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.