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+4
  • Wrench Arm (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+4..
  • Wrench Leg (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+4.
  • Wrench Neck (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-3, Judo-3, Sumo Wrestling-5, Wrestling-3; cannot exceed default+3.
  • Wrench Spine (GURPS Martial Arts, p. 82), Hard, Default: ST-4 or Wrestling-4; cannot exceed ST+3 or Wrestling+3.
    • Wrench Spine (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-5, Judo-5, Sumo Wrestling-7, Wrestling-5; cannot exceed default+3.
  • Wrench Wrist/Finger (Pyramid 3/34: Alternate GURPS, p. 16), Hard, Default: DX-4, Judo-4, Sumo Wrestling-6, Wrestling-4; cannot exceed default+4.