GURPS 2300: running 2300AD under GURPS 4th edition

Roger Burton West
30 May 2008


Table of Contents

THIS IS A WORK IN PROGRESS!


1. Introduction

This conversion draws on Søren Petersen's and Matthew Pook's "GURPS 2300 AD" (for the third edition of GURPS).

The 2300AD source materials will not be duplicated here; they are available on CD-ROM from Far Future Enterprises. It is assumed that anyone using these rules is already sufficiently interested in the setting to have obtained at least the core rules.

This web site is not authorized or endorsed by Far Future Enterprises (FFE) and is run without permission. The contents of this site are for personal non-commercial use only.

GURPS is copyright Steve Jackson Games Inc., and one of that company's registered trademarks. It is intended that its use here should be in compliance with Steve Jackson Games' on-line policy, as given at http://www.sjgames.com/general/online_policy.html, at the time of writing.

No challenge to or infringement of these or any other intellectual properties is intended by the author(s) of this material.


2. World

Tech Level

2300AD is a TL9 setting, primarily along the conservative hard SF path. It has some TL10 and TL10^ developments in power storage and weaponry, and one big TL^ element: the stutterwarp drive. On the other side, computers are at early TL8 at best. For game-mechanical purposes it should be considered TL9.

Money

Costs for equipment are not directly comparable between 2300AD and GURPS; Lv1 seems to be worth somewhere between $1 and $10 depending on the specific item. Comparable equipment in the 2300AD catalogues should be taken as the principal guideline when converting prices from GURPS books; absent this, use Lv1=$5 as a rule of thumb.

Base starting wealth is the usual TL9 30,000 GURPS$, or Lv6,000.

Lv1 equals roughly US$1.25, 1.33 German Talers, or 1.67 Manchurian Rubles.


3. Characters

Homeworld

Every character must have a homeworld. Its key characteristics in terms of character generation are:

Whether it is of the Core (Earth and Tirane) or the Frontier (everywhere else);

What languages are spoken there.

What its home gravity is, which will determine the character's native gravity. (A character from the Core may choose zero-G as his native gravity, representing someone brought up on a small orbital habitat without spin gravity.)

Advantages

G-Experience (B57) and Improved G-Tolerance (B60) are both very common among those who travel between worlds. See B350 for the range of bonuses and penalties.

Skills

Piloting/TL9 (Stutterwarp) covers any space vehicle operating with a stutterwarp drive, both in and out of star systems. If such a vehicle carries a reaction drive and is forced to use it, such operation is still covered by the Low-Performance or High-Performance Spacecraft specialisation as appropriate. Defaults to (and from) other Spacecraft Piloting at -6.

Navigation (Space) covers all space flight under stutterwarp; there is no distinct Navigation (Hyperspace) skill in this setting.

Templates

Body types

Normal humans are GURPS-standard and may come from any home gravity. Some other body types are available in specific areas.

Endomorph

16 points

Endomorphs may not come from worlds with gravity 0.8g or below.

Attributes: ST 11 [+10]; DX 9 [-20]; HT 12 [+20]

Advantages: Improved G-Tolerance (0.5G) [10].

Disadvantages: Unattractive [-4].

Mesomorph

10 points

Mesomorphs may not come from zero-G worlds.

Attributes: ST 13 [+30]; DX 8 [-40]; HT 12 [+20].

Ectomorph

20 points

Ectomorphs may not come from worlds with gravity 1.4g or above.

Attributes: ST 8 [-20]; DX 12 [40].

Advantages: Flexibility [5].

Disadvantages: Skinny [-5].

Homeworlds

Each character should normally take a homeworld package appropriate to his early upbringing.

Core Worlder

5 points

5 points taken from:

Advantages: Any languages spoken on the character's homeworld.

Skills: Administration, Area Knowledge (Homeworld/Country), Boating/TL9, Computer Operation/TL9, Driving/TL9 (Automobile), Driving/TL9 (Hovercraft), Research, Seamanship.

Frontier Worlder

5 points

5 points taken from:

Advantages: Any languages spoken on the character's homeworld.

Skills: Area Knowledge (Homeworld/Country), Boating, Brawling, Driving/TL9 (Automobile), Driving/TL9 (Hovercraft), Electronics Operation/TL9 (any specialisation), First Aid, Guns/TL9 (Pistol), Guns/TL9 (Rifle), Mechanic/TL9 (any specialisation), Prospecting, Seamanship/TL9, Survival (any specialisation), Swimming, Vacc Suit.

Careers

Each template gives a bare minimum initial skill package. Characters who have spent any significant amounts of time in a career should spend further points on these and other suggested skills. None of these templates is compulsory; many other careers exist.

Military

Ground Military

10 points

Brawling, Karate, or other martial arts [2]; Driving (specify) [2]; Explosives/TL9 (Demolition) [1]; Gunner (specify) / Artillery (specify) [2]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [2]; Survival (specify) [1].

Further skill purchases might be any combat or weapon skills, Driving, or Battlesuit.

Sea Military

9 points

Boating (specify) [2]; Brawling, Karate, or other martial arts [2]; Gunner (specify) / Artillery (specify) [2]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [2]; Survival (specify) [1].

Further skill purchases might be any combat or weapon skills, or Driving (Hovercraft). Few larger vessels still exist, but other marine vehicle skills might be justified.

Interface Military

9 points

Electronics Repair (specify) / Electronics Operation (specify) [1]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [2]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [1]; Mechanic/TL9 (specify) / Engineer/TL9 (specify) [1]; Piloting/TL9 (specify) [2]; Survival (specify) [2].

Further skill purchases might be any combat or weapon skills, or relevant Piloting/TL9 specialisations - or Administration.

Space Military

7 points

Brawling, Karate, or other martial arts [1]; Electronics Repair (specify) / Electronics Operation (specify) [1]; Environment Suit (Vacc Suit) [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [1]; Mechanic/TL9 (specify) / Engineer/TL9 (specify) [1].

Further skills purchases might also include Artillery, Gunner, Piloting/TL9 (Aerospace or Stutterwarp), and Navigation (Space); a space marine might also consider the Ground Military skill list, especially Battlesuit.

Exploratory

Scout

7 points

Brawling, Karate, or other martial arts [1]; Electronics Repair (specify) / Electronics Operation (specify) [1]; Environment Suit (Vacc Suit) [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [1]; Mechanic/TL9 (specify) / Engineer/TL9 (specify) [1].

Contact

9 points

Anthropology [1]; Environment Suit (Vacc Suit) [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Linguistics [2]; Psychology [1]; Survival (specify) [2].

Academic

5 points

Administration [1]; Computer Operation / Computer Programming [1]; Research [2]; Writing [1].

Frontier World

Colonist

11 points

Boating (specify) [1]; Brawling, Karate, or other martial arts [2]; Driving (specify) [2]; Environment Suit (Vacc Suit) [1]; First Aid/TL9 [1]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Survival (specify) [2]; Swimming [1].

Troubleshooter

10 points

Brawling, Karate, or other martial arts [2]; Environment Suit (Vacc Suit) [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [1]; Stealth [1]; Streetwise [2]; Survival (specify) [1].

Core World

9 points

Administration [2]; Computer Operation / Computer Programming [2]; Driving (specify) [2]; Electronics Repair (specify) / Electronics Operation (specify) / Mechanic/TL9 (specify) / Engineer/TL9 (specify) [2]; Research [1].

Government and Civil Service

Administrator

7 points

Administration [2]; Psychology [2]; Research [2]; Writing [1].

Field Agent

12 points

Administration [1]; Brawling, Karate, or other martial arts [2]; Computer Operation / Computer Programming [2]; Forgery [1]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [1]; Research [2]; Stealth [1]; Streetwise [2].

Law Enforcement

9 points

Brawling, Karate, or other martial arts [2]; Driving (specify) [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [2]; Psychology [1]; Stealth [1]; Streetwise [1].

Journalist

7 points

Administration [1]; Photography / Electronics Operation (Media) [1]; Research [2]; Streetwise [1]; Writing [2].

Independent Trader

6 points

Administration [1]; Merchant [4]; Streetwise [1].

Ship Crew

8 points

Brawling, Karate, or other martial arts [2]; Computer Operation / Computer Programming [1]; Engineer/TL9 (Stutterwarp) [1]; Environment Suit (Vacc Suit) [2]; Piloting/TL9(specify) [1]; Survival (specify) [1].

Extralegal

Thief

10 points

Brawling, Karate, or other martial arts [2]; Computer Operation / Computer Programming [2]; Forgery [2]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [2]; Streetwise [2].

Smuggler/Pirate

10 points

Brawling, Karate, or other martial arts [2]; Computer Operation / Computer Programming [1]; Forgery [1]; Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol) [2]; Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle) [1]; Streetwise [2]; Survival (specify) [1].


4. Aliens

Pentapod

57 points

Attribute Modifiers: DX -1 [-20]; IQ +2 [40]; HT +2 [20].

Secondary Characteristic Modifiers: SM -2; Will +1 [5].

Advantages: 360 degree vision [25]; Amphibious [10]; Extra Arms (one; Foot Manipulators -30%) [7]; High Manual Dexterity 2 [10]; Injury Tolerance: No Neck [5].

Disadvantages: Semi-Upright [-5]; Slave Mentality [-40].

Features: Sterile.

A typical Pentapod encountered on Beta Canum will also have this 13-point package:

Advantages: Cultural Familiarity (Western) [1]; Language (English, French or German) (accented/accented) [4].

Skills: Area Knowledge: Beta Canum-12 (IQ+0) [1]; Diplomacy-12 (IQ+0) [4]; Merchant-11 (IQ-1) [1]; Psychology (Human; Applied)-10 (IQ-2) [1]; Savoir-Faire-12 (IQ+0) [1].

Hit Location Table:

Roll Location
- Eye (-8)
3-4 Brain (-7)
5 Face (-5)
6 Torso (0)
7-8 Arm 1-2 (-2)*
9-11 Torso (0)
12 Torso (0)
13-14 Arm 3-4 (-2)*
15-16 Arm 5 (-2)
17-18 Torso (0)
- Vitals (-3)

5. Conversions

While the author would not recommend converting player characters in an existing campaign, some approach seems necessary for converting NPCs in published material.

Characters

Attributes

To convert an attribute value, multiply it by 5% to get a probability of success. Then look up the closest value on the Probability of Success Table (B171). In summary:

2300AD GURPS
1 5
2 6
3-4 7
5-6 8
7-8 9
9-11 10
12-13 11
14-15 12
16-17 13
18 14
19 15
20 16
21 17
22-23 18
24 19
25 20

Strength becomes ST; Dexterity becomes DX; Endurance becomes HT. IQ is based on the mean of Intelligence and Education.

Skills

A 2300AD skill level can be roughly converted to a number of points in a GURPS skill:

2300AD GURPS
0-1 1
2-3 2
4-5 4
6-7 6
8-9 8
10 10

Where one 2300AD skill maps to multiple GURPS skills, split the available points; where multiple 2300AD skills map to a single GURPS skill, use the highest 2300AD skill level with possible bonuses for lower skills.

2300AD GURPS
Aircraft Pilot Piloting/TL9 (specify)
Anthropology Anthropology
Appraisal Merchant
Astronomy Astronomy
Bargain Merchant
Bureaucracy Administration
Chemistry Chemistry
Combat Rifleman Guns/TL9 (Rifle) / Beam Weapons/TL9 (Rifle)
Combat Walker Battlesuit
Communications Electronics Operation (Communications)
Computer Computer Operation / Computer Programming
Demolitions Explosives/TL9 (Demolition)
Disguise Disguise
Electronic Electronics Repair (specify) / Electronics Operation (specify)
Environmental Engineer Engineer/TL9 (Environmental)
First Aid First Aid/TL9
Forgery Forgery
Forward Observer Forward Observer/TL9
Geology Geology (specify)
Ground Vehicle Driving (specify)
Gunner Gunner (specify) / Artillery (specify)
Heavy Weapons Gunner (specify) / Artillery (specify)
History History (specify)
Hover Vehicle Driving (Hovercraft)
Hunting Traps / Stealth / Naturalist / Survival
Imaging Photography / Electronics Operation (Media)
Information Gathering Research
Interviewing Psychology
LTA Vehicle Piloting/TL9(Lighter Than Air)
Leader Leadership
Linguistics Linguistics
Local Knowledge Area Knowledge
Mechanical Mechanic/TL9 (specify) / Engineer/TL9 (specify)
Medical Physician (and other Medical skills)
Melee Brawling, Karate, or other martial arts
Mining Engineer/TL9 (Mining)
P-suit Environment Suit (Vacc Suit)
Physics Physics/TL9
Pilot Piloting/TL9(specify)
Prospecting Prospecting
Psychology Psychology
Reconnaissance Stealth
Remote Pilot Electronics Operation (Remote)
Riding Riding
Robotics Electronics Operation (Robotics)
Scooter Pilot Piloting/TL9 (High-Performance Spacecraft)
Sea Vehicle Boating (specify)
Security Systems Electronics Operation (Security Systems)
Sensors Electronics Operation (Sensors)
Ship's Drive Engineering Engineer/TL9 (Stutterwarp)
Sidearm Guns/TL9 (Pistol) / Beam Weapons/TL9 (Pistol)
Stealth Stealth
Streetwise Streetwise
Survival Survival (specify)
Swim Swimming
Tactics Tactics
Theoretical Sciences Engineer/TL9 (specify)
Thrown Weapon Thrown Weapon
Tracking Tracking
Trader Merchant
Writing Writing
Zero-G Free Fall

Tasks

Approximate difficulty equivalents:

2300AD GURPS
Simple +6 to +10
Routine +4 to +5
Difficult -3 to +3
Formidable -5 to -4
Impossible -10 to -6

For standard-duration tasks, the base duration is found by multiplying the task's listed time by 10; the Time Spent rules (B346) are likely to be helpful in further altering this time (for example to make a task Hasty).


6. Equipment

Ultra-Tech

Weapons

Generally all TL9 weapons are available. Add also: all TL10 lasers, all TL10^ plasma guns (but not TL11^ - these are still bulky mounted weapons), all TL10 electromagnetic (Gauss) guns and GLs.