Blue Quadrant Immigration

2300 AD to GURPS Traveller Conversion Rules

Copyright © 1998 Andy Slack.  All Rights Reserved.

  • Background
  • Attributes
  • Skills
  • Worlds
  • Background

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    Nationality, homeworld, gravity, frontier/core, gender, birthdate, age and career(s) are unaffected. Languages are known at IQ level as is your native language under GURPS, but only your native language is free.

    Money: Treat each available Livre as $3.

    Attributes

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    Attribute   Values
    2300 AD   GURPS Traveller   2300 AD   GURPS Traveller
    Size   Figure height and weight as if your Size were your ST.   1-3   8
    Strength (use Normal gravity value)   ST   4-7   9
    Dexterity (use Normal gravity value)   DX   8-11   10
    Endurance   HT   12-15   11
    Determination   Will - apply Strong Will or Weak Will to give correct value for Will roll.   16-19   12
    Intelligence   IQ   20   13
    Eloquence   1-3: -2 reaction (select disadvantage to suit). 4-7: -1 reaction. 8-11: No effect. 12-15: Charisma +1. 16-19: Charisma +2. 20: Charisma +3.        
    Education   No equivalent.        

    Examples: A character with Strength 17 in 2300 AD has ST 12 in GURPS Traveller. A character with Determination 17 and Intelligence 11 in 2300 AD has IQ 10 and Strong Will +2 in GURPS Traveller.

    Secondary Attributes

    2300 AD   GURPS Traveller
    Body Type   Subsumed in height and weight.
    Eyesight   Poor becomes Bad Sight; Average has no effect; Excellent becomes Acute Vision +1; Exceptional becomes Acute Vision +2.
    Hearing   Poor becomes Hard of Hearing; Average has no effect; Excellent becomes Acute Hearing +1; Exceptional becomes Acute Hearing +2.
    Appearance   Unattractive becomes Ugly (-2 reaction); Plain becomes Unattractive (-1 reaction); Good-Looking has no effect; Attractive becomes Attractive (+1 reaction); Sensational becomes Handsome (+2 reaction).
    Coolness Under Fire   Coolness less than 4 becomes Combat Paralysis; Coolness greater than 6 becomes Combat Reflexes.
    Encumbrance   Use GURPS rules based on converted ST.
    Throw Range   Use GURPS rules based on converted ST.
    Renown   Each Renown Level (i.e. each four Renown points) becomes a +1 Reputation.
    Infamy   Each Infamy Point becomes a -1 Reputation.
    Experience Points   If any are left over, treat them as unspent GURPS Character Points.

    Social Class (Optional, from article in Challenge 44)

    2300 AD   GURPS Traveller
    1-2   Status -1
    3-6   No effect
    7-8   Status +1
    9   Status +2 or better

    Skills

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    Skill Levels

    Simply adding 10 to the 2300 AD skill level gives a skill level with a roughly equivalent chance of success (within plus or minus 5%) at a Routine task.

    Example: Skill level 2 in 2300 AD is equivalent to skill level 12 in GURPS Traveller.

    Skills

    2300 AD   GURPS Traveller
    Aircraft Pilot   Piloting (type)
    Anthropology   Anthropology
    Appraisal   Merchant
    Astronomy   Astronomy
    Bargain   Merchant
    Biology   Biology
    Bureaucracy   Administration
    Chemistry   Chemistry
    Combat Rifleman   Guns (Rifle)
    Combat Walker   Battlesuit
    Communications   Electronics Operation (Comms)
    Computer   Computer Operations
    Demolitions   Demolition
    Disguise   Disguise
    Electronic   Electronic Operations
    Engineering   Engineer
    First Aid   First Aid
    Forgery   Forgery
    Forward Observer   Forward Observer
    Geology   Geology
    Ground Vehicle   Driving (type)
    Gunner   Gunner (Ship's Lasers)
    Heavy Weapons   One or more of Gunner (Plasma Gun), Gunner (Machinegun), and Gunner (Antivehicle Missile).
    History   History
    Hover Vehicle   Driving (Hovercraft)
    Hunting   Tracking
    Imaging   Photography
    Information Gathering   Research
    Interviewing   Detect Lies (and possibly Interrogation)
    Leader   Leadership
    Linguistics   Linguistics, and one additional language at IQ per level of Linguistics
    LTA Vehicle   Piloting (LTA Craft)
    Mechanical   Mechanic
    Medical   Diagnosis, Physician and Surgery
    Melee   One or more of Boxing, Brawling, Judo, Karate, and any type of Ancient/Mediaeval Hand Weapon.
    Pilot   Piloting (Starship)
    Physics   Physics
    P-Suit   Free Fall-12 plus Vacc Suit
    Prospecting   Prospecting
    Psychology   Psychology
    Reconnaissance   Tracking
    Remote Pilot   Gunner (Ship's Missiles)
    Riding   Riding (type)
    Sea Vehicle   One or more of Boating, Powerboat, and Seamanship.
    Security Systems   Electronics Operation (Security Systems)
    Sensors   Electronics Operation (Sensors)
    Ship Drive Engineering   Engineer
    Sidearm   Guns (Pistol)
    Stealth   Stealth
    Streetwise   Streetwise
    Survival   Survival
    Swim   Swimming
    Tactics   Tactics
    Theoretical Sciences   Engineer
    Thrown Weapon   Throwing
    Tracking   Tracking
    Trader   Merchant
    Writing   Writing

    Worlds

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    These convert more easily to GURPS Space than to GURPS Traveller; if you want to convert to Traveller directly use the Traveller to 2300 AD conversion rules.

    Settlement Type

    2300 AD   GURPS Space
    Core   PR 9 or more
    Frontier   PR 4 to 8
    Outpost   PR 3 or less

    World Type

    2300 AD   GURPS Space
    Chunk   Asteroid
    Desert   Desert
    Failed Core   Hostile
    Garden   Earthlike
    Gas Giant   Gas Giant
    Glacier   Earthlike
    Hothouse   Greenhouse
    Iceball   Iceball
    Post-Garden   Earthlike
    Pre-Garden   Earthlike
    Rockball   Rockball


    Go back to: [ "Gold Quadrant" Menu ]
    Last Update: 1999 Mar 20
    First Online: 1999 Mar 20
    Pentapod's World of 2300AD - http://www.geocities.com/pentapod2300/
    Website maintained by: Kevin Clark ( kevinc AT cnetech DOT com )

    Hosted by www.Geocities.ws

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