2300 AD to GURPS Traveller Conversion Rules
Copyright © 1998 Andy Slack. All Rights Reserved.
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.
| 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.
| 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. |
| 2300 AD | GURPS Traveller | |
| 1-2 | Status -1 | |
| 3-6 | No effect | |
| 7-8 | Status +1 | |
| 9 | Status +2 or better |
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.
| 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 |
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.
| 2300 AD | GURPS Space | |
| Core | PR 9 or more | |
| Frontier | PR 4 to 8 | |
| Outpost | PR 3 or less |
| 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 |