From: Major Havoc
Newsgroups: alt.games.torg
Subject: Conversions...
Date: 7 Oct 92 19:57:13 GMT
Reply-To: aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink)
Organization: The University of Texas at Austin, Austin TX
Originator: aodn307@bongo.cc.utexas.edu


	To my friends out there I post a problem.  I have good reason to
believe that my mortal enemy, the Grant Man, has escaped to another reality.
For the cause of TRUTH, JUSTICE, AND THE AMERICAN WAY I must follow him!
	Now, I believe the scoundrel has made his way to a star-fearing
cosm at war... Star Wars, I think I'll call it.  I have contacted denizens
of the reality, and they are interested in the going-ons here, as well.
Unfortunately, neither of us can pass to the other's realm without 
a mystical conversion -- can anyone aid my struggle in obtaining Conversion?

	I currently have two completed methods, both with problems.  The first,
which I shall call "Jeff's system," works both ways but is rather illogical.
I shall simply state the method of the aliens' conversion to Earth:
	First, change all the attributes into the corresponding # of pips.
From there...
 	>Torg<			>Star Wars<
	Dex		=	2/3 Dex+1/3 Mech
	Str		=	Str
	Per		=	1/3 Dex+1/3 Know+1/3 Mech
	Mind		=	2/3 Know+1/3 Tech
	Cha		=	2/3 Per+1/3 Mech
	Spi		=	1/3 Per+1/3 Tech + 1/3 Mech

	This always leaves 12 pips left over.  Toughness may go up to
but not exceed the character's strength, with the excess pips may increase
any non-physical attributes.  Converting back across calls for some "player's
judgement" decisions as to where the excess pips come from, but can work.

"Pat's system" only works for the conversion to our world.
	>Torg<			>Star Wars<
	Dex 		=	Dex
	Str		=	Str
	Tou		=	1/2 Str +3
	Per		=	2/3 Mech + 1/3 Tech
	Mind		=	2/3 Know + 1/3 Tech
	Cha		=	Per
	Spi		=	8

	Distribute all remaining pips as desired.


"Havoc's system," still in the working phase, sounds like this:
	First, redristribute attribute pips so that the dice are always
even  (3D+2 Dex & 2D+1 Know = 4D Dex & 2D Know).

	>Torg<			>Star Wars<
	Dex		=	Dex
	Str		=	Str
	Tou		=	2/3 Str + 1/3 tech
	Per		=	2/3 Know + 1/3 Mech
	Mind		=	1/3 Know + 1/3 Mech + 1/3 Tech
	Cha		=	Per
	Spi		=	1/3 Mech + 1/3 Tech

Again, you have 12 pips left over.  Now decide what sort of template the 
character is; Adrenalin, Presence, or Willpower.
	If Ad.) Spend six pips in Physical (Do not exceed limits),
		Spend the remaining six anywhere else (like SPI).
	If Wi.) Spend five pips in Per/Mind.  
		Spend remaining pips anywhere else (again, like SPI)
	If Pr.) Spend seven pips in Spi/Cha.
		Spend the remaining five anywhere else.

	General rules of thumb: Do not place more than two points from
the anywhere category in any one attribute (EXCULDING SPIRIT).  Again,
my system here is purely theoretical; it has not been tested.  Jeff and 
Pat's have and have both been reasonably successful.  NO system allows for
the mysterious and powerful Jedi (YET).
	Skill and equipment conversions have not yet been attempted.  Axioms
are in the process of being worked out.
	Oh, great friends, what do you think?  Which system will bring
the Star Warriors to our aid even as I seek to rid their cosm of a 
potential cancer?  Do YOU have a better one?  I must hear it!
	Conversion is necessary!  Help me succeed!!! 

		Cry HAVOC, and UNleash the DOGS of WAAAR!!!!
			-Major Havoc