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D6 Conversion Unknown Regions Ultimate Addendum
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 2:29 am    Post subject: Reply with quote

Avalanche
Massive snow and ice break free from a slope, tumbling down at high speed, burying everything in its path.
Trigger: Loud noise (e.g., weapon fire) or impact within unstable zone.
Attack: 12D vs. dodge.
Damage: 6D physical and -1D to all actions for 1D rounds from disorientation.
Recurrence: Each round at start of target’s turn while in area.

Survival (30+) or search to spot unstable slope.
Climbing/jumping (30+) to reach safety before impact.

Special: If avalanche roll beats dodge by 5D or more, target is buried and must dig free (Strength vs. Moderate 15 each round). Suffocation rules apply if buried.
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PostPosted: Fri Aug 08, 2025 2:29 am    Post subject: Reply with quote

Blizzard
Blinding snowstorm reduces visibility and saps body heat.
Trigger: Creature begins its turn in blizzard area.
Attack: 5D vs. stamina.
Damage: 4D cold and -1D to all actions for 1D hours without adequate cold gear (half damage on success).
Recurrence: Hourly.

Stamina (20) to endure; survival to navigate without getting lost.

Special: All ranged attack difficulties increased by +10; Perception checks beyond 10 meters are at -2D; provides concealment (+2D difficulty to hit).
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PostPosted: Fri Aug 08, 2025 2:30 am    Post subject: Reply with quote

Freezing Rain
Sleet and ice pelt everything, chilling creatures and coating objects in slick ice.
Trigger: Creature begins turn in freezing rain.
Attack: 6D vs. stamina.
Damage: 5D cold and persistent -1D to all actions until 1 hour in warm shelter (half damage on success).
Recurrence: Every 10 minutes.

Stamina (25+) to resist effects.
Survival (25+) to detect oncoming storm.

Special: Objects left exposed for 1 hour suffer -1D penalty to use until ice is removed; vehicles may need Moderate repair to clear systems.
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PostPosted: Fri Aug 08, 2025 2:31 am    Post subject: Reply with quote

Frozen Lake
Weakened ice conceals treacherous holes above freezing geysers.
Trigger: Creature begins turn on lake ice.
Attack: 8D vs. dodge.
Damage: 7D from fall/impact into freezing water (half on success).
Recurrence: On trigger, then each round until rescue.

Jumping (30+) to clear weakened section
Search (20) to spot thin ice.

Special: Immersion causes -1D to all actions until 1 hour in warm shelter. May also require swimming rolls to reach safety (Moderate 15).
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PostPosted: Fri Aug 08, 2025 2:32 am    Post subject: Reply with quote

Icy Cliffs
Jagged, slick cliff face combines treacherous footing with steep drops.
Trigger: Creature begins turn on icy cliff face.
Attack: 11D vs. climbing.
Damage: 1D per 3 meters fallen.
Recurrence: Each round while climbing.

Acrobatics (20) to reduce fall by 3 meters.
Cimbing (30+) to maintain secure grip.
Survival (20) to plot safer path for group.

Special: On a failed roll, target falls to next ledge or base; gear may be damaged at GM discretion.
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PostPosted: Fri Aug 08, 2025 2:32 am    Post subject: Reply with quote

Icy Ground
Slick surface makes footing treacherous for creatures and wheeled vehicles.
Trigger: Creature or wheeled vehicle moves onto icy ground.
Attack: 4D vs. dodge (or vehicle operation).
Damage: 3D from slip/fall.
Recurrence: On trigger.

Jumping (15) to bypass icy patch.
Vehicle Operation (10) to maintain control.
Sneak (20) to move slowly without triggering hazard.

Special: On a failed roll, target is knocked prone, ending movement. Standing costs a move action. If target falls again during attempt to stand, no additional damage is dealt.
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PostPosted: Fri Aug 08, 2025 2:38 am    Post subject: Reply with quote

Dust Devil
A huge whirlwind of dust and sand that can sweep creatures into the air and hurl them away.
Trigger: A creature begins its turn within 3 squares (3 meters) of the dust devil.
Attack: 7D vs Dodge or base Difficulty 21
Damage: 6D physical (bludgeoning/sand abrasion)
Recurrence: Each round at the start of the target’s turn while within 3 meters.

Acrobatics (25+): Reduce effects of being thrown; take half damage if hazard hits, quarter damage if it misses.
Search (15): Detect dust devil before it reaches the character.

Special: If attack roll beats target’s Dodge or base difficulty by 5 or more, target is sucked into the whirlwind and thrown 36 meters; takes +9D damage upon landing.
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PostPosted: Fri Aug 08, 2025 2:39 am    Post subject: Reply with quote

Loose Sand
Shifting sand hampers movement and traps unwary travelers.
Trigger: A creature or droid begins its turn in loose sand.
Attack: 3D vs Dodge or base Difficulty 13
Damage: 5D terrain impact (strain, minor abrasions)
Recurrence: Each round at the start of the target’s turn while within loose sand.

Acrobatics (15): Tumble through sand to stable ground; +2D to Dodge vs hazard.
Jump (20): Leap out of loose sand; +5D to Dodge vs hazard.
Survival (10): Recognize loose sand before entering.

Special: If hit, target is restricted to one move action per round and cannot leave its square until succeeding in an escape attempt.
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PostPosted: Fri Aug 08, 2025 2:40 am    Post subject: Reply with quote

Rock Slide
Boulders tumble down a slope or cliff face, crushing anything in their path.
Trigger: Loud noise, blaster fire, explosives, or Force use in unstable area.
Attack: 11D vs Dodge or base Difficulty 23
Damage: 7D physical (crushing)
Recurrence: Each round at the start of the target’s turn while in slide area.

Search (25+): Recognize unstable area and hazard risk.
Survival (25+): Identify safe cover spots; +5D to Dodge vs hazard.

Special: Enemies may deliberately trigger rock slides, funneling them toward targets.
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PostPosted: Fri Aug 08, 2025 2:41 am    Post subject: Reply with quote

Sandstone Pillars
Tall, narrow columns of eroded stone that must be crossed to traverse a ravine.
Trigger: A creature or droid begins its turn on a pillar.
Attack: 8D vs Dodge or base Difficulty 22
Damage: 7D from fall if pillar collapses
Recurrence: Each time the target reaches a new pillar.

Acrobatics (25+): Maintain balance; +2D to Dodge vs hazard.
Jump (25+): Leap to center of pillar; +2D to Dodge vs hazard.
Search (20): Spot weak pillars ahead; +5D to Dodge vs hazard.

Special: Path consists of 1D4+2 pillars.
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PostPosted: Fri Aug 08, 2025 2:42 am    Post subject: Reply with quote

Sandstorm
A violent windstorm carrying abrasive sand that reduces visibility and erodes exposed surfaces.
Trigger: A creature, droid, or object begins its turn in the sandstorm.
Attack: 6D vs Stamina or base Difficulty 21
Damage: 6D physical (abrasion)
Recurrence: Hourly while in storm.

Survival (20): Identify storm; group gains +1D to Stamina vs hazard.
Perception (15): Detect incoming storm.

Special: Sandstorm grants concealment. Sealed suits negate hazard.
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PostPosted: Fri Aug 08, 2025 2:43 am    Post subject: Reply with quote

Sarlacc Pit
A massive pit-dwelling creature with tentacles to drag prey into its maw.
Trigger: A creature begins its turn in a square occupied by the pit.
Attack: 14D vs Dodge or base Difficulty 24
Damage: 6D+2 physical (bludgeoning, laceration)
Recurrence: Each round at the start of target’s turn while in pit area.

Acrobatics (25+): Avoid tentacles (still take base damage).
Climb (30+): Climb 1 meter toward pit edge.
Survival (20): Identify pit; +5D to Dodge vs hazard.

Special: If attack roll beats defense by 5+, victim is pulled 6 meters per round toward pit bottom. If reaching bottom, victim is ingested.
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Forceally
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PostPosted: Fri Aug 08, 2025 8:08 am    Post subject: Reply with quote

Boy, you're really going at it with these conversions.

Since you created these powers, I wonder if I should replace my conversions in my work with yours. My hierarchy is WEG powers, converted powers from WotC, then fan-made powers.


shootingwomprats wrote:
Rising Panic
Control Difficulty: Moderate (15)
Sense Difficulty: Opposed by target’s Willpower or Perception (whichever is higher)
Required Powers: Life sense, receptive telepathy, projective telepathy, control another’s pain
This power may not be kept "up."
Effect: This dark side technique allows a Force user to incite a rising panic in an enemies in line of sight to them. A failed opposed roll gives a -1D modifier to all skill checks, if the roll fails by 10+ the affected character will attempt to break off combat and flee.

Source: Unknown Regions (p.33)


If this is a Dark Side Power, it should have the Dark Side descriptor.
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 8:44 am    Post subject: Reply with quote

Forceally wrote:
Boy, you're really going at it with these conversions.


Thank you! You're going to be ery happy with the expansion of Force powers for the Sorcerer's of Rhand.

Forceally wrote:
Since you created these powers, I wonder if I should replace my conversions in my work with yours. My hierarchy is WEG powers, converted powers from WotC, then fan-made powers.


That is up to you. Once I have released something into the wild I have no say in what or how people use things. With that being said, people can do with my stuff what they wish, only thing I ask, if for proper citation =)


Forceally wrote:
If this is a Dark Side Power, it should have the Dark Side descriptor.


100% correct, give that man a holocron of his choice, anything from the middle shelf.
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PostPosted: Fri Aug 08, 2025 8:49 am    Post subject: Reply with quote

Animal Trap
A mechanical device designed to ensnare and injure a creature.
Trigger: A creature enters the square containing the trap.
Attack: 5D vs Dodge or base Difficulty 15
Damage: 4D+1 physical (crushing) and –1 step on condition track; miss = half damage, no condition change
Recurrence: On trigger

Search (15): Detect trap before reaching it; +2D Dodge vs hazard.
Security or Survival (25+): Disarm trap.
Survival (20): Identify intended prey species; +1D to spot that species for 1 hour.

Special: Condition track penalty persists until 1 hour of rest in safe environment.
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