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GURPS 2300 AD

By Matthew Pook and Søren Petersen

Mike  Jasinski's   Vehicle Rules for Converting 2300 to Gurps

2300 AD Weapons to Gurps


At the dawn of the 24th century man has travelled far from the precipice at the end of the twentieth century. Never again were nuclear weapons to be used as they were then. The 'Twilight War' saw a breaking of the old order and in the aftermath, many new nations arose, several of them based upon the very same nationalist and ethnic lines that had shattered the old nations.

In South America, Argentina and Brazil rose to dominate the continent as they had never before. Theirs was a rivalry that would flare into war several times in the following centuries, both on and off Earth. North of them, Mexico moved to occupy all of the isthmus between North and South, as well as the South-Western quarter of the now shattered United States of America. Only Texas would liberate itself as it had before, and then to become an independent nation. A much reduced America has once again become a power in the world.

In Europe only France survived the war in any fit state. It grew to become a superpower as never before and its influence became to be felt around the globe, but nowhere more so than in Africa. Many departments of France now lie throughout Africa. Until recently France has kept Germany as a number of small states, but the reunification came about in a war with strong parallels to the one of 1870. The fallout from the War of German Reunification saw the fall of the twelfth Republic and the auguration of the fourth empire.

Out of Russia, the old nation of the Ukraine become the leading nation. Likewise the out of the shattered People's Republic of China, a new nation of Manchuria has arisen. In the Far East, Japan has become a powerful trading nation, as has Australia, which remained untouched by the war.

The discovery in 2136 of the 'Stutter Warp', a working method of faster than light travel has enabled man to spread himself throughout 55 colonies on 29 'garden' worlds and various outposts on another 100 worlds within a few weeks travel from Earth. The 'Stutter Warp' allows a ship to travel a maximum of 7.7 lightyears before having to discharge within the gravity well of a planetary system. The drive requires the rare metal 'tantalum', over which nations have gone to war, and ridden the rockets into space and riches. At the core there are two worlds, Earth and Tirane, the site of Man's first colony which orbits Alpha Centauri. Beyond that there lie three arms along which colonies have been discovered and settled. The American Arm, shared with Australia remains the least explored and the smallest.

It was along the Chinese Arm that the first contact with another intelligent race was discovered. A Manchurian survey ship discovered the Sung in 2248. The discovery of a second race, the Xiang, in the same star system by the Canadians led to war with the Sung when it became apparent that the Sung had enslaved them. The reasons for the enslavement were not as clear cut as they were portrayed at the time, but the Sung were very easily defeated and now look to man for new information. A third race was discovered along the Chinese Arm at almost the same time. Initial clues to their existence came in the form of ruins of a starfaring culture. It is now known that the Eber, contacted in 2259 had several colonies around other stars, but a war devastated these and destroyed their technology. Two subarms (known as fingers) have been colonised by Canada and many of the South American nations.

The French Arm is heavily dominated by the European Space Agency, which includes Azania (the former South Africa). To date the French Arm is the only one to have independent colonies. The three are Elysia, which fought the French government; Wellon on Tirane, granted independence by Britain; and Heidelsheimat, a Bavarian colony that refused to recognise the newly unified Germany. There have been two races contacted along the Arm. The first are the Pentapod, an aquatic race unlike any other. Friendly, the Pentapod are renowned for their biological products.

The second race was encountered at the far edge of Human space and remain the most mysterious to date. Dubbed the 'Kafers', they were encountered fleetingly in 2295 in the Acturus system. In 2297 they returned and attacked the outpost there, followed by a fully fledged invasion of the Eta Bootis system in 2298. Though driven off through the co-operation forged amongst the major space faring nations, this implacable foe remain entrenched on the colonies there. All has been quiet from the direction of Acturus for the last two years, but how long this will last is another matter. If these kafers return, then the alliance may well be needed again. It is still shaky, for many still do not forget the rivalries of their mother nations.


GURPS 2300 AD Contents:

Conversion Notes

Body Types Skills
Career & Skills Acquisition Non-Player Characters Aliens Equipment

Introduction

These rules are a guideline for converting 2300 AD, GDW's near future hard science Science Fiction role-playing game to GURPS. They are co-authored by Søren Petersen and Matthew Pook, also responsible for GURPS SkyRealms of Jorune. If you want to use these rules, it is still recommended that you refer to either version of 2300 AD.

As its title suggests, 2300 AD is set approximately 300 years from now and the timeline is a continuation of the events that take place in the Twilight 2000 role-playing game, also from GDW. It takes place within a fifty light year radius of the Earth. The technology, bar space travel, is not that much more advanced than ours.

The game is available in two versions. Traveller: 2300 was released in 1986. There was some confusion over the game's identity - many thought that it was actually a prequel to GDW's other well known Science Fiction role-playing game, 'Traveller', which would be revised and re-released as 'Mega-Traveller' the following year in 1987. 'Traveller' was dropped from the title when the game was revised and released as '2300 AD' in 1988. The line was dropped in 1990, with only 3W's 'Operation Overlord' developing the timeline beyond the year 2300. Excluding the two sets of rules and the ship plans and 'Star Cruiser', the spaceship combat rules, there are a total of 18 supplements for the game. The majority of these should be relatively easy to purchase on the second hand market.

Note: This conversion ignores the cybertech rules that were added with the 'Earth / Cybertech Sourcebook' in 1989. It is the feeling of both authors that these do not mesh with the setting of 2300 AD and we have not taken them into account in this conversion. If the introduction of these rules is desired we would suggest the use of Steve Jackson Games, Inc.'s GURPS Cyberpunk supplement.

The following books were used to create this conversion: GURPS Basic Set, Third Edition

GURPS Compendium I

GURPS Space

The following books might also prove useful: GURPS Ultratech

GURPS Vehicles

GURPS Terradyne

GURPS Cyberpunk

Disclaimers:

GURPS is copyright © 1994 Steve Jackson Games, Inc. and is used without their permission.

Traveller: 2300 and 2300 AD are copyright © 1986 and 1988 respectively GDW Games, Inc. and is used without their permission. Note that with GDW closing down in 1995, it is highly possible that the copyright is owned by somebody else.

No infringement of their rights is intended.

The information contained here-in is intended for informational purposes only and is not intended for sale or profit. It is copyright © 1997 Søren Petersen and Pookie. Permission is granted for the free distribution of this information as long as all copyright notices remain.

These rules are Version 1.1 of the GURPS 2300 AD adaptation. Last updated Friday, March 21st, 1997.

Finally if you have any comments to make about the material here, please feel free to E-Mail us: Søren Petersen: S_Petersen@ie.ibm.com Matthew Pook: Pookie@Falmouth.ac.uk


Conversion Notes

Since 2300 AD operates with a D10 roll against stats and skills (vs. GURPS with a 3D6 bell curve), it is advisable to modify the 2300 AD scores slightly to make them better usable with the GURPS system.

Multiply the 2300 AD characteristic by 5 and find the GURPS score that is closest (on the 'probability of success'-table, p. B45). Example: a 2300 AD Strength of 14 (70%) is closest to 12 (74%) in GURPS. The table below summarizes this:

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


To convert a 2300 AD character to GURPS, follow these steps:

ST: Convert Strength on the above table.
DX: Convert Dexterity on the table.
IQ: First, find the average of Intelligence and Education (round up). Then convert that score on the table.
HT: Convert Endurance on the table.

Other 2300 AD characteristics and their use:

Appearance: (The numbers in the brackets refer to the die rolls made for appearance in 2300AD)
Unattractive = Ugly
Plain = Unattractive (2) or Average (3)
Good-Looking = Average (4-5) or Attractive (6-7)
Attractive = Handsome/Beautiful
Sensational = Very Handsome/Beautiful.

Body Type: See the section 'Body Types'.

Coolness Under Fire: A '1' gives Combat Paralysis and a '6' or more gives Combat Reflexes.

Determination: This determines a characters Will. Convert 2300 AD Determination on the above table and compare it with the converted IQ score. For each points difference, the character gets one point of Strong or Weak Will. Example: A 2300 AD character has Determination 15, Intelligence 12 and Education 7. His GURPS IQ is 10, but his Determination translates to 12. So he has Strong Will +2.

Eloquence: A low score here would indicate a person with Shyness or Stuttering, while a high score would reflect someone with Charisma or Voice and skilled in Bard or Leadership.

Eyesight/Hearing: (dice rolls here apply as per the appearance conversion)
Poor = Bad Sight/Hard of Hearing
Average = Normal perception
Excellent = Acute Hearing or Vision +1 or +2
Exceptional = Acute Hearing or Vision 3+

Renown: This is GURPS Reputation.

Let's take an example from the 2300 AD rules and convert him. Looking at Obadiah Thomas, the American Marshal from the solo adventure, he has the following stats:

Size 9, Strength 11, Dexterity 12, Endurance 11, Determination 13, Intelligence 16, Eloquence 8, Education 15

Eyesight: Average
Hearing: Exceptional
Body Type: Normal
Coolness Under Fire: 8

Skills: Bureacracy-0, Combat Rifleman-2, Computer-1, Demolitions-0, First Aid-1, Ground Vehicle-4, Heavy Weapons-1, Information Gatering-3, Melee-4, Psychology-0, Sidearm-3, Stealth-1, Streetwise-3, Survival-0.

In GURPS terms, he would have:

ST 10, DX 11, IQ 11, HT 10

Advantages: Acute Hearing +3, Combat Reflexes

Skills: Administration 9, Computer Operation 11, Demolition 9, Driving (specify) 12, First Aid 11, Gunner (specify) 11, Guns (handgun) 13, Guns (rifle) 13, Karate 11, Psychology 8, Research 11, Stealth 10, Streetwise 11, Survival (specify) 9.


Body Types

Ectomorph Endomorph Mesomorph Normal

In 2300 AD, there are four different body types for humans: Ectomorphs, Endomorphs, Mesomorphs and Normals. This is a short description of each body type, along with any advantages and disadvantages:

Ectomorph
Ectomorphs come from planets with zero (less than 0.4 G) or low (between 0.4 and 0.8 G) gravity. They are tall and slender. They are usually very agile, but tend to lack muscle mass.


Ectomorphs have -2 ST (-15 points) and +2 DX (20 points). They have the advantage Double-Jointed (5 points). Most Ectomorphs are Skinny (-5 points) and they are very uncomfortable on worlds with normal or high gravity (-5 points).

Total cost: 0 points.

Endomorph
Endomorphs come from planets with normal (between 0.8 and 1.4) or high (more than 1.4 G) gravity. They are short and squat, possessing a high endurance.


Endomorphs have +1 ST (10 points), -1 DX (-10 points) and +2 HT (20 points). They have the advantages Improved G-Tolerance (.5 G) (10 points). Most endomorphs are considered Unattractive (-5 points) by normal human standards.

Total cost: 25 points.

Mesomorph
Mesomorphs are very muscular and husky. They are generally tall and wide. They can come from planets with low, normal or high gravity.


Mesomorphs have +3 ST (30 points), -2 DX (-15 points) and +2 HT (20 points). They have no special advantages or disadvantages.

Total cost: 35 points.

Normal
Most humans have a normal body type. There are no modifiers to characteristics, nor any special advantages or disadvantages. This body type can appear on all types of planets.

Total cost: 0 points.


The effects of gravity on strength and dexterity

  Zero-G

Low-G

Normal

High-G

Zero-G
Low-G
Normal
High-G

-
-1/+1
-2/+2
-3/+3

+1/-1
-
-1/+1
-2/+2

+2/-2
+1/-1
-
-1/+1

+3/-3
+2/-2
+1/-1
-

The first number is the ST modifier, the second is the DX modifier. Note that skills derived from the effected stats are also effected.

(Note: This one needs working on. I'm not at all happy with it...)


Skills

The concept of skills translate fairly well between the two systems. 2300 AD has a skill range from 0-10, with 0 representing only a bare familiarity and 10 representing true expertise. A skill-0 would mean 1/2 point spent on a GURPS skill, a skill-1 would mean 1 point spent and skill-2 or skill-3 would be 2 points spent, etc. The table below summarizes this:

2300AD

GURPS

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

1/2
1
2
4
6
8
10

The actual GURPS skill level would then depend on the difficulty of the skill and whether it was a Mental or Physical skill. Example: Obadiah Thomas has Information Gathering-3. This is the GURPS Mental/Average skill of Research, and his level of 3 indicates that he has spent 3 points on it, giving him a final skill of IQ (or 11).

The following 2300 AD skills can all be directly translated to GURPS: Aircraft Pilot, Anthropology, Astronomy, Chemistry, Demolitions, Disguise, First Aid, Forward Observer, Geology, Gunner, History, Leader, Linguistics, Physics, Pilot, Prospecting, Psychology, Riding, Stealth, Streetwise, Survival, Swim, Tactics, Thrown Weapon, Tracking and Writing.

When a GURPS skill has more than one 2300 AD equivalent (i.e. Appraisal, Bargain and Trader all translate to Merchant), use the highest 2300 AD skill level to determine GURPS skill level. Skills marked '*' are from the 'Nyotekundu Sourcebook'.

Appraisal = Merchant
Bargain = Merchant
Bureaucracy = Administration
Combat Rifleman = Guns (Rifle) or Beam weapons
Combat Walker = Battlesuit
Communications = Electronics Operation (Communications)
Computer = Computer Operation or Computer Programming
Electronic = Electronics or Electronics Operation
Environmental Engineer* = Engineering (Environmental)
Ground Vehicle = Driving (specify)
Heavy Weapons = Gunner (specify)
Hover Vehicle = Drive Hovercraft
Hunting = Traps / Stealth / Naturalist / Survival
Imaging = Photography or Video Production
Information Gathering = Research
Interviewing = Psychology
Local Knowledge* = Area Knowledge
LTA Vehicle = Piloting (LTA)
Mechanical = Engineering (specify)
Medical = Physician (and other Medical skills)
Melee = Brawling or Karate (a skill level of 5+ would indicate Karate)
Mining* = Engineering (Mining)
P-suit = Vacc Suit
Reconnaissance = Stealth
Remote Pilot = Electronics Operation (Remote)
Robotics* = Electronics Operation (Robotics)
Scooter Pilot* = Piloting (Scooter)
Sea Vehicle = Powerboat
Security Systems = Electronics Operation (Security Systems)
Sensors = Electronics Operation (Sensors)
ShipÕs Drive Engineering = Engineer (Ship's drive)
Sidearm = Guns (Handgun) or Beam weapons
Theoretical Sciences = Engineering (see 'New Inventions', p. B186)
Trader = Merchant
Zero-G* = Free Fall


Careers and skill acquisition

All skill points given here are guidelines that have been adapted from the 2300 AD rules system. They are not extra to the point limitation that characters are built upon and must be deducted from the total point value of the character.

Background Skills
These are skills picked up prior to any careers taken. IQ should be divided by three (round up) to determine how many points can be spent here.

Core World Skills: Administration, Area Knowledge (World/Country), Boating, Computer Operation, Drive Ground Car, Drive Hovercraft, Language, Research, Seamanship.

Frontier World Skills: Area Knowledge (World/Country), Boating, Brawling, Drive Ground Car, Drive Hovercraft, Electronics Operation (Specify), First Aid, Guns (Pistol), Guns (Rifle), Language, Mechanic (Specify), Prospecting, Seamanship, Survival (World or Type), Swimming, Vacc Suit.


Careers
Each of the following careers is broken into several parts. The initial training lists what the basic skills anyone entering the career would be taught. This takes approximately one year.

Military careers
Ground:
Brawling (2 points), Demolition (1/2 point), Drive (All Terrain Vehicle) (1 point), Guns (Rifle) (2 points), Gunner (Machine Gun, Missile or Plasma Gun) (1 point), Savoir-Faire (Ground Military) (1point), Survival (Specify) (1/2 point). Total cost: 8 points.

Sea: Brawling (1 point), Guns (Rifle) (2 point), Gunner (Machine Gun, Missile or Plasma Gun) (2 points), Seamanship (2), Survival (Aquatic) (1/2 point), Swimming (1/2 point). Total cost: 8 points.

Interface: Electronic Operation (Specify) (1/2 point), Guns (Pistol) (1 point), Guns (Rifle) (1/2 point), Gunner (Machine Gun, Missile or Plasma Gun) (1 point), Mechanic (Specify) (1/2 point), Navigation (1/2 point), Pilot (Specify) (2 point), Survival (Specify) (1 point). Total cost: 7 points.

Space: Beam Weapons (1/2 point), Brawling (1/2 point), Electronic Operation (Specify) (1 point), Free Fall (1 point), Guns (Pistol) (1/2 point), Guns (Rifle) (1/2 point), Mechanic (Specify) (1 point), Vacc Suit (1 point). Total cost: 6 points.


Non-Player Characters

NPC Skills
The 2300 AD rules divide less important NPCs into four different levels: Green, Experienced, Veteran, and Elite. These levels determine how skilled the NPC is at his chosen profession (his 'Primary' skills). To translate this into GURPS terms, a Green NPC has a score of 8 in the appropriate skills, an Experienced NPC has 10, a Veteran has 12 and an Elite NPC has 14 or more. For example, if an NPC is described as 'a veteran starship pilot', he will have a score of 12 in space crew skills (see p. AG 18).

NPC Motivations
In 2300 AD, the GM can easily determine the primary and secondary motivations of a NPC by drawing two cards from a deck of playing cards (see p. DG66). These are rough GURPS translations:

Card / Suite Clubs Diamonds Hearts Spades
2 - 4 Unfazeable Quirk (Interested in making money) Quirk (Amiable and cooperative) Bully
5 - 7 Bad Temper Miserliness Sense of Duty (Friends and companions)
Quirk (Desires a position of importance)
8 - 10 Quirk (loves a good fight) Quirk (Easily bribed) Code of Honor (Gentleman's) Quirk (Ambitious)
Jack Berserk Cowardice Common Sense Overconfidence
Queen Stubborness Lecherous Has a Dependent (Loved One) Megalomania
King Sadism Greed Truthfulness Compulsive Lying
Ace Combat Reflexes Compulsive Behavoiur (Spendthrift) Honesty High levels of Charisma and Leadership

Joker (Primary):

May appear normal, but is really genuinely and hopelessly insane. Joker (Secondary): A harmless and entertaining eccentric.
 

ALIENS

Eber Kafer Klaxun Little Guys Pentapod Sung Xiang Ylii
EBER

Civilised Eber

Nomadic Eber Eber Skills

Civilised Eber
Civilised Ebers have +2 ST (20 points) and -1 HT (-10 points).
They have the advantages Damage Resistance +10 (Radiation only) (10 points), Extended Lifespan +5 (Aging begins at 300 Terran years) (25 points), Extra Hit Points +2 (10 points), Fur (DR 1, Temperature Tolerance +1 versus cold only) (4 points), Longer Arms (3 metre reach) (40 points), Retractable Eye Stalks (1 point), Strong Will +1 (4 points) and Toughness +2 (Does not apply to the head) (25 points).
They have the disadvantages Inconvenient Large Size (-10 points), Pacifism (Self-defense only) (-15 points), Primitive/TL 4 (but knows of some TL/5 including the Steam engine) (-25 points), Reduced Move -1 (-5 points), Secret (That Kormoran is not the Eber homeworld) (-5 points) and Stubbornness (-5 points).
Total cost is 64 points.

Nomadic Eber
Nomadic Ebers have +2 ST (20 points) and -1 HT (-10 points).
They have the advantages Damage Resistance +10 (Radiation only) (10 points), Extended Lifespan +4 (Aging begins at 250 Terran years) (20 points), Extra Hit Points +2 (10 points), Fur (DR 1, Temperature Tolerance +1 versus cold only) (4 points), Longer Arms (3 metre reach) (40 points), Racial Memory (15 points), Retractable Eye Stalks (1 point), Strong Will +1 (4 points) and Toughness +2 (Does not apply to the head) (25 points). They have the disadvantages Inconvenient Large Size (-10 points), Pacifism (Self-defense only) (-15 points), Primitive/TL 2) (-35 points), Reduced Move -1 (-5 points), Secret (That Kormoran is not the Eber homeworld) (-5 points), Secret (That of Advanced Stutterwarp Technology) (-5), Social Stigma -1 (Barbarian) (-5 points) and Stubbornness (-5 points).
Total cost is 54 points.

Skill Package: All Eber have Language (Eberese) at IQ (0 points).
Civilised Eber will have Ritual And Ceremonies (Civilised Eber) at IQ (4 points), Ritual and Ceremonies (Nomadic Eber) at IQ-2 (1 point), Savoir-Faire (Civilised Eber) at IQ (1 point) and Savoir-Faire (Nomadic Eber) at IQ-1 (1/2 point).
Nomadic Eber will have Ritual And Ceremonies (Nomadic Eber) at IQ (4 points), Ritual and Ceremonies (Civilised Eber) at IQ-2 (1 point), Savoir-Faire (Civilised Eber) at IQ-1 (1/2 point) and Savoir-Faire (Nomadic Eber) at IQ (1 point).
Total cost is 6.5 points

It is unlikely that Eber will be encountered anywhere other than on Kormoran. Being an advanced civilisation the skills that an individual Eber will possess will vary greatly. Not only do the skills of that Eber depend upon their actual occupation, but also on which lobe of their brain is dominant at any one time. The Eber brain is composed of six lobes, all working through a central nervous bundle and with the lobes actually being located outside the brain case (this accounts for the Toughness advantage not applying to the head). Each lobe is orientated towards a particular skill grouping and these are Dancer (Social), Hands (Professional), Life (Reproduction), Seeker (Survival), Spark (Aestethic), and Warrior (Competitive). No other lobe (and thus both a set of other skills as well as other memory) may be accessed whilst one particular lobe dominates. It takes lengthy ceremony to change lobes as well as the presence more intelligent 'facilitator' Eber. For more information on the Eber race, a full background is given in the scenario 'Ranger' from GDW.


Kafer
The Kafer are a race that suffers from a form of stress atavism that boosts their intelligence from that of virtually mindless cattle to that of highly intelligent and highly capable warriors. The primary trigger for this stress is danger or perceived danger. The change takes approximately thirty seconds to take full effect, and will last for up to thirty minutes. Though this is only a short term effect, but over the long term the effect is to boost the base pre-stress intelligence of the Kafer.

To date few humans have encountered any Kafer bent on anything other than the extermination of humanity, which the Kafer race perceives as 'intelligent barbarians'. A deadly and implacable foe, there remain many unanswered questions about the motives, the biology, and technology of the Kafer. The physical details for the Kafer below are for as they would be encountered on any planet approaching normal Earth gravity. Their homeworld is actually a low gravity world of .8 G and all statistics should be adjusted accordingly.

For further information about the Kafer, we refer you to the 'Kafer Sourcebook' which will answer all of those questions. GDW also published a semi-campaign that followed the progress of Humanity's encounters with the Kafer and the war that follows. Anyone wishing to follow an 'Aliens' style series of adventures (though against a far more 'intelligent' foe) is directed to 'Kafer Dawn', 'Aurore Sourcebook', 'Mission Arcturus', 'Invasion' and finally 'Operation Overlord' from 3W (in that order). Since they take place on the French Arm of space, the adventures 'Satellite Down' (from the original 'Traveler 2300' boxed rules set) and 'Beanstalk' can be run prior to the beginning of any such Kafer campaign.

Pre-Stress Kafer:
Pre-Stress Kafers have +2 ST (20 points), +1 DX (10 points), -5 IQ (-40 points) and +3 HT (30 points). They have the advantages Carapace (DR 24) (Rear; Head, All of the back and Abdomen Only, -50%) (46 points), Cast Iron Stomach (15 points), High Pain Threshold (10 points), Manual Dexterity (Hands/Mouth Manipulators) +2 (6 points), Strong Will +2 (8 points), Toughness +2 (DR2) (25 points) and Vision (Poor Infrared Spectrum Vision/Improved Ultraviolet Vision) (0 points). They have the disadvantages Appearance (Hideous) (-20 points), Bad Temper (-10 points), Bloodlust (-10 points), Combat Paralysis (-15 points), Fanaticism (Hatred of Humanity) (-15 points), Hidebound (-5 points), Incurious (-5 points), Odious Racial Habit (Addicted to combat and violence) -2 (-10 points), Odious Racial Habit (Eats their own dead) -4 (-20 points), Poor Grip (Kafer hands consist of three opposable thumbs that are comparatively not as strong as the hands of Humans, but they make up for it with greater pure arm strength) (-5 points), Reputation (Eats Humans) -4 (-20 points) [This is perception only, and there is no evidence to support this], Semi-Literacy (-5 points), Short Attention Span (-10 points), Suspicious (-5 points) and Xenophobia (-15 points).
Total cost is -40 points.

'Under-Stress' Kafer
'Under-Stress' Kafers have +3 ST (30 points), +2 DX (20 points), +2 IQ (20 points) and +3 HT (30 points). They have the advantages Carapace (DR 24) (Rear; Head, All of the back and Abdomen Only, -50%) (46 points), Cast Iron Stomach (15 points), Combat Reflexes (15 points), High Pain Threshold (10 points), Literacy (0 points), Manual Dexterity (Hands/Mouth Manipulators) +2 (6 points), Single-Minded (5 points), Strong Will +2 (8 points), Toughness +2 (DR2) (25 points) and Vision (Poor Infrared Spectrum Vision/Improved Ultraviolet Vision) (0 points). They have the disadvantages Appearance (Hideous) (-20 points), Bad Temper (-10 points), Bloodlust (-10 points), Fanaticism (Hatred of Humanity) (-15 points), Odious Racial Habit (Addicted to combat and violence) -2 (-10 points), Odious Racial Habit (Eats their own dead) -4 (-20 points), Poor Grip (Kafer hands consist of three opposable thumbs that are comparatively not as strong as the hands of Humans, but they make up for it with greater pure arm strength) (-5 points), Reputation (Eats Humans) -4 (-20 points) [This is perception only, and there is no evidence to support this], Short Attention Span (-10 points), Staid (-1 point), Suspicious (-5 points) and Xenophobia (-15 points).
Total cost is 89 points

[Difference in cost between the pre-stress and under-stress Kafer is 129 points. Though the average Kafer is unlikely to experience the intelligence boosting effects of stress very often, we have costed the difference in points at 50% and rounded up. Thus the grand total for an average Kafer is 75 points.]

Skill Package: Beam Weapons at DX (1 point), Brawling at DX+2 (4 points), Camouflage at IQ (1 point), Climbing at DX (2 points), Fast Draw (Magazine) at DX (1 point), Fast Draw (Rifle) at DX (1 point), First Aid at IQ-1 (1/2 point), Guns (Rifle) at DX (1 point), Jumping at DX (1 point), Knife at DX+1 (2 points), Language (Kafer) at IQ (0), Savoir-Faire (Kafer) at IQ (1 point), Savoir-Faire (Military) at IQ (1 point), Short Sword (Baton) at DX (2 points), Speedload (Magazine) at DX (1 points), Stealth at DX (2 points), Survival (Desert) at IQ (2 points), Tactics at IQ-1 (2 points), Thrown Weapon (Grenade) at DX (1 point) and Tracking at IQ-2 (1/2 point).
Total cost is 27 points.

The above skill package is optional, but reflects that of the average Kafer soldier, which is what most players are likely to encounter. Other skills include Guns (Revolver), Whip [officers only], French or German at very low levels, Gunner (Missile Launcher/High Energy Plasma Weapons) and Driving (Hover Tanks/Tracked Tanks). Technical skills are usually only learnt by those Kafer with higher than average base intelligence. Note that Kafer medical technology is extremely primitive and only on the Kafer homeworlds may anything other than the First Aid skill be found. Wounded Kafers are left to live or die, though amputation is a common practice.


Klaxun
Klaxun have +2 ST (20 points), -1 DX (-10 points), -2 IQ (-15 points) and +2 HT (20 points). They have the advantages Damage Resistance +1 (3 points), Extra Arms (normally a total of four, but weak) (10 points), Extra legs (a total of five) (10 points), Strong Will +3 (12 points) and Temperature Tolerance +2 (20 points). They have the disadvantages Blindness (-50 points), Primitive (TL 0) (-45 points), Reduced Move -3 (-15 points), Short Lifespan -1 (-10) and Sleepy (hibernates in winter) (-10 points).
Total cost is -60 points.

Note: Some Klaxun are not Blind, they are only Nearsighted. It costs -35 points to be such a Klaxun.

Skill Package: Area Knowledge (Klaxun City) at IQ (1 point), Language (Klaxun) at IQ (0), Savoir-Faire (Klaxun) at IQ (1 point) and Survival (Klaxun Homeworld) at IQ (2 points).
Total cost is 4 points.


Little Guys
The 'Little Guys' first appeared in the Bayern adventure, page 34. There is only limited information about this race, but some things can be guessed at: They have the advantages Doesn't Sleep (20 points) and Extra Arms (a total of four) (20 points). They have the disadvantages Primitive (TL 8) (-5 points) and Short Lifespan -2 (-20 points).
Total cost is 15 points.


Pentapod
Pentapods have -1 DX (-10 points), +2 IQ (20 points) and +2 HT (20 points). They have the advantages Amphibious (10 points), Extra Arms (a total of five) (30 points) Manual Dexterity +2 (6 points), Strong Will +1 (4 points) and 360-Degree Vision (25 points). They have the disadvantage Slave Mentality (-40).
Total cost is 65 points.

Skill Package: Area Knowledge (Beta Canum Venaticorum-4) at IQ (1 point), Diplomacy at IQ (4 points), Language (English or French or German) at IQ-1 (1 point), Language (Pentapod) at IQ (0 points), Merchant at IQ-2 (1/2 point), Psychology (Human) at IQ-4 (1/2 point), Savoir-Faire (Humanity) at IQ (1 point), and Savoir-Faire (Pentapod) at IQ (1 point).
Total cost is 9 points.


Sung
Sung have -3 ST (-20 points), +2 DX (20 points) and +1 HT (10 points). They have the advantages Extended Lifespan (5 points), Immune to Disease (10 points), Infravision (15 points), Ultrasonic Speech (25 points) and Winged Flight (30 points). They have the disadvantages Fragile (-20 points) and Odious Racial Habit -2 (expects to be taught everything humans know) (-10 points).
Total cost is 65 points.

Skill Package: Computer Operation at IQ (1 point), Diplomacy at IQ-2 (1 point), Language (French Canadian or Mandarin Chinese) (1 point), Language (Sung) at IQ (0 points), Research at IQ (2 points), Savoir-Faire (French Canadian or Mandarin Chinese) (1 point) and Savoir-Faire (Sung) at IQ (1 point).
Total cost is 7 points


Xiang
Xiang have +1 ST (10 points), +2 DX (20 points) and +1 IQ (10 points). They have the advantages Claws (15 points), Extra Arms (+4) (40 points), Manual Dexterity +1 (Extra Arms only) (3 points), Musical Ability +1 (1 point), Peripheral Vision (15 points), Sharp Beak (5 points), Strong Will +2 (8 points) and Tough Skin (DR1) (3 points). They have the disadvantages Centauroid (0 points), Curious (-5 points), Fanaticism (The Environment) (-15 points), Humble (-1 point), Primitive (TL 0) (-45 points), Reduced Move -1 (-5 points) and Short Arms (Extra Arms only) (-10 points).
Total cost is 49 points.

Skill Package: Appreciate Beauty at IQ-2 (2 points), Art at IQ-2 (1 point), Bard at IQ-1 (1 point), Camouflage at IQ (1 point), Club at DX (2 points), Language (Sung M/H) at IQ-2 (1 point), Language (Xiang) at IQ (0 points), Oral Literature at IQ-2 (1 points), Musical Instrument at IQ-2 (1 point), Savoir-Faire (Sung) at IQ-1 (1/2 point), Savoir-Faire (Xiang) at IQ (1 point), Sculpting at IQ-1 (1 point), Singing at HT (1 point), Stealth at DX (2 points), Stone Knapping at IQ-2 (1/2 point), Survival (Xiang Homeworld: DM+4 123 Va) at IQ (2 points), Throwing at DX-1 (2 points) and Traps at IQ (2 points).
Total cost is 22 points.


Ylii
The Ylii are a race currently enslaved by the Kafers. It is their technology rather than anything that the Kafers have designed, that is responsible for the advanced computers and Stutterwarp drives that the Kafer use. To the Kafer, the Ylii remain an enigma, though one that they show no inclination to solve. The Kafer are ill-evolved and ill-taught to deal with anything other than a violent enemy. Extremely pacifistic, the Ylii are allowed to survive because of their technology. To date there has been no contact between the Ylii and humans. Although there are thirty-three genera of Ylii, only five are detailed in the Kafer Sourcebook, and thus here. Where appropriate, a human analogue is also given, as well as any extra skills that genus of Ylii may possess. Any Ylii that can speak the Kafer tongue treating the skill as an average skill.

All Ylii
All Ylii have the advantages Acute Vision +2 (4 points), Ambidextrous (10 points), Brachiator (5 points), Double-jointed (5 points), Extra Arms (Feet) (20 points), Extra Flexibility (10 points), Fur (0 points), High Tech Level +1 (20 points), Manual Dexterity +2 (6 points), Night Vision (10 points) and Perfect Balance (15 points). They have the disadvantages Combat Paralysis (-15 points), Humble (-1 point), Pacifism (Cannot Kill) (-15 points), Skinny (-5 points), Reduced Hit Points -1 (-5 points), Social Stigma (Valuable Property of the Kafer) (-10 points) and Weakness (Bright Light) (Blindness/Incapacitated) (-20 points).
Total cost is 34 points.

Skill Package (All): Acrobatics at DX-1 (0 points), Climbing at DX (0 points), Language (Ylii) at IQ (0 points), Savoir-Faire (Ylii) at IQ (1 points).
Total cost is 1 point.

Genus Alpha
-2 ST (-15 points), +2 DX (20 points), -1 HT (-10 points); Extremely Curious (-10 points), Weak Will -1 (-8 points). Total cost is -23 points.

Skill Package: Engineering (Mechanical) or (Mining) at IQ-1 (2 points), Language (Kafer) at IQ-1 (1 point), Savoir-Faire (Kafer) at IQ (1 point). Total cost: 4 points

Genus Beta
-4 ST (-30 points), +4 DX (45 points), -1 IQ (-10 points); Curious (-5 points), Dwarfism (-15 points), Skill Group Bonus (Computer Skills) +2 (12 points), Skill Group Bonus (Engineering Skills) +2 (12 points). Total cost is 9 points.

Skill Package: Computer Operation at IQ+2 (1 point), Engineering (Computer) at IQ+1 (2 points), Language (Kafer) at IQ-1 (1 point), Savoir-Faire (Kafer) at IQ (1 point), Various Technical Skills (Specify) (4 point). Total cost: 9 points.

Genus Gamma
-1 ST (-10 points), +1 DX (10 points), -2 IQ (-15 points); Giantism (-10 points), Strong Will +1 (4 points). Total cost is -21 points.

Skill Package: Language (Kafer) at IQ-2 (1/2 point), Savoir-Faire (Kafer) at IQ-1 (1/2 point). Total cost: 1 point.

Genus Delta
-2 ST (-15 points), +3 DX (30 points), +2 IQ (20 points), -4 HT (-30 points); Curious (-5 points), Status 1 (Teacher In Ylii Society) (5 points). Total cost is 5 points.

Skill Package: Diplomacy at IQ-1 (2 points), Instruction at IQ+1 (4 points), Linguistics at IQ-2 (2 points), Language (Kafer) at IQ-2 (1/2 point), Oral Literature at IQ (4 points), Savoir-Faire (Kafer) at IQ-1 (1/2 point), Various Knowledge Skills (Specify) (4 points). Total cost: 17 points.

Genus Epsilon
-3 ST (-20 points), +2 DX (20 points), -1 HT (-10 points); Weak Will -2 (-16 points). Total cost is -26 points.
Skill Package: Administration at IQ (2 points), Merchant at IQ-1 (1 point). Total cost: 3 points.

 


Here are  two  links to other 2300 Sites with Gurps Information. One   covers weapons and the other deals with vehicles.

Mike  Jasinski's   Vehicle Rules for Converting 2300 to Gurps

2300 AD Weapons to Gurps

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