The system used is West End Games' D6 Space. Where necessary, such as to simulate the Fading Suns universe's psionics and theurgy, rules from West End Games' other D6 games, such as D6 Adventure and Star Wars, will be added.
House rules will be posted here.
General
Wyrd Points
Fate points are hereby renamed Wyrd points, in keeping with the Fading Suns material. They can be used as normal in D6 Space, and can also be used to activate or sustain occult powers.
Character Creation
Vorox Package
Total cost: 1 skill die
Advantages: Size (R1)
Disadvantages: Cultural Unfamiliarity (R1), Prejudice (R1)
Special Abilities: Extra Arm x 2 (0), Natural Hand-to-Hand Weapon: Claws (R1, cost 2), +1D damage
Naturally, one can take the disadvantages included in the package at higher levels to offset the costs.
Ship Ownership
Some people said they wanted the characters to have shares in owning the ship. I would like everyone who plans on owning a share to sink one or two points into an appropriate Advantage — which can be offset by a Debt or similar Disadvantage if you'd like. The shares don't have to be equal; you might decide to own 5 shares (5 points) if you'd like. But if people do want to put in different shares, they should decide in advance whether it's one person = one vote or one share = one vote.
Psionics and Theurgy
Psionics and Theurgy skills and powers will be treated as Force skills and powers in WEG Star Wars 2nd ed. revised. In short, every attribute die sunk in Psionics or Theurgy (they are mutually exclusive) corresponds to one die of skill in one of the three basic skills — Control, Sense, and Alter. From there, various sects and coven can learn different Psionic or Theurgic powers.
Occult Skills
Control
Control is one's ability to control her own body. A character with control can access her own internal well of spiritual energy, learning harmony with and mastery over the functions of her own body.
Sense
Sense teaches one to perceive the Psionic/Theurgic forces in other things beyond her own body. The character learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around one.
Alter
A character with alter learns how to change the distribution and nature of the Psionic/Theurgic forces. Those who have mastered alter can move physical objects with their minds, can help others control their own power, or can manipulate the occult forces in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.
Occult Powers
Each occult skill governs a multitude of powers. A character rolls the appropriate occult skill (or skills) when trying to use a particular power; the GM uses the description of the power to determine the difficulty for the task. Theurgic powers are called rituals, while Psionists follow Paths.
A Psionist or Theurge must be taught an occult power (path or ritual) to use it. (Powers can be taught by a teacher, occult tome, or some other document or item specifically intended to teach the power). Since most teachers know only a few powers, at a certain point characters will have to seek out other teachers and sources of instruction to learn new powers. A character cannot use a power that has not been learned.
Learning Powers
When a character first learns an occult skill, the teacher also teaches one power or ritual pertaining to that skill. A character may be taught a new power each time an occult skill is improved one pip. A character may be taught a power or ritual without improving an occult skill, but the character must spend five Character Points. A power or ritual that uses two skills — e.g., control and sense — counts as two powers when being taught powers.
Psionics
There are four main Psionic paths (FarHand, Psyche, Sixth Sense and Soma), plus one Dark Path. Other Paths are rumoured to exist, but not confirmed.
- Path of FarHand: Psychokinesis. Deals with the manipulation of physical objects and energy fields through the application of pure will.
- Path of Psyche: Telepathy. Direct transference of thought and feeling from one mind to another.
- Path of Sixth Sense: Extra-Sensory Perception, Postcognition and Precognition. Cultivates modes of perception which are considered to be inherent in all sentient beings, but seldom or never consciously accessed.
- Path of Soma: Body manipulation. Involves turning the person into a perfect physical specimen. You are very attractive, have never been sick, and you heal amazingly quickly.
- Dark Path: Urge powers.
Theurgy
The various sects of the Church all have their own Theurgy Rituals, and a Dark Path as well.
- Common Rituals: Every sect teaches these basic rituals.
- Amalthean Rituals: Healing and various defensive or merciful rituals.
- Avestite Rituals: Inquisition-related rituals to spot, admonish, and torture the guilty, foil technology, etc.
- Brother Battle Rituals: Primarily concerned with increasing offensive and defensive capacity in combat.
- Eskatonic Rituals: Perception- and mind-enhancing rituals, as well as transformation rites.
- Urth Orthodox Rituals: Largely rituals of protection, consecration, and exorcism.
- Dark Rituals: Hubris Powers
The various powers and rituals will be created on an as-needed basis by adapting Force powers and/or creating new ones. You can browse this list for an idea of existing powers that can be recycled.





