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D6 Conversion Unknown Regions Ultimate Addendum
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 8:50 am    Post subject: Reply with quote

Carnivorous Plant
A large predatory plant with vine-like tentacles.
Trigger: A creature begins its turn within 3 meters.
Attack: 8D vs Dodge or base Difficulty 22
Damage: 7D physical (bludgeoning/constriction)
Recurrence: Each round at end of target’s turn within 3 meters.

Acrobatics (20): Avoid being grabbed (still take damage).
Survival (20): Identify plant; +2D Dodge vs hazard.
Sneak (30+): Avoid detection by plant for 1 round.

Special: If attack beats Dodge by 5+, target is grabbed and pulled 1 meter/round toward plant. If pulled adjacent, target is swallowed; may be freed only by destroying plant (Dodge 8, Stamina 14).
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PostPosted: Fri Aug 08, 2025 8:51 am    Post subject: Reply with quote

Flooded River
A fast-moving, swollen river that can sweep away creatures.
Trigger: A creature begins its turn in the river.
Attack: 6D vs Dodge or base Difficulty 21
Damage: 6D+1 physical (impact/drowning risk)
Recurrence: Each round at start of target’s turn in water.

Survival (20): Find narrowest crossing; +1D Dodge vs hazard for group.
Swimming (25+): Maintain control in current; +2D Dodge vs hazard.

Special: If attack beats Dodge by 5+, target is swept 18 meters/round downstream with no control.
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PostPosted: Fri Aug 08, 2025 8:52 am    Post subject: Reply with quote

Low-Hanging Branches
Thick branches, often covered in razorvine, that can tear into passersby.
Trigger: A creature enters the hazard’s square.
Attack: 4D vs Dodge or base Difficulty 14
Damage: 6D physical (slashing)
Recurrence: On trigger

Search (15): Spot branches ahead; +5D Dodge vs hazard.

Special: Damage doubles (×2) to exposed riders or open-vehicle passengers.
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PostPosted: Fri Aug 08, 2025 8:53 am    Post subject: Reply with quote

Quicksand
A deceptively solid-appearing patch of unstable wet sand.
Trigger: A creature begins its turn in the quicksand’s square.
Attack: 10D vs Dodge or base Difficulty 23
Damage: 5D physical (strain/suffocation risk) and –1 step on condition track
Recurrence: On trigger

Search (20): Detect quicksand before entering; +5D Dodge vs hazard.
Survival (20): Identify hazard’s boundaries; +5D Dodge vs hazard.
Swimming (30+): Escape at end of round.

Special: Sinks victim in 5 rounds; when submerged, holding breath per Stamina before needing Stamina checks to avoid drowning.
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PostPosted: Fri Aug 08, 2025 8:53 am    Post subject: Reply with quote

Thornbushes
A patch of dense thorn-bearing bushes.
Trigger: A creature begins its turn in the thornbushes.
Attack: 4D vs Dodge or base Difficulty 14
Damage: 6D physical (piercing); miss = half damage
Recurrence: Each round at start of target’s turn in bushes.

Jumping (20): Leap over bushes; +5D Dodge vs hazard.
Search (15): Find less dense path; +2D Dodge vs hazard.
Sneak (20): Move carefully, half speed; half damage on hit, none on miss.

Special: Can be cleared with edged tools, melee weapons, or lightsabers.
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PostPosted: Fri Aug 08, 2025 8:57 am    Post subject: Reply with quote

Crowd
A mass of beings moving as one, pushing, blocking, or trampling.
Trigger: A creature begins its turn in the crowd.
Attack: 4D vs Dodge or base Difficulty 14
Damage: 6D physical (bludgeoning)
Recurrence: Each round at start of target’s turn in crowd.

Sreetwise (25+): Predict crowd movement; +5D Dodge vs hazard.
Persuasion (20): Convince crowd to clear a path; +2D Dodge vs hazard.

Special: Crowd attitude modifies hazard’s attack and damage:

Hostile: +5 attack, +1D+1 damage
Unfriendly: +2 attack
Indifferent: No change
Friendly: –2 attack
Helpful: –5 attack, –1D+1 damage
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PostPosted: Fri Aug 08, 2025 9:00 am    Post subject: Reply with quote

Electrified Fence
A charged barrier delivering a debilitating shock.
Trigger: A creature or droid touches the fence.
Attack: 7D vs Dodge or base Difficulty 20
Damage: 5D energy (electric).
Recurrence: Each round at start of target’s turn in contact.

Acrobatics (20): Tumble away; +5D Dodge vs hazard.
Jumping (25+): Leap over fence without damage.
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PostPosted: Fri Aug 08, 2025 9:02 am    Post subject: Reply with quote

Exposed Plasma Conduit
A ruptured channel spilling superheated plasma.
Trigger: An attack misses a target adjacent to the conduit, striking it instead.
Attack: 11D vs Dodge or base Difficulty 27
Damage: 5D+2 energy (burn).
Recurrence: Each round at start of target’s turn in spill area.

Jumping (25+): Leap over/away; +2D Dodge vs hazard.
First Aid (15): Treat plasma burns (requires medpac).
Computer Programming/Repair (30+): Divert plasma flow, ending hazard.
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Forceally
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PostPosted: Fri Aug 08, 2025 9:03 am    Post subject: Reply with quote

shootingwomprats wrote:
Electrified Fence
A charged barrier delivering a debilitating shock.
Trigger: A creature or droid touches the fence.
Attack: 7D vs Dodge or base Difficulty 20
Damage: 5D energy (electric).
Recurrence: Each round at start of target’s turn in contact.

Acrobatics (20): Tumble away; +5D Dodge vs hazard.
Jumping (25+): Leap over fence without damage.



Oh, that'll be a shocking encounter.


As for the Sorcerers of Rhand, the only abilities I can recall from that book and from the Shadows of Mindor novel were darkshear and darksight, with darksight being their version of farseeing.
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 9:03 am    Post subject: Reply with quote

Malfunctioning Blast Door
A heavy door that opens and closes unpredictably.
Trigger: A creature or droid moves through the opening while it’s open.
Attack: 6D vs Dodge or base Difficulty 21
Damage: 5D physical (crushing).
Recurrence: Special (see below)

Acrobatics (25+): Dive through; +5D Dodge vs hazard.
Security (20): Repair door to function normally.
Computer Programming/Repair (20): Override controls to hold open.

Special: Each round, door opens/closes on random initiative counts.
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PostPosted: Fri Aug 08, 2025 9:05 am    Post subject: Reply with quote

Production Assembly Line
An industrial network of automated machinery.
Trigger: A creature or droid begins its turn in the assembly line area.
Attack: 14D vs Dodge or base Difficulty 33
Damage: 6D+2 physical (bludgeoning/crushing)
Recurrence: Each round at start of target’s turn in hazard area.

Acrobatics (25+): Maneuver through mechanisms; +2D Dodge vs hazard.
Technical (30+): Sabotage line; –5D to hazard’s attack.
Computer Programming/Repair (30+): Shut down line.

Special: If attack beats Dodge by 5+, target is pinned on assembly line; hazard gains +5D to attack until target escapes.
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PostPosted: Fri Aug 08, 2025 9:07 am    Post subject: Reply with quote

Speeder Traffic
A dangerous lane of rapidly moving speeders.
Trigger: A creature or droid begins its turn in speeder traffic.
Attack: 10D vs Dodge or base Difficulty 28
Damage: 6D+2 physical (impact)
Recurrence: Each round at start of target’s turn in traffic.

Vehicle Operation (25+): Weave/dodge through traffic.
Jumping (25+): Leap to avoid speeder or between vehicles.
Search (15): Spot oncoming traffic.
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PostPosted: Fri Aug 08, 2025 9:12 am    Post subject: Reply with quote

Asteroid Field
A dense field of tumbling rocks, dangerous to navigate at high speed.
Trigger: A vehicle begins its turn in an asteroid field.
Attack: 12D vs. vehicle Dodge or base Very Difficult terrain 30
Damage: 8D physical (collision)
Recurrence: Each round at start of vehicle’s turn in the field.

Sensors (20): Spot oncoming asteroids.
Space Transports/Starfighter (25+): Avoid impacts for 1 round; +5D Dodge vs hazard.
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PostPosted: Fri Aug 08, 2025 9:13 am    Post subject: Reply with quote

Black Hole
A collapsed star’s gravity well pulls all matter inexorably toward it.
Trigger: A vehicle begins its turn within the event horizon.
Attack: 22D vs. vehicle Hull or base Difficulty 36
Damage: 9D physical (gravitational crush).
Recurrence: Each round at start of vehicle’s turn within hazard area.

Starship Repair (35+): Reinforce structure; +2D Hull vs hazard.
Space Transports/Starfighter (35+): Fight gravity, move 1 space away from center.
Computer Programming/Repair (31+): Detect gravity well on sensors; +2D to above checks.

Special: Event horizon radius: ~10 spaces (starship scale). Missiles ineffective, lasers –6D attack inside.
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PostPosted: Fri Aug 08, 2025 9:15 am    Post subject: Reply with quote

Depressurization
Atmosphere vents into vacuum, threatening life.
Trigger: An opening to space appears in a pressurized compartment.
Attack: 9D vs. Stamina/Endurance or base Difficulty 22
Damage: 5D (asphyxiation/pressure loss).
Recurrence: Each round until sealed or area fully vented.

Stamina (20): Control breathing; +2D vs hazard.

Special: After 1D6+4 rounds, area is full vacuum.
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