Danger Rooms - [1991].pdf

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In Harms Way
At Home!
Danger rooms for MARVEL SUPER HEROES™ campaigns
by Michael Hollinger
The Uncanny X-Men had the first one.
Just about every super-hero group with a
base now has one, yet very few groups
use one to its full potential. I am speaking
of the danger room, a training arena that
is one of the most useful, if seldom used,
tools that a MARVEL SUPER HEROES
game Judge has. With the system present-
ed in this article, Judges will be able to
make their own danger rooms for their
crime-fighting groups, ready for super
heroes to use within half an hour.
Before the procedure for creating a
danger room is laid out, a few things
should be said about running a danger
room. First, heroes should take only one-
fourth normal combat damage in a danger
room (robotic opponents pull their
punches, etc.). I have my gamers groups
immediately sent to the clinic at their base
after a danger-room workout, then decree
that all damage taken has been healed (it
saves on paperwork). Second, I have my
danger rooms divided into small areas
called tiles; one floor tile is equal to one
MARVEL SUPER HEROES game area for
determining a heros movement, range,
etc. Third, a floor tile is activated when
any weight is placed on it. If a Judge wish-
es, the pressure necessary to trigger a tile
can be so sensitive that a character flying
overhead can set it off due to the slight
change of air pressure above it. Once
activated, a tile presents a hero with a
crisis (an attack robot or a trap) that must
be confronted and overcome.
A danger room should not be so difficult
that the heroes have no chance to pass
it, but neither should the heroes be able to
pick off crises with ease, one at a time.
The best solution Ive found is to start with
easily triggered tiles until the heroes are
up against impossible odds, then have
whoever is controlling the danger room
decrease the sensitivity until running
across the tiles alone will activate them. As
a last resort, if the heroes are over-
whelmed, turn off the sensitivity of the
tiles completely. The tiles cannot usually
differentiate as to what causes the pres-
sure on them, so the results of activating
one tile could conceivably activate one or
more other tiles.
It helps to assume that a nonplayer-
character hero, one who doesnt go out
adventuring very often, is in charge of the
danger room and can design its horrors
without the knowledge of the other he-
roes. An enthusiastic scientist/technician
(something like Q from the James Bond
movies) works best for the danger rooms
manager.
Danger-room construction
The first step in creating a basic danger
room is to draw the grid of tiles on which
the characters will play out the scenario.
(The design here is quite basic; more unu-
sual designs may be developed, too.) I
suggest the use of a manila folder on
which to draw out the danger room. By
folding the map up, you also have a handy
folder for keeping all danger-room-related
forms. In addition, the folder is the right
size for play and is much sturdier than
normal paper.
With a pencil, first draw out a large
rectangle or square, about 10" across,
centered on the unfolded folder. This is
the outer wall of the danger room. The
room's walls are ¼" thick on paper. On
the left side, draw in the control room,
where the danger room's activities are
monitored, and mark it as such (com-
puters and control consoles may be added
as well). On the right side, draw in lockers
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and showers for the heroes to use after
their workout. The ceiling height in the
danger room itself is assumed to be about
two stories. The material strength of the
danger rooms walls, ceiling, and floor is
assumed to be Monstrous, though the
Judge may alter this.
Next, mark along the top wall of the
danger room itself, between the control
room and the showers, in 1 segments,
using a pencil and ruler. Starting in the top
left corner, make the first tile (called A1)
1 long by 1 deep. Tile A2, moving right,
should be the same size, and so on to tile
A7. Row B, just underneath, is composed
of six tiles; B1 is 1½ x 1, B2-B5 are 1
square, and B6 is like B1. Row C is like
Row A, Row D is like B, and so on down to
Row J, which is like Row B. (Optionally,
the room may be lengthened by having
the center tiles be 2 long by 1 wide.)
This produces a bricklike layout of tiles.
It is much easier on the eyes if you put
the outlines of the tiles and the outlines of
the walls in different color pens, or have
the walls in pen and the tiles in pencil. I
can almost guarantee that if you dont do
this, at some point a character will try to
walk through a wall.
The danger room is specifically made
with 10 rows and six active columns so
that any location may be rolled with 1d10
to determine row and 1d6 to determine
column (tiles A7, C7, E7, G7, and I7 are left
inactive as safe zones).
takes to fill out the danger room.
Danger rooms present crises in two
basic ways: robots and traps. A danger
room can arbitrarily hold a maximum of
only five different types of robots and five
types of traps. One specific robot type and
one specific trap type have special pro-
gramming, as detailed later, and usually
only one of each of these will appear in
the danger room at any one time. All other
robots and traps have generic programs
and are assumed to be unlimited in num-
ber. Each generic robot and trap should
be designed before the game begins, using
the section Traps & robots herein.
The special robot is an emulation robot,
which is designed to look and act as
though it is a real costumed hero or vil-
lain. All of its statistics come directly from
criminal files (in game terms, the
Advanced Set Judges Book or any game
module), and it is programmed to respond
in a reasonably complex, intelligent
manner, though the robot is not itself
intelligent. Note that the real hero or
villain copied by this robot might have
powers not known to the super heroes,
and these powers wont appear in the
robot (surprise!). The special trap simu-
lates a natural disaster. Once set off, this
trap presents the effects of a volcano,
tornado, blizzard, or the like over an
expanding area of the danger room.
The method for determining what type
of crisis is activated by a tile is rolled on
the following table:
activation. Results from this table need not
be assigned to each tile prior to its activa-
tion, but assignment will let the Judge
better control the scenario. Once a tile has
been activated and its crisis dealt with, it
becomes safe for the rest of the scenario
if no other crisis has been assigned to it.
If an event is selected for a tile that has
already been activated and is now present-
ing a crisis, the Judge has three options.
He can either reroll the location, use the
second crisis for the second time the tile is
activated, or place the crisis on an adja-
cent tile. Again, allow no more than three
active crises per tile per scenario.
Your mission is...
Now the Judge should determine the
mission that must be completed in order
for Karma to be awarded for the scenario
and in order to have the danger room
turned off, unless the team wishes to
admit defeat. (Of course, the danger room
can be shut down by the controller if the
heroes look like theyre about to be killed!)
For random mission determination, roll
on the following table using 1d6. If the
Judge wishes to make the mission slightly
harder or easier, merely add an appropri-
ate modifier. Note that the Clear mission is
usually so hard that it cannot be randomly
rolled without a modifier. Also, the object
of any mission will always be a nonliving
thing; to use living victims would be cruel.
The table to generate the object of a mis-
sion is given later on.
A sea of crises
Now that the danger-room map is com-
plete, it is time to fill the danger room
with things to make the heroes jump, fall,
get knocked unconscious, or what have
you. The first step in filling a danger room
is to determine the number of tiles that
contain crises during a particular scenario.
You can either select a number (start with
10-15 crises for introductory scenarios), or
else you can generate a number. In the
latter case, roll 1d6 for the tens digit and
1d10 for the ones digit, with a roll of 0 =
zero, not 10. This die roll will generate a
number between 10 and 69. Do not be
alarmed at the fact that it is possible to
have more active tiles than exist in the
room; a tile can have more than one crisis
on it. It is recommended, however, that no
more than three crises be placed on any
one tile. Remember: The more tiles that
produce an effect, the longer the process
1d10
1-4
5
6-9
0
1d6
Result
Result
Robot (type 1-4)
1
Transport
Recover
Emulation robot
2
3
Destroy
Trap (type 1-4)
Natural disaster
4
Protect
5
Assemble
6
Robots and traps are created using the
section Traps & robots herein. Second-
ary die-roll encounter tables should be
created for the four robot and four trap
Survive
Clear
7+
types, with one of each appearing per tile
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MAY
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Transport: Roll for or select two tile
locations, the first being where the object
starts and the second being its destination.
The heroes objective is to move the object
from the starting point to its destination.
Because this mission is usually easy, the
Judge is encouraged to assign extra com-
plications or crises.
from the danger room.
Assemble: After creating an object using
automatically activated. In addition, one
emulation robot per turn activates. Again,
this is a very difficult mission. Use it spar-
ingly but threaten characters with it often.
Next, use Table 1 to generate the charac-
teristics of the object of the mission. Roll
once each for the objects size, weight, and
material strength. If the mission is Assem-
ble, roll for the number of pieces. The
term object is deliberately generic so as
to let the Judge throw in an interesting
twist. For instance, the heroes will treat a
glass figurine much differently than a
lump of tin.
If the term awkward is rolled, make a
note of it and reroll for its weight. In
addition to the Strength FEAT, the charac-
ter attempting to move an awkward object
must also make an Agility FEAT vs. Re-
markable intensity. Should the term awk-
ward be rolled again, increase the
intensity of the Agility FEAT by + 1CS each
time.
rules given later in this article, have it be
disassembled, then roll a random location
for each piece. The objective of the mis-
sion is to put all the pieces together again.
It takes one turn to put two pieces in the
same area together, or two turns if the
object is deemed awkward by the die rolls
Recover: Roll one tile location; this is
where the object is originally situated. The
objective of this mission is to bring the
object in question outside the danger
room. On this mission, a robot always
guards the door. (Roll up the robots statis-
tics as per a normal robot player character
in the game; do not count this one against
type allotments for the danger room.)
in the following section.
Survive: Do not select an object for this
mission; the mission is hard enough as is.
Roll 1d20 + 10 to generate a number be-
tween 11 and 30. This is the number of
turns for which all the heroes must remain
conscious. Generate two robots, using
player-character rules, for every character
entering the danger room. Make all powers
for the robots combat related (e.g., dont
take Plant Control), and have one of the
robots for each hero possess a power geared
to take advantage of that heros greatest
weakness or to confront his strongest
power. The rank on this power should be
equal to the heros power that it is working
against, with a bonus of + 1CS. For example,
Iceman, with Ice GenerationRemarkable
(30), is going into the danger room; a robot
specifically designed for him might have Fire
Generation. (If the Judge is unsure of what a
good opposing power would be, find out
what its nemesis is in MA3 The Ultimate
Powers Book, a volume most certainly worth
its price). The Judge should start off with all
tiles active but, in all probability, will soon
have to turn them off.
Destroy: Roll for the tile location of the
object. Next, give the object either body
armor or a force field. Roll 1d100; the
rank in which the number falls is the rank
of the armor or field. For instance, if a 53
is rolled, the rank is Amazing (53). The
object of the mission is to bypass the de-
fenses and destroy the object. Certain rolls
may be disregarded and rerolled if the
armor or force field is too strong or too
weak to challenge your heroes, but always
allow the heroes a chance at victory.
After determining the mission and its
object, roll for complications. The exact
number is left up to the Judge, but the
suggested number is six minus the num-
ber of the mission rolled. This allows the
Judge to balance out the danger room.
Thus, if youve consistently rolled up
easily beaten opponents, you can still
challenge the players with complications.
Conversely, the Survive vs. Godzillas Five
Cousins mission can be made playable by
having one or two of the creatures ex-
plode on the eighth turn.
Protect: After placing the object in ques-
tion on a randomly rolled tile, roll up two
robots (using player-character rules for
the game) for every three characters in
the group. The players must prevent the
robots from destroying the object. The PC
robots will not move until they are at-
tacked or until a hero activates the tile on
which the object is located. Once this
happens, no more tiles that activate robots
will function; however, traps and current-
ly active robots will remain active. The
players must clear all remaining robots
Clear: In this mission, no object is cre-
Roll 2d6 on the following table to see
which complications come into play. With
the exception of May self-destruct and
Will self-destruct, any repeat rolls are
cumulative. The complications are ex-
plained in the following section.
ated, as the players will not have time to
deal with one. The players must deactivate
every single robot in the complex. Each
turn, a number of robots equal to three
times the number of the characters is
2d6
Complication
2
Timed (1d6 turns)
3
Stay 1d6 extra turns
4
Combine two missions
5
Object is hostile
6
Object moves
7
Object is hidden
8
Timed (3d6 turns)
9
Object is protected
10
Object moves quickly
11
May self-destruct
12
Will self-destruct
Timed: The mission must be completed
within the allotted amount of turns or else
one random tile per turn will be activated
at double-normal potency. If the random
tile activates a robot, double all its ranks
(by number) to a maximum of Monstrous.
Traps will automatically move beneath the
hero and have doubled effects. If the tile
rolled was unoccupied, no effects are felt.
Stay 1d6 extra turns: After the mission is
completed, the group must set off half the
tiles and overcome them all. Should they
succeed before all extra turns are up, keep
sending things at them one at a time.
Combine two missions: Roll for another
mission but keep the same object, then
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combine the two missions. For instance,
Transport and Survive are rolled. The
characters might have to bring a robot to
a tile where it will activate, then must
destroy it and stand guard. Even better,
the characters must catch an emulation
robot and transport it to a giant garbage
disposal or prison on a certain tile, stand-
ing by to ensure its destruction or capture.
The possibilities are limitless.
Object is hostile: The object has a weap-
on for use against anything that comes
into its area.
Object moves: The object moves 1-4 tiles
every turn in any direction the Judge
chooses.
Object is hidden: The object in question
is hidden beneath a tile (the Judge might
not tell where), and the tile covering it
must be activated in order to gain access
to the object. Any traps or robots lying in
wait are also sprung when the tile is acti-
vated. If the Judge decides not to tell
where the object is, the heroes must
search for it. While Penetration Vision or
other powers will work, the easiest and
most fool-proof searching method is still
the Accidental Mine Detector routine (i.e.:
pray, step, pray, step, etc.).
Object is protected: Four robots are
already protecting the object from any
type of outside interference.
Object moves quickly: On each turn, roll
ld6. On a 5 or 6, the object moves to a
totally random location (roll location on
1d6 for the row, 1d10 for the column)
either by flight, teleportation, running, or
some other form of locomotion. If the
object moves by any means other than
teleportation, the characters must make
an Agility FEAT vs. Amazing intensity to
catch it while it is in motion. Any tiles the
object runs across, flies over, or lands
upon are automatically activated.
May self-destruct: Each turn that the
characters occupy the same tile as the
object, theres a 50% chance that a timer
will be set off, allowing 1d6 turns to pass
before the object explodes, doing Incredi-
ble (40) force and Excellent (20) edged
attack damage. The heroes should be
informed of this complication but should
not know the number of turns before it
explodes. The longer the heroes hold on to
the object, the more exciting this complica-
tion gets.
Will self-destruct: The timer is set for
1d20 +5 turns and starts when the first
tile is activated. Any character on the
same tile as the object (or on an adjacent
tile) in the turn in which the object ex-
plodes takes Incredible force and Excellent
edged attack damage as before. The he-
roes should be informed of this complica-
tion but should not know the number of
turns they have before the object ex-
plodes. Again, the longer the scenario, the
more suspenseful this complication gets.
2d6
Landform
2
Stream or river
3
Pit
4-6
Hill
7-8
Pond or lake
9-10
Bluff or cliff
11-12
Chasm
Any variation in height is usually one
story high or deep. If a character falls off
a ledge, treat it as a charging attack
against the ground. Short-circuiting robots
in water is a very common ploy in my
scenarios, so add a pond at least.
In no case should a topographic feature
interfere with an active tile. For instance,
a robot that emerges from a tile beneath a
lake would be resistant to water. A trap at
the same place might indicate that the lake
is really made of poisonous water or acid.
Traps & robots
The last step in creating a danger room
is to give identities to the various traps
and robots that infest the room. Emulation
robots should each be assigned a personal-
ity as noted previously (Doctor Doom is
the best!), and all disasters should be
worked out.
A trap is easy to describe but often hard
to design. Some ideas to get you started
would include:
power-nullification traps
web-casting traps
logic traps (the character must solve a
riddle to escape)
pit traps
spike traps
moving-wall traps (walls move in at the
rate of one area per round)
character-specific traps
acid traps
power-lowering traps (-2CS power
drop)
traps that use a characters power
against him
illusion traps
traps that cause a character to fight
his group
Enjoying the scenery
After the mission and all its complica-
tions are finalized, the Judge should add
1-3 landforms to vary the rooms topo-
graphy. Roll for the location of one tile as a
starting point for each landform, then
expand the landforms size to a minimum
of three tiles. The following table is intend-
ed for use only if the Judge is unsure of
what to put in.
Table 1
Mission Object Table
Strength
Material
1d6
Size
to lift
Pieces
strength
Very small
PR
2
FB
1
PR
2
Small
TY
3
GD
3
Medium
GD
4
5
EX
4
Large
RM
Table 4
Robots Number of Powers
7
IN
5
Very large
IN
9
AM
6
Awkward
1d10
# powers*
1
(O,1,O)
Table 2
Table 3
2
(0,1,1)
Robot FASE Statistics
Robot RIP
Statistics
3
(1,1,1)
4
(1,2,0)
1d10
1
2-3
4-5
6-7
Rank
PR
TY
GD
EX
1d10
Rank
5
(0,2,1)
FE
1-3
6
(1,2,1)
4-5
PR
7
(1,2,2)
TY
8
6-7
(1,3,1)
8
GD
9
(2,3,1)
8-9
RM
9
EX
0
(2,3,2)
10
IN
10
RM
* The first number is the number of
detection/movement powers; the second
dumber is offensive powers; the third is
defensive powers.
84 MAY 1991
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gas-spray traps
entangling traps
machine-gun traps
traps that set off 1-3 other tiles
paralysis traps
Editorial
Continued from page 7
18. We look for unique and interesting
plots (a) in module proposals for
DUNGEON Adventures before all else,
though a proposal had better have a good
length, game accuracy, and an interesting
setting, too. There are lots of other things
we look for, too, like distinctive characters,
but plot comes first. Does the module tell a
story? If not, out it goes.
Disasters: A natural disaster is very
similar to a trap, except that its area of
effect keeps expanding by one tile per
turn in all directions. Starting on the
fourth turn, the Judge should roll ldl0 on
the following table to see the progress of
the disaster. If No change is rolled as the
first result, the expansion of the disasters
area of effect continues.
19. An article that takes up 25 pages in
DRAGON Magazine is far too long for our
tastes these days, so answer (b) is impor-
tant. But (e) is important, too, because
theres absolutely no point in replacing a
brand-new official game system until that
system has been tried and tested. The
AD&D 2nd Edition Complete Psionics
Handbook deserves a fair shake. None of
the other reasons given make any differ-
ence. Note in particular that DRAGON
Magazine has published unofficial addi-
tions and changes to official rules hun-
dreds of times; its our stock in trade.
1d10
1-5
6-8
9-0
Result
No change from previous roll
Expansion/retreat halts
Area of effect retreats one tile
in all directions
Some ideas for potential natural disas-
ters include:
Volcano: blinding ash, lava (TY (6)
force, IN (40) heat), poisonous gas of RM
(30) intensity
Forest fire: blinding smoke, heat (TY
(6) + 1CS per turn, max. AM (50)), poison-
ous gas of EX (20) intensity
Nuclear explosion: instantaneous RM
(30) force, AM (50) heat, AM (50) radiation
optional
Monsoon: winds, flying debris and
water doing EX (20) edged attack damage
Sea wave: water with AM (50) force
and triple speed (no halt/retreat)
Blizzard RM (30) intensity cold, blinding
snow doing EX (20) edged attack damage.
Robots: A normal robot is generated by
a series of 1dl0 rolls on Tables 2-4. Roll
four times on the first table for each of the
FASE scores, then three times on the sec-
ond table for each of the RIP scores. If any
three of the mental statistics is FE (2), this
type of robot has no on-board intelligence.
As such, the robot takes a - 3 modifier on
the number of powers it possesses, but it
is invulnerable to all mind-affecting
powers. No danger-room robot is truly self
aware; they are simply well programmed.
After determining the robots statistics,
roll for its number of detection/movement
powers, offensive powers, and defensive
powers, then select them at your discre-
tion from the Advanced Set booklets or
The Ultimate Powers Book. Ranks can be
determined by using the MARVEL SUPER
HEROES game tables or by rolling
2d20 + 10 and using the rank number so
indicated (i.e., for 42, the rank is Incredi-
ble).
20. Youre best off starting with (b) to
make sure you arent publishing some-
thing lifted word-for-word from a copy-
righted source. A game inconsistency (a
half-elven magic-user in the D&D game)
was mentioned, but this might have been
easy to fix on the editors part. Sillier ideas
have been published and have proven to
be quite popular, and sometimes its okay
to railroad the characters into an adven-
ture, so long as youre careful about how
you do it and so long as you dont do it
very often.
So now you have an idea of what goes
through your editors heads as they look
over your article, module, or game sub-
mission. * * And you thought anyone could
do this.
Next month, another topicbut no test.
Enjoy!
Roll up a danger room and show your
heroes how much trouble they can have
without ever leaving home!
And don’t send us a module with a dungeon in a
dead brontosaur, either. The Avalon Hill Game
Company has already published one of those in a
RUNEQUEST® module. I am completely serious.
* * If you were about to send us a module in which a
tinker gnome in battle armor must fight a goliath-
monster with a Bohemian ear-spoon +5 that has
taken over a planetoid shaped like a klein bottle
inhabited by a shirokinukatsukami, think again.
*
Marvel characters and the distinctive names and likenesses
thereof are trademarks of Marvel Entertainment Group, Inc.
and are used with permission, Copyright ©1991 Marvel
Entertainment Group, Inc. All Rights Reserved.
86 MAY 1991
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