2300AD to Kult conversion

Use the cult combat and simplified character generation sections.

The following amendments apply. Roll 4d6-4 for each characteristic. All secondary characteristics are calculated as per the Kult rules.

Roll 1d3 for the number of advantages/disadvantages for the character. Dark secrets are optional but not recommended.

If the character’s disadvantages out weigh his advantages the difference can be assigned as skill points. Differences of 10 points can be used to increase the character’s standard of living by one level.

Assign 2 skills @ 18

2 skills @ 15

8 skills @ 10

Core/Frontier?

Basic skills all have a level 3 to start with as normal. During initial character generation a number of background skills equal to the characters EDU divided by 3 may be assigned or increased (in the case of basic skills) to level 5.

The choice of skills depends on whether the character is from the core or frontier.

Core Skills

Computer, Ground Vehicle, Hover Vehicle, Diplomacy, Info Retrieval.

Frontier Skills

Rifle, Handgun, Unarmed combat, Impact Weapon, Dagger, Ground Vehicle, Hover Vehicle, Sea Vehicle, First aid, Survival, Electronics, Motor Mechanic, Riding, Prospecting, Swim, P-Suit.

Use the Kult system as far as possible for resolving combat and tasks. However if direct conversions are required from 2300, tasks should have the following effects.

Easy Roll under 1.5 x skill level.

Routine Effect 1-7

Difficult Effect 8-15

Formidable Effect 16-25

Impossible Effect 26+

Skill Conversions

2300AD skills are converted to Kult skills as follows.

2300AD Skill

Kult Skill

Combat Rifleman

Rifle

Sidearm

Handgun

Melee

Unarmed Combat/Dagger/Impact Weapon

Demolitions

Demolitions

Heavy Weapons

Heavy Weapon

Thrown Weapon

Thrown Weapon

Forward Observer

Indirect Fire *

Leader

Leader *

Tactics

Tactics *

Ground Vehicle

Drive Ground Vehicle

Sea Vehicle

Drive Sea Vehicle

Hover Vehicle

Drive Hover Vehicle

LTA Vehicle

Drive LTA Vehicle

Aircraft Pilot

Piloting

Computer

Computers

Bureaucracy

Diplomacy

Security systems

Security systems

Information gathering

Info Retrieval

Imaging

Photography

Writing

Written Report

Forgery

Forgery

Streetwise

Man of the world/Net of contacts

Disguise

Disguise

Stealth

Sneak/Hide

Pilot

Space pilot *

Ship drive engineering

Drive Engineering *

Sensors

Ship sensors *

Communications

Radio comm

Remote Pilot

Remote pilot *

Gunner

Space gunnery *

Astronomy

Astronomy *

Biology

Natural Science

Chemistry

Forensics

Geology

Geology *

Physics

Physics *

Linguistics/Psychology

Social Sciences

History

History *

Anthropology

Anthropology *

Engineering

Engineering *

Medical

Medicine

First Aid

First Aid

Survival

Survival

Electronic

Electronics

Mechanical

Motor Mechanic

Riding

Riding

Prospecting

Prospecting *

Swim

Swim

P-Suit

P-Suit *

Appraisal

Estimate Value

Trader

Trading *

Bargain

Rhetoric

New Skills

 

-

Climb

-

Bow

-

Dodge

-

Parachuting

-

Bugging

-

Code systems

-

Pictorial Arts

-

Interrogation

-

Burglary

-

Gambling

-

Search