GURPS Traveller
TravellerIII.txt
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Traveller/MegaTraveller Conversion to GURPS
Notes Copyright (c) 1996 by Bob Portnell
This document outlines a process for converting existing Traveller and
MegaTraveller characters to GURPS. Do not use these when creating new
characters; create new characters using normal GURPS/GURPS Space rules.
You will want GURPS Space and GURPS UltraTech to make the most accurate
crossover.
Please note no attempt is made here to convert the environment (ships,
planets, etc.) This includes only the bare bones of changing a character
from Traveller to GURPS.
GURPS, the Generic Universal Role Playing System and its supplements are the
copyrighted property of Steve Jackson Games, Inc. Traveller and
MegaTraveller are the copyrighted property of Games Designers' Workshop, Inc.
No challenge to these rights is intended. This document may not be
distributed in a commercial manner.
I. Attributes
A. Assumptions: Traveller traits are rolled up on a "3d6, drop low die"
rule. (This is how we always did it.) This produces a skew bell
curve with an average of 8.5.
B. Attributes (STR to ST, DEX to DX): Multiply Traveller attribute x 1.33,
dropping all fractions. Result:
Traveller 1 2 3 4 5 6 7 8 9 A B C D E F
GURPS 1 2 4 5 6 8 9 10 12 13 14 16 17 18 20
This accurately reflects both bell curves, but may become expensive
at the higher end. Referees may opt to make GURPS Attributes equal
to Traveller attributes when the Traveller attribute is above 12.
C. Attributes (INT, EDU to IQ)
1. Convert INT to IQ using guidelines above.
2. Add 1 to IQ if EDU 10 or better
3. Add Eidetic Memory/30 (or additional +1) if EDU 12 or 13.
4. Add Eidetic Memory/60 (or further bonus) if EDU 14 or better.
D. Attributes (END, Lifeforce to HT, Hits)
1. Recall that Lifeforce = (STR+END+DEX)/3
2. Convert END as above to obtain basic HT.
3. Convert Lifeforce as above to obtain Hit Points. If Hit Points
higher than calculated HT, buy Extra Hit Points accordingly.
E. Attributes (STR, END to Fatigue)
1. Take average of STR and END to obtain "Tolerance".
2. Convert "Tolerance" as above to obtain Fatigue. If Fatigue
higher than calculated ST, buy Extra Fatigue accordingly.
F. Attributes (SOC to Social Status)
1. If SOC = 1 to 4, take a Social Status level equal to (SOC-5).
2. If SOC = 5 to 7, no advantage or disadvantage required.
3. If SOC = 8 or 9, may optionally take a Social Status level equal
to (SOC-7). Appropriate for retired officers.
4. If SOC = 10 to 15, take a Social Status level equal to (SOC-7).
II. SKILLS
A. Assumptions.
1. A Traveller skill roll for an Average task involved rolling
(7+Skill) or less on 2d6. If a skill is known, it must be at
least known at skill 1, giving an 8 or less roll for any known
skill. This puts us in rough accord with the attribute
conversions.
2. Descriptions of Physician in both rule books give a Traveller
skill of 3 or a GURPS skill of 15 as requirements to
take the title of "Doctor." Thus we assign an equivalence.
B. General Conversions.
Traveller Skill 1 2 3 4+
GURPS Skill Level 10 12 15 GM's discretion, varying with
skill diff.
C. Specialties.
1. Use a direct conversion wherever possible. Laser Pistol becomes
Beam Weapon (Laser); Commo becomes Electronic Ops. (Commun.).
2. Note the Traveller "Engineering" is the equivalent to
Mechanic (Jump Drive), Mechanic (Manuever Drive), Mechanic (Life
Support) and Shipbuilding (Starship) all combined! Similarly,
Navigation becomes Astrogation and Elec. Ops. (Sensors).
III. SERVICE & EXPERIENCE
A. Retirees from formal services (Navy, Army, Scouts, Merchant, Flyer,
Bureaucrat, Diplomat) may take "Courtesy Rank" (see GURPS Old West
or GURPS Compendium I) based on the GURPS equivalent of their final
Traveller rank.
B. Aging Rolls: All previous aging rolls were accounted for in
conversion process. Aging rolls may be required in future
play -- use guidelines in GURPS Space.
IV. MONEY & EQUIPMENT.
A. Convert equipment on an item-for-item basis, matching up features
and functions. For example, replace a Traveller Vacc Suit with a
GURPS Vacc Suit, Air Tanks, SR Radio and other appropriate
accessories. Convert a Traveller Tailored Vacc Suit to a GURPS
Skinsuit, Air Tanks, etc. Converting weapons is easy, except for
neural weapons -- convert Traveller neural weapons to GURPS sonic
weapons to duplicate effects.
B. Convert cash on a basis of (Cr x 2)/5 = $.
V. ADVANTAGES, DISADVANTAGES AND QUIRKS
Since this is an existing character, the player may have a notion of
what may be appropriate in these departments. For example, a deckhand who
had a bad experience with a cargo hold full of snakes in a past adventure is
a good candidate for ophiophobia. A doctor might have some form of Pacifism
and perhaps a Code Of Honor based on the Hippocratic Oath. Let common sense
prevail. Be true to the spirit and experiences of the character.
Consider membership in the Traveller's Aid Society to be a Contact
(utterly reliable, usually available (in class A or B starports), of mid-
level skill (base cost 2)).
VI. POINT COSTS
If we assume the 18 year old Traveller character corresponds to the 100
pt. GURPS hero, then one should probably aim for 100 points + 10 points for
each four-year Traveller tour completed. Abide by the "four or 40" rule for
disadvantages; the referee may be lenient concerning disadvantages acquired
by the character during previous Traveller play.
VII. ALIENS
Refer to David P. Summers's article "GURPS Traveller," available in the
GURPSnet Archives or at the GURPS Website.