Ability Score(s) TRAIT ----------------------------------------- (Int x 3) + 6 Mental Str+Dex+Con + 6 Physical ((Wis + Cha) x 0.5 x 3) + 6 Spiritual
Convert the Class into a Vocation, and re-build the skills as per a starting HP. It might be best to use similar skills to NWP's chosen when selecting the bonus K/S areas. Suggested conversions:
AD&D Class Mythus Prime Vocation Fighter Merc/Soldier Paladin Cavalier(1) Ranger Merc/Soldier(2) Cleric Wiseman/wisewoman Druid Wiseman/wisewoman(3) Thief Thief Bard Mountebank Wizard Alchemist(4) Illusionist Astrologer(4)
Assign 10 AP's for every level beyond 1st that the character has advanced, dividing them up as appropriate for the character. Equipment translates normally, but magic items are much harder to handle (JM discretion, but magical weapons typically recieve a +5% bonus to attacks for each plus, and a +1 to damage for each plus).
Armor absorption should be handled as 2 points per point of AC beyond 10 (i.e. an AC of 5 would grant 8 points of absorption, or an AC of 0 would grant 18 points of absorption). Of course, use armor ratings if normal armor is indicated.
Damage translates loosely by comparing the equivalent damage in weapons. So, 1d10 (a two-handed sword) of bite damage can be translated as 6D6, or a 1d8 translates as 4D6 (long sword).
Other abilities (magic, special attacks) should be determined individually.
I have used these guidelines successfully to run several DUNGEON adventures in Mythus Prime, and they've worked well so far.