List of Techniques

This is a list of Techniques from various GURPS Books. Techniques from Classic (called Maneuvers) are in italics.
See :Category:Technique Pictures for pictures of some Techniques many of which do not appear on this list.
==List of Techniques==
===A===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	Book/Page
Acrobatic Stand 	Average 	Acrobatics 	Acrobatics-6	Acrobatics	NA 	Martial Arts p. 65
Aggressive Parry 	Hard 	Any SS 	Parry-1 	Parry 	Worse of thr-4 or thr-2 at -1/d cr‡	Martial Arts p. 65
Arm or Wrist Lock	Average 	Judo, Wrestling, or app. MWS	PS 	PS+4 	QC 	B230; Martial Arts p. 65
Armed Grapple 	Hard 	Cloak or app. MWS 	PS-2 	PS 	Grapple 	Martial Arts p. 67
Attack from Above	Average 	Any MWS or UCS 	PS-2 	PS 	Per attack 	Martial Arts p. 67
Axe Kick 	Hard 	Karate 	Karate-4 	Karate 	Better of thr+1 or thr at +1/2d cr‡	Martial Arts p. 67
===B===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Back Kick 	Hard 	Karate 	Karate-4 	Karate 	Kick 	B230; Martial Arts p. 67
Back Strike 	Hard 	Any MWS 	PS-2 	PS 	Per attack at worse of -2 or -1/d with swung	Martial Arts p. 67
Backbreaker* 	Hard 	None 	ST-3 or Wrestling-3	ST+3 or Wrestling+3	sw cr 	Martial Arts p. 82
Beheading Blow 	Hard 	Any MWS capable of swung cutting attacks 	PS-5 	PS-2 	NA 	H30
Bind Weapon 	Hard 	Jitte/Sai or any fencing 	PS-3 	PS 	Bind 	Martial Arts p. 67
Binding* 	Hard 	Judo or Knot-Tying 	PS 	PS+4 	Tie Up 	Martial Arts p. 82
Bow & Palette Firestarting	Average 	Survival or having seen the skill practiced before	Survival 	PS+4 	NA 	GURPS Lands Out of Time 11
Breakfall 	Average 	Acrobatics, Judo, or Wrestling 	PS 	PS+5 	NA 	Martial Arts p. 68
Bullet Parry 	Hard 	Parry Missile Weapons and Enhanced Time Sense 	PS-5 	PS 	NA 	GURPS Supers 38
===C===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Camouflaged Mind Block 	Hard 	Mind Block 	PS-4 	PS 	NA 	GURPS Supers 38
Cavalry Training 	Hard 	Riding and any MWS 	PS-2 	PS 	Per attack 	Martial Arts p. 69
Chariot Archery 	Hard 	Bow 	PS-6 	PS 	Per attack 	F136
Choke Hold 	Hard 	Judo, Wrestling, or app. WS	Judo-2, Wrestling-3, or app. WS-3	PS 	QC 	B230; Martial Arts p. 69
Close Combat 	Hard 	Any MWS 	PS-4, -8, or -12 	PS-2, -4, or -6	Per attack 	Martial Arts p. 69
Close Combat – Ranged 	Hard 	Any RCS 	PS-Bulk 	PS 	Per attack 	Martial Arts p. 69
Coded Thoughts 	Hard 	Mind Block and Cryptography	Mind Block-6 	Mind Block 	NA 	GURPS Supers 38
Combat Riding 	Hard 	Riding 	Riding 	Riding+4 	NA 	Martial Arts p. 69
Combination – 2 Attacks 	H+2 	Any 2 TAs, even defaults 	TAs-6 	TAs 	Per attacks 	Martial Arts p. 80
Combination – 3 Attacks 	H+3 	Any 3 TAs, even defaults 	TAs-12 	TAs 	Per attacks 	Martial Arts p. 80
Combination, 2H – 2 Attacks	H+2 	Any 2 TAs, even defaults 	TAs-4 	TAs 	Per attacks 	Martial Arts p. 80
Combination, 2H – 3 Attacks	H+3 	Any 3 TAs, even defaults 	TAs-9 	TAs 	Per attacks 	Martial Arts p. 80
Coordinated Attack 	Hard 	PS 	PS 	Per attacks 	None 	GURPS Powers 166
Counterattack 	Hard 	Any MWS or UCS 	PS-5 	PS 	Per attack 	Martial Arts p. 70
Crack 	Average 	Whip 	Whip-4 	Whip 	Per attack+2	Martial Arts p. 70
===D===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Disarming 	Hard 	Any MWS or UCS 	PS 	PS+5 	Disarm 	Martial Arts p. 70
Double Eye-Poke† 	Hard 	Brawling or Karate 	PS-5 	PS 	Blind 	Martial Arts p. 88
Drop Kick 	Hard 	Brawling, Sumo Wrestling, or Wrestling	Brawling-1, Sumo Wrestling-1, or Wrestling-2	PS 	Slam+2 	Martial Arts p. 70
Dual-Weapon Attack* 	Hard 	Any UCS or 1H CS 	PS-4 	PS 	Per attack	B230; Martial Arts p. 83
Dual-Weapon Attack (Bow)*	Hard 	Bow 	Bow-4 	PS 	Per attack	Martial Arts p. 83
Dual-Weapon Defense* 	Hard 	Any MWS or UCS 	Block-1 or Parry-1 	Block or Parry	NA 	Martial Arts p. 83
===E===
Technique 	Difficulty	Prerequisite 	Default 	Maximum	Damage 	
Ear Clap 	Average 	Any SS 	PS-3 	PS-1 	thr-3 cr‡, Deaf, Stun 	Martial Arts p. 70
Elbow Drop 	Hard 	Brawling or Wrestling 	Brawling-4 or Wrestling-5	PS 	Better of thr+2 or thr at +1/d cr‡, Knockdown	Martial Arts p. 70
Elbow Strike 	Average 	Brawling or Karate 	PS-2 	PS 	thr-1 cr‡ 	B230; Martial Arts p. 71
Entangle 	Hard 	Kusari or Whip 	PS-4 	PS 	Entangle 	Martial Arts p. 71
Evade 	Average 	Acrobatics or Judo 	PS 	PS+5 	NA 	Martial Arts p. 71
Exotic Hand Strike	Average 	Karate 	Karate-1 	Karate 	thr cr‡ 	Martial Arts p. 71
Eye-Gouging 	Hard 	Brawling, Judo, or Wrestling	PS-5 	PS 	thr-4 cr, Blind 	Martial Arts p. 71
Eye-Pluck* 	Hard 	Brawling or Karate 	PS-10 	PS-4 	thr-3 cr‡, Cripple 	Martial Arts p. 72
Eye-Poke 	Hard 	Any SS 	PS-9 	PS-4 	thr-3 cr 	Martial Arts p. 72
Eye-Poke Defense† 	Hard 	Any UCS 	Parry 	Parry+5	NA 	Martial Arts p. 88
Eye-Rake 	Hard 	Brawling or Karate 	PS-5 	PS 	Blind 	Martial Arts p. 72
===F and G ===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Feint 	Hard 	Any UCS, MWS, or special	PS 	PS+4 	Feint 	B231; Martial Arts p. 73
Fighting While Seated*	Hard 	Any CS 	PS-2 	PS 	Per attack 	Martial Arts p. 83
Finger Lock 	Hard 	Arm Lock 	Arm Lock-3 	Arm Lock	QC 	B231; Martial Arts p. 73
Flying Atomic Wedgie† 	Hard 	Brawling or Wrestling 	PS-8 	PS 	Pain 	Martial Arts p. 88
Flying Jump Kick* 	Hard 	Karate 	Karate-7 	Karate 	Kick at better of +2 or +1/d 	Martial Arts p. 83
Flying Lunge* 	Hard 	Any thrusting MWS 	PS-4 	PS 	Per attack at better of +2 or +1/d	Martial Arts p. 83
Grand Disarm* 	Hard 	Any MWS or UCS 	Fencing-9, MWS-11, or UCS-11	PS 	Disarm(s) 	Martial Arts p. 84
Ground Fighting 	Hard 	Any CS 	PS-4 	PS 	Per attack 	B231; Martial Arts p. 73
===H and I ===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Halitosis Attack†	Average 	OPH (Foul Breath) 	HT-5 	HT+5 	Stun 	Martial Arts p. 88
Hammer Fist 	Average 	Brawling or Karate 	PS-1 	PS 	thr-2 cr‡ 	Martial Arts p. 73
Hand Catch* 	Hard 	Any GS 	Parry-3 	Parry 	Grab or Grapple	Martial Arts p. 84
Hand Catch (PMW)*	Hard 	Parry Missile 	Weapons 	Parry-3 	Parry, Grab 	Martial Arts p. 84
Hand-Clap Parry* 	Hard 	Judo or Karate 	Parry-5 	Parry 	Grab, Disarm 	Martial Arts p. 84
Handcuffing 	Average 	None 	Binding, DX-2, Judo-1, or Wrestling-2 	Binding, DX, Judo, or Wrestling	Cuff 	Martial Arts p. 73
Hands-Free Riding	Hard 	Riding 	Riding-3 	Riding 	NA 	Martial Arts p. 73
Hang From Saddle 	Hard 	Riding 	PS-3 	PS-1 	NA 	F136
Head Butt 	Hard 	Brawling or Karate 	PS-1 	PS 	thr-1 cr 	Martial Arts p. 74
Head Lock 	Hard 	Judo or Wrestling 	PS-3 	PS 	QC 	Martial Arts p. 74
Hit Location 	Hard 	Any combat/weapon skill; must specialize 	Combat Skill-Hit Location(Combat Skill-3) 	Combat Skill 	normal 	Classic: Martial Arts p. 50
Hook 	Hard 	Any app. MWS 	PS-5 	PS 	Hook 	Martial Arts p. 74
Hook Kick 	Hard 	Karate 	Karate-3 or Kicking-1 	Karate 	Kick 	Classic: Martial Arts p. 51
Horse Archery 	Hard 	Bow and Riding 	Bow-4 	Bow 	Per attack 	B231; Martial Arts p. 74
Human Missile 	Hard 	Acrobatics or Jumping and the Super Jump advantage; Aerobatics and the Flight advantage; or Aquabatics and one of Amphibious, Aquatic, Enhanced Move (Water), or Flight (if usable underwater)	Acrobatics-3, Aerobatics-3, Aquabatics-3, or Jumping-3	PS 	Per attack 	GURPS Supers 38
Impersonate 	Average 	Mimicry (Speech) 	PS-3 	PS 	NA 	B233
Initial Carving* 	Hard 	Any fencing 	PS-4 	PS 	Per attack 	Martial Arts p. 85
===J through L ===
Technique 	Difficulty	Prerequisite 	Default 	Maximum	Damage 	
Jam 	Hard 	Brawling or Karate 	Parry-1 	Parry 	Worse of thr-3 or thr-1 at -1/d cr‡	Martial Arts p. 74
Judo Throw 	Hard 	Judo 	Judo 	Judo 	thr-1 cr, Knockdown, Stun 	Martial Arts p. 75
Jump Kick 	Hard 	Karate 	Karate-4 	Karate 	Better of thr+1 or thr at +1/2d cr‡	B231; Martial Arts p. 75
Kicking 	Hard 	Brawling or Karate 	PS-2 	PS 	thr cr‡ 	B231; Martial Arts p. 75
Knee Drop 	Hard 	Brawling or Wrestling	Brawling-3 or Wrestling-4	PS 	Better of thr+2 or thr at +1/d cr‡ 	Martial Arts p. 76
Knee Strike	Average 	Brawling or Karate 	PS-1 	PS 	thr cr‡ 	B232; Martial Arts p. 76
===L===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Leg Grapple 	Hard 	None 	DX, Wrestling, or Judo	DX+4, Wrestling+4, or Judo+4	Grapple 	Martial Arts p. 76
Leg Lock 	Average 	Judo or Wrestling 	PS 	PS+4 	QC 	Martial Arts p. 76
Leg Throw 	Hard 	Judo 	Judo-2 	Judo 	thr-1 cr (ST+2), Knockdown, Stun	Martial Arts p. 79
Lethal Eye-Poke* 	Hard 	Karate 	Karate-11 	Karate-5 	thr-2 pi‡ 	Martial Arts p. 72
Lethal Kick* 	Hard 	Karate 	Karate-4 	Karate 	thr-1 pi‡ 	Martial Arts p. 85
Lethal Strike* 	Hard 	Karate 	Karate-2 	Karate 	thr-2 pi‡ 	Martial Arts p. 85
Lifesaving 	Hard 	Swimming 	Swimming-5 	Swimming 	NA 	B233
Low Fighting 	Hard 	Any CS 	PS-2 	PS 	Per attack 	Martial Arts p. 77
Low-Line Defense 	Hard 	Boxing or Sumo Wrestling	Parry-2 	Parry 	N/A 	Martial Arts p. 77
Lower-Body Arm Lock 	Average 	Judo or Wrestling 	PS-2 	PS+4 	QC (ST+2) 	Martial Arts p. 79
Lower-Body Arm Lock 	Average 	Judo or Wrestling 	PS-2 	PS+4 	QC (ST+2) 	Martial Arts p. 79
Lower-Body Head Lock	Hard 	Judo or Wrestling 	PS-5 	PS 	QC (ST+2) 	Martial Arts p. 79
Lower-Body Leg Lock 	Average 	Judo or Wrestling 	PS-2 	PS+4 	QC (ST+2) 	Martial Arts p. 79
===M through O===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Motion-Picture Camera	Average 	Photography 	PS-3 	No limit 	NA 	B233
Mounted Shooting 	Hard 	Riding or any vehicle and any RCS 	RCS-4 	RCS 	Per attack	Martial Arts p. 77
Multiport 	Hard 	Body Sense and the Warp advantage with Rapid Fire	Body Sense 	Effective Body Sense	 	GURPS Supers 38
Neck Snap 	Hard 	None 	ST-4 	ST+3 	sw cr 	Martial Arts p. 77
No-Hands Riding 	Hard 	Riding 	PS-3 	PS 	NA 	F136
No-Landing Extraction	Hard 	Piloting 	PS-4 	PS 	NA 	B233
No-Mind 	Hard 	Invisibility Art and Mind Block 	Mind Block-5	Invisibility Art 	NA 	GURPS Supers 38
Noogie† 	Hard 	Brawling or Karate 	PS-5 	PS 	Pain 	Martial Arts p. 88
===P through R ===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Piledriver* 	Hard 	Wrestling ST-5 or Wrestling-5 	ST or Wrestling	Better of thr+4 or thr+2 at +2/d	cr‡, Pin 	Martial Arts p. 85
Pole-Vault Kick* 	Hard 	Jumping and Karate 	Karate-4 	Karate 	Better of thr+3 or thr+1 at +1/d cr‡	Martial Arts p. 87
Pressure-Point Strike*	Hard 	Pressure Points/Secrets and app. CS 	CS-2 	CS 	Per attack 	Martial Arts p. 87
Purse Cutting 	Hard 	Knife 	PS-5 	PS 	NA 	F136
Push Kick 	Hard 	Karate or Brawling 	PS-3 	PS 	Knockback 	Martial Arts p. 78
Quick Mount 	Average 	Acrobatics, Jumping, or Riding/vehicle 	PS-3 	PS 	N/A 	Martial Arts p. 78
Remote Hypnosis 	Hard 	Hypnotism; Telepathy Talent 1, or any other talent relevant to influencing others’ minds	Hypnotism 	special limits 	No limit 	GURPS Supers 38
Retain Weapon 	Hard 	Any MWS 	PS 	PS+5 	N/A 	B232; Martial Arts p. 78
Retain Weapon – Ranged	Hard 	Any RCS 	DX 	DX+5 	N/A 	Martial Arts p. 78
Return Strike 	Hard 	Flail or Kusari 	PS-5 	PS 	Per attack 	Martial Arts p. 78
Reverse Grip 	Average 	Any MWS 	PS-6, -4, or -0	PS 	N/A 	Martial Arts p. 78
Roll with Blow* 	Hard 	Acrobatics or any UCS 	PS-2 	PS 	N/A 	Martial Arts p. 87
Rope Up 	Average 	Climbing 	PS-2 	PS 	N/A 	B233
===S===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
Sacrifice Throw 	Hard 	Judo 	Judo 	Judo 	Knockdown 	Martial Arts p. 78
Scaling 	Hard 	Climbing 	Climbing-3 	Climbing 	NA 	B233
Scissors Hold 	Hard 	Wrestling 	Wrestling-2 	Wrestling 	Grapple 	Martial Arts p. 79
Set Trap 	Hard 	Explosives (Demolition)	PS-2 	PS 	NA 	B233
Sharp Turn 	Hard 	Teamster 	PS-1 	PS 	NA 	F136
Shoot Backward 	Hard 	Riding and Bow 	Bow-4 	Bow 	Per attack 	F136
Shoot Over Mount 	Hard 	Riding and Bow 	Bow-4 	Bow 	Per attack 	F136
Slip Handcuffs 	Hard 	Escape 	PS-5 	PS 	NA 	B233
Snap Weapon* 	Hard 	None 	ST-4 or ST-based Jitte/Sai-4	ST+3 or ST-based Jitte/Sai+3	QC 	Martial Arts p. 87
Spinning Kick 	Hard 	Karate 	Karate-3 	Karate 	Kick, Feint 	Martial Arts p. 79
Spinning Punch 	Hard 	Karate 	Karate-2 	Karate 	Punch, Feint 	Martial Arts p. 79
Spinning Strike 	Hard 	Any MWS 	PS-2 	PS 	Per attack, Feint 	Martial Arts p. 79
Springing Attack*	Hard 	Any MWS or UCS 	PS-2 	PS 	Per attack at better of +2 or +1/d	Martial Arts p. 87
Staff Vault 	Average 	Drop Kick, Staff 	None/Drop Kick-4 	Not Given 	Special 	Classic: Martial Arts p. 112
Stamp Kick 	Hard 	Brawling or Karate 	PS-3 	PS 	thr+1 cr‡ 	Martial Arts p. 80
Staying Seated 	Average 	Riding 	Riding 	Riding+4 	N/A 	Martial Arts p. 81
Sticking 	Hard 	Judo at 14+ 	Judo-2 	Not Given 	attack and parry at +2 	Classic: Martial Arts pg 60
Sweep 	Hard 	App. MWS or UCS 	PS-3 	PS 	Knockdown 	B232; Martial Arts p. 81
===T through Z===
Technique 	Difficulty	Prerequisite 	Default 	Maximum 	Damage 	
TA – Grab, Strike, or Throw	Hard 	Any MWS or UCS 	PS-HL 	PS-HL/2 	Per attack 	Martial Arts p. 68
TA – Grapple 	Hard 	Any GS 	PS-HL 	PS 	Per attack 	Martial Arts p. 68
Tight Beam 	Hard 	Innate Attack (Beam) 	Innate Attack (Beam)-2	PS 	Per attack 	GURPS Powers 39
Timed Defense* 	Hard 	None 	AD-2 	AD 	N/A 	Martial Arts p. 89
Triangle Choke 	Hard 	Judo or Wrestling 	Judo-4 or Wrestling-5 	PS 	QC (ST+2) 	Martial Arts p. 79
Trip 	Hard 	Any GS 	Parry-1 	Parry 	Knockdown 	Martial Arts p. 81
Two-Handed Punch 	Average 	Brawling 	PS-2 	Brawling 	Better of thr+1 or thr at +1d cr‡	Martial Arts p. 81
Uppercut 	Average 	Any SS 	PS-1 	PS 	thr cr‡ 	Martial Arts p. 81
Work by Touch 	Hard 	Lockpicking 	PS-5 	PS 	NA 	B233
Wet Willy† 	Hard 	Brawling or Karate 	PS-6 	PS 	Squeamish 	Martial Arts p. 88
Whirlwind Attack* 	Hard 	Boxing, Karate, or any MWS	PS-5 	PS 	Per attack(s) 	B232; Martial Arts p. 89
Wrench (Limb) 	Hard 	None 	ST-4 	ST+3 	sw cr 	Martial Arts p. 82
Wrench Spine 	Hard 	None 	ST-4 or Wrestling-4 	ST+3 or Wrestling+3	sw cr 	Martial Arts p. 82
===Reference Notes===
“*” indicates a cinematic technique, usually restricted to cinematic campaigns.
“†” indicates a silly technique, usually available only in silly campaigns.
“H+2” and “H+3” indicate Combinations for Damage, which are Hard and have an extra cost equal to the number of attacks: +2 or +3 points for two or three attacks, respectively.
*Maximum: The Maximum level to which the technique can be increased by someone without Technique Mastery.
*Damage: The technique’s Damage or other effects – or “N/A” for utility and most defensive techniques. Unarmed attacks often give a formula for crushing (cr) or piercing (pi) Damage based on thrust (thr) or swing (sw) Damage.
“‡” after a formula means that standard skill-based Damage bonuses apply.
“Per attack” means the technique delivers regular Damage for a basic attack with the prerequisite skill, including any relevant skill-based Damage bonus.
“Kick,” “Punch,” and “Slam” mean the technique does the indicated kind of unarmed Damage, including any relevant skill-based Damage bonus.
“QC” means Damage depends on a Quick Contest.
===Abbreviations===
*1H: One-handed.
*2H: Two-handed.
*AD: Active defense (Dodge, Block, or Parry).
*app.: Appropriate.
*CS: Combat skill (any UCS or WS).
*GS: Grappling skill (Judo, Sumo Wrestling, or Wrestling).
*HL: Hit location penalty (e.g., -3 for the vitals).
*MWS: Melee weapon skill
*PS: Prerequisite skill
*RCS: Ranged combat skill (e.g., Bow or Guns).
*SS: Striking skill (Boxing, Brawling, or Karate).
*TA: Targeted Attack.
*UCS: Unarmed combat skill (any SS or GS).
*WS: Weapon skill (any MWS or RCS).
==References==
*Basic Set 229-233
*GURPS Martial Arts Techniques Cheat-Sheet
*GURPS Fantasy 136
*GURPS Low-Tech
Category:Techniques
Category:Lists