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#11 |
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Join Date: Jun 2006
Location: On the road again...
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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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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" 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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| Tags |
| gurps, rules, supplement |
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