GURPS Traveller

TravellerII.txt

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GURPS Traveller by David P. Summers

[Permission is granted for strictly non-commercial use provided this
notice is retained.  GURPS, GURPS Basic Set, GURPS Space and GURPS
Vehicles are trademarks of Steve Jackson Games.  Traveller, Marc Miller's
Traveller, MegaTraveller, and T4 are trademarks of Imerium Games]

      Like many gamers, I was weaned on science fiction roleplaying by
GDW's Traveller.  Even today you still hear people talk about
Traveller's "little black books".  Today, with Imperium Games'
publication of "Marc Miller's Traveller" (T4), there is renewed interest
in the Traveller setting.  New material will be published covering new
periods in the setting history.  For those of use who love the Traveller
background, but prefer GURPS mechanics, playing "GURPS Traveller" is a
natural.  How well does Traveller work with GURPS?  Great!  So, without
further to do, let me present my own modest contibution to SF gaming,
GURPS Traveller.
     It is assumed in this article that the reader has access to
Traveller rules, GURPS Basic Set, and GURPS Space (However, Space is not
strictly necessary).  These rules can be combined with settings and
mechanics from "Classic" Traveller, MegaTraveller, and "T4".  In
particulalar Traveller rules can be used intact for ship generation,
ship combat, world generation and world economics.  To convert...

Classic Traveller - GURPS skills levels are related to Traveller skill levels by the formula; Traveller Skill=(GURPS Skill-10)/2.

Mega Traveller - Skill levels are related as above.  For stats use;
GURPS stat = Traveller stat + 3.  Traveller task difficulties are used
in GURPS as skill roll modifiers...
Easy         +2
Routine       0
Difficult    -4
Formidible   -8
Impossible  -12

T4 - As above.  Task difficulty roll modifiers are....
Easy          +3
Average        0
Difficult     -3
Formidible    -6
Staggering    -9
Impossible   -12


Characters

     It is recommended that characters start at 110 points with; 30 
points of disadvantages (since Traveller characters tend be less
"quirky"), 5 points of quirks and maximum of 90 points in stats.
Suggested starting cash is 2,500 Cr (Credits).  The benefits associated
with mustering out (including extra starting cash) are bought as
advantages (see below).  A character point will buy 1/2 starting cash
(1,250 Cr).
     To retain some of the flavor of Traveller, where most people are an 
ex-military or ex-merchant something or the other, "careers" are used.  
This is essentially a grouping of skills into background areas so that 
what a character has learned matches what he used to be.  Careers are not 
mandatory and there is no "point break" associated with careers.  
However, some skills are only available to characters using the 
appropriate careers (see below).  They impose some minimal requirements 
on a character.  For characters with backgrounds not covered by the 
listed careers; a) no career is necessary if no skills with career 
requirements are used, b) a similar career can be modified or c) the GM 
can simply look at the character to make sure that the character's 
background matches the skills he/she has learned.
     Each career comes with a list of required skills.  A character must 
take at least 3 required skills from the career.  They must have one each 
at a level of at least 11, 12 and 13.  At least 1/4 of all points put 
into skills must be in required skills.  Also, the PC's skill list should 
be constant with their background, years of service, and specialty (if 
any) within the profession.  Characters may combine careers provided they 
meet all requirements.  Careers are listed at the end of the Article.

Advantages

Rank
     For use in GURPS, add one to Rank levels in Traveller (Ranks of 2 or 
greater are considered officers).


New Advantages
Former Rank - 5 points/level
     This is your military rank, except you are no longer in active 
service.  Your former rank is a mark of achievement and competence and 
provides a reaction bonus.  It also provides a suitable requirement for 
skills that are only available to officers.

Level     Former Rank
1         Rank 2 or 3
2         Rank 4 or 5
3         Rank 6
4         Rank 7

Education - 5 points/level
     In the Imperium, education levels very significantly.  An educated 
person is accorded more respect and receives a reaction bonus.  It is 
also a prerequisite to some skills and presumes a greater general 
knowledge.  It may be used as a modifier on rolls to see what a character 
knows. (GM discretion).

Level     Description            Modern equivalent
0         Basic education        High School/Trade school
1         Higher education       College
2         Advanced education     Graduate/Professional School

Free Trader - 20 points
     Merchants or ex-merchants may "own" a 200 ton type A Free Trader (or 
at least a piece of one).  The PC is responsible for expenses and monthly 
payments (150,000 Cr for 40 years).  Player is responsible for figuring 
out how his character was able to come up with the down payment and 
convince the bank he was a suitable risk (however, any reasonable story 
will be accepted).  For an extra 5 points, you can add standard weaponry 
(Beam Lasers, Pulse Lasers, Missiles, Sand Casters) to the  allocated 
hard points.

Scout - 30 points
     A scout or ex-scout may have a 100 Ton Type S Scout/Courier that the 
scout service has loaned to you (dependable PC's only, GM judgment, 
former rank and status help).  It may not be sold or mortgaged.  The ship 
may be used for limited commerce but the scout service gets a 50% cut on 
all (net) profits and any information from any explorations.  The ship 
(and you along with it) can be recalled to active service at any time.  
Scout bases will provide free fuel and maintenance (class B or better), 
the character carries other expenses.  Character has a - 5 point Duty to 
the scout service (counts against limit).  For an extra 7.5 points, you 
can add standard weaponry (Beam Lasers, Pulse Lasers, Missiles, Sand 
Casters) to the  allocated hard points.

(Note: A GM may wish to allow players to pool points toward ownership of 
a ship)

Travellers' Aid Society Membership - 10 points.
     This society provides hostels and facilities at Class A and B 
starports and provides 1 high passage every 2 months.

Skills 

     Since, in Traveller, a character's age helps to determine how 
capable the character is, the skill point limit of twice age should be 
strictly enforced.  In Traveller it is possible to need to learn to use a 
Vacc Suit on worlds with vacuum or corrosive atmospheres.  For that 
reason the Free Fall prequisite is dropped.  However, in zero G 
situations, any use of a vacc suit will be a the minimum of the two 
skills if Free Fall is <12 (in addition to any other limitations ).

New GURPS Skills
     Broker - M/A (prerequisite, Merchant); Training specifically in 
assisting the purchase/sale of good for  interstellar commerce.      
     Steward - M/E; Training in the care, feeding, and management of 
passengers.      
     Forward Observer - M/A; Training in calling on, and adjusting fire 
from, batteries and orbiting ships.  Includes knowledge in the 
capabilities of such weapons in various roles.      
     Interstellar Astrogation - M/H (Requires Astrogation); Making sure 
your ship jumps to the right place.  A normal failure means you ended up 
further out from the system than intended.  On a critical failure, 
another skill roll is made.  Making the roll gives the same result as 
given above for a normal faliure.  A failure means you ended up 4d days 
out from the nearest Gas Giant or Starport.  A critical failure means you 
jumped to the wrong spot.      
     Engineer, Jump Drive - M/VH; Building and servicing Jump Drives.
     Jump Drive Operaration - M/H (Defaults to Engineer, Jump Drive - 3);
Operating a Jump Drive so the ship will jump correctly.  A normal failure
means the jump failed and you have to wait 1 hour, for each point you
missed by, before you can jump again.  On a critical failure, another
skill roll is made.  Making the roll gives the same result as given above
for a normal failure.  Missing means were able to abort in time and your
ship was thrown 4d days travel in a random direct (you use half the fuel
you would otherwise have used).  A critical failure means you have
misjumped. (Note: A ship in poor repair, too close to a planet, etc., may
also require a misjump roll as specified in Traveller).      
     Zero-G Combat - M/A (Requires Free Fall); All combat skills in free 
fall are at the minimum of either combat skill level or Zero-G Combat.

GURPS Specializations
     Armoury - Hand Weapons, Rifles/Handguns, Beam Weapons, Vehicle 
Weapons, Spaceship Weapons.
     Driving - Car, ATV, Hovercraft, Tank      
     Electronics/Electronic Operations - Communications, 
Computers, Holographics,  Medical, Security Systems, Sensors, 
Grav Vehicles (for  repair only, operation is piloting).      
     Engineer - Spaceship Powerplant, Maneuver Drive, Jump Drive, Combat.      
     Guns - Pistol(Body, Auto, Snub and Revolver), Rifle (Carbine, 
Assault Rifle, Rifle, Auto. Rifle, ACR), Light Automatic (Submachine 
Gun), Shotgun, Gauss Rifle, Accelerator Rifle, Grenade Launcher.      
     Beam Weapons - Laser, Plasma Gun      
     Gunner (Vehicle, Field Guns) - Grenade Launcher, Machine Gun, 
Autocannon, Howitzer, Gauss Gun, Mortar, Plasma Gun, Rocket Launcher, 
Meson Accelerator      
     Gunner (Ship Weapons) - Beam Laser, Pulse Laser, Plasma Gun, 
Missile, Sandcaster, Particle Accelerators, Meson Gun.
     Mechanic - Fuel Cell/Electric Engine, Gasoline Engine, Jet Plane,
Robotics, Hovercraft, Spaceship (Covers Airlocks, Hull,etc.).
     Piloting - Jet, Helicopter, Grav Vehicle, Grav Belt, Hovercraft,
Spaceship, Interstellar.

New requirements for skills
     Career Requirements; N=Navy, M=Marines, A=Army, S=Scouts, T=Merchant 
(Trader);
     Astrogation NST; Battlesuit AM; Demolition AM; Engineering  
(Spaceship Powerplant, Maneuver Drives, Jump Drives) NST (all req. 1 
level educ.); Combat Engineering  AM; Forward Observer  AN; Free Fall 
NMST; Gunner, "Ships Guns" NST; Gunner, "Field Guns" A; Intelligence 
Analysis NAM; Interrogation NAM; Intersellar Astrogation NST (N and T 
require 1 level education); Leadership NAM; Piloting (Spaceship) NST; 
Piloting (Interstellar) NST (N is officers only,  T requires 1 level of 
education); Steward T; Strategy  NA (officers only); Tactics  NAM; Under 
Water Demolition  AM; Vacc Suit NASTM; Zero-G Combat NM.
     Education Requirements (See also Career Requirements);      
Administration requires 1 level Education.  Scientific/Professional 
skills, unless otherwise noted, require 1 level of  Education.  (The GM 
may allow a "passing knowledge", putting a 0.5 point or so into a skill,
in one or two cases, to reflect amateur interest.  All GM decisions are
final). Computer Operation does not require Eduction.  Two Electronics
Operation skills can be taken without a  level of Education.  The
following require 2 levels of Education to have more than a passing
knowledge;  Archeology, Biochemistry, Botany, Chemistry,  Diagnosis,
Genetics, Geology, Law, Linguistics,  Nuclear Physics, Physics,
Physiology, Zoology, Xenobiology, Xenology,  Planetology.  Physician and
Surgery require 2 levels eduction.


Tech Levels
     The assignment of TL's past GTL/TTL 7 is necessarily arbitrary.  For 
Game purposes (skills, ads, disads, etc) the following Traveller Tech 
levels are defined as the following GURPS Tech levels.  (The Traveller 
description of what is available at each level applies)

TTL   0   1   2   3   4   5   6   7   8   9   10   11   12   13   14   15
GTL   0   1-3   4   5   5   6   7   7   7   8   8   9   9   10   10   11

Psionics

     In the Imperium, disapproval of psionics exists at both the popular 
and official levels.  For starting character to posses psionic training 
(skills) requires a 10 point unusual background.
     A player may buy powers without the background and attempt to be 
trained in skills after character creation.  The character gets one IQ 
roll a year to realize that he/she is potentially psionic and then must 
find the Psionic Institute (as per Traveller rules) to try and get 
training (paying appropriate fees).
     Characters who start without psionics will, if they successfully 
contact the Psionics Institute, have a chance of buying psionics 
(character will have to pay all necessary points at that time).  The roll 
is up to the GM.  One possibility is an IQ-3 roll on a power to see if 
any talent exists (if successful, roll again, at a cumulative -1 penalty, 
on a new power).  For each success, roll 2d6 for the number of levels 
(with a successive -1 each time after the first one).
     The following powers and skills are designed to match those given in 
the Traveller rule book.  GMs shouldn't feel inhibited from adding 
additional abilities if it fits their campaigns. 

Power          Skill
Telepathy      Mind Shield
               Life Detection
               Emotion Sense
               Telereceive
               Telesend
               Mental Blow
               Mental Stab

ESP            Clairvoyance
               Clairaudience
               Seekersense

Psychokinesis  Levitation
               Telekinesis

Teleportation* Autoteleport
               Combat Teleport

Healing**      Healing
               Suspended Animation
* The limitation that objects retain orientation and speed is mandatory.
** The limitation, self only, is mandatory

     Life Detection - works with the same modifiers as Emotion Sense but 
detect living organisms.  User can "ignore" bacteria or unimportant 
animals in the area.  +1 for intelligent minds, -1 for unintelligent 
minds,  Shielded minds are not detectable.
     Suspended Animation - works like metabolism control.  Character can 
last for  7 days without the need for food or water and with minimal air  
(5% normal).  May be stopped at any time provided with external stimulus 
(alarm, slap, etc.) but there is no "internal alarm".  Cost 1 Fatigue 
(when you wake up).  Cannot be used to fool lie detectors.

Equipment

      In general, Traveller prices and capabilities are used for 
equipment.  Lists may be expanded by adding from GURPS Basic and GURPS 
Space.  GURPS and Traveller prices don't correlate well, but the average 
seems to be 2-3 Cr = $1.

Weapons

     Available Melee Weapons; Dagger, Blade (Heavy Knife), Foil (Rapier), 
"Cutlass" (Broadsword but single bladed with basket hilt), Sword 
(Shortsword), Broadsword (Bastard Sword), Polearms, Spear, Club.  Base 
price listed in Traveller represents a  "fine" quality weapon.  

     In addition to description given in Traveller, ranged weapons have 
the following GURPS stats....
     Submachinegun -  Can be fired one handed (add 3 to SS, subtract 3 
from ACC, double Rcl).
      ACR (Advanced Combat Rifle) - Takes either high density discarding 
sabot ammo (HDDS) or high explosive ammo (HE).  HDDS rounds divide DR and 
damage after DR by 3.  HE rounds double DR, it does 5d damage + 1d 
explosive damage (x5 if buried in meat,no blow through).
      Snub Pistol - Characters with Zero-G combat at 12+ can use one in 
free fall with just a -1 recoil penalty.  Takes tranquillizer, armor 
piercing explosive (APE), and high explosive (HE) rounds.  Shots are very 
low velocity and may be blocked as per arrows.  APE rounds  explode with 
a small shaped charge as the hit the target doing an extra 1d of damage 
(DR is halved as is damage). HE rounds are as per ACR HE rounds (but you 
must do at least 1 point of damage to "bury" the round).
     Accelerator Rifle -  Characters with with zero-G combat at a 12+ can 
use one in free fall with just a -2 recoil penalty.
     Gauss Rifle - Round is a dense armor piercing core surrounded by a 
softer metal covering ending in a hollow point.  Divide armor by 3 but 
damage that penetrates by 2.      Grenade Launchers - Grenades from both 
kinds of grenade launchers do 5dx2 damage.  A RAM Grenade Launcher can be 
fired on a flat trajectory like a gun.  Character uses guns skills but 
can also use telescopic sights, etc.

Ranged Weapon Table
Weapon       Type   Dam. SS  ACC  1/2D   Max  RoF Shts ST Rcl LC
Body Pistol     cr 1d+2  10   2     50    200  3~   6   7  -1  5
Auto. Pist.     cr 3d+1  10   3    200  2,000  3~  15   9  -2  5
Revolver        cr 3d+1  10   4    275  2,750  3~   6  10  -2  5
Shotgun         cr  4d   12   5     25    150  3~  10  12  -3  4
Submachinegun   cr 3d+1  10   7    200  2,000  10  30  10  -1  3
Carbine         cr  6d   10  10    500  3,000  3~  10   8  -1  4
Assault Rifle   cr  6d   10  10    500  3,000  10  30   8  -1  2
Rifle           cr  8d   12  11  1,000  4,500  3~  20   9  -1  3
Auto. Rifle     cr  8d   12  11  1,000  4,500  10  20   9  -1  1
ACR (HE rnds)   cr  5d    9  15  1,000  4,500  10  20   9  -1  0
ACR (HDDS rnds) cr  8d    9  15  1,250  6,000  10  20   9  -1  0
Snub P. (HE)    cr 1d-3  14   2     25    100  3~   6   -   0  2
Snub P. (APE)   cr 1d-2  14   2     25    100  3~   6   -   0  2
Accel. Rifle    cr  5d   12   9    500  3,000   8  15   7   0  2
Laser Carb.    imp  11d  10  11    750  1,200  3~  50   -   0  1
Laser Rifle    imp 2dx10 12  13  1,500  2,000  3~  50   -   0  0
Gauss Rifle     cr  8d   11  18  1,750  7,500  20  40   9  -1  0
PGMP-12        imp 4dx10 14   4    200    750   1  40 14/T -5  -1
PGMP-13        imp 4dx12 15   2    300   1000   1   -   *  -5  -2
PGMP-14        imp 4dx12 15   3    300   1000   1   -   9  -1  -3
FGMP-14        imp 6dx10 15   2    300   1000   1   -   *  -5  -4
FGMP-15        imp  8dx8 15   3    300   1000   1   -   9  -1  -5
Grenade Launcher -    -  13   4      -    400   1   1   8  -1   0
RAM GrenadeL.    -    -  10   6      -   1000   1   3   8   0   0



Support Weapons
Weapon         Type  Dam     SS  ACC  1/2D   Max   Wt. RoF Shots ST  Rcl
Light Mach. Gun cr    8d    12  10  1,000  4,500    12  20 100  12/T  -1
Auto-Can. (API) cr   4dx5   20  15   1 mi   3 mi  >660  40   -    -   -
Auto-Can. (HE)  cr  4d(10)  20  15 1.5 mi   3 mi  >660  40   -    -   -
VRF Gauss Gun  imp  6dx3(3) 14  16   1 mi 4.5 mi 4,400  60   -    -   -
Auto G. L.       -    -     13   4     -     400    13  12  16  14/T  -1
Auto RAM G. L.   -    -     10   6     -    1000  14.5  12  20  14/T  0

Armour
All Cost/Weights are for a suit.  A Vest is 40% the Cost and Weight of a 
suit.
Armor      PD   DR   Wt  Cost (Cr)
Jack        1    1    1      50
Mesh        2    4    2     150
Cloth *
  Light     2    8    7     250
  Medium    2   16   12     375
  Heavy     2   24   16     500
Ablative ** 4   24   40      75
Reflect *** 6    2    2    1500
Combat Armor ****    60  20,000
  Torso     6  100
  Arms/Legs 4   85
  Hands/Feet 3  60
  Helmet    6   85
  Face      4   70
Battle Dress*****   105  200,000
  Torso     6  125
  Limbs/Head 6 100
  Face      6   75
* PD1,DR2 against impaling attacks.
** Every hit of >3 reduces DR by 1.  Every three hits reduce PD by 1.
*** PD 0, DR 0 against non-lasers.
**** Can provide life  support.  These are general stats as armor will 
vary by source.
***** Powered Armor with a mount to hold a heavy weapon.  Gives ST 20-25.  
DX is at a -1.  Requires the Battlesuit skill.  Will provide life 
support.  Stats will vary from army to army.

Other Equipment
     In addition to other description, the following equipment has the 
following stat in GURPS...
     Telescopic Sights - 32x power, variable.
     Shoulder Stocks - For pistols, 2.5 Lb, add +4 to Acc and +2  to SS 
and you use Guns, Rifle instead of Guns, Pistol.
     Vacc Suit - Provides PD 2, DR 3.
     Computers - For personal computers use GURPS rules, GTL 8, $1 = 2 
Cr.  Ship computers use Traveller rules.
     Slow Drug - Allows user to take 2 actions/round.  Takes 4 seconds to 
take effect.  Last for 30 second when the user makes a HT-4 and take 1 
point of damage for each point the roll was missed by.  Hypo form only.
     Medical Slow Drug - Renders the subject unconscious for one day, 
during which 30 days of healing occurs.  Requires medical supervision to 
be used safely.  Attending physician makes a roll and then the character 
makes a roll against HT+2+amount physician roll was made to avoid side 
effects (GM's judgement).
      Fast Drug - Character uses 1 day of food/oxygen/water every 60 
days.  One dose lasts 60 days unless countered by an antidote.  Requires  
a HT+2 roll to avoid side effects (GM's judgement).
     Combat Drug - Increases ST temporarily (30 seconds).  Takes 2 rounds 
to take effect.  When it wears off the subject makes a HT-total bonus 
roll and takes 1 point of damage for each point the roll was missed by.  
Doses can be bought that provide a +1 to +3.
     Truth Drug - Subject is compelled to answers questions truthfully.  
Lasts 2 minutes.  Subject then goes unconscious for 1 hours and makes a 
HT-7 roll, taking 1 point of damage for each point to roll was missed by.

The following drugs out of Space are also suitable ($1 = 4 Cr)...Antirad, 
Analgine, Hypercoagulin, Superstim.

Aliens

Descriptions are as given in appropriate Traveller supplements.

Aslan, 31 points
     Aslan have ST +2, DX -1, HT +1, Claws (+2 damage, 15 points), Acute 
Hearing +2 (4 points), Night Vision (halves darkness penalties, 7 
points), Enhanced move (only for 5 seconds, then fatigue penalties start 
to apply, 7 points), Code of Honor, Aslan (-10 points).  Aslan male PC's 
may want to take a female ally to help them function in imperial society.  
All Aslan PC's will need to consider Aslan society and have a reason why 
they are wandering about the Imperium and are not back with their clan.
Character choice of skills should be consistent with gender roles in the
Traveller Aslan supplement.  An Aslan who openly disregards Alsan code of
behavior will have a Social Stigma (-3 reaction, Aslan culture only, -5
points, counts against limit) and a 5 point unusual background.



Droyne ,Variable
	All Droyne have; Night Vision (halves darkness penalties, 
7 points), Claws (+2 damage, 15 points), Invisibility (Can become
invisible at will, doesn't affect purely mechanic devices such as robots,
recorders, etc., 60 points), Winged Flight (Thick atmosphere/light
gravity only, 15 points), Peripheral Vision (15 points), Fragile -20
points. Each caste has is own functions (see skill list in Traveller
supplement) and a character should take suitable skills. Because of
caste rigidity, Droyne don't use careers.
Additionally, each caste has...
      ST  DX  IQ  hitpnts other                      Total Package Cost
Leader  -3  -2  +4  -2                                    72 points
Tech    -4  +1  +1  -4    Lacks Initiative*               32 points
Worker  +1  -1  -2  -3    Lacks Initiative*               37 points
Warrior -1  +2  -2  -2    Lacks Initiative*               52 points
Drone   -3   0   0  -3    Obedient**                      37 points
Sport   -3   0   0  -3    Obedient**                      37 points

* While these characters will take initiative and make decisions, they 
will defer to, and obey, memebers of the Leader caste.  -5 points.
** A mild form of slave mentality.  Character will care for itself and be 
able to pursue task in natural directions.  He/she will not take on new 
task or make fundamental decisions about where the project should go.  
When a task is finished, or when a reaches a point where a fundamental 
decision needs to be made about direction, the character will need the 
direction of a leader.  -20 points.
     Droyne have the following additional available Telepathic skills; 
Boost, Mindwipe, Link.  Link is part of the permanent bond between 
members of a dreskay.  For 15 seconds the character will see and hear 
everything the linked character experiences and knows his direction and 
distance.  Costs 1 fatigue.  Boost allows another psi to draw from the 
character's fatigue.  Costs subject 2 fatigue per point of fatigue drawn.  
Each activation allows the other psi to draw fatigue for 10 minutes.  
Failure costs 1 fatigue.

Hivers - 39 points.
What can I say, they're wierd.  You need to read the book.  Hivers have 
ST -2, HT +2, -2 Hitpoints, Infravision (15 points), Clinging (30 
points), 5 Legs/Arms (40 points*), +1 Manual Dexterity (4 points**), 
Regrowth ("fingers" only, 10 points, takes 3x2d weeks), Pacifism  (Will 
not engage in personal combat, - 10 points), Social Stigma ("Bug Eyed 
Monster" -2, -10 points), Odious Racial Habit (Occaisonally drop larva, 
-1, -5 points), "Mute", -25 points

*All five legs/arms have manipulators.  However, you need 2 to stand on 
(and that's like standing on one leg).
**+1 to skills involving manual dexterity.

K'kree, 15 points
     K'kree have HT+3, ST -2 (upper bodies only, -5 points*), Increased 
ST (lower bodies only, 30 points*), Enhanced Movement (10 points), 4 legs 
(5 points), Inconvenient Size (-10 points), Claustrophobia (-15 points), 
and Fear of being alone (-10 points).  A K'kree will generally need an 
ally group.

*The net effect is to give a K'kree a split ST.  You buy ST normally.  
For task using the lower body only the ST is (ST-2)x2. 

Vargr, 14 points
     Vargr have ST -1, DX +1, Acute Smell +4 (8 points), Acute Vision +1 
(2 points), Enhanced move (only for 5 seconds, then fatigue penalties 
start to apply, 7 points), Claws (+1 damage, 7 points), Night Blindness 
(double darkness penalties. -5 points), Reputation, Disloyal -1 (-5 
points).  Additionally, their Hearing is in a higher range than human.  
They can't kick but can bite for 1d-1 damage in close combat.  Reaction 
bonuses/penalties for Charisma are doubled with Vargr.  Success or 
Failure at important tasks may raise or lower a Vargr's Charisma.

Zhodani
     Since they are human, no racial package applies.  All Zhodani PC's 
should take Honesty and Truthfulness.  The Zhodani Consulate is current 
opposed to the Imperium so Social Stigma or Enemy might also apply.

Animals

      There are no hard and fast rules for converting animals.  If you 
have a good idea what it's like, then the best thing is just to modify 
the most similar animal you can find in GURPS to suit the description.  
For example  a 100 Kg pouncer carnivore might be similar to a 200 Lb Cat 
(for example, a Jaguar).
      One can come up with rough guidelines as to what a Traveller animal 
should look like in GURPS.  PD/DR would be similar to that of the armor 
listed under the "armor" column (Jack = PD1/DR1, Mesh = PD2/ DR3, Cloth = 
PD3/DR6).  Damage is similar to 1d-4+(wounds/2) (where every +4 is 
replaced by a second dice, ie 1d+5 = 2d-1).  For hit points, take the 
number of hits it takes to render an animal unconscious and dead, then 
add them together (which we will call "total hits", TH).  TH/2 to TH 
seems to be the range, with numbers generally closer to TH (particularly 
for larger animals).

Careers

Required Skill List;
Navy , Scouts, and Merchant all have...
     Astrogation, Computer Operations, Electronics (Communications, 
Computers, Medical, Sensors, Weapons), Electronics Operations 
(Communications, Sensors), Engineering (Spaceship Powerplants, Maneuver 
Drives, Jump Drive), Free Fall, Gunner (Pulse Laser, Beam Laser, 
Missiles, Sandcaster), Mechanic (Spaceship), Piloting (Grav Vehicles, 
Spaceship, Interstellar), Vacc Suit
For Navy, add...
     Administration (officers), Electronics (Gravitics), Forward 
Observer, Intelligence Analysis (officers), Interrogation (officers), 
Interstellar Astrogation (officers), Leadership (officers), Medical 
skills (any), Strategy (officers), Tactics (officers).Other Requirements; 
IQ>9, 1 level of Education for officers.
For Scouts, add...
     Driving (ATV), Guns (Any one from equipment list),  Interstellar 
Astrogation, Mechanic (Ground Vehicles),  Survival.Other Requirements; 
IQ>9, ST>8, Must have Piloting (Interstellar).For Merchant , add...      
Administration, Interstellar Astrogation, Law, Mechanic (Ground 
Vehicles), Merchant, Steward, Streetwise.Other Requirements; IQ>9, Rank 
First Officer, and above, must have Piloting (Starship).

Marines, Army both have...
     Armoury (Guns, Beam weapons), Administration (officers), Computer 
Operations, Demolition, Driving (ATV), Electronics (Communications, 
Sensors, Gravitics), Electronics Operations (Communications, Sensors), 
Engineering (Combat Engineering), Melee Weapon (any listed in equipment), 
Guns (any listed in equipment), Beam Weapons (any listed in equipment), 
Intelligence Analysis (officers), Interrogation (officers), Leadership 
(officers), Mechanic (Ground Vehicles), Medical skills (any), Piloting 
(Grav Vehicles), Strategy (officers), Tactics.
Marines, add...
     Free Fall, Vacc Suit, Zero-G combat.Other Requirements; ST>10, IQ>9, 
Character must have skill with a cutlass and gun/beam weapon.
Army, adds...
     Forward Observer, Gunner (Rocket Launcher, Field Laser, Tank Cannon, 
Machine Gun), Piloting (Fighter Jets), Survival.Other Requirements; DX>9, 
HT>9, Character must have at least one weapon skill.

Other Careers; 
Mercenary - Uses the same requirements and skill list as Army.
Pirate - Use either/both Navy or Marines.
Belter - Use Scouts but replace Guns and Gunner with Prospecting.
Barbarian - Just take appropriate and available skills and several of 
     levels of Primitive.
Noble - Must have Status 3+, and Wealthy.  May take Piloting, Navigation, 
      Engineering, Medical, and Computer skills not otherwise available.
Scientist - Requires two levels of education.  May take Engineering and 
       Medical skills not otherwise available.
Diplomat , Doctor, Flyer, Bureaucrat - Just take appropriate and 
        available skills.

Note...
    Some people have asked me about using GURPS Vehicle rules for
Traveller type ships.  To do this, you need one main principle, that
volumes and masses for components in Traveller are compatible with GURPS
Vehicles and GURPS Space.  (Stats from MegaTraveller work better because
it provides both volumes and masses).  
    First you take the volume of the ship you are designing and look up
the volume, or volume and mass, of a jump drive big enough to give the
proper jump rating.  Then you look up the amount of fuel the jump drive
needs.  (This is so the logistics of travel, trade, and war work the way
they do in the Traveller universe).  At this point you can...

1) Just proceed under GURPS rules, using the Traveller stats for the size
and volume of the Jump unit and the fuel it needs.
2) Proceed under GURPS rules, but assume that the power plant requires as
much fuel as given in Traveller for a maneuver drive on a ship that size.
(GURPS Fusion plants are efficient enough that they almost never need
refueling and the GM may not want to relieve the players of the worry of
running out of fuel).
3) Look up the Traveller stats for the power plant, manuver drive, and
manuver fuel requirements and use those (along with jump drive stats) to
design a ship.  (You pretty much just ignore power requirements because
it is assumed that, once you have powered the manuever drive, any other
power requirements are not significant.)

You will need at least on of the following conversions....
One Ton (of disp. of hydrogen) = 18 cubic yards
One Ton (of disp. of hydrogen) = 13.5 kiloliters
One Ton (of disp. of hydrogen) = 486 cubic feet