TEXT: An e23 Game Aid for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-1643
  Version 1.0 – January 2009
  ®
  Written by SEAN PUNCH
  Summarized from GURPS Martial Arts, by PETER DELL’ORTO and SEAN PUNCH
  ™
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  This “cheat-sheet” summarizes the combat techniques from
  GURPS Martial Arts. It’s meant as a game aid, not as a substi-
  tute for the rulebook – there simply isn’t space to put every spe-
  cial consideration into a guide like this! When in doubt, look
  up the technique. The Techniques Table uses a lot of special
  notation; be sure to read all the notes before using it.
  Technique
  This is the technique’s name, occasionally annotated to dis-
  tinguish specialties.
  “*” indicates a cinematic technique, usually restricted to
  cinematic campaigns.
  “†” indicates a silly technique, usually available only in silly
  campaigns.
  Difficulty
  The technique’s difficulty: Average (A) or Hard (H).
  “H+2” and “H+3” indicate Combinations, which are Hard
  and have an extra cost equal to the number of attacks: +2 or +3
  points for two or three attacks, respectively.
  Prerequisite
  The technique’s prerequisite(s) – or “None,” if it doesn’t
  absolutely require skill. Techniques that offer a choice require
  specialization to the prerequisite skill.
  Default
  The technique’s default level(s), which may vary by 
  specialty.
  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 util-
  ity 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 rel-
  evant 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.
  Bonuses and penalties. Techniques often have damage mod-
  ifiers, both in formulas (e.g., “thr-4”) and attached to basic
  attacks (e.g., “Per attack+2”). Sometimes these are per die:
  “-1/d” is -1 per die, “+1/2d” is +1 per 2d, “+1/d” is +1 per die,
  and “+2/d” is +2 per die.
  “ST+2” means a lower-body grappling attack that bases
  damage on ST+2.
  Special effects. Affliction-like effects (Blind, Deaf, Pain,
  Squeamish, Stun), restraint (Bind, Cuff, Entangle, Grab,
  Grapple, Hook, Pin, Tie Up), and special combat outcomes
  (Cripple, Disarm, Feint, Knockback, Knockdown) frequently
  depend on doing a certain amount of damage, winning a Quick
  Contest, and/or the target failing a roll. Be sure to check the
  technique description!
  Page
  The page on which the technique appears in GURPS
  Martial Arts.
  Abbreviations
  The following abbreviations are used throughout
  the Techniques Table:
  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 (e.g., Broadsword or Knife).
  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).
  MARTIAL ARTS TECHNIQUES CHEAT-SHEET
  2
  TECHNIQUES
  Kai deflected it with her hand
  and followed through with a
  lightning-fast riposte. “Whipping
  Branch Strikes Ape!”
  – GURPS Martial Arts, 
  Third Edition
  
  MARTIAL ARTS TECHNIQUES CHEAT-SHEET
  3
  Technique
  Difficulty Prerequisite
  Default
  Maximum
  Damage
  Page
  Acrobatic Stand
  A
  Acrobatics
  Acrobatics-6
  Acrobatics
  N/A
  65
  Aggressive Parry
  H
  Any SS
  Parry-1
  Parry
  Worse of thr-4 or
  thr-2 at -1/d cr‡
  65
  Arm or Wrist Lock
  A
  Judo, Wrestling, or app. MWS
  PS
  PS+4
  QC
  65
  Armed Grapple
  H
  Cloak or app. MWS
  PS-2
  PS
  Grapple
  67
  Attack from Above
  A
  Any MWS or UCS
  PS-2
  PS
  Per attack
  67
  Axe Kick
  H
  Karate
  Karate-4
  Karate
  Better of thr+1 or
  thr at +1/2d cr‡
  67
  Back Kick
  H
  Karate
  Karate-4
  Karate
  Kick
  67
  Back Strike
  H
  Any MWS
  PS-2
  PS
  Per attack at
  worse of -2 or
  -1/d with swung
  67
  Backbreaker*
  H
  None
  ST-3 or Wrestling-3
  ST+3 or
  Wrestling+3
  sw cr
  82
  Bind Weapon
  H
  Jitte/Sai or any fencing
  PS-3
  PS
  Bind
  67
  Binding*
  H
  Judo or Knot-Tying
  PS
  PS+4
  Tie Up
  82
  Breakfall
  A
  Acrobatics, Judo, or
  Wrestling
  PS
  PS+5
  N/A
  68
  Cavalry Training
  H
  Riding and any MWS
  PS-2
  PS
  Per attack
  69
  Choke Hold
  H
  Judo, Wrestling, 
  or app. WS
  Judo-2, Wrestling-3,
  or app. WS-3
  PS
  QC
  69
  Close Combat
  H
  Any MWS
  PS-4, -8, or -12
  PS-2, -4, or -6
  Per attack
  69
  Close Combat –
  Ranged
  H
  Any RCS
  PS-Bulk
  PS
  Per attack
  69
  Combat Riding
  H
  Riding
  Riding
  Riding+4
  N/A
  69
  Combination – 
  2 Attacks
  H+2
  Any 2 TAs, even defaults
  TAs-6
  TAs
  Per attacks
  80
  Combination – 
  3 Attacks
  H+3
  Any 3 TAs, even defaults
  TAs-12
  TAs
  Per attacks
  80
  Combination, 
  2H – 2 Attacks
  H+2
  Any 2 TAs, even defaults
  TAs-4
  TAs
  Per attacks
  80
  Combination, 
  2H – 3 Attacks
  H+3
  Any 3 TAs, even defaults
  TAs-9
  TAs
  Per attacks
  80
  Counterattack
  H
  Any MWS or UCS
  PS-5
  PS
  Per attack
  70
  Crack
  A
  Whip
  Whip-4
  Whip
  Per attack+2
  70
  Disarming
  H
  Any MWS or UCS
  PS
  PS+5
  Disarm
  70
  Double Eye-Poke†
  H
  Brawling or Karate
  PS-5
  PS
  Blind
  88
  Drop Kick
  H
  Brawling, Sumo Wrestling, 
  or Wrestling
  Brawling-1, Sumo
  Wrestling-1, or
  Wrestling-2
  PS
  Slam+2
  70
  Dual-Weapon
  Attack*
  H
  Any UCS or 1H CS
  PS-4
  PS
  Per attack
  83
  Dual-Weapon
  Attack (Bow)*
  H
  Bow
  Bow-4
  PS
  Per attack
  83
  Dual-Weapon
  Defense*
  H
  Any MWS or UCS
  Block-1 or Parry-1
  Block or Parry
  N/A
  83
  Ear Clap
  A
  Any SS
  PS-3
  PS-1
  thr-3 cr‡, Deaf,
  Stun
  70
  Elbow Drop
  H
  Brawling or Wrestling
  Brawling-4 or
  Wrestling-5
  PS
  Better of thr+2 or
  thr at +1/d cr‡,
  Knockdown
  70
  Elbow Strike
  A
  Brawling or Karate
  PS-2
  PS
  thr-1 cr‡
  71
  Entangle
  H
  Kusari or Whip
  PS-4
  PS
  Entangle
  71
  Evade
  A
  Acrobatics or Judo
  PS
  PS+5
  N/A
  71
  Techniques Table
  
  MARTIAL ARTS TECHNIQUES CHEAT-SHEET
  4
  Technique
  Difficulty Prerequisite
  Default
  Maximum
  Damage
  Page
  Exotic Hand
  Strike
  A
  Karate
  Karate-1
  Karate
  thr cr‡
  71
  Eye-Gouging
  H
  Brawling, Judo, or Wrestling
  PS-5
  PS
  thr-4 cr, Blind
  71
  Eye-Pluck*
  H
  Brawling or Karate
  PS-10
  PS-4
  thr-3 cr‡, Cripple
  72
  Eye-Poke
  H
  Any SS
  PS-9
  PS-4
  thr-3 cr
  72
  Eye-Poke
  Defense†
  H
  Any UCS
  Parry
  Parry+5
  N/A
  88
  Eye-Rake
  H
  Brawling or Karate
  PS-5
  PS
  Blind
  72
  Feint
  H
  Any UCS, MWS, or special
  PS
  PS+4
  Feint
  73
  Fighting While
  Seated*
  H
  Any CS
  PS-2
  PS
  Per attack
  83
  Finger Lock
  H
  Arm Lock
  Arm Lock-3
  Arm Lock
  QC
  73
  Flying Atomic
  Wedgie†
  H
  Brawling or Wrestling
  PS-8
  PS
  Pain
  88
  Flying Jump
  Kick*
  H
  Karate
  Karate-7
  Karate
  Kick at better of
  +2 or +1/d
  83
  Flying Lunge*
  H
  Any thrusting MWS
  PS-4
  PS
  Per attack at
  better of +2 
  or +1/d
  83
  Grand Disarm*
  H
  Any MWS or UCS
  Fencing-9,
  MWS-11, or
  UCS-11
  PS
  Disarm(s)
  84
  Ground Fighting
  H
  Any CS
  PS-4
  PS
  Per attack
  73
  Halitosis Attack†
  A
  OPH (Foul Breath)
  HT-5
  HT+5
  Stun
  88
  Hammer Fist
  A
  Brawling or Karate
  PS-1
  PS
  thr-2 cr‡
  73
  Hand Catch*
  H
  Any GS
  Parry-3
  Parry
  Grab or Grapple
  84
  Hand Catch
  (PMW)*
  H
  Parry Missile Weapons
  Parry-3
  Parry
  Grab
  84
  Hand-Clap
  Parry*
  H
  Judo or Karate
  Parry-5
  Parry
  Grab, Disarm
  84
  Handcuffing
  A
  None
  Binding, DX-2, 
  Judo-1, 
  or Wrestling-2
  Binding, DX, Judo,
  or Wrestling
  Cuff
  73
  Hands-Free
  Riding
  H
  Riding
  Riding-3
  Riding
  N/A
  73
  Head Butt
  H
  Brawling or Karate
  PS-1
  PS
  thr-1 cr
  74
  Head Lock
  H
  Judo or Wrestling
  PS-3
  PS
  QC
  74
  Hook
  H
  Any app. MWS
  PS-5
  PS
  Hook
  74
  Horse Archery
  H
  Bow and Riding
  Bow-4
  Bow
  Per attack
  74
  Initial Carving*
  H
  Any fencing
  PS-4
  PS
  Per attack
  85
  Jam
  H
  Brawling or Karate
  Parry-1
  Parry
  Worse of thr-3 or
  thr-1 at -1/d cr‡
  74
  Judo Throw
  H
  Judo
  Judo
  Judo
  thr-1 cr,
  Knockdown,
  Stun
  75
  Jump Kick
  H
  Karate
  Karate-4
  Karate
  Better of thr+1 or
  thr at +1/2d cr‡
  75
  Kicking
  H
  Brawling or Karate
  PS-2
  PS
  thr cr‡
  75
  Knee Drop
  H
  Brawling or Wrestling
  Brawling-3 or
  Wrestling-4
  PS
  Better of thr+2 or
  thr at +1/d cr‡
  76
  Knee Strike
  A
  Brawling or Karate
  PS-1
  PS
  thr cr‡
  76
  Leg Grapple
  H
  None
  DX, Wrestling, 
  or Judo
  DX+4, Wrestling+4, 
  or Judo+4
  Grapple
  76
  Leg Lock
  A
  Judo or Wrestling
  PS
  PS+4
  QC
  76
  Techniques Table (Continued)
  
  MARTIAL ARTS TECHNIQUES CHEAT-SHEET
  5
  Technique
  Difficulty
  Prerequisite
  Default
  Maximum
  Damage
  Page
  Leg Throw
  H
  Judo
  Judo-2
  Judo
  thr-1 cr (ST+2),
  Knockdown,
  Stun
  79
  Lethal Eye-Poke*
  H
  Karate
  Karate-11
  Karate-5
  thr-2 pi‡
  72
  Lethal Kick*
  H
  Karate
  Karate-4
  Karate
  thr-1 pi‡
  85
  Lethal Strike*
  H
  Karate
  Karate-2
  Karate
  thr-2 pi‡
  85
  Low Fighting
  H
  Any CS
  PS-2
  PS
  Per attack
  77
  Low-Line Defense
  H
  Boxing or Sumo
  Wrestling
  Parry-2
  Parry
  N/A
  77
  Lower-Body Arm
  Lock
  A
  Judo or Wrestling
  PS-2
  PS+4
  QC (ST+2)
  79
  Lower-Body Arm
  Lock
  A
  Judo or Wrestling
  PS-2
  PS+4
  QC (ST+2)
  79
  Lower-Body Head
  Lock
  H
  Judo or Wrestling
  PS-5
  PS
  QC (ST+2)
  79
  Lower-Body Leg
  Lock
  A
  Judo or Wrestling
  PS-2
  PS+4
  QC (ST+2)
  79
  Mounted Shooting
  H
  Riding or any vehicle and
  any RCS
  RCS-4
  RCS
  Per attack
  77
  Neck Snap
  H
  None
  ST-4
  ST+3
  sw cr
  77
  Noogie†
  H
  Brawling or Karate
  PS-5
  PS
  Pain
  88
  Nose Slap†
  H
  Brawling or Wrestling
  PS-5
  PS
  Stun, Disarm
  88
  Piledriver*
  H
  Wrestling
  ST-5 or Wrestling-5
  ST or Wrestling
  Better of thr+4 or
  thr+2 at +2/d
  cr‡, Pin
  85
  Pole-Vault Kick*
  H
  Jumping and Karate
  Karate-4
  Karate
  Better of thr+3 or
  thr+1 at +1/d cr‡
  87
  Pressure-Point
  Strike*
  H
  Pressure Points/Secrets
  and app. CS
  CS-2
  CS
  Per attack
  87
  Push Kick
  H
  Karate or Brawling
  PS-3
  PS
  Knockback
  78
  Quick Mount
  A
  Acrobatics, Jumping, or
  Riding/vehicle
  PS-3
  PS
  N/A
  78
  Retain Weapon
  H
  Any MWS
  PS
  PS+5
  N/A
  78
  Retain Weapon –
  Ranged
  H
  Any RCS
  DX
  DX+5
  N/A
  78
  Return Strike
  H
  Flail or Kusari
  PS-5
  PS
  Per attack
  78
  Reverse Grip
  A
  Any MWS
  PS-6, -4, or -0
  PS
  N/A
  78
  Roll with Blow*
  H
  Acrobatics or any UCS
  PS-2
  PS
  N/A
  87
  Sacrifice Throw
  H
  Judo
  Judo
  Judo
  Knockdown
  78
  Scissors Hold
  H
  Wrestling
  Wrestling-2
  Wrestling
  Grapple
  79
  Snap Weapon*
  H
  None
  ST-4 or ST-based
  Jitte/Sai-4
  ST+3 or ST-based
  Jitte/Sai+3
  QC
  87
  Spinning Kick
  H
  Karate
  Karate-3
  Karate
  Kick, Feint
  79
  Spinning Punch
  H
  Karate
  Karate-2
  Karate
  Punch, Feint
  79
  Spinning Strike
  H
  Any MWS
  PS-2
  PS
  Per attack, Feint
  79
  Springing Attack*
  H
  Any MWS or UCS
  PS-2
  PS
  Per attack at better
  of +2 or +1/d
  87
  Stamp Kick
  H
  Brawling or Karate
  PS-3
  PS
  thr+1 cr‡
  80
  Staying Seated
  A
  Riding
  Riding
  Riding+4
  N/A
  81
  Sweep
  H
  App. MWS or UCS
  PS-3
  PS
  Knockdown
  81
  TA – Grab, Strike,
  or Throw
  H
  Any MWS or UCS
  PS-HL
  PS-HL/2
  Per attack
  68
  TA – Grapple
  H
  Any GS
  PS-HL
  PS
  Per attack
  68
  Techniques Table (Continued)
  
  MARTIAL ARTS TECHNIQUES CHEAT-SHEET
  6
  Technique
  Difficulty
  Prerequisite
  Default
  Maximum
  Damage
  Page
  Timed Defense*
  H
  None
  AD-2
  AD
  N/A
  89
  Triangle Choke
  H
  Judo or Wrestling
  Judo-4 or Wrestling-5
  PS
  QC (ST+2)
  79
  Trip
  H
  Any GS
  Parry-1
  Parry
  Knockdown
  81
  Two-Handed
  Punch
  A
  Brawling
  Brawling-2
  Brawling
  Better of thr+1 or
  thr at +1d cr‡
  81
  Uppercut
  A
  Any SS
  PS-1
  PS
  thr cr‡
  81
  Wet Willy†
  H
  Brawling or Karate
  PS-6
  PS
  Squeamish
  88
  Whirlwind
  Attack*
  H
  Boxing, Karate, or any
  MWS
  PS-5
  PS
  Per attack(s)
  89
  Wrench (Limb)
  H
  None
  ST-4
  ST+3
  sw cr
  82
  Wrench Spine
  H
  None
  ST-4 or Wrestling-4
  ST+3 or
  Wrestling+3
  sw cr
  82
  Techniques Table (Continued)
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