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 |