Frequently Asked Questions
Here you will find the answers to most common questions about WEG and our games.
General Questions About West End Games
Does WEG still hold the license to [FORMER LICENSED PRODUCT]?
No. We have no licenses at this time.
I'm really interested in acquiring one of the games or products from a property you used to license. Is there any way that these items might be available as paper products or electronic downloads (PDFs)?
No. Without having the license, we can't reprint or PDF any old licensed products, either for sale or free.
Can I order your products directly?
Yes, you can place an order by emailing your request to orders@westendgames.com. West End Games only accepts money orders and PayPal at this time. Alternatively, you can volunteer, and get merchandise for free.
How do I volunteer?
See our Demo Team Resource Page. In short, if you do a few games as local stores or write adventures or source material, and you could earn enough to have us send you free merchandise!
Will the new version of the Torg universe be converted to the D6 System?
No. The new version of Torg will be separate from the D6 System, and use a modified version of its classic system.
Is there any chance of WEG creating an official list that includes all the old WEG games?
Theoretically, there's some master list on one of the disks around here, but we haven't found it yet. At this time there's a small chance, because it would require a lot of retyping and we have a lot of other priorities. It's not impossible that one will be made, though. We also don't have the original catalogs listing the board games, so there's no way there will be a complete list of those.
Can you help me acquire an out-of-print WEG product?
Unfortunately, we have no more skills or resources than you in getting this material, and we can't make any more. We suggest trying an online auction, Chimera Hobby Shop at www.chimerahobby.com, Gamers Realm at www.gamersrealm.com, Dragon's Trove at www.dragontrove.com, Amazon.com, Crazy Egor's at crazyegor@aol.com, or Adventure Games, adventuregame80@hotmail.com (especially for miniatures).
D6 System: General
I have a Torg/Shatterzone/Masterbook deck. Is there any way to convert it for use with the D6 System?
Yes. For suggestions on converting the Torg and MasterBook Drama Decks to the D6 System, see: http://www.westendgames.com/html/deck.html
You can also purchase (for a limited time) a converted Shatterzone deck as a PDF.
We are also planning on putting out a D6 Drama Deck early next year.
For those who want players to roll initiative each round but also want to include the initiative system from the cards, have all characters on the first side get +5 to their initiative total.
Suppose I want to use miniatures for encounters. How large should each hex be? I gather from reading the movement section that move and speed are meant to be more descriptive than other games, which have more exact movements.
It depends on your needs for accuracy. Consider that a normal human's walking movement is 10 meters per round. You can increase this to 20, 30, or even 40 at a full run. Thus, unless you have a huge mat, you can see that moving 40 meters in a single round might get unwieldy at 1-meter hexes.
Although it's a judgment call for the needs of your group, two-meter hexes in close quarters or five-meter hexes in more open terrain should serve well. For miniatures, a good scale is one inch equals two meters.
If a character has Increased Attribute: Physique (R3) or Increased Attribute: Strength (R3), do I add the 3 to the generated Body Point total?
No, don't add the Increased Attribute to the Body Points. Instead, add it to the character's damage resistance total. So, because the damage resistance total starts at zero with Body Points, it becomes 3 with Increased Attribute (R3).
Is it possible to adapt the D6 System to run a less cinematic campaign?
Here are a few simple ways to reduce the cinematic elements:
- Don't use the Wild Die, treating it instead as a normal die. You'll eliminate the exploding aspect, which can cause cinematic results.
- Use Wound levels, but reduce the number of them. The fewer there are, the quicker the players' characters die.
- Be stingy with the Character Point rewards.
Do ranks equal pips? For example, if I have six levels of a Special Ability that give me +6 to a skill, do I have an extra +2D?
No. Unless explicitly stated, all such bonuses are always added straight to the final total. Thus a +6 bonus means that +6 is added to the final total.
The Die Code Simplification chart is a bit confusing. If I have a Physique or lifting skill of 6D, would I roll 5D and add +4 to the result, or +18? I always have one of my dice as a Wild Dice so I'd add +18 to my 5D roll?
The two charts show options. If you have a 6D lifting skill, then you can either:
Roll five dice (one being a wild die) and add +4, or . . .
Roll just one die (Wild, of course) and add +18.
How would this same 6D lifting roll be determinined if my character has the Increased Attribute: Physique, or Skill Bonus: lifting providing of a bonus of -- say -- +3?
In this case, roll your 6D in lifting or (if your gamemaster allows attributes greater than the prescribed maximum) Physique, total the numbers, and add the modifier listed in the Special Ability to the total.
Or, when using the Die Code Simplification Charts:
Roll 5D, add 4 and add 3, or:
Roll 1D, add 18 and add 3
What do the various dice levels mean for attributes or skills?
Here's our official take on it (which appears in the screen):
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1D: |
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Below Human average for an attribute |
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2D: |
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Average Human attribute |
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3D: |
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Average adventurer attribute |
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2D+1 to 3D+2: |
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Average skill level |
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4D to 5D+2: |
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Competent skill level |
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6D to 7D+2: |
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Professional skill level |
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8D to 9D+2: |
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Highly skilled |
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10D to 11D+2: |
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Exceptionally skilled |
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12D or more: |
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Legendary skill level |
Of course, when it comes to game play, gamemaster's characters with levels lower than the players' characters will be easy obstacles for them; of the same levels as the players' characters will be moderate obstacles for them; and of higher levels than the players' characters will be challenging obstacles for them.
D6 System: Character Creation
Body Points for players' characters are calculated at 20 + a Physique (or Strength) roll at creation, but the generic characters and creatures contained in the rulebook have fewer than this. There is a sidebar that mentions NPCs and creatures may have fewer Body Points than this. Is this true in all cases?
Generic characters in the game receive (more or less) six to eight Body Points per Wound level, though sometimes they can get as few as five or as many as 10 per level. This ratio depends on how easily the designers felt players' characters should overcome them, influenced a little by their Physique. Only characters important to stories will ever get higher than that.
What are the rules for creating NPCs with the D6 System? Do you use the same system as for the players (att. 18D, skills 7D)? Do you lower the number of wounds (2 for basic NPC, 3 for strong NPC, more for the main NPC)? How many Character Points do you give for a weak/strong/main NPC? And so on.
You can find some information on creating gamemaster's characters on these pages of the rulebooks:
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D6 Adventure Rulebook: |
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9, 61, 123-124 |
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D6 Fantasy Rulebook: |
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14, 62, 122-123 |
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D6 Space Rulebook: |
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9, 75, 123-124 |
You can find generic characters at the end of the "Adventure Tips" chapter, as well as in the D6 Free section of the Web site (look under the Free page for the link).
Say I buy eight levels of Increased Attribute. Would it read "Physique 4D (+8)" and cost me 16 CP/4 dice? Does the +8 give me (technically) 8 dice to my roll?
No. If you needed to add "+1D per rank," the rules would state that. If you purchase eight ranks of Increased Attribute: Physique, you would add eight points (not dice, not pips to convert to dice) to the total you roll with any Physique or Physique-based action.
For example, if your character has 4D in lifting and Increased Attribute: Physique (R8), and he wants to lift a heavy box, you roll your character's lifting of 4D, total the result on the dice, and add +8 to the die total.
D6 System: Healing
According to the rules, you can heal only once per day through someone using healing on you. This seems to be really unhealthy for the party, with the day tending to end with most of them badly injured and needing to be hospitalized for a few days so everyone can be healed. Are there any possiblities or options for countering this?
You may want to consider the following optional rule: A character can be healed multiple times at an increase of one level (+5) per additional attempt. However, medical supplies of some kind (a healer's pack, first aid kit, or med-kit) are required for all additional attempts.
D6 System: Wounds
Is there a good example somewhere in the D6 System of applying damage and using Wound levels?
The "Combat Example" on p. 60 of the D6 Adventure Rulebook, p. 62 of the D6 Fantasy Rulebook, or p. 74 of the D6 Space Rulesbook has one brief example.
Described in steps:
- The attacker rolls her damage and includes any bonuses.
- Example: The attacker shoots a gun with 3D damage and gets a 14.
- The defender rolls his damage resistance roll, including any bonuses.
- Example: The defender has 2D in Physique and rolls a 8.
- The gamemaster subtracts the damage resistance total from the damage total.
- Example: Damage total (14) minus damage resistance total (8) equals 6.
- The gamemaster compares this result to the Wound levels chart and reads off the result. (If the damage total is equal to or less than the damage resistance total, there is no effect.)
- Example: The result from the Wound level chart is Wounded.
- Marking the Wound: If the Wound result is greater than the highest Wound marked on the defender's character sheet, the character moves up to that Wound level. If the Wound result is less than or equal to the highest Wound marked on the defender's character sheet, the character move up to the next Wound level after the highest one marked. (Do not mark points.)
- Example A: The defender has no Wounds marked on his sheet. Wounded becomes his first Wound level.
- Example B: The defender already has Stunned marked on his sheet, and it's his highest level. Since Wounded is higher than Stunned, he goes directly to Wounded.
- Example C: The defender already has Wounded marked on his sheet, and it's his highest level. Since Wounded equals the highest level he already has, he moves to Severely Wounded.
Isn't the Wound system really deadly? Six hits where any damage is not resisted and a character is dead. Wow!
Yes, this system is more deadly, but it's also more equal to the Body Points system, where there is no damage resistance roll and every damaging hit brings the character closer to death.
In the Wound system, what happens to Stun damage? Since it goes away after the next round, it is counted as Stun for in later rounds regarding damage?
The effects of the Stunned level go away, but the Stunned level does not (it's healed after 12 rounds - one minute - of complete rest).
Generic thug NPCs are given two Wound Levels. This suggests that generic, knockaround thugs have the following two levels: Wounded (-1D) and Dead (Ack!). Is this correct? How do I figure out which levels gamemaster characters have when they possess fewer than five Wound levels?
Dead is actually the sixth level (important characters have five). Which levels you drop depends on how impairing you want damage to be. If you're playing a highly cinematic game, then generic thugs have Stunned and Severely Wounded before they're Dead. Otherwise, pick whatever levels whose associated effects you like.
Suggested Wounds
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1 |
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Severely Wounded |
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2 |
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Stunned, Severely Wounded |
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3 |
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Stunned, Wounded, Severely Wounded |
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4 |
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Stunned, Wounded, Severely Wounded, Incapacitated |
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5 |
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All of them |
For the Wound Level there's a note: "*Any additional damage less than the character's current level moves the character up by one level." Does this mean if you are currently Severely Wounded and take an additional 2 points of damage (Stunned), your wound level will go to Incapacitated?
Yes, that's what it means. If this is too brutal for your adventures, then declare that the additional damage must be equal to the current level to move the character to the next level. (Higher than that moves the character to the level indicated.)
Does it mean to say "less than or equal, " so that if you are Incapacitated and take enough damage to become Incapacitated again, you go to Mortally Wounded?
Yes, it should say that.
D6 System: Combat -- General
Hit Locations on page 69 of the D6 Adventure Rulebook shows that to hit the head a difficulty modifier of +1D is applied. Is this a typo? It seems a modifier of +3D would be more appropriate, or even +4D as a game balancing one would probably be best.
In the design process, the decision was made to put this in line with the called shot chart. Feel free to adjust it if you want to discourage people from making head shots.
Prone and Crouching give a +1D too difficulty if you are prone, but +2D if you are prone and moving. Why is it significantly harder to hit someone moving slowly while crouching?
The implied factor is that they're moving quickly while crouching. True, moving slowly would be no different than remaining still.
I'm attacking with a melee weapon. Is the difficulty 10 (the base difficulty) or 5 (for attacking at point blank range)?
The difficulty would be 5. Any attack within 0-3 meters -- including most melee attacks -- is -5 to the difficulty.
Does this mean that my attempts to parry at Point Blank range are also at -5? For instance, if I have 4D in Melee Combat, and I decide to use my sword to parry an attack, do I roll 4D and then subtract 5 to get my defense total?
Yes, that is correct. Furthermore, when you attack them back, they are at a -5, assuming that they didn't take a multi-action and run away.
D6 System: Combat -- Melee
Is the Strength Bonus added to the Strength (or Physique) value when determining damage?
No. The damage of a muscle-powered weapon is its damage value added to the Strength Bonus. Strength (or Physique), or lifting is only used indirectly to calculate the Strength Bonus. Thus someone with a Physique of 3D+2 has a Strength Bonus of 2D and a broad sword (which does +2D+2). The damage a successful attack would deal is 4D+2.
In earlier versions of the D6 System, Strength damage was added directly, instead of calculating a Strength Bonus. Why the change?
To bring physically powered weapons more in line with missile weapons. Under the old system, the same person in the question above with the sword would deal more damage than an assault rifle!
D6 System: Combat -- Ranged
The "Full Auto" combat option on p. 66 of the D6 Adventure Rulebook or p. 80 of D6 Space Rulebook states that "that the extra 'to hit' and 'damage' bonuses are somewhat compensated for by the modifier to the character's defensive value during the round he is perfoming a full auto attack." I can't find this modifier anywhere, am I missing something?
The full auto defense modifier (which is included in any attack made on the character, whether the character relies on the default value or an active defense) is -4.
The "Sweep (Ranged)" option says that "The character wants to 'spray an area' with ammo . . ." What size area and do you roll to hit all targets within this area?
The area of a sweep attack is a few meters wide (anything larger should be counted as multiple sweep attacks, even if it's part of a single manuever). A single roll is made against all targets in that area, but the total is compared to the difficulty separately for each target (and the damage is determined separately). Gamemasters may allow cover modifiers for those only partially open to the area attack.
D6 System: Scale
I'm looking for help determining the size of something in regard to scale. Say, if I have a 100' statue, or a humanoid between 10'-12' tall -- how do I determine its scale?
Use the Scale chart to get some ideas. (See p. 71 of the D6 Fantasy Rulebook, p. 83 of the D6 Space Rulebook, or p. 70 of the D6 Adventure Rulebook. ) A person is about five to six feet tall and about 100 to 200 pounds. Size (height and/or weight) more or less doubles every three points or so.
So, what you're saying is that a creature 12' tall has a Scale Value of 3, and a creature 100' tall has a Scale value of 12?
Assuming the creature isn't all that heavy, yes. Otherwise, go by the chart in the rulebook. An eight-story building, for example, is about 80-feet tall and has a scale value of 24. Of course, it's also a lot wider than the average creature would be.
With regards to Scale, are there rules for hitting a weak spot in the D6 System (either in a space craft, giant, or building)?
There is nothing specifically stated, but the last paragraph of the "Scale" section implies it. The gamemaster decides on the scale of the target and includes a difficulty modifier for the called shot.
Do you have any guidelines for how to handle very tough objects that aren't neccesarily mega-size? In D6 Adventure, for example, a tank is +10. This is too easy to damage, if you ask me. It should be impervious to small arms fire and deal out massive damage.
Scale does not take into account armor or Toughness (inanimate object's damage resistance value). So, the tricky part is to give the tank the right combination of armor and Toughness while taking into account its scale and what you want the weapons to do.
Unfortunately, we don't have any more specific suggestions than that at this time.
D6 System: Funds
Okay, I'm a little confused on the issue of Funds. Say I have Wealth (R2), what would my Funds roll be . . . 7D or 3D+4? Also what would I put for available wealth in D6 Fantasy. . . 180 S/20 G, or 180 + 160 (8 S = 1 G) = 340 G? Or what?
The Wealth Advantage adds to the Funds total generated after character creation, not the Funds die code. So, if your character has Wealth (R2) and Funds of 3D, he rolls 3D+4. For silver, he has 180 plus 160 silver, or 340 silver. (The exchange rate is eight silver for one gold; see page 113-114 for exchange rates.)
I'm confused as to the bonuses for attributes and skills when determining Funds. What do they mean?
They refer to the final die code of the Funds value. All characters start with a base of 3. Suppose a D6 Fantasy character had 4D in Intellect and 8D in trading plus its highest specialization. Both of these provide a +1 bonus to determining the Funds number. Thus, the example character starts with 5D in Funds. The Wealth Advantage modifies Funds die totals after character creation, not the number used to determine the initial score.
D6 System: Extranormal General Questions
If I use an Extranormal ability to give myself a healing skill, does the patient incur a penalty due to healing?
According to the "Healing" rules (see the appropriate chapter), characters who are healed through the medicine skill recover their injuries immediately, unlike with natural healing. (Your game may vary, of course.)
Thus a character using the Heal manipulation skill found on p. 101 of the D6 Space Rulebook may heal two different characters in two different rounds, and those character recover their damage instantly.
D6 System: Magic
The "Magic" chapter states: "Alteration . . . could be used to change a person into a bat, but it would not give the person the ability to fly; conjuration would also be necessary to give the person the Flight Special Ability . . ." Does that mean, when an alteration spell changes a person into a bat, another spell, this time conjuration, is needed to give that bat the Flight ability?
Yes.
Aren't the deadly dart spell from the D6 Fantasy Rulebook (p. 98) and the deadly bullet from D6 Adventure Rulebook broken? They take an hour to cast, but they wear off in 5 rounds, making them useless in combat!
Yes, these spells are supposed to have charges. Here's a quick fix (one of many possible variations) containing only the things you need to change to make it work:
Difficulty:
11
Casting Time:
40 minutes (-17)
Charges (+1): 1 charge
How does the create skeleton spell in D6 Fantasy Creatures work? It doesn't seem that it creates the skeleton in the book. Could you give an example of how exactly the spell works?
The Body Points for a Minor Raised Skeleton spell equal the result points plus 10 (as per the Magic system in the D6 Fantasy Rulebook ).
Maximum Intellect and Charisma scores of 1D were oversights -- sort of. There's nothing about imposing maximums in the Magic rules (aside from it being something the spell designer decides to add for flavor), so the designer opted to allow really powerful wizards to raise really powerful skeletons.
The spell was intentionally designed not to create something exactly like the creature listed, which is why it's called a "minor" spell.
I'm a bit confused about summoning creatures with the magic system. It seems that I would have to have the spell pay for the specs (stats) of the creature summoned. Is this the case?
You don't necessarily have to pay for the creature's characteristics; your character does have to know where the creature is, and your character gets whatever he or she has summoned. For an example of this, see the relocate person spell on page 100 of the D6 Fantasy or D6 Adventure rulebooks.
How far away is Hell if you want to summon a demon?
That's entirely up to the gamemaster, though Bloodshadows suggests 38 as "a good number." Other good numbers include 13, 18 (3 times 6), 33 (two triangles), 55 (two pentagrams), and 66 (666 would be too high).
In a spell, can I include or affect multiple attributes or skills?
You can include as many effects as you want in a spell, as long as they all are governed by the same skill.
If you have a spell that modifies a stat or skill's dice, do you roll the skill dice and the spell effect bonus dice together with one Wild Die or seperate with two?
If the effect modifies something else, you add the modifier plus the skill or attribute's value and roll the bunch together. If the effect does not modify something else, you roll the effect's die code, even if you have a skill that's higher than the effect. In either case, only one Wild Die is rolled with any die pool.
I don't understand the Relocate Person spell. It has three charges, but a duration of only 1.5 seconds. Is that to allow three objects/people to be teleported? A single person three times? How does the weight limit apply then?
Each charge, when activated, has a duration of 1.5 seconds. The caster could use the charges on three separate targets, one target three times, or one target twice and a different target once. The weight limit applies to each activation of the spell, not to the total weight moved by the spell.
Charges are a convenient way of casting a spell multiple times without having to go through the preparatory steps.
Do magical bonuses allow you to go above the optional 6D limit on damage resistance rolls?
Since the limit is optional, it depends on the game. A couple of points to consider: The upside to allowing a magical bonus to go above the 6D limit is that your characters can take on tougher monsters than they otherwise could. The downside is that ordinary minions will be no match for the magically enhanced characters. There are, obviously, other reasons for and against.
If I want to have a spell that summons magical arrows, what's the best approach? I was thinking to have the arrows purchased with charges and focus so they last until used, and the caster could move freely. Would they disappear after they left the range of the spell?
It depends on what you want to do. If you want the spell to summon (that is, bring to you) arrows you have already magically enhanced, the arrows will continue to exist, even after the summoning spell has finished. They'd be used just like normal arrows, including needing a bow or be thrown and having the normal arrow's range, because, well, they are (except that magically enhanced part).
If you want the spell to conjure -- that is, create from nothing -- magical arrows, you can give the arrows a range of whatever you want, shorter or longer than a normal arrow's because they were magically conjured. Once they get to the end of their range, assuming they haven't hit anything, they drop to the ground and exist until the duration of the spell ends.
Page 93 of D6 Adventure has a listing for Expanded Duration, under Variable duration. The listing states that the increase to the Final Spell Total is +1 per time value. This doesn't seem right. What is the actual rule?
The rule is correct, but worded too simplistically. Here's another way of saying it: For every +1 of extended duration, the time may be increased by the equivalent measure for that number of points. For example, +1 allows the caster to extend the duration by 1.5 seconds, while +9 allows a duration extension of 60 seconds.
I noticed that the 38 value was the circumference of the earth. Does that mean that for a summoning spell that covers any location on the planet for a given monster?
A summoning spell with a range of 38 could reach anywhere on your average planet.
Technically, you can probably get away with a 37 range, which will get you over halfway around the planet; once you get beyond that range, the target will be closer to you from the opposite direction. In fact, you can even get away with a range of 36, which is the diameter of an Earth-sized planet, and actually summon the creature through the planet. However, then your speed must equal the range; otherwise, the result is not teleportation, and the target would travel through the intervening space. This opens up a whole other can of worms, and would probably cause the spell to fail.
Could a creature that doesn't exist be summoned out of the ether for a higher value? If so, what are the guidelines for this?
If the creature doesn't exist at all on any plane, then it must be conjured (using the conjuration skill), not summoned (which uses apportation), because the caster is making something from nothing. Basically, the caster creates a character and uses the skills, attributes, and Special Abilities that it gets to determine the effect's value.
The D6 Fantasy Rulebook offers suggestions in the Miracles section, and D6 Fantasy Creatures has a spell version of the Miracle.
Once you've summoned something using apportation, what do you use to bind it?
A Binding spell, which gives a specialization of command. For example, a Bind Demon spell would give the caster the command: demon skill, which is then compared to the interaction difficulty for commanding a demon (based either on the standard interaction difficulty or, more likely, a roll of the demon's willpower plus modifiers).
Does the Disadvantage amount on a magic item from D6 Fantasy have to match the cost of any advantages/abilities in order to pay for the item?
No, the Limitation on the Special Ability does not have to match (rank-wise) the number of ranks of the Special Ability. In most cases, they just happen to. Remember that the rank of the Special Ability in no way indicates its point cost. The amulet of protection has a point cost of 1 (2 for the Special Ability minus 1 for the Limitation). The minimum point cost of an item designed this way is 1.
D6 Adventure
On page 117 of the D6 Adventure Rulebook, machine guns have the range difficulties reversed (so that Point Blank is +10, Short +5, Medium 0, and Long -5). As a result, it seems that someone standing still at 10 meters away would be extremely hard to hit, while someone a kilometer away would be easy to hit.
The theory is that machine guns are designed to be fired at longer ranges and have a much harder time with anything at shorter ranges, because it's too difficult to bring them around to bear on the target.
What are the effects of tear gas in D6 Adventure?
For simplified game purposes, the effects of smoke and tear gas are the same ( D6 Adventure Rulebook, p. 118), though the means to the end are different. Feel free to add additional modifiers to better reflect your game world.
D6 Space
On p. 115 of the D6 Space Rulebook, it says you need to purchase hallways for ships that require them. However, they are not listed in the list of prices. Is there a cost for them?
This is an omission. Hallways are one area unit, 0.25 tons, and 25 credits.
For calculating the life support, what "people" value does a hallway have?
Technically, the number of people should be one. However, since people generally don't spend great spans of time in hallways and so as not to "nickle and dime" players and characters to bankruptcy, use zero for determining the amount of atmosphere needed as long as the total area units of other modules is larger than the total area units of hallways.
Looking through the firearms table in D6 Space and I can't help but question the semi-automatics long range of 600! Is this right?
The heavy semi-automatic is based on a heavy rifle from D6 Adventure. It's a made-up gun. If you prefer, make the ranges 30/45/60.
In the D6 Space Rulebook, all the vehicles seem like generic ground vehicles. Where are sci-fi anti-grav vehicles, such as hoverbikes or floating skiffs?
On page 112, in the first paragraph under the "Planetary Vehicles" heading, there's information on how to convert the land vehicles to hover versions.
Page 71 of the D6 Space Rulebook says, "Shields that let pass through more than 3 times their current setting die code (not includind pips) in damage are overloaded." As I understand it, then: If I have a shield with 2D+1 on the rear and the ship is hit in the rear for 14 points of damage. I roll 7 for shields and the remaining 7 points go through. This is more than 6 (3 × 2) so the shield overloads. Right?
That is correct.
How much does a "bulk cargo" square hold?
Bulk cargo space holds 2.5 cubic meters of material (1 area unit's worth). Unless you decide to include an option for mass having an effect on how quickly the drives can move the ship, it doesn't matter how much the stuff in the cargo space weighs.
What are energy units used for after the ship is created?
In the basic system of the D6 Space Rulebook, energy units only serve as a limiting factor for adding components. They don't serve any purpose beyond that. The D6 Space Ships book includes uses for energy units.
D6 Fantasy
Is that a marijuana leaf in the background of the D6 Fantasy rulebook?
As it's a stock illustration from Adobe's bonus collection, it seems unlikely that it's a marijauna leaf. It's probably supposed to be maple, although it was only marked with a number.
Aren't shields in D6 Fantasy a bit overpowered? It's virtually impossible to hurt someone in plate mail plus shield (5D total). Am I reading this wrong or something?
This is fairly realistic, as the plate mail and shield together did offer an incredible amount of protection. For those looking for options to make this this less effective, consider the "Maximum Damage Resistance Total Option" from p. 116 of the D6 Fantasy Rulebook.
How do you assign a gold coin value to a magic or holy item? Whats the equation?
There is no strict formula for pricing the items. For magic items, it's about 100 to 200 per point cost of the Special Ability plus Enhancements (ignore the Limitations). For holy items, it's about 10 to 20 per point cost of the Special Ability plus Enhancements plus Limitations. (Holy items cost less because the church or temple often absorbs much of the creation price -- and they want to get you in to convert you.) In either case, the more useful the item, the most costly.
It really depends on how rare and valuable magic and holy items are in your campaign. Costs are included to give folks a starting point, not to dictate prices. That's why the Funds attribute is in there.




