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Thank you! I recommend Ben Milton's Knave for this (as Wastoid is based on its rules). Beyond that, I can share with you what I've got from the relevant portion of the manuscript in progress, with two caveats: 

  1. I still have to playtest this (especially the part about calculating HP).
  2. I'm more concerned with adapting stuff on the fly than careful conversion procedures.

That said, here's what I've got so far…

Ability in Wastoid could refer to the 7 abilities players’ characters have, but most denizens of the wastes are simply represented by a generic “ability” that covers anything vaguely related to what they seem they should be good at. If adapting creatures with hit dice (HD), you can use this as ability. If unsure, give a default ability of +5. [When doing anything else, they have a +0 modifier.]

HP in other games generally runs much higher than in Wastoid. For quick and dirty conversion, add the creature’s HD value to 5. 

AP can be converted by looking for a game’s equivalent of light, medium, and heavy armor (often leather, chain, and plate in fantasy games). Wastoid uses leather (4 AP), scrap (8 AP), and combat armor (12 AP), +1 to 2 for a shield, and another +1 to 2 for a helmet. If unsure, give a clearly thick-skinned creature 6 AP and call it a day.

Damage can usually be simplified as d6 for most attacks, d8 for those with two-handed weapons, and d10, d12, or multiple d6 for only the most powerful attacks (like with explosives and high-tech).

Special effects like “double damage from fire” or “two attacks per action” can generally be used as-written in Wastoid. The GM should just take care to telegraph to players when something looks really, really dangerous. Remember, running away is (almost) always an option!

Heya! Just ran a one shot with what I assumed last minute and I got pretty close to what you have in your manuscript.

I ran this  Re-Energizers - Catthulhu | DriveThruRPG

HP

For this I just used the creatures straight up HD value as their HP. This produced what I felt were pretty squishy creatures, so I think you might be right with HD+5, or maybe HD+2

Damage

I think d6 is a bit high. I used d4 for most attacks and scaled it similarly in the same way. I decided to use critical hits as dealing max damage on a single die instead of doubling the dice, I think this is much more forgiving for both creatures and the players. 

AP

I removed armor more or less on all creatures in the adventure. This may have contributed to them being a bit squishy. 


The special effects and ability I never got a chance to use. So far so good however! Players loved the system! My only thought though is that the Follow Through trick is so extremely good, especially on a level 1 character. I'd probably limit it to a number of extra enemies equal to their Strength score, theres also no real idea to the limitations of Relentless other than the player being invincible, so I instead limited it by "You're up below 0 HP but if you go below your health in the negative you die instantly" 

Thanks so much for sharing this!