THIS THREAD IS OBSOLETE UNLESS YOU WANT THE 1.1 FRAMEWORK. GO HERE FOR Winter's 2.0 WORK: viewtopic.php?f=33&t=20331EDIT 09/19/2010
Well as people can probably tell, a lot has been happening here since the last edit. A crack developer, Winter, has throw his weight into it all and taken the framework places I would never be able to. Look to the pages at the end to check on the status of things.
I am leaving the 1.1 stuff up as available (see below in this post) as there have been snags relating to the GURPS Online policy with the new developments.EDIT 08/07/2009
A Campaign file for MT 1.3 (the current file has been made with 1.3.b56) containing whats in this thread up to the above date can be found
here. The state images relating to the file above, can be found
here.
For most things in this files, you can pick it apart (exporting states, copying macro's etc.) for your own use, or you can use it a a base to create new campaigns from. Of course, you will probably do some modifications to fit a specific game, but the above will get you pretty far IMHO

.
This file is now at v. 1.1 as far as I'm concerned.
Other GURPS state images can be found
hereOther GURPS resources around here:
A nice character sheet framework:
viewtopic.php?f=20&t=8469&p=98297&hilit=gurps#p98297Thread that lists character sheet macro:
viewtopic.php?p=72196#72196Skilltest macros:
viewtopic.php?t=4846&highlight=EDIT: Upon close inspection, the following seems to be very specialized for one persons campaign, and is also a bit dated. It might provide inspiration for further work.
Need macro? Have GCA?
http://www.motoslave.net/gcarepo/view.php?pkgid=13Update notes:
08/16/2009 - Added some Initiative Panel-related funtionality.
In GURPS, what's called Initiative in most systems is called Turn Sequence. thus the Property TurnSeq has been added to the token properties. This is supposed to hold the value for "initiative", and is mostly equal to Basic Speed, with DX breaking first ties, and a die roll breaking further ties. The die roll is hard to implement, but the value can be constructed to take care of the first tie-breaker: Simply add DX as further decimals to Basic Speed. Eg: Basic Speed 5.75, DX 12 = TurnSeq 5.7512. Basic Speed 6.5, DX 14 = TurnSeq 6.5014. To use it, select all token to be added, then use it as a Common Token Macro.
08/07/2009 - New insight has enabled me to turn all tables into json arrays. This has removed some problems that the Hit Location and other macros faced as they were based on aging technologies and ran into bugs with output switches. Functionality should be largely the same as before, exept for a cosmetic tweak here and there.
04/14/2009 - As a result of the scripting developments, some of the macros were not looking as pretty anymore, so they have been updated in that regard. No change in functionaliy.
There is a problem with the Hit Location macro, however. This cannot currently be prettified in a simple manner, as entering "h:" or "r:" qualifiers currently messes up the functionality - why is unknown. I may have to redo it using som of that json functionality if i can get my head around it

02/16/2009 - Found errors in the
Change HP and
Change FP macros. Updated.
12/31/2008 - Developed the code for the critical and table roll campaign macros a bit to be more automated. Corrected a bug in the Explosion macro to handle range 0 from the explosion. v. 1.06
12/20/2008 - Added Acid, Burning, Diseased, Infected, Grappled and Climbing states, and modified the relevant macros. v 1.05
12/17/2008 - Macroized the choosing of shock states and cripplings. Added a Poisoned state. Differentiated Mental and Physical stun. Corrected bug in Choose Irritating conditions-macro. v. 1.02
Update 12/13/2008 - user found bug in Change FP macro - an obsolete state name was called. Now changed. v 1.01
Update 12/11/2008 - added a few more simple macros to make all current features executeable. Now at v. 1.0.
Update 12/09/2008 - added macros for choosing from the state groups netered last time. Few minor changes to some state names were needed. Also entered some of the ressource links above.
Update 12/07/2008 - Added Icons for Irritating conditions, Incapacitating conditions and Mortal conditions - Unconsciousness was reclassified as an Incapacitating condition and Dead was reclassified as a Mortal condition. Icons for indicating crippling were also added. Generally relocated all ressources to the Gallery.
Update 12/02/2008 - Added Shock states and updated icons for the Stunned and Unconscious states.
Update 11/30/2008 - added Maneuver states and relating macros by gmjasongurps and others these can be found on page 6. Also added the Posture related new states and macros.
Start original post:Following snikle's lead here's a suggestion on how to set up MT' Campaign Setting for GURPS. As with the Savage World list, just copy and paste the following list to the settings box.
ST
DX
IQ
HT
*@HP
*@FP
Move
Per
Will
Attack (Att)
Defence (Def)
Damage (Dam)
*@ Damage Resistance (DR)
Traits
*Elevation
MaxHP
MaxFP
SkillNames
SkillValues
Advantages
Perks
Disadvantages
Quirks
TurnSeq
These notations will work for most NPC's and monsters in and of themselves. Make a character sheet for major NPC's.