The skill sub-sets called techniques are a fun part of GURPS. This page will list new techniques of my own invention – initially just a placeholder page with a handful of techniques, but I’ll be adding more as I scrounge ’em up from past notes and character sheets and what not.
I’m labeling this a resource for GURPS, not DFRPG, as the latter doesn’t formally use techniques. But if you’re fluent in GURPS, you can drop these into a DFRPG game with no trouble.
Eye on the Ball (Hard)
Default: Shield -2 or other prerequisite skill -4
Prerequisite: Any unarmed combat skill, Melee Weapon skill (except Knife or fencing skills), or Shield; cannot exceed Shield -1 or other prerequisite skill -2.
This technique lets you buy off up to half the Block or Parry penalty for defending against a flail.
Hide Tracks (Average)
Prerequisite: Tracking: cannot exceed prerequisite skill +4.
This is the ability to use Tracking skill to cover tracks, as described on B226.
Make Fire (Average)
This is the ability to start a fire using friction, lenses, or other “classic” techniques.
Pack Running (Average)
Prerequisite: Running; cannot exceed prerequisite skill +4
This technique replaces any Running roll to prevent a loss of speed, collision, or other mishap caused by running in a crowded “pack” of competitors – or to tactically block rivals through positioning!
(This is a decidedly unexciting technique, and I don’t expect players to make a rush for it. It’s inspired by a comment from athlete Mary Decker, who blamed herself for an infamous collision incident in a 1984 Olympics race, saying “I am and was very inexperienced in running in a pack.”)
Default: Public Speaking
Prerequisite: Public Speaking; cannot exceed prerequisite skill +2
The peroration is the closing part of a speech, intended to recap the key points and influence listeners’ emotions. A speaker may roll against Peroration for a speech specifically intended to rouse emotion and spur action.
Many other techniques of Public Speaking are possible; the several potential optional specialties noted on B216 could be modeled as techniques instead.
Tactical Hand Signals (Average)
Prerequisite: Gesture; cannot exceed prerequisite skill +6
This technique covers a set of tactical hand signals used by a specific team, whether a massive infantry unit or a pair of game hunters. Team members can learn the technique to a considerably high level, though the technique should cover a limited range of concepts (usually combat tactics). More importantly, using the technique to communicate with a different team that has its own preset signals will generally prove fruitless, bringing everyone back down to base Gesture (or even inciting gross misunderstandings at the onset).