Danger Rooms - [1991]

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    In Harms Way

    At Home!Danger rooms for MARVEL SUPER HEROES campaignsby Michael HollingerThe Uncanny X-Men had the first one.

    Just about every super-hero group with abase now has one, yet very few groupsuse one to its full potential. I am speakingof the danger room, a training arena thatis 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 tomake their own danger rooms for theircrime-fighting groups, ready for superheroes to use within half an hour.

    Before the procedure for creating adanger room is laid out, a few thingsshould be said about running a dangerroom. First, heroes should take only one-

    fourth normal combat damage in a dangerroom (robotic opponents pull theirpunches, etc.). I have my gamers groupsimmediately sent to the clinic at their baseafter a danger-room workout, then decreethat all damage taken has been healed (itsaves on paperwork). Second, I have my

    danger rooms divided into small areascalled tiles; one floor tile is equal to oneMARVEL SUPER HEROES game area fordetermining a heros movement, range,etc. Third, a floor tile is activated whenany weight is placed on it. If a Judge wish-es, the pressure necessary to trigger a tilecan be so sensitive that a character flyingoverhead can set it off due to the slight

    room's walls are " thick on paper. Onthe left side, draw in the control room,where the danger room's activities aremonitored, and mark it as such (com-

    puters and control consoles may be addedas well). On the right side, draw in lockers

    DRAGON 81

    change of air pressure above it. Onceactivated, a tile presents a hero with acrisis (an attack robot or a trap) that mustbe confronted and overcome.

    A danger room should not be so difficultthat the heroes have no chance to passit, 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 witheasily triggered tiles until the heroes areup against impossible odds, then havewhoever is controlling the danger roomdecrease the sensitivity until runningacross the tiles alone will activate them. Asa last resort, if the heroes are over-whelmed, turn off the sensitivity of thetiles completely. The tiles cannot usuallydifferentiate as to what causes the pres-sure on them, so the results of activatingone tile could conceivably activate one ormore other tiles.

    It helps to assume that a nonplayer-

    character hero, one who doesnt go outadventuring very often, is in charge of thedanger room and can design its horrorswithout the knowledge of the other he-roes. An enthusiastic scientist/technician(something like Q from the James Bondmovies) works best for the danger roomsmanager.

    Danger-room constructionThe first step in creating a basic danger

    room is to draw the grid of tiles on whichthe 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 onwhich to draw out the danger room. Byfolding the map up, you also have a handyfolder for keeping all danger-room-relatedforms. In addition, the folder is the rightsize for play and is much sturdier thannormal paper.

    With a pencil, first draw out a largerectangle or square, about 10" across,centered on the unfolded folder. This isthe outer wall of the danger room. The

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    and showers for the heroes to use aftertheir workout. The ceiling height in thedanger room itself is assumed to be abouttwo stories. The material strength of thedanger rooms walls, ceiling, and floor isassumed to be Monstrous, though the

    Judge may alter this.Next, mark along the top wall of the

    danger room itself, between the controlroom and the showers, in 1 segments,

    using a pencil and ruler. Starting in the topleft 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 tileA7. Row B, just underneath, is composedof six tiles; B1 is 1 x 1, B2-B5 are 1square, and B6 is like B1. Row C is likeRow A, Row D is like B, and so on down toRow J, which is like Row B. (Optionally,the room may be lengthened by havingthe center tiles be 2 long by 1 wide.)This produces a bricklike layout of tiles.

    It is much easier on the eyes if you putthe outlines of the tiles and the outlines ofthe walls in different color pens, or have

    the walls in pen and the tiles in pencil. Ican almost guarantee that if you dont dothis, at some point a character will try towalk through a wall.

    The danger room is specifically madewith 10 rows and six active columns sothat any location may be rolled with 1d10to determine row and 1d6 to determinecolumn (tiles A7, C7, E7, G7, and I7 are leftinactive as safe zones).

    A sea of crisesNow that the danger-room map is com-

    plete, it is time to fill the danger roomwith things to make the heroes jump, fall,

    get knocked unconscious, or what haveyou. The first step in filling a danger roomis to determine the number of tiles thatcontain crises during a particular scenario.You can either select a number (start with10-15 crises for introductory scenarios), orelse you can generate a number. In thelatter case, roll 1d6 for the tens digit and1d10 for the ones digit, with a roll of 0 =zero, not 10. This die roll will generate anumber between 10 and 69. Do not bealarmed at the fact that it is possible tohave more active tiles than exist in theroom; a tile can have more than one crisison it. It is recommended, however, that nomore than three crises be placed on anyone tile. Remember: The more tiles thatproduce an effect, the longer the process

    takes to fill out the danger room.Danger rooms present crises in two

    basic ways: robots and traps. A dangerroom can arbitrarily hold a maximum ofonly five different types of robots and fivetypes of traps. One specific robot type andone specific trap type have special pro-gramming, as detailed later, and usuallyonly one of each of these will appear inthe danger room at any one time. All other

    robots and traps have generic programsand are assumed to be unlimited in num-ber. Each generic robot and trap shouldbe designed before the game begins, usingthe section Traps & robots herein.

    The special robot is an emulation robot,which is designed to look and act asthough it is a real costumed hero or vil-lain. All of its statistics come directly fromcriminal files (in game terms, theAdvanced Set Judges Book or any gamemodule), and it is programmed to respondin a reasonably complex, intelligentmanner, though the robot is not itselfintelligent. Note that the real hero or

    villain copied by this robot might havepowers not known to the super heroes,and these powers wont appear in therobot (surprise!). The special trap simu-lates a natural disaster. Once set off, thistrap presents the effects of a volcano,tornado, blizzard, or the like over anexpanding area of the danger room.

    The method for determining what typeof crisis is activated by a tile is rolled onthe following table:

    activation. Results from this table need notbe assigned to each tile prior to its activa-tion, but assignment will let the Judgebetter control the scenario. Once a tile hasbeen activated and its crisis dealt with, itbecomes safe for the rest of the scenarioif no other crisis has been assigned to it.

    If an event is selected for a tile that hasalready been activated and is now present-ing a crisis, the Judge has three options.

    He can either reroll the location, use thesecond crisis for the second time the tile isactivated, or place the crisis on an adja-cent tile. Again, allow no more than threeactive crises per tile per scenario.

    Your mission is...Now the Judge should determine the

    mission that must be completed in orderfor Karma to be awarded for the scenarioand in order to have the danger roomturned off, unless the team wishes toadmit defeat. (Of course, the danger roomcan be shut down by the controller if theheroes look like theyre about to be killed!)

    For random mission determination, rollon the following table using 1d6. If the

    Judge wishes to make the mission slightlyharder or easier, merely add an appropri-ate modifier. Note that the Clear mission isusually so hard that it cannot be randomlyrolled without a modifier. Also, the objectof any mission will always be a nonlivingthing; to use living victims would be cruel.The table to generate the object of a mis-sion is given later on.

    1d10

    1-45

    6-90

    Result 1d6 ResultRobot (type 1-4) 1 TransportEmulation robot 2 Recover

    Trap (type 1-4) 3 DestroyNatural disaster 4 Protect

    Robots and traps are created using thesection Traps & robots herein. Second-ary die-roll encounter tables should becreated for the four robot and four trap

    5 Assemble6 Survive7+ Clear

    types, with one of each appearing per tile

    82 MAY

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    Protect: After placing the object in ques-tion on a randomly rolled tile, roll up tworobots (using player-character rules forthe game) for every three characters inthe group. The players must prevent therobots from destroying the object. The PCrobots will not move until they are at-tacked or until a hero activates the tile onwhich the object is located. Once thishappens, no more tiles that activate robotswill function; however, traps and current-

    ly active robots will remain active. Theplayers must clear all remaining robots

    Destroy: Roll for the tile location of theobject. Next, give the object either bodyarmor or a force field. Roll 1d100; therank in which the number falls is the rankof the armor or field. For instance, if a 53is rolled, the rank is Amazing (53). Theobject of the mission is to bypass the de-fenses and destroy the object. Certain rollsmay be disregarded and rerolled if thearmor or force field is too strong or tooweak to challenge your heroes, but alwaysallow the heroes a chance at victory.

    Recover: Roll one tile location; this iswhere the object is originally situated. Theobjective of this mission is to bring theobject in question outside the dangerroom. On this mission, a robot alwaysguards the door. (Roll up the robots statis-tics as per a normal robot player characterin the game; do not count this one againsttype allotments for the danger room.)

    Transport: Roll for or select two tilelocations, the first being where the objectstarts and the second being its destination.The heroes objective is to move the objectfrom 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

    Clear: In this mission, no object is cre-

    rules given later in this article, have it be

    ated, as the players will not have time to

    disassembled, then roll a random locationfor each piece. The objective of the mis-

    deal with one. The players must deactivate

    sion is to put all the pieces together again.It takes one turn to put two pieces in the

    every single robot in the complex. Each

    same area together, or two turns if theobject is deemed awkward by the die rolls

    turn, a number of robots equal to three

    in the following section.Survive: Do not select an object for this

    times the number of the characters is

    mission; the mission is hard enough as is.Roll 1d20 + 10 to generate a number be-tween 11 and 30. This is the number ofturns for which all the heroes must remainconscious. Generate two robots, usingplayer-character rules, for every characterentering the danger room. Make all powersfor the robots combat related (e.g., donttake Plant Control), and have one of therobots for each hero possess a power gearedto take advantage of that heros greatestweakness or to confront his strongestpower. The rank on this power should beequal to the heros power that it is workingagainst, with a bonus of + 1CS. For example,Iceman, with Ice GenerationRemarkable(30), is going into the danger room; a robotspecifically designed for him might have Fire

    Generation. (If the Judge is unsure of what agood opposing power would be, find outwhat its nemesis is in MA3 The UltimatePowers Book, a volume most certainly worthits price). The Judge should start off with alltiles active but, in all probability, will soonhave to turn them off.

    automatically activated. In addition, oneemulation 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. Rollonce each for the objects size, weight, andmaterial strength. If the mission is Assem-ble, roll for the number of pieces. Theterm object is deliberately generic so asto let the Judge throw in an interestingtwist. For instance, the heroes will treat aglass figurine much differently than alump of tin.

    If the term awkward is rolled, make anote of it and reroll for its weight. Inaddition to the Strength FEAT, the charac-ter attempting to move an awkward objectmust also make an Agility FEAT vs. Re-markable intensity. Should the term awk-ward be rolled again, increase theintensity of the Agility FEAT by + 1CS eachtime.

    Roll 2d6 on the following table to seewhich complications come into play. Withthe exception of May self-destruct andWill self-destruct, any repeat rolls are

    cumulative. The complications are ex-plained in the following section.

    After determining the mission and itsobject, roll for complications. The exactnumber is left up to the Judge, but thesuggested 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 upeasily beaten opponents, you can stillchallenge the players with complications.Conversely, the Survive vs. Godzillas FiveCousins mission can be made playable byhaving one or two of the creatures ex-plode on the eighth turn.

    2d6 Complication2 Timed (1d6 turns)3 Stay 1d6 extra turns4 Combine two missions5 Object is hostile6 Object moves7 Object is hidden8 Timed (3d6 turns)9 Object is protected10 Object moves quickly11 May self-destruct12 Will self-destruct

    Timed: The mission must be completedwithin the allotted amount of turns or elseone random tile per turn will be activatedat double-normal potency. If the randomtile activates a robot, double all its ranks(by number) to a maximum of Monstrous.Traps will automatically move beneath thehero and have doubled effects. If the tilerolled was unoccupied, no effects are felt.

    Stay 1d6 extra turns: After the mission iscompleted, the group must set off half thetiles and overcome them all. Should theysucceed before all extra turns are up, keepsending things at them one at a time.

    Combine two missions: Roll for anothermission but keep the same object, then

    DRAGON 83

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    combine the two missions. For instance,Transport and Survive are rolled. Thecharacters might have to bring a robot toa tile where it will activate, then mustdestroy it and stand guard. Even better,the characters must catch an emulationrobot and transport it to a giant garbagedisposal 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 comesinto its area.

    Object moves: The object moves 1-4 tilesevery turn in any direction the Judgechooses.

    Object is hidden: The object in questionis hidden beneath a tile (the Judge mightnot tell where), and the tile covering itmust be activated in order to gain accessto the object. Any traps or robots lying inwait are also sprung when the tile is acti-vated. If the Judge decides not to tellwhere the object is, the heroes mustsearch for it. While Penetration Vision or

    other powers will work, the easiest andmost fool-proof searching method is stillthe Accidental Mine Detector routine (i.e.:pray, step, pray, step, etc.).

    Object is protected: Four robots arealready protecting the object from anytype of outside interference.

    Object moves quickly: On each turn, rollld6. On a 5 or 6, the object moves to atotally random location (roll location on1d6 for the row, 1d10 for the column)either by flight, teleportation, running, orsome other form of locomotion. If theobject moves by any means other thanteleportation, the characters must make

    an Agility FEAT vs. Amazing intensity to

    catch it while it is in motion. Any tiles theobject runs across, flies over, or landsupon are automatically activated.

    May self-destruct: Each turn that thecharacters occupy the same tile as theobject, theres a 50% chance that a timerwill be set off, allowing 1d6 turns to passbefore the object explodes, doing Incredi-ble (40) force and Excellent (20) edgedattack damage. The heroes should be

    informed of this complication but shouldnot know the number of turns before itexplodes. The longer the heroes hold on tothe object, the more exciting this complica-tion gets.

    Will self-destruct: The timer is set for1d20 +5 turns and starts when the firsttile is activated. Any character on thesame tile as the object (or on an adjacenttile) in the turn in which the object ex-plodes takes Incredible force and Excellentedged attack damage as before. The he-roes should be informed of this complica-tion but should not know the number ofturns they have before the object ex-

    plodes. Again, the longer the scenario, themore suspenseful this complication gets.

    E n j o y i n g t h e s c e n e r yAfter the mission and all its complica-

    tions are finalized, the Judge should add1-3 landforms to vary the rooms topo-graphy. Roll for the location of one tile as astarting point for each landform, thenexpand the landforms size to a minimumof three tiles. The following table is intend-ed for use only if the Judge is unsure ofwhat to put in.

    Table 1Mission Object Table

    1d6 Size

    1 Very small2 Small3 Medium4 Large5 Very large6 Awkward

    Strength Materialto lift Pieces strength

    PR 2 FBTY 3 PRGD 4 GDRM 5 EXIN 7 IN

    9 AM

    Table 2 Table 3Robot FASE Statistics Robot RIP

    1d101

    2-3

    4-5

    6-7

    RankPRTYGDEX

    8-9 RM10 IN

    84 MAY 1991

    Statistics

    1 d 1 0 Rank1-3 FE4-5 PR6-7 TY8 GD9 EX

    10 RM

    2d6 Landform2 Stream or river3 Pit4-6 Hill7-8 Pond or lake9-10 Bluff or cliff11-12 Chasm

    Any variation in height is usually onestory high or deep. If a character falls off

    a ledge, treat it as a charging attackagainst the ground. Short-circuiting robotsin water is a very common ploy in myscenarios, so add a pond at least.

    In no case should a topographic featureinterfere with an active tile. For instance,a robot that emerges from a tile beneath alake would be resistant to water. A trap atthe same place might indicate that the lakeis really made of poisonous water or acid.

    T r a p s & r o b o t sThe last step in creating a danger room

    is to give identities to the various trapsand robots that infest the room. Emulation

    robots should each be assigned a personal-ity as noted previously (Doctor Doom isthe best!), and all disasters should beworked out.

    A trap is easy to describe but often hardto design. Some ideas to get you startedwould include:

    power-nullification trapsweb-casting trapslogic traps (the character must solve a

    riddle to escape)pit trapsspike trapsmoving-wall traps (walls move in at the

    rate of one area per round)

    character-specific trapsacid trapspower-lowering traps (-2CS power

    drop)traps that use a characters power

    against himillusion trapstraps that cause a character to fight

    his group

    Table 4Robots Number of Powers

    1d10 # powers*1 (O,1,O)2 (0,1,1)3 (1,1,1)4 (1,2,0)5 (0,2,1)6 (1,2,1)7 (1,2,2)8 (1,3,1)9 (2,3,1)0 (2,3,2)

    * The first number is the number ofdetection/movement powers; the seconddumber is offensive powers; the third isdefensive powers.

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    gas-spray trapsentangling trapsmachine-gun trapstraps that set off 1-3 other tilesparalysis traps

    Disasters: A natural disaster is verysimilar to a trap, except that its area ofeffect keeps expanding by one tile perturn in all directions. Starting on thefourth turn, the Judge should roll ldl0 onthe following table to see the progress ofthe disaster. If No change is rolled as thefirst result, the expansion of the disastersarea of effect continues.

    1d101-56-89-0

    ResultNo change from previous rollExpansion/retreat haltsArea of effect retreats one tilein 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) intensityForest 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) radiationoptional

    Monsoon: winds, flying debris andwater doing EX (20) edged attack damage

    Sea wave: water with AM (50) forceand triple speed (no halt/retreat)

    Blizzard RM (30) intensity cold, blindingsnow doing EX (20) edged attack damage.Robots: A normal robot is generated by

    a series of 1dl0 rolls on Tables 2-4. Rollfour times on the first table for each of theFASE scores, then three times on the sec-ond table for each of the RIP scores. If anythree of the mental statistics is FE (2), thistype of robot has no on-board intelligence.As such, the robot takes a - 3 modifier onthe number of powers it possesses, but itis invulnerable to all mind-affectingpowers. No danger-room robot is truly selfaware; they are simply well programmed.After determining the robots statistics,roll for its number of detection/movementpowers, offensive powers, and defensivepowers, then select them at your discre-

    tion from the Advanced Set booklets orThe Ultimate Powers Book. Ranks can bedetermined by using the MARVEL SUPERHEROES game tables or by rolling2d20 + 10 and using the rank number soindicated (i.e., for 42, the rank is Incredi-ble).

    Roll up a danger room and show yourheroes how much trouble they can havewithout ever leaving home!

    Marvel characters and the distinctive names and likenessesthereof are trademarks of Marvel Entertainment Group, Inc.and are used with permission, Copyright 1991 MarvelEntertainment Group, Inc. All Rights Reserved.

    86 MAY 1991

    EditorialContinued from page 7

    18. We look for unique and interestingplots (a) in module proposals forDUNGEON Adventures before all else,though a proposal had better have a goodlength, game accuracy, and an interestingsetting, too. There are lots of other thingswe look for, too, like distinctive characters,

    but plot comes first. Does the module tell astory? If not, out it goes.

    19. An article that takes up 25 pages inDRAGON Magazine is far too long for ourtastes these days, so answer (b) is impor-tant. But (e) is important, too, becausetheres absolutely no point in replacing abrand-new official game system until thatsystem has been tried and tested. TheAD&D 2nd Edition Complete PsionicsHandbook deserves a fair shake. None ofthe other reasons given make any differ-ence. Note in particular that DRAGONMagazine has published unofficial addi-

    tions and changes to official rules hun-dreds of times; its our stock in trade.

    20. Youre best off starting with (b) tomake sure you arent publishing some-thing lifted word-for-word from a copy-righted source. A game inconsistency (ahalf-elven magic-user in the D&D game)was mentioned, but this might have beeneasy to fix on the editors part. Sillier ideashave been published and have proven tobe quite popular, and sometimes its okayto railroad the characters into an adven-ture, so long as youre careful about howyou do it and so long as you dont do it

    very often.

    So now you have an idea of what goesthrough your editors heads as they lookover your article, module, or game sub-mission. * * And you thought anyone coulddo this.

    Next month, another topicbut no test.Enjoy!

    * And dont send us a module with a dungeon in adead brontosaur, either. The Avalon Hill GameCompany has already published one of those in aRUNEQUEST module. I am completely serious.

    * * If you were about to send us a module in which atinker 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 bottleinhabited by a shirokinukatsukami, think again.