Summary
The campaign is a mix of science-fiction staples: a quasi-Firefly like group of private entrepreneurs in the Fading Suns universe, operating on the edges of Known Space, salvaging ancient technology and weird alien artefacts.
Characters
The roster so far looks like:
- A Vorox Charioteer pilot (Jen)
- An Imperial Eye Reclaimer and genius mechanic (Edmund M.)
Character Creation
For those who have a copy of the rules and are working on their character, please note that you should use the "Defined Limits" option on page 9, not the Creation Point Pool on page 10.
- Split 18 dice between your attributes, including "Metaphysics" (either Theurgy or Psionics).
- Split another 7dice to add to skills.
- No attributes starts at less than 1D (except Metaphysics) or more than 5D.
- No skill can be increased more than 3D above the base level.
- Skill Specializations: As per p. 11, you can specialize in skills. When distributing your 7D of skills, one die gives three specializations dice. For example, by spending one die I could take three specializations such as Melee Weapons (Monofilament swords), Piloting (Skimmers), and Cultures (Vorox) at 1D each higher than the root skills.
- You can select Advantages and Disadvantages (pp. 17-30) balancing each other or bought up with some of your 7 skill dice, up to a maximum of 10 points of Disadvantages.
- Aliens (i.e., Jen's character) can use the Character Options on pp. 31-40, in the form of a house rules package.
- People who wish to buy cybernetics that fit with their position in society may also use the Special Character Options and the cybernetics described in Chapter 4. Since they are Merchant League characters, most people can get away with pretty blatant implants and modifications, but bear in mind that in some backward places or with some more uptight members of society, it may attract unwanted attention. In general, most Vorox and most Church members recoil from receiving cybernetics, so it's unlikely that Jen's character would have them.
- You start with one Wyrd point (a.k.a. Fate point), unless you put some points into Theurgy or Psionics, in which case you start with 2 Wyrd Points.
- What skills you get under Theurgy depends on which Church sect you belong to, so I won't be able to make a call until I know what that is and I get the Fading Suns book back.
- You also start with 5 Character points.
BTW, Edmund pointed out that WEG's website states that the print version of D6 Space "contains more than 64 pages of additional material not released with the PDF." However, the PDF on the RPGNow site appears to have 144 pages, same as the hardback we have. I believe the note refers to the previous PDF version of D6, which was released for $10, not to the PDF version currently available through RPGNow and DrivethruRPG.
Rules Options
As GM, I want to add to D6's basic system by giving players opportunity to create facts, perhaps at the cost of a character point or Wyrd point. I also plan on using Aspects for antagonists, props and locations, which people will be able to activate and use. More on this later.
See also the Rules section.





