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Old 04-18-2014, 08:43 AM   #11
Phantasm
 
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Join Date: Jun 2006
Location: On the road again...
Default Re: Basic GURPS Toolkit?

My typical GURPS Toolkit includes the following for all campaigns:

Basic Set: Characters
Basic Set: Campaigns
Power-Ups 2: Perks
Power-Ups 3: Talents
Martial Arts
and my homebrew Power-Downs 1: Quirks, usually for reference

From there, it breaks down by genre:

Fantasy settings:
Low-Tech
Magic
Thaumatology
Dungeon Fantasy 1: Adventurers (for the templates; I don't dungeon-crawl)
Dungeon Fantasy 5: Allies
Dungeon Fantasy 9: Summoners
Low-Tech: Instant Armor

Space Opera:
Ultra-Tech
Powers
Psionic Powers
Space
Spaceships
Spaceships 4: Fighters, Carriers, and Mecha
Spaceships 7: Divergent and Paranormal Tech
Gun-Fu
Power-Ups 5: Impulse Buys
Bio-Tech

Super-Hero: (in no real order)
Powers
Supers
Psionic Powers
Thaumatology
Low-Tech
High-Tech
Ultra-Tech
Bio-Tech
Gun-Fu
Power-Ups 1: Imbuements
Power-Ups 4: Enhancements
Power-Ups 5: Impulse Buys
Psi-Tech
Spaceships
Spaceships 4: Fighters, Carriers, and Mecha
Spaceships 7: Divergent and Paranormal Tech
Pyramid 3/34: Alternate GURPS

Monster/Vampire Hunters:
High-Tech
Ultra-Tech (for the occasional TL9 hardware)
Thaumatology
Thaumatology: Ritual Path Magic


I also keep Social Engineering and Social Engineering: Pulling Rank on hand for a lot of stuff, but wouldn't count them as part of my usual "toolkit".
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 05-12-2014 at 06:05 AM.
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