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D6 Conversion Unknown Regions Ultimate Addendum
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shootingwomprats
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PostPosted: Thu Aug 07, 2025 11:53 pm    Post subject: Reply with quote

Cardoonine Chills
A common ailment found throughout the galaxy, the Cardooine Chills are generally mild and more of an inconvenience than a serious threat. Symptoms include shivering, fatigue, and mild fever.

Type: Disease (Airborne)
Onset: 1D hours after exposure
Resist: Stamina (15)
Effect: On a failed roll, the victim suffers a –1D penalty to all Strength and Dexterity-based skill checks due to fatigue. In addition, roll 1D each day; on a result of 1–3, the victim temporarily loses 1D Strength (restored after recovery).
Recurrence: Daily — make a new Stamina roll each day until successful.
Treatment:

Medicine (15): Identify the disease.
First Aid (15): Treat the disease; two consecutive successful treatment rolls cure the patient.

Special: Once cured, the individual gains immunity to the Cardooine Chills and cannot contract it again.
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PostPosted: Thu Aug 07, 2025 11:55 pm    Post subject: Reply with quote

Krytos Virus
A genetically engineered virus created by the Empire to target non-Humans. It causes severe weakness, fever, and progressive organ failure if untreated. Humans have a natural resistance to the virus.

Type: Disease (Airborne)
Onset: 1D hours after exposure
Resist: Stamina (25); Humans gain a +5 bonus to the roll
Effect: On a failed roll, the victim loses 2D Strength and suffers a –1D penalty to all other attribute and skill checks. These effects persist until cured.
Recurrence: Daily — make a new Stamina roll each day until successful or treated.

Medicine (20): Identify the disease.
First Aid (20): Treat the disease (requires medpac or medical kit).
First Aid (15): Treat the disease if the patient is in a bacta tank.

Two consecutive successful treatment rolls cure the patient.

Special: Once cured, the individual gains immunity to the Krytos Virus and cannot contract it again.
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PostPosted: Thu Aug 07, 2025 11:55 pm    Post subject: Reply with quote

Explosive Charge
Trigger: Timer expires (set from seconds to hours) or remote detonated.
Attack: 6D vs. Dodge.
Damage/Blast Radius: 0–2/3-4/5-6/7-10, 10D/7D/5D/3D
Recurrence: None — detonates once.

Demolitions (15): Disarm the explosive before detonation.

Notes: Charges are commonly used for sabotage or demolition. May be contact-based or timer-based; timers can be set from seconds to hours. Blast radius can be modified by charge size. Environmental hazards (structural collapse, secondary explosions) may follow detonation at GM’s discretion.
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PostPosted: Thu Aug 07, 2025 11:56 pm    Post subject: Reply with quote

Explosive Trap, Detonite
Trigger: Timer expires or trip mechanism triggered.
Attack: 6D vs. dodge.
Damage/Blast Radius: 0-2/3-4/5-6, 5D/3D/2D
Recurrence: None — single detonation.

Demolitions (15): Disarm before detonation.

Notes: Detonite is a compact, high-yield explosive favored by saboteurs. Stable until properly primed, allowing for concealment in structures or equipment.
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PostPosted: Thu Aug 07, 2025 11:57 pm    Post subject: Reply with quote

Extreme Heat or Cold
Trigger: Exposure to extreme heat or cold without adequate protection.
Resist: Stamina (15).
Effect: Failure, 4D damage until spending at least 1 hour in a normal environment.
Recurrence: Hourly while exposed.

Special: Heavy clothing or armor: +5 to Stamina vs. cold; –5 to Stamina vs. heat.
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PostPosted: Thu Aug 07, 2025 11:58 pm    Post subject: Reply with quote

Fire
Trigger: A creature, droid, or object takes fire damage.
Damage: 5D until put out.
Resist: Stamina (15).
Effect: Fire damage each round until extinguished (1/2 damage on success).
Recurrence: At the start of each round until the flames are extinguished (full round action).
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PostPosted: Thu Aug 07, 2025 11:58 pm    Post subject: Reply with quote

Poison, Dioxis
Trigger: Inhalation of the gas.
Resist: Stamina (25) to resist damage.
Effect: 4D damage.
Recurrence: Each round until treated.

First Aid (25): Treat the poison (requires medical kit).
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PostPosted: Fri Aug 08, 2025 12:00 am    Post subject: Reply with quote

Poison, Knockout Drops
Resist: Stamina (15).
Effect: Target is stunned; each round, roll Stamina (15) again. On failure, the target becomes unconscious.
Recurrence: Each round until treated.

First Aid (15): To treat poison (requires medical kit).

Special: Unconsciousness from this poison lasts 2D minutes after last failed ro
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PostPosted: Fri Aug 08, 2025 12:00 am    Post subject: Reply with quote

Poison, Paralytic
Resist: Stamina (15).
Effect: Target suffers –1D to Dexterity and all Dexterity-based skills each round. If total penalty reaches –4D, the target is completely immobilized but remains conscious.
Recurrence: Each round until treated.

First Aid (15): To treat poison (requires medical kit).

Special: Immobilization lasts until the poison is neutralized and the victim rests for 1D hours.
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PostPosted: Fri Aug 08, 2025 12:01 am    Post subject: Reply with quote

Smoke
Trigger: Beginning a turn in a smoke-filled area.
Resist: Stamina (15).
Effect: –1D to all Perception and Dexterity-based skill checks due to choking and eye irritation.
Recurrence: On trigger.

Special: Smoke provides +2D concealment to all creatures and objects within it. If exposure continues beyond 3 consecutive rounds, apply an additional –1D penalty to Stamina rolls until clear of the smoke.
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Last edited by shootingwomprats on Sun Aug 10, 2025 10:45 am; edited 1 time in total
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PostPosted: Fri Aug 08, 2025 12:02 am    Post subject: Reply with quote

Space Sickness
Trigger: Exposure to weightlessness for prolonged periods (8+ hours).
Resist: Stamina (20).
Effect: Victim suffers –1D to all Dexterity and Mechanical skill checks due to disorientation and nausea. This penalty is persistent until removed.
Recurrence: Once, after 8 continuous hours in zero gravity.

First Aid (20): To remove effect (requires medical kit).

Special: Penalty is automatically removed after 8 hours of rest in normal gravity.
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PostPosted: Fri Aug 08, 2025 2:21 am    Post subject: Reply with quote

Crashing Waves
Powerful waves slam into the shore, threatening to knock beings off their feet and drag them toward deeper water.
Trigger: At the end of the hazard’s initiative each round, any creature in the surf zone is affected.
Attack: 4D vs. Strength or stamina.
Damage: None (knocked prone, moved 1 meter toward wave source on failure).
Recurrence: Each round on hazard’s initiative.

Acrobatics or Swimming (15) to remain standing and resist movement.

Special: Items not secured may be lost; GM discretion.
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PostPosted: Fri Aug 08, 2025 2:21 am    Post subject: Reply with quote

Rough Waters
Strong winds and choppy water make swimming and aquatic piloting extremely difficult.
Trigger: Creature begins turn swimming in hazard area or pilot of aquatic vehicle starts turn there.
Attack: 5D vs. Strength/stamina (swimmers) or vehicle operation: aquatic (pilots).
Damage: 4D physical damage (half on success). Vehicles take hull damage instead.
Recurrence: On trigger.

Simming or Aquatic Vehicle Operation (20) to avoid hazard. Knowledge: planetary systems or survival (15) to identify hazard in advance.

Special: Ranged attack difficulties increased by +5; swimming movement counts as Difficult Terrain (20).
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PostPosted: Fri Aug 08, 2025 2:22 am    Post subject: Reply with quote

Undertow
Dangerous subsurface currents drag swimmers into deeper water, threatening to trap them below.
Trigger: Creature begins turn swimming in deep water within undertow zone.
Attack: 6D vs. Strength or swimming.
Damage: None (pulled 6 meters deeper and immobilized on failure; 3 meters and not immobilized if failure by 5-).
Recurrence: On trigger.

Swimming (25+) to resist current.

Special: Creatures pulled deeper must follow holding breath/drowning rules (R&E p. 131). Swimming actions in area have +5 difficulty.
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PostPosted: Fri Aug 08, 2025 2:23 am    Post subject: Reply with quote

Whirlpool
A violent, rotating current pulls objects and swimmers into its vortex, threatening to smash them against debris or drag them under.
Trigger: Creature begins turn swimming in hazard area or pilot of aquatic vehicle starts turn there.
Attack: 10D vs. Strength/swimming (creatures) or vehicle operation: aquatic (pilots).
Damage: 5D physical and moved several meters in GM-chosen direction.
Recurrence: On trigger.

Swimming or Aquatic Vehicle Operation (25+) to avoid being drawn in.

Special: Area counts as Difficult Terrain (20) for swimming. Failure by 10+ draws target to center and immobilizes until freed. Vehicles failing by 10+ may suffer system strain (Moderate 15 damage control or repair to recover).
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