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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 4:42 pm Post subject: The ShootingWompRat's Hazard Conversions |
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Meteorite Storm (244Core)
Numerous meteorites descend through the planet's atmosphere. While most burn up on entry, others strike the ground in a dangerous hail of tiny, burning rocks.
Area, natural
Trigger: A creature or a droid begins its turn in an area affected by a meteorite storm
Attack: Moderate (12)
Damage: 16/4D+2 (speeder or starfighter scale)
Recurrence: Each round on initiative 20
Skills
Survival (19): The character identifies the impending meteorite storm. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Mar 02, 2020 12:11 am; edited 6 times in total |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:17 pm Post subject: |
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Meteor Shower (244Core)
Meteor showers in the upper atmosphere of a planet can be extremely dangerous for vehicle passing through that area, as most of the meteors have not yet been burned away by atmospheric entry.
Area, natural
Trigger: A vehicle begins its turn in an area affected by a meteor shower
Attack: Difficult (17)
Damage: 19/5D (speeder or starfighter scale) x2
Recurrence: Each round on initiative 12
Skills
Sensors (19): The character identifies the impending meteor shower with vehicle sensors.
Meteor showers consist of falling rocks, which usually burn up or explode as they plummet through the planet's atmosphere. However, rocks that reach the world's surface or strike a ship in flight can deal plenty of damage. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Mar 02, 2020 12:11 am; edited 1 time in total |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:18 pm Post subject: |
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Mine Field, Forgotten (Altiria/Anarris)
Unseen explosive devices beneath the surface ore triggered by creatures moving across the mines' trigger zones.
Area, artificial, contact, energy, fire
Trigger: A creature or a droid moving through the area rolls a Difficult (15) Perception check each round, on a failed check a forgotten land mine is triggered.
Attack: Moderate (15)
Damage: 5D (character scale) and the target is thrown 10 meters in a random direction
Recurrence: On trigger; only once per mine
Special: There should be at least 1 mine per hero placed in the encounter area, plus additional mines for particularly large battlefields.
As a result of the ongoing conflict between the Altirians and the Anarrians, there are many locations across the world that have been seeded with explosives as a detterant against invasion. However, many times these minefields are left unmarked and are forgotten until some unaware citizen stumbles across a hidden mine. The following hazard can be used to add some spice to a combat encounter on Altira/Anarris, giving the heroes reason to be extra cautious during their movement across the battlefield. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Mar 02, 2020 12:14 am; edited 2 times in total |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:18 pm Post subject: |
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Scavenged Supplies (Durace)
Chemicals from the surface and atmosphere of Durace pollute any food or water scavenged from the planet's surface.
Ingested, natural, poison
Trigger: A creature consumes food or water scavenged from the surface of Durace without first purifying it
Attack: Moderate (15)
Damage: 1 wound level
Recurrence: Each 24 hours until treated
Skills
Survival (16): The character recognizes that the supplies are tainted.
First Aid (21): The character treats the effects of the tainted supplies.
Getting stranded on Durace is not a hopeful experience. There is little in the way of supplies available to be scavenged from the surface of the planet, and that which is available is often toxic. Any time a character consumes food or water scavenged from the surface of Durace without properly filtering and sterilizing those supplies, use the following hazard to represent the supplies' toxic effects. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:19 pm Post subject: |
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Acid Storm (Durace)
Purple lightning flashes out of the dark clouds as you descend toward the planet's surface.
Atmospheric, energy, natural
Trigger: A vehicle begins its turn in a storm over Durace
Attack: Very Difficult (21)
Damage: 18/5D (starfighter scale) x2 energy
Recurrence: On trigger; descending through a storm takes three rounds
Skills
Space piloting skill (23): The character reduces the number of rounds it takes to pass through the storm by 1 round.
Durace is constantly wracked by acidic storms, from which bolts of purple lightning strike out. While the primary effect of such a storm is similar to the toxic atmosphere hazard. vehicles passing through the area of a violet lightn ing storm might be struck by the highly charged bolts, which can render a ship inoperable if it does not flee the storm quickly enough. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:19 pm Post subject: |
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Jagged Sinkhole (Durace)
The vehicle slowly begins to sink into the rocks upon which it sits. Jagged shards of volcanic rock dig into the hull of the vehicle, grinding and tearing holes as it slips further below the surface. Natural
Trigger: A ground vehicle ends its pilot's turn in the area of the jagged sinkhole, or any vehicle lands in the area of the jagged sinkhole
Attack: Difficult (19)
Damage: /14/4D (speeder or starfighter scale as appropriate) x2; the vehicle becomes mired in the jagged sinkhole and cannot move without assistance
Recurrence: Each round on initiative 18
Skills
Survival (22): The character recognizes the jagged sinkhole.
Vehicle driving skill (22): Using the vehicle's drive systems, the character is able to dislodge the ship from the hazard.
Telekinesis (varies): The Force power telekinesis can be used to pull a trapped vehicle out of the jagged sinkhole.
Vehicles that land on the surface of Durace may sink into the jagged volcanic rock that appears to be so lid but actually hides a deep sinkhole. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Mon Mar 02, 2020 12:11 am; edited 1 time in total |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:20 pm Post subject: |
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Carnivorous Plants (Durace)
A carnivorous plant lashes out ot a nearby creature, trying to drain it of its life essence.
Natural
Trigger: A creature or a droid enters an area within 5 meters of a carnivorous plant of Durace
Attack: Moderate (13)
Damage: 14/4D
Recurrence: Each round on initiative 10
Skills
Acrobatics (24): The character makes this check as a part of a move action; if the check is successful, the character can pass within 5 meters of a carnivorous plant of Durace during that move action without triggering the hazard.
Survival (19): The character identifies the carnivorous plant.
Durace is home to many species of meat-eating plants. Though fauna is rare on the planet, these plants can consume creatures of up to Large size, living on the nutrition taken from those creatures for years at a time. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:20 pm Post subject: |
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Building Decompression (Iol)
One crack, and suddently the entire wall blows outward, sucking anyone and anything nearby into the vacuum.
Natural
Trigger: A transparisteel window or a wall (10D Strength) is Severely Damage (REUP p.95); targets all creatures within a room or corridor where the damaged section is located
Attack: Difficult (16)
Damage: The target is pulled 30 meters toward the damaged wall section; on a miss the target is pulled 15 meters toward the damaged wall section)
Recurrence: On trigger
Skills
Climb (20): The character grabs a stable object as a reaction and negates the forced movement. Alternately, if the character is already secured, he or she can grab an adjacent creature and prevent it from being moved by the hazard.
Special
Any creature pulled into the section of damaged wall or window is sucked out into the vacuum by this hazard, and must then face the vacuum atmosphere hazard.
Stray blaster bolts and sabotage are two of the most dangerous things the people of Iol must face. Since each of the buildings on the surface of Iol is pressurized and sea led, any breach in the hull of a surface building usually results in immediate and violent decompression. Even the tiniest crack in a transparisteel window can cause an entire wall to blow out of a building, taking anyone in the room out as well before emergency forcefields can snap into place and restabilize the pressure and atmosphere within a building. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:20 pm Post subject: |
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Floating Away (Iol)
A good push is all it takes to send someone careening across the surface of Iol.
Natural
Trigger: A creature or a droid is forcibly moved, such as with a charge or by a telekinetic Force power
Attack: Difficult (17)
Damage: Target moves 10 meters in the direction it was pushed, and cannot move on its next turn unless it has a fly speed; miss: The target moves 5 meters in the direction it was pushed, but it can move normally on its next turn)
Recurrence: On trigger
Skills
Climb (16): As a reaction, the character can make a Climb check to negate floating away by grabbing onto something solid. If no stable object is nearby, the Climb skill cannot be used in this way.
Special
This hazard can move target vertically as well as horizontally. When moved upward, the target immediately falls back down to the height at which it began without taking falling damage.
On planets with low gravity like Iol, there is always a danger that, when outside of the controlled gravity of artificial structures, one might float away from the planet if given a sufficient push. Though Iol's gravity is strong enough to keep surface-travelers from floating out into the blackness of space, it is light enough that a creature that is sufficiently pushed will drift for some distance before landing. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:21 pm Post subject: |
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Orbital Defense Mines (O'Reen)
These nearly invisible satellites spring to life as a ship approaches, moving rapidly toward the vessel and detonating once they get close.
Artificial, energy
Trigger: A vehicle attempts to enter the O'reenian atmosphere
Attack: Difficult (20)
Damage: 18/5D (starfighter class)
Recurrence: On trigger, then on initiative 8 for five rounds
Skills
Sensors (16): The character can make a Sensors check to detect the presence of the mines. Furthermore, as a standard action every round, the character can make a sensors check to track the mines, granting the vehicle a +1D modifier to starship dodge checks against the mines' attacks.
Special
This hazard assumes that the triggering vehicle is passing through the thick net of security satellites surrounding the whole planet. You can also choose to have the orbital defense mines only cover certain areas; in such a case, the mines trigger when a vehicle enters the area of, or adjacent to, an orbital defense mine, and there is no recurrence.
The people of O'reen take the defense of their world very seriously. Despite this fact, there are many strange and powerful races throughout the Unknown Regions that have technology that is unfamiliar to the O'reenians, making it difficult for them to sense threats from the outside until it is too late. As a result, the O'reenians have created a network of orbital defense mines that detect, move toward, and attack any starship approaching O'reen without proper transponder identifiers. Whenever the heroes approach O'reen for the first time, they may encounter orbital mines. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:21 pm Post subject: |
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Fog, O'Reenian (O'Reen)
Thick fog covers the surface of O'reen, providing a good place for criminals to hide but also concealing the towering stone structures from those who ply the mist.
Atmospheric, natural
Trigger: A vehicle's pilot passes through an area filled by O'reenian fog
Attack: Very Difficult (24/10+4D)
Damage: The vehicle takes damage as though it had collided with another vehicle (14/4D speeder or starfighter scale)
Recurrence: On trigger
Skills
Sensors (24): A copilot can use the sensors skill to warn the pilot about getting too close to a rock formation (reduce difficulty to Difficult 18).
Much of the ground level of O'reen is covered in a perpetual heavy fog. Most O'reenian cities are built atop tall mesas and plateaus, meaning that most travelers don't have to deal with the thick fog. However, the few, rare criminals on O'reen often fly their vehicles through the thick fog, staying below visual range and navigating by sensors alone. The practice is dangerous, and more than a few ships have had deadly collisions with the towering mesas. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Sun Mar 01, 2020 6:22 pm Post subject: |
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Flash Flood (Volik)
Water begins to trickle across the ground slowly, then grows into a rush as flood waters push their way across the ground at breakneck pace.
Natural
Trigger: The encounter begins, or a predetermined round number begins (Gamemaster's choice)
Attack: Difficult (17/5D)
Damage: 14/4D and the target is knocked prone
Recurrence: On initiative 8 each round for ten rounds
Skills
Acrobatics (opposed): As a reaction to being hit by this hazard's attack, the character can make an acrobatics check to keep from being knocked prone.
Survival (17): The character recognizes the area as one susceptible to flash flooding.
Swim (17): The character makes this check as a part of a move action, and if successful can swim as normal in the flooded area (this skill can only be used after five rounds of flooding).
Special
Each round that it attacks after the first round, the hazard gains a cumulative +1 modifier to its attack rolls. After three rounds, the water is rushing into the area at knee height to a human; after five rounds, the water is at waist height; and after ten rounds the water is higher than an average human's head. After ten rounds, the area is effectively flooded, and Gamemasters can either allow heroes to swim as normal or use the Flooded River hazard.
The nature of the landscape on Volik lends itself to flash floods. While most of the time this does no more harm than washing away some hidden cache of weapon and contraband, in the right spot a flash flood can turn a once-dry plain into a quick-flowing river in a matter of seconds. Gamemasters can use the hazard to represent flash floods that spring up when the heroes are engaged in a combat encounter. The area of the flash flood can start small and grow over time, or the entire area of the battlefield could be subjected to the flash flood hazard. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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