TEXT: The HackMaster 1E to 4E
  Official Character Conversion System (Version 1.0)
  Developed by:
  Al Beddow (HMGMA# WA-03-00025-01)
  Joe Reimers (HMGMA# IN-01-00395-02)
  Anthony N. Emmel (HMGMA# TX-1-00162-01)
  Charles Boswell (HMGMA# IL-1-000766-02)
  Joe Stevenson (HMGMA# NJ-1-00632-02)
  Yves Larochelle (HMGMA# TN-1-00565-02)
  With Special Thanks to:
  Jolly Blackburn (HMGMA# IL-10-00001-01)
  Eric Engelhard (HMGMA# IL-MG-00020-02)
  Brian Jelke (HMGMA# IL-10-00003-01)
  Hendrik
  The Basic Conversion Process
  This conversion process covers taking an Original (1st Ed) AD&D (Advanced Dungeons and
  Dragons) Character and converting it to HackMaster.  This process is designed to create a
  "Sanctioned" HM (HackMaster) equivalent to the original character.  The basic outline follows with
  more detailed explanations included afterwards.
  Outline
  --------------------------------------------------------------------------------
   1) Ensure the race/Class combinations are permitted in HackMaster.
   2) Convert AD&D Ability Scores to HackMaster Ability Scores.
   3) Modify new HM Ability Scores for Race, award Racial BPs (Building Points). By modify we
  mean check the differences between the racial adjustments for AD&D & HM.
   4) Roll up prior history for Chapter 4 in HM PHB (Player's Handbook).
   5) Roll up quirks and flaws Chapter 6 in HM PHB using standard HM rules.
   6) Allow final adjustment of current statistics.
   7) Award BPs for class.
   8) Calculate honor. Roll money, "starting age" etc.
   9) Buy skills in Chapter 6 of HM PHB, though they must first buy up the equivalent skills their
  character had under AD&D.
  10) Purchase starting equipment.
  --- Conversion to First Level is Done ----
  11) Determine appropriate Level(s) in HackMaster for the current Level(s) as a 1st Ed AD&D
  character.
  12) Process through BBI (Basic Block of Instruction - see HM PHB Chapter 11) and any
  additional skill training to the next level (to Second level and higher ONE LEVEL AT A TIME).
  13) Determine Honor for new level.
  14) Determine How Much Money character gained making it to new level.
  15) Return to step 14 until character has been advanced through training for all their levels.
  16) Convert existing Magic Items from 1st Ed AD&D to HackMaster, Check EP value of all magic
  items against the caps for a sanctioned character of that Level(s).
  17) Convert existing Spells from 1st Ed AD&D to HackMaster.
  
  The Conversion Process, Step by Step:
   1) Ensure the race/Class combinations are permitted in HackMaster.
  This comes down to "Does the race or class have a good HM equivalent?" PCs that are races like
  Half-Dragons won't convert over no matter what you do.  Refer to the HM GMG (Game Master's
  Guide) for guidance on non-standard races.
  For the classes, find the class that is the closest to what your character was like.  Only valid HM
  race/class combinations are allowed when selecting your HM classes.  The basic chart can be
  found on Table 2C of the HM PHB. You may use the Class books (once they are available) to
  expand the possibilities of classes.
   2) Convert AD&D Abilities to HackMaster Abilities.
  INTELLIGENCE, WISDOM, AND CHARISMA
  These abilities transfer exactly. Thus, take the 1st Ed statistic, add a (%roll) and you have the HM
  statistic. Easy peasy, quick and easy!
  COMELINESS
  Unlike the other statistics, many 1st Ed characters did not possess Comeliness. Those that did
  can transfer over their statistic exactly.
  If the player is creating a Comeliness statistic then the character rolls 3d6 and modifies for
  Charisma and Race as if rolling up a brand new character.
  STRENGTH, DEXTERITY, CONSTITUTION:
  For each statistic, roll d100 and that is the "percentile" for the AD&D version of the statistic. This
  is the number used in the table where "%roll" is listed. The sole exception to this is for exceptional
  strength.  Do NOT roll percentile for strength if your AD&D 1st Ed character has a strength of
  18/XX - just use that number instead.
  Look up the statistic of your AD&D character.  If it does not say "any" in the %Roll column, look at
  the %roll you just made to determine which row is appropriate.
  STRENGTH CHART
  AD&D STR
  %Roll
  HackMaster Statistic
  3-10
  Any
  (same number)/01-100 (%roll)
    11
  Any
  11/01-50  (%roll/2)
    12
  Any
  11/51-100 (%roll/2 +50)
    13
  Any
  12/01-50  (%roll/2)
    14
  Any
  12/51-100 (%roll/2 +50)
    15
  Any
  13/01-100 (%roll)
    16
  01-50
  14/01-100 (roll new %)
  51-100
  15/01-50  (%roll - 50)
    17
  Any
  15/51-100 (%roll/2 +50)
    18
  01-50
  16/01-100 (roll new %)
  51-100
  17/01-50  (%roll -50)
  18/01-50
  Any
  17/51-100 (%roll/2 +50)
  18/51-75
  Any
  18/01-50  (%roll/2)
  18/76-90
  Any
  18/51-100 (%roll/2 +50)
  18/91-99
  Any
  19/01-50  (%roll/2)
  18/00
  01-99
  19/51-100 (%roll/2 +50)
  100
  20/01
  
  DEXTERITY CHART
  AD&D DEX
  %Roll
  HackMaster Statistic
   3
  Any
  4/01-100 (%roll)
   4
  01-50
  5/01-100 (roll new %)
  51-100
  6/01-50  (%roll -50)
   5
  01-50
  6/51-100 (%roll +50)
  51-100
  7/01-50  (%roll -50)
   6
  01-50
  7/51-100 (%roll +50)
  51-100
  8/01-100 (roll new %)
  7-8
  Any
  9/01-50  (%roll/2)
   9
  Any
   9/51-100 (%roll/2 +50)
  10
  Any
  10/01-100 (%roll)
  11
  Any
  11/01-50  (%roll/2)
  12
  Any
  11/51-100 (%roll/2 +50)
  13
  Any
  12/01-50  (%roll/2)
  14
  Any
  12/51-100 (%roll/2 +50)
  15
  01-50
  13/01-100 (roll new %)
  51-75
  14/01-100 (roll new %)
  76-100
  15/01-100 (roll new %)
  16
  Any
  16/01-50  (%roll/2)
  17
  01-50
  16/51-100 (%roll +50)
  51-100
  17/01-50  (%roll -50)
  18
  Any
  17/51-100 (%roll/2 +50)
  19
  Any
  18/01-100 (%roll)
  CONSTITUTION CHART
  AD&D CON
  %Roll
  HackMaster Statistic
   3
  Any
   6/01-100  (%roll)
   4
  01-50
   7/01-100  (roll new %)
  51-100
   8/01-50   (%roll -50)
   5
  Any
   8/51-100  (%roll/2 +50)
   6
  Any
   9/01-100  (%roll)
  7-8
  Any
  10/01-50  (%roll/2)
  9-10
  Any
  10/51-100 (%roll/2 +50)
  11-12
  Any
  11/01-50  (%roll/2)
  13-14
  Any
  11/51-100 (%roll/2 +50)
  15
  01-50
  12/01-100 (roll new %)
  51-100
  13/01-100 (roll new %)
  16
  01-50
  14/01-100 (roll new %)
  51-100
  15/01-100 (roll new %)
  17
  01-50
  16/01-100 (roll new %)
  51-100
  17/01-100 (roll new %)
  18
  Any
  18/01-100 (%roll)
   3) Modify new HM Abilities for Race, award Racial BPs.
  By modify we mean account for the differences between the racial adjustments for AD&D & HM.
  The character gets the BPs for the HM Race their 1st Ed AD&D Race converts to.
  Except as listed below, all races PHB convert straight over to HM.
  For example, make the following changes to your AD&D character to convert them to their
  HackMaster Equivalent Race:
  Grey Elves: -1 Dex
  Wild Elves/Grugach/Grel: -2 Str, -1 Comliness
  Drow: -2 Comliness
  
   4) Roll up prior history from Chapter 4 in the HM PHB.
  The player has the following options during conversion for the tables in chapter 4:
  1) Use the random rolls for their character background (CH 4) and get all the benefits from it
  (money, BP, and honor mods)
  2) Choose the "results" of the table in chapter 4 they feel best matches their character, forfeiting
  all BPs, Honor Mods, Money Mods etc gained from the tables in Chapter 4.
   5) Roll up quirks and flaws Chapter 6 (standard rules).
  This is done per the regular Character Creation Rules in the PHB/GMG.
   6) Allow final adjustment of current statistics.
  This is done per the regular Character Creation Rules in the PHB/GMG.
   7) Award BPs for class.
  This is done per the regular Character Creation Rules in the PHB/GMG.
   8) Calculate honor. Roll money, "starting age", Hit Points, etc.
  This is done per the regular Character Creation Rules in the PHB/GMG.  All characters will roll
  their starting hit points and the hit points at each level as they progress through the conversion for
  each level.
   9) Buy skills (must first buy up skills had under AD&D).
  This is done per the regular Character Creation Rules in the PHB/GMG.
  10) Purchase starting equipment.
  This is done per the regular Character Creation Rules in the PHB/GMG.
  --- Conversion to First Level is Done ----
  11) Determine appropriate Level(s) in HackMaster for the current Level(s) as a 1st Ed
  AD&D character.
  1st Ed AD&D XP's = HM EP's (a one-for-one conversion of experience points, then look on the
  appropriate experience table for that class).
  12) Process through BBI and any additional skill training to the next level (to Second level
  and higher ONE LEVEL AT A TIME).
   Ok, this is easy. Just follow the charts in the GMG. Remember to calculate their honor for the
  new level once they finish training, but before rolling statistic increases and Hit Points (since this
  affects their honor die size). They get their BBI and may learn a new proficiency if they've gained
  a slot for it, but the GM must agree to any additional skill classes.
  13) Determine Honor for new level.
  Calculating Honor at each level above first:
  - Take the Honor calculated for the character at 1st level
  - Follow the chart below for what their honor should be at each level based upon starting honor.
  Use this new base Honor to determine their Honor Category and Honor Die for the new level.
  - The GM they should monitor Honor closely when the converted characters start actually playing.
  Here is the chart to use when figuring out a converted character's honor as they go up in level.
  The left hand column is their honor at the end of conversion to first level (starting honor), and
  across the top is their current level from 2 to 20.
  
  ST
  HONOR
  Lvl
  2
  Lvl
  3
  Lvl
  4
  Lvl
  5
  Lvl
  6
  Lvl
  7
  Lvl
  8
  Lvl
  9
  Lvl
  10
  Lvl
  11
  Lvl
  12
  Lvl
  13
  Lvl
  14
  Lvl
  15
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  3
  3
  4
  5
  7
  8
  9
  10
  12
  13
  14
  15
  17
  18
  19
  4
  5
  7
  9
  11
  13
  15
  17
  19
  21
  23
  25
  27
  29
  31
  5
  7
  9
  11
  14
  16
  18
  21
  23
  25
  28
  30
  32
  35
  38
  6
  9
  12
  15
  18
  21
  24
  27
  30
  33
  36
  39
  42
  45
  48
  7
  10
  13
  16
  20
  23
  26
  29
  32
  35
  38
  42
  45
  48
  52
  8
  12
  15
  18
  22
  25
  29
  33
  37
  40
  43
  46
  50
  53
  56
  9
  14
  17
  21
  25
  28
  33
  37
  41
  44
  48
  52
  56
  60
  63
  10
  15
  19
  24
  29
  32
  38
  41
  45
  50
  54
  58
  63
  68
  74
  11
  16
  22
  27
  32
  36
  42
  45
  51
  56
  60
  67
  73
  79
  86
  12
  17
  24
  30
  36
  40
  46
  49
  55
  61
  67
  74
  80
  85
  92
  13
  19
  26
  32
  39
  44
  51
  53
  60
  67
  75
  81
  86
  93
  99
  14
  21
  28
  35
  42
  48
  55
  58
  66
  74
  82
  90
  98
  103
  108
  15
  22
  30
  38
  45
  52
  59
  63
  70
  78
  86
  94
  102
  110
  118
  16
  24
  32
  40
  47
  55
  63
  71
  78
  86
  94
  101
  109
  117
  124
  17
  25
  33
  41
  49
  57
  65
  73
  81
  89
  97
  105
  113
  121
  129
  18
  27
  37
  46
  55
  64
  73
  82
  91
  100
  109
  118
  127
  136
  145
  19
  28
  38
  48
  58
  67
  77
  86
  96
  105
  115
  124
  134
  143
  153
  20
  30
  40
  50
  60
  70
  80
  90
  100
  110
  120
  130
  140
  150
  160
  21
  31
  41
  51
  61
  71
  81
  91
  101
  111
  121
  131
  141
  151
  161
  22
  33
  44
  55
  66
  77
  88
  99
  110
  121
  132
  143
  154
  165
  176
  23
  35
  50
  60
  72
  85
  98
  112
  125
  137
  150
  167
  175
  187
  201
  24
  38
  55
  65
  80
  94
  108
  122
  136
  140
  154
  168
  182
  196
  210
  25
  40
  60
  70
  92
  107
  122
  137
  142
  155
  168
  183
  198
  213
  228
  26
  43
  65
  76
  105
  121
  137
  143
  149
  164
  171
  188
  205
  222
  239
  27
  46
  70
  82
  115
  131
  148
  154
  170
  187
  203
  220
  236
  253
  270
  28
  48
  75
  88
  125
  147
  170
  192
  214
  236
  258
  280
  302
  315
  325
  29
  50
  80
  95
  135
  150
  215
  215
  270
  285
  310
  320
  330
  340
  350
  30
  51
  81
  96
  136
  151
  216
  216
  271
  286
  311
  321
  331
  341
  351
  14) Determine How Much Money character gained making it to new level
  This is the GM's call as there are no guidelines for how much money should be made available to
  characters.  Don't charge them for their BBI but don't give them the money to pay for the BBI
  either.
  15) Return to step 14 until character has been advanced through training for all their
  levels.
  16) Convert existing Magic Items from 1st Ed AD&D to HackMaster, Check EP value of all
  magic items against the caps for a sanctioned character of that Level(s).
  Only items from the DMG (1st Ed AD&D Dungeon Master's Guide) and UA (Unearthed Arcana)
  are eligible.  Nothing from magazines, home made, etc may be converted over.  Have your GM
  find the closest item to what you have.  You are limited to the EP caps as listed for your FINAL
  level.  The level limits are posted on the HackMaster website.
  (http://www.kenzerco.com/rpg/hackmaster/)
  17) Convert existing Spells from 1st Ed AD&D to HackMaster.
  When calculating the number of spells that the character actually has, only those listed in the
  AD&D 1st Ed Player's Handbook and Unearthed Arcana are to be considered LEGAL for
  'conversion'. If there is an obvious HM equivalent to the spell being converted, then that
  equivalent must be taken. For those that are not obvious the player should consult their GM and
  the two reach an agreement on what would be an appropriate replacement. In no case will a
  higher level spell be used as the equivalent of a lower level spell.
  You may use any official HM spell including from the class books.
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 4e/Hackmaster 4e from AD&D 1e Conversion.pdf