I don't want to open a can of worms, or bring Dumpshock to the attention of Palladium litigators, but I think it's safe to share my ideas here.
I think Rifts is an awesome setting and fun concept, but it's hampered by an awful, outdated system and runaway power inflation with every new sourcebook. I would love to see that game modeled using better rules. And upon reflection I feel the 4th Ed Shadowrun rules would model Rifts best -- it has solid rules for magic and tech, and upon that framework I think I can approximate the setting. I'm calling this hybrid monster ShadowRifts. I'm not talking about transplanting Rifts elements into SR (though there's potential with that, in moderation), but using the SR4 rules to approximate the Rifts setting. There are some good ideas in that game and I'd like to see them done justice, you know? Here are some of my ideas.
Character Options: First, I'm dumping OCCs and RCCs completely. People would be able to get MOM and Juicer conversions, but these will be cyberware/bioware "packages" with set effects and drawbacks. (A juicer, for instance, would enjoy capabilities exceeding that offered by normal 'ware through his BioComp, but might suffer a sort of spell-like "drain" effect when he relies on his powers too much, deteriorating his body and eventually killing him in a few years.) Characters like the mercenary, scientists, scout and the like could easily be built with the rules we have. The power level would be well above the SR default, I'm thinking 500 build points, at least.
'Ware: Use the RAW, as it's there and very adequate. Perhaps I'd include a selection of stronger cybernetics to reflect military advances. A full conversion 'borg would be Cybermancy-like creation.
Magic: I see no reason to mess with magic too much, though a category for spells that detect, affect and allow travel through ley lines (Nexus?) would be a must. Perhaps another dealing with detecting and opening rifts, though that could be folded into Nexus or possibly Summoning. If magic is connected to ley lines, I could see spellcasting on leys or nexuses could reducing drain for casters. Building traditions around the OCCs is a possibility, though I'd be comfortable just counting them all as hermetics. Not too many Rifts shaman-types in the books except among Native Americans and the like, though there's no great reason I see to follow the same assumption.
Psionics: Though psionics and magic are treated as separate in Rifts, it's not necessary to do so in ShadowRifts -- I'd just describe psionics as its own tradition. Perhaps I could cap spell ratings at 3, to reflect its lack of power in comparison with other magic, but reduce the drain code of "psionic spells" to compensate. I can totally see a Psi-Stalker being a weird psychic-themed Mystical Adept.
D-Bees and other Monsters: These would probably be built from scratch, using the metahuman templates and then adding changeling characteristics and qualities until we approximate what the I and/or the player want. A Dogboy could be built as a magician of the psionic tradition with some changeling traits or a mishmash of existing racial abilities. A dragon hatchling (*shudders to think of it*) could even be approximated this way, though once you get done buying the base stats and capabilities you wouldn't have a lot of room for customization. (But then, that's pretty appropriate for a newly born dragon; you could grow however you desire from then on.)
Levels: This is an artifact of the Palladium system, and there's no great need to include a level system in ShadowRifts. I suppose, using SR4's superior framework, one can patch a level system onto it. But what purpose would it serve? Hmm. Here's one way a level system could function in a skill-based game like SR: in the Elder Scrolls games, your skills don't increase via leveling; you level as a result of skill increases. Every ten skill increases you gained your level increased by 1, along with Health and Magicka. In ShadowRifts, you gain X number of skill/stat increases or spells, and you level: you'd gain a box on your damage tracks, while casters might gain an extra die to resist spell drain. In a lethal setting like Rifts Earth, though, this might not be such a bad idea. But then again, it probably is. What do you guys think?
Mega-Damage: One of the most controversial and hated elements of Rifts. Can't say I blame people, I don't like it either. Of course, I have far bigger issues with the application of Mega-Damage than the actual concept. While I don't think including it is absolutely necessary, I might if I can find a workable system for it. MD weapons and attacks might do damage autohits -- damage added to the damage test result. MDC might subtract directly from damage, before damage resistance tests. (I'd keep the numbers small, say +3 to +5 damage add/subtraction.) Or, one can say that MD attacks can't be resisted except by MDC armor or creatures (no damage resistance if you're a "squishie"); by the same token, "normal" attacks are less effective against MDC. Then again, I may save myself a headache and just not bother with it at all.
I'm wondering, have any of you enterprising people out there done your own Rifts to SR conversions, or have ideas for such? I'd love to hear from you if so.
(Note: I have no expectation to see an "official" conversion of Rifts (or anything Palladium), as Kevin Siembieda would rather continue killing his own game line than let anyone redeem it. He has some good setting ideas, but he marries them to a third-trimester coathanger abortion of a game system, crazyquilt mechanics largely derivative of 1st Ed AD&D that he hasn't updated significantly in 20+ years. And won't. The best I can hope for is that Palladium will finally die its well-deserved death, and that WotC or someone else will swoop in and gobble up those properties. But I won't hold my breath on that. So fan conversions only, for the time being anyway.
Anyway, I'll quit ranting. For now.)