Below are the conversions I use for my game, at least when I'm not running an S.D.C. converted Rifts game. All the powers are from the core HU2 books, and you will notice that it is not a complete list.
HU2 MDC Power Conversions
1)
APS – Metal: While in metal form the character becomes an MDC juggernaut, with Supernatural strength. To find out how to convert the character’s Superhuman Strength to Supernatural Strength, see Superhuman Strength below. As for the character's MDC, it equal HP+SDC=MDC in metal form only.
2)
APS – Stone: This power converts just like APS – Metal.
3)
Invulnerability: Provides HP+SDC=MDC. The character takes ½ damage from MDC attacks, including from creatures with Supernatural Strength that are not creatures of magic (example Gargoyles and Brodkils). The character takes full from magic, and psionic attacks, including attacks from creatures of magic (example Dragons, and Gods). Particle Beams will do damage just as descried in HU2
4)
Minor Energy Expulsion powers: Allow the character to inflict SDC, or MDC. When doing SDC damage there are no changes to the damage dice pool. When doing MDC damage the character’s maximum dice pool is equal to ½ their normal damage pool, rounded up.
Example: A character with Energy Expulsion – Energy that normally does 5d6 SDC, could do either 5d6 SDC or 3d6 MDC in a Mega-Damage environment. (5d6 / 2 = 2½d6,or 3d6 round when rounded up.)
5)
Power Channeling: Like the Minor Energy Expulsion powers above, the character can choose to doe either SDC or MDC. Also like the Minor Energy Expulsion powers the character gets their full damage dice pool while doing SDC damage, and ½ their dice pool when doing MDC damage.
6)
Major Energy Expulsion Powers: Like the Minor Energy Expulsion powers the character can do either SDC, or MDC damage. Unlike the Minor Energy Expulsion powers the character retains their full damage dice pool for both forms of damage.
7)
Body Weapons: Still inflict SDC, unless the character possess Extraordinary PS, Superhuman Strength, or Supernatural PS. In such cases damage is added to the MDC the character inflicts during hand-to-hand. (See below for each of the strengths conversions to Supernatural PS).
Extraordinary PS: Strength becomes Supernatural, but starts with a base of 20. Add +1 to this for every three points of strength past 20 the character originally had.
Example: A character with an Extraordinary PS of 36 would have Supernatural PS of 25. (36-20=16, 16 / 3 =5.3, 5+20=25. Always round down.)
9)
Superhuman Strength: Characters with Superhuman PS are converted just like those with Extraordinary PS; only they start with a base PS of 30.
Example: A character with a Superhuman PS of 60 would have a Supernatural PS of 40. (60-30=30, 30 / 3=10, 10+30=40.)
10)
Alter Limbs: All melee weapons created by the character inflict MDC, especially the motorized ones. All ammo created by the character (see power in HU2) does MDC damage. Other ammo inflicts it’s normal damage, so if a character creates a gun that uses 9mm rounds he will do SDC, but if that same character creates a gun that uses the same ammo as the Triax pump pistol and rifle it will do MDC. The GM might allow the character to do MDC with burst (burst being a minimum of 5 rounds fired) of large caliber SDC rounds, but only with 20mm and up. Even then the damage should be limited to 1d6 MD per 10mm, so a burst of 20mm rounds would do 2d6 MD, and a burst of 30mm rounds would do 3d6 MD. Considering the size of these rounds the character would not be able to carry many rounds, but I’ll leave how many they can carry up to the individual GM. Especially since there are many factors involved, such as the character’s size and strength. I wouldn’t allow a character to create a railgun unless they also possessed one of the major powers of Magnetism, Control Kinetic Energy, or Gravity Manipulation.
11)
Force Aura: SDC becomes MDC, strength becomes Superhuman (see above; but only while aura is active), and the +10 bonus to PS is added after strength has been converted.
12)
Bio-Armor: SDC becomes MDC. Strength remains the same, unless the character possesses another power that would change this. The +1d6 to melee damage converts the characters punches, and kick into MDC. Punches do 1d6 MDC, and kicks do 2d6. If the character possesses a power that changes their strength to Supernatural then just add 1d6 to the damage they inflict.