2. Classes - We've converted this game between systems before. But FC is a different (and much better) animal so we would like to see things have that flavor to things.
Those whom are familiar with RIFTS, (yes we know that system has its own problems, but it does have merits also, and we'd like to keep some of those and dump the rest) may see that classes in that system have a few beginning class abilities that slowly go up with each level and a few extra abilities that they get as they progress. I figure some of these can be done as feats. but some of them I have no idea how to balance. I think i read somewhere there is a class and race building guides on the site? but I know some things may not have an equivalent to build with. in Wormwood there is a class called the Apok, which gets an indestructible mask for instance. I have no idea how to build that. or the leyline walker or technowizard class abilities. *shakes head* The campaign economy is actually based upon adventuring parties, sending players out to scavenge, test or steal abilities. leyline walkers made sense at the time when we used rifts and some would like something simliar with out their abilities being spread out across 20 levels, while technowizards made sense at the time before we had Eberron's Artificers. Which brings up, Artificers, is there a build that keeps the homoculi as a core concept to the class? In the original build you could essentially build as many as you like, provided you had the components (and blood) and time to do so. ANd if you had a crap load of them and they got destroyed well that was your bad cause you'd be having a lot of backlash coming toward you that could very well kill you. And DDO has artificers now, which a nifty battle glove (which I assume can be made from the magic system in FC)
Without specifics, I'm going to say probably. Of course, one issue with Palladium is that they've never heard of balance so I could be stepping in it. Can you give some specifics about what these powers/abilities are or do? As for the Artficer, I know there's a Eberon thread on the board that someone did something with it. I also did some stuff with a specialty and a feat chain to do Pathfinder's Summoner.
3. Race - I guess I need a link for races too to build some from scratch. And a lot of reading to go on from there on it. *nod*
Well, the rules are in the wiki. Anything particular giving you problems?
5. Gear - Much like RIFTS and some early D&D I had the idea to create kits for classes. the stuff you either got issued or aquired when you became an adventurer. choose x number of clothes, this type of weapon, etc. plus a lil bit of gold (or silver in this case) to start. Since all classes pretty much get a starting package I figure this balances out.
Actually, I recently started a new game and after fretting and worrying over how to handle it (it's set in Paizo's Golarion and characters didn't just feel right) I finally just said heck with it and told people to write down what they wanted to start with regardless of cost and I'd approve or disapprove based on how greedy they were. Worked rather well, but it's admittedly very table dependent.