[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 Imperium 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 &ndash GURPS skills levels are related to Traveller skill
levels by the formula:
Traveller Skill = (GURPS Skill &ndash 10) / 2.
Mega Traveller &ndash 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 . . .
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 &ndash 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 &ndash 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 &ndash 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 &ndash 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 &ndash 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 &ndash 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 &ndash M/A (prerequisite, Merchant); Training specifically in
assisting the purchase/sale of good for interstellar commerce.
Steward &ndash M/E; Training in the care, feeding, and management of
passengers.
Forward Observer &ndash 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 &ndash 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 &ndash M/VH; Building and servicing Jump Drives.
Jump Drive Operaration &ndash M/H (Defaults to Engineer, Jump Drive &ndash 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 &ndash M/A (Requires Free Fall); All combat skills in free
fall are at the minimum of either combat skill level or Zero-G Combat.
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
Underwater 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)
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 &ndash 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 &ndash 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 &ndash Can be fired one handed (add 3 to SS, subtract 3
from ACC, double Rcl).
ACR (Advanced Combat Rifle) &ndash 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 &ndash 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 &ndash Characters with with zero-G combat at a 12+ can
use one in free fall with just a -2 recoil penalty.
Gauss Rifle &ndash 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 &ndash 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.
** 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 &ndash 32x power, variable.
Shoulder Stocks &ndash For pistols, 2.5 Lb, add +4 to Acc and +2 to SS and you use Guns, Rifle instead of Guns, Pistol.
Vacc Suit &ndash Provides PD 2, DR 3.
Computers &ndash For personal computers use GURPS rules, GTL 8, $1 = 2 Cr. Ship computers use Traveller rules.
Slow Drug &ndash 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 &ndash 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 &ndash 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 &ndash 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 &ndash 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 . . .
* 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 &ndash 39 points.
What can I say, they're weird. 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, &ndash 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 &ndash Uses the same requirements and skill
list as Army.
Pirate &ndash Use either/both Navy or Marines.
Belter &ndash Use Scouts but replace Guns and Gunner
with Prospecting.
Barbarian &ndash Just take appropriate and available
skills and several of levels of Primitive.
Noble &ndash Must have Status 3+, and Wealthy. May take
Piloting, Navigation, Engineering, Medical, and Computer skills not
otherwise available.
Scientist &ndash Requires two levels of education. May
take Engineering and Medical skills not otherwise available.
Diplomat , Doctor, Flyer, Bureaucrat &ndash Just take
appropriate and available skills.
Note . . .
Some people have asked me about using
GURPS 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 . . .
Just proceed under GURPS rules, using the
Traveller stats for the size and volume of the Jump unit and the fuel it
needs.
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).
Look up the Traveller stats for the power plant, maneuver 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 . . . .