


THRASH TO PALLADIUM NOTE: This is just an experiment, NOT meant to be taken seriously, but if you really want to adapt your character to the megaverse that bad... well, it´s entirely possible to do the translation experiment, but it will result in an mega character that´s an hybrid of 3 or more OCC´s, and an OFFSET GM. Anyway, it was Kevin “big mouth” Siembieda the one who claimed in the Rifts ® Conversion Book 1 that ANY character from ANY game was welcome ¿Didn't he?. To do the conversion you will need Heroes Unlimited, Rifts, Rifts Conversion Book 1, Ninjas & Superspies, Mystic China, and a visit to THE PALLADIUM UNOFFICIAL HOMEPAGE and THE PALLADIUM MARTIAL ARTS NETBOOK. LEVEL: Equal to the character´s style level. ATTRIBUTES: (attribute) x 24 / 10. HIT POINTS: Same as normal characters: PE + 1d6 / level SDC: Equal to Health Points MDC: Some characters may acquire physical MDC due to either superabilities, body hardening excersices etc. SKILLS: All start at 30%+5% per level of the skill DISCIPLINES: Check Ninjas & Superspies. They all have an equivalent. For each 3 levels of Body Hardening the character can choose one Body Hardening Excercise. For Ever 3 levels of Vital Points the character can choose one Atemi Ability. For every 3 levels in Arts of invisibility the character may choose one Art of invisibility. WEIRD POWERS: Elementals Trade all maneuvers for either Alter Physical Structure: X or the Control Elemental Force: X major superabilities, whichever suits better. Elementals from more than one element choose one APS or CEF for each element for a maximum of 3 elements. Retain martial arts powers from disciplines but style is now HTH: Martial Arts. The character is considered a Rifts Superhuman. Psychics Those whose level was 1-3 become Minor Psionics , those of levels 4-6 would be considered Major Psionics , and those whose level was 7 and up would better swtich to become Mind Melters, check for the psychic power equivalents, give up all martial arts powers, fighting style is now HTH: martial arts. Mutant Animals As per the Mutant Animal OCC. Or you can opt for the mutant traits in THE PALLADIUM UNOFICIAL HOMEPAGE. Retain his martial artist OCC. Cybernetics Those of levels 1-4 are assumed Partial Reconstruction Borgs and those of leves 5-6 are assumed Full Concersion Borgs. Maneuvers adjudicated to cybernetics will have to be adapted in cooperation GM-player as some new D-BEE technology. Sorcerery The character may become Chi Wizards (and as soon as you find Chi Wizards let me know for I don´t know them ^_^). Those Sorcerers that use alternate magic systems (like the one I'll be coming up with RSN) may check whatever Palladuim magic OCC suits his character better. Transformations The character is assumed as per the Bestowed Abilities OCC. But instead of superabilities he would become something else I guess. Superhumans Check Heroes Unlimited ® . Here the conversion will most likely be seamless and direct as this game was the one I used the most for the superpowers. Hi-Tech The character switches to become either a Hardware or a Gadgeteer/Gizmoteer. Those with Psychic abilities would rather switch to Psi-Mechanics (read Beyond the Supernatural ® ). MANEUVERS Normal evasion, blocking, punch. kick, and weapon maneuvers are replaced with those the HTH style may provide. Those with two or more maneuvers with the Power Strike modifier recieve the Power Channeling martial art power. For focus maneuvers check the equivalent on N&S. Those Weird Powers that traded their maneuvers check the ones HTH: Martial Arts bestows according to the character´s level. |