TEXT: Base Raiders/Wild Talents Conversion Guide - Version 1
  Running a game of Base Raiders in Wild Talents (WT) should be fairly easy. The core of Base Raiders focuses on
  superpowers and the characters who wield them, which the WT rules can handle just as well. The only major
  diﬀerences between the two systems are the new game mechanics introduced in Base Raiders: Goals, Base
  Crea�on, Power Interac�ons, and Loot. In this guide, I’ll go over how to adjust the new game mechanics for the
  WT system.
  Character Crea�on
  Use the standard character crea�on system in Wild Talents to generate Base Raider characters. In terms of
  power and balance, use the following guidelines:
  ● A high power player character in Base Raiders (30 skill points and 10 refresh) should be considered
  equal to a 250 point character in Wild Talents. 
  ● A medium power player character (25 skill points and 8 refresh) should be considered equal to a 175
  point character in Wild Talents.
  ● A low power player character (20 skill points and 6 refresh) should be considered equal to a 100 point
  character in Wild Talents. 
  Every power should have at least 1 ﬂaw. Otherwise, there are no changes to the character crea�on system. The
  GM may prohibit certain powers or power sources, or require players to answer the ﬁve ques�ons (p. 93 of
  Base Raiders) but those are not necessary for the Wild Talents system.
  Base Crea�on
  The basic system for collabora�vely building bases, star�ng on p. 187 of Base Raiders, can be used in Wild
  Talents with li�le modiﬁca�on. Run it as normal, only use the height of an inves�ga�ve skill roll to determine
  success or failure. The GM may also impose penal�es to the roll, such as lowering the dice pool of a skill check
  by -1d to -4d. For example, if the GM wants to make inves�ga�ng the history of a base diﬃcult, he can set the
  height to 8 or above while imposing a -3d penalty to the skill check. Remember that HD are dropped ﬁrst when
  penal�es are applied. 
  Goals
  Player characters can create personal goals that can change the world, as described on p. 151. Players who
  want to design a goal should design a power using the Wild Talents system which will achieve the desired
  result. Once the point cost is calculated for the goal, the GM can set the �er of the goal and number of
  milestones, as described in Base Raiders. The player can pay for the goal using experience or loot, as described
  below. 
  Loot 
  The loot rules begin on p. 192 of Base Raiders, which explains how players can sell and use the loot they ﬁnd in
  bases. The values for  loot and bulk remain unchanged. A person can normally carry 20 points of bulk and 20
  bulk worth of tech supplies equals 1 loot point, for example. The ra�os for selling loot varies as normal, as
  described on p. 194. 
  Loot is converted into character points at a 10:1 ra�o. In other words, 10 loot points can be turned into 1
  character point. These character points can only be used to pay oﬀ character goals, Burn (from the Power
  Interac�on rules, see below) or to increase the Wealth skill, as listed on p. 50 of the Wild Talents core book. 
  Power Interac�on
  The most complex system introduced in Base Raiders is the Power Interac�on system on p. 182. In Wild
  Talents, characters may gain addi�onal superpowers, as described in Base Raiders, but the eﬀects are based on
  how many points the new power costs over their remaining available points. The excess cost is called Burn and
  
  how many points the new power costs over their remaining available points. The excess cost is called Burn and
  remains un�l the character can pay for it through experience and loot. 
  For example, consider a medium power character who has gained 5 points from adventuring and has not spent
  any points. He started with 175 points (which were all spent during character crea�on) but none of the 5 points
  he gained from play have been spent. He gains a new superpower by drinking a magic po�on. The new power
  costs 12 points. He now has 7 points of Burn. To determine the eﬀects of Burn, consult the following table
  below:
  Burn Eﬀect
  0
  None - the character operates normally.
  1-5
  Strained: The character’s Body a�ribute reduced by 1. If it is already 1,
  then reduce the maximum wound boxes for the head by 1 (or 1 if
  character is globular). If the character has only 1 wound box in the head,
  then the character loses a point of base will.
  5-10 Miscibility: The character must take 1 consequence from the Miscibility
  table. 
  11-20Major Strain: The character must halve  his Willpower and remove 1
  wound box from the chest. If health is at 1, then the character loses a
  point of base will.
  21-30Unstable: The character must take 1 new consequence from the
  Miscibility table. 
  31-40Death Throes: The character’s body starts to burn away. The character
  will die in a manner of hours equal to his current base will, with a
  minimum of 1 hour of �me. 
  41+ System Shock: The character dies from massive internal shock. He lives
  for a number of minutes equal to his current willpower.
  All side eﬀects of Burn end when the character loses all Burn. All lost stats are recovered. 
  Miscibility Consequences: When a character gains enough Burn to take a miscibility consequence, use the
  following entries.
  Minor Consequences:  Each minor consequence costs 2 base will:
  Cosme�c ﬂaw: The character’s appearance changes slightly but no�ceably. Hair may change color, voice
  sounds diﬀerent, or the character may gain or lose weight. The character s�ll looks approximately the same
  and will not stand out any more than he has in the past. A human s�ll looks human, but an alien s�ll looks
  alien. People familiar with the character will no�ce the diﬀerence and the character takes a -1d penalty
  when making a social skill against them. 
  Persistent stress: The character takes 2 shock damage to a random hit loca�on or loses 1 willpower every 24
  hours. The character may choose which penalty to suﬀer. This damage may be healed normally. 
  Weakened Power: One of the character’s superpowers loses 1 quality (A�ack, Defend or Useful) of the
  character’s choice. 
  Minor Allergy: The character gains a new Incapacita�ng allergy (p. 99 of Wild Talents) of an Uncommon or
  Rare substance. 
  Moderate Consequences: each moderate consequence costs 1 base will:
  Ineﬃcient Power Mixture: One of the character’s Powers becomes drama�cally weaker. The character chooses
  one of his Powers and halves its dice pool (round down).
  Major physiological change: The character undergoes a physical transforma�on that radically changes his
  appearance, to the point where he can no longer pass as a normal member of his species.. Humans look
  alien or monstrous. If he goes out in public, he will be labeled a monster or freak. Police will a�empt to
  arrest or kill him. Aliens and other non-human characters never change to the point where they look human
  
  arrest or kill him. Aliens and other non-human characters never change to the point where they look human
  though. The character gains an aspect to reﬂect this ﬂaw. If this consequence is removed because the
  character’s burn lowers, his appearance reverts to normal and the aspect is removed. 
  Cyclic Power: The character must have two super powers to take this consequence. The character halves the
  dice pool of one power The character can restore the dice pool of that super power to normal by halving
  the dice pool of another super power. That power loses half of its dice pool but the other one returns to
  normal. In other words, the character has to halve the dice pool (always remember to round down) of one
  of his super powers at all �mes. A super power never goes above its normal dice pool with this Miscibility
  Consequence. 
  Major Weakness: The character gains a Killing Allergy of an Uncommon or Frequent substance. 
  Severe Consequences: Each Severe Consequence costs zero base will
  Nulliﬁed Power: One of the character’s other superpowers no longer works. The character may not choose the
  power that inﬂicted this Miscibility consequence on him. If the point cost of the nulliﬁed power is lower
  than the new power, the character permanently loses a number of base will equal to the diﬀerence in point
  cost. If the character cannot do this, the character cannot use either power un�l he can lower his burn
  ra�ng. 
  Temporary: The power will not last very long, but you don’t know when it will end. The GM determines how
  long the power will last, but it should not last more than 24 hours. The character follows all rules for this
  power while it is in eﬀect, including burn. The character takes an amount of shock damage to a random hit
  loca�on and willpower loss based on the point cost of the skill (1 point of damage each per 5 points of the
  power cost). Once the character loses the power he regains all the  points and base will spent on the power.
  Grotesque Physiological Trauma: The character’s body rejects the new ability, causing massive trauma. The
  character survives, but is crippled or deformed in a way determined by the GM. Common traumas are
  paralysis of a limb, losing sight or hearing, or developing a serious allergy to a common s�mulus like
  sunlight or water. The character’s wound boxes and willpower are halved (round down) and the character
  loses 1d in Charm. 
  Posi�ve Consequences: A character may never have more than 1 posi�ve consequence at any given �me. 
  Power Synergy: This consequence costs 3 base will. The character must have at least 2 powers. Both powers
  increase in eﬀec�veness due to a unique synergy between the two abili�es. The character can reroll a skill
  check made with either skill by spending a willpower point. At the discre�on of the GM, the character can
  create a unique eﬀect by spending a willpower ] and ac�va�ng both powers at once. The eﬀect of dual
  powers ac�va�on should be worked out in advance by the player and GM. For example, 2 a�ack powers
  could result in a single a�ack that is treated as having a bonus WD and Spray, for example.
  Addi�onal Power: The newly acquired power awakens a hidden power within the character. The character
  gains an addi�onal power but must pay for it without gaining any addi�onal burn. The addi�onal power has
  the same power source as the one that triggered this consequence. 
  
SOURCE: textdata/thevault/Base Raiders/Conversion Guides/Wild Talents Conversion Guide v1.pdf