IMTU:
GURPS Characters in Traveller
The only time when conversion is needed is when:
- There are a lot of previously generated GURPS character sheets,
- AND there are more players than previously generated Traveller characters,
- AND there is not a lot of time to generate a fresh Traveller character.
- OR the referee needs to generate one or more NPC’s for Classic Traveller in a short period of time.
There are enough similarities that GURPS statistics may be converted to Traveller statistics as a shortcut to character generation. First, convert the attribute scores:
GT score = CT score:
0 = 0
1 = 1
2 or 3 = 2
4 = 3
5 = 4
6 or 7 = 5
8 = 6
9 = 7
10 or 11 = 8
12 = 9
13 = A (10)
14 or 15 = B (11)
16 = C (12)
17 = D (13)
18 or 19 = E (14)
20 = F (15)
(Note that attribute scores in both systems are never at zero for a viable character.)
Second, assign the converted scores from each GURPS attribute to its Traveller equivalent:
Strength (ST) = Strength (STR)
Dexterity (DX) = Dexterity (DEX)
Health (HT) = Endurance (END)
IQ* = Intelligence (INT)
IQ* = Education (EDU)
Status** = Social Standing (SOC)
GURPS Trav.
1 SOC-A Squire
2 SOC-B Knight / Dame
3 SOC-C Baron / Baroness
4 SOC-D Marquis / Marquessa
5 SOC-E Count / Countess
6 SOC-F Duke / Duchess
* For IQ to INT & EDU conversions, the player first converts the IQ value, doubles the result, and then divides it between INT and EDU as he or she sees fit. Neither attribute can be reduced below 1 or raised above F.
** For converting GURPS Status of 0 or less to SOC, roll (1D+3) and add GURPS Status as a Die Modifier.
While purists – especially those familiar with the CT-to-GURPS conversion charts provided by Steve Jackson Games - may argue with these conversions, accuracy is sacrificed in favor of expediency, in that we all want to get the game underway as quickly as possible.
SKILL CONVERSION:
GURPS Traveller skill classes include Animal, Artistic, Athletic, Combat/Weapon, Craft, Hobby, Language, Magic [2], Medical, Outdoor, Professional, Psionic, Scientific, Social, Thief/Spy, and Vehicle.
[1] The first rule is that any GURPS skill is excluded, included, or modified solely at the Traveller referee’s discretion.
[2] The second rule is that if a Traveller skill exists that already covers the GURPS skill (such as Psionics), then the Traveller skill and its description are used instead.
[3] The third rule is that if a GURPS skill would require the use of magic, or if it applies to some magic-related skill, then it is to be discarded completely.
[4] The fourth rule is that to convert any GURPS skill percentage level (based on 100-point characters) to Traveller skill level, the following table is used:
GT% – CT Level – Title - Reputation
91.0 or more - 7 - Supreme - Godlike
45.5 to 90.5 - 6 - Master - Mythical
23.0 to 45.0 - 5 - Adept - Legendary
11.5 to 22.5 - 4 - Expert - Outstanding
6.0 to 11.0 - 3 - Professional - Excellent
3.0 to 5.5 - 2 - Skilled - Good
1.5 to 2.5 - 1 - Apprentice - Fair
1 or less* - 0* - Amateur - Average
*NOTE: Default Traveller skills include Blade Combat-0, Gun Combat-0, Steward-0, Vacc Suit-0, and Vehicle-0. For any other GURPS skill of level-1, treat as a default skill of level-0.
I based the attribute conversions on a simple 16/20 ratio between. The skill conversions were based on a logarithmic scale that keeps high-percentage GT skills in a more manageable range for CT skills.
I have had to use this system on only five occassions; once in a pick-up game at a convention, 3 times when I needed an NPC, and once when the player insisted on playing their favorite GT character ("Okay, but no weapons above TTL-9!").
It may not be them most 'accurate', but it works for me!