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Danger room


quozaxx

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I have decided to take a more in-depth look at danger rooms. I would encourage feedback, so I don’t overlook an important aspect on the subject. UB stands for “The Ultimate Base”. Often it is followed by a page number. For example: UB188 would be “The Ultimate Base” page 188.

 

Training Facilities:

 

For as long as there have been combat, there has been areas set aside for training by combat. From knights in shining armor, to martial arts training, to the classic comic book “Danger room”; each has needed a place to train and hone their skills. See UB188 for more information.

 

This thread is to examine more closely the aspect of the classic comic book Danger room. . Note: the word “room” may be a misnomer, since a danger room not be a room at all (such as a football field example as noted below). Also the word “danger” may be a misnomer, since there are many types of training opportunities (such as settling an argument, overcoming shyness, solving a riddle, or even practicing dance steps). For all practical purposes it will be called “danger room”

 

Part 1: Danger room basics

 

Location and size:

 

First you have to determine where to place the danger room and how large it will be. Most danger rooms are a part of a Base, or secure area; but that is not always the case. There are many places to train and hone ones skills: A football field, an Olympic sized swimming pool, a park, the back yard, or even a local bar are just some of the many examples of places one can train.

 

Even if you do chose to make your danger room as part of your base, you still need to find the correct location for it. This will have a lot to do with where your base is located and how much space is allocated for it. If your base is on a surface, your danger room may be underground, on the grounds, in the air (like a second floor), or even in another dimension. There are other considerations if the base is in space or under water. I’m not going to cover location and size in more detail, but encourage you to read “The Ultimate Base” for more information)

 

Second, after you determined where you want the danger room, you will have to determine how large the room should be. You may consider making the room’s size should be at least twice the length and width (and height if applicable) of the player’s character who can travel the farthest in one Phase, during combat.

 

That way it would take at least 2 Phases to reach from one end to the other. So if your fastest player’s character moves 30m, The length and width (and height if applicable) should be at least 60m. You may also consider making the size equal to (or greater than) the fastest player’s character’s non-combat speed (Not including Megascale) for the same purposes. Of course, you don’t have to use the entire area for a danger room session. “Anyone goes past this point is out of bounds.”

 

Empty or cluttered:

 

Now that you have determined where you want your danger room and how large you want the room to be; you need to consider if you want objects in the room. If the room is a football field, does it have players on it? Practice equipment? Fans? If the room is a bar (or saloon) does it have chairs and tables? Patrons? A barkeep? Or is it totally empty? This will help you determine possible goals (see below) and obstacles from obtaining your goals. Also if the room has items in it, they can be used as a weapon or broken; or in the case of an NPC hurt or killed..

 

Realistic or obvious fake:

 

The next determining factor is how realistic is the room. Danger rooms can be staffed with holograms, robots, doppelgangers, or even imps. Or are they real actors, military personnel, hired thugs, or even a “reformed” or “former” villain(s).? All these factors are based on what kind of danger room you have.

 

For realistic: If you have a character that knows robotics - then robots are the obvious choice. If you want to use a local bar, then paid actors may be the more practical choice. If one character has contacts, they could possibly use those contacts if they themselves do not have the skills to build or staff a danger room.

 

For obvious fake: Cardboard cutouts for people and brown water to represent liquor are some of the ways to go. If your team is having financial problems, or a group of teens without a “real” base, then this may be the more practical choice. Note: Junkyards make great low cost and low maintenance danger rooms.

 

Observed or not observed:

 

Can your character or team be observed? This includes being observed by fellow team mates. If the room is a secluded secure area, does it have an observation room, cameras, or other ways to track the characters “performance”? See UB180-184 for more details.

 

It is difficult to judge yourself sometimes. Some characters are too hard on themselves, others not hard enough. If you are being trained by an individual, they will need to observe your performance so they can assist you if needed. Input from fellow team mates may be helpful,. Of course, it may have just the opposite effect. “Dude! You could have totally avoided that falling car!”

 

If the room is not secluded or secure, like an outside area, you may have outside observers, whether they are invited or not. If the danger room is a school’s track and field area. There may be observers in the bleachers. You may get cheered if you obtain a particularly difficult goal (see below), or laughed at if you fall on your face because you missed your DEX roll

 

If you are not observed, what happens if you get into a jam that you cannot get out of? Perhaps you are caught in an entangle that is too strong to break out of. Maybe you get knocked out and the room continues to fire a weapon at you. These are important aspects to consider.

 

Hindrances and other npcs:

 

Hindrances can be anything from mosquitoes in the face, to walking through mud, or avoiding a Amway salesman. Hindrances are not direct attacks, but more of an annoyance or background which “flavor” the danger room. A growl in the distance may distract a hero from his true goal.

 

One main hindrance is the NPCs. The NPCs may simply be for backgroun effect and not even interact with the character(s). NPCs don’t have to necessarily be part of a goal (see below), and they don’t HAVE to be in the way to be a hindrance.

 

“Hey Megaman! Good news and bad news. The good news is that you ran that simulation faster than anyone else on record, and using that stone pillar as a weapon was genius! The bad new - the stone pillar was holding up the building - everyone in the building died”

 

Room conditions: See UB188.

 

Even if your player’s characters can fly or teleport, the condition of the ground’s surface if important. There are many kinds of ground surfaces. Is it a smooth level surface? Is it elevated at one end or uneven? Is it lined with rocks or even jagged sharp objects? This may be determined by first determining the difficulty level you are entering (see below). Be sure and include modifiers on DEX rolls, movement, and any DEX based skill rolls when considering this.

 

Perhaps you may want to include a water surface (such as a lake, river, or ocean) during your danger room session. You may even want the room to be totally encased in water for a different kind of difficulty. Did any of your players choose extra Swimming as a movement option for their characters? Now’s the time to make them PAY for that mistake! Bwa, ha, ha! - I mean, now’s a great time to include that challenge to their character’s development.

 

Is the weather in the room pleasant. Note, if you are outside, the GM may determine the weather conditions, and the players would have no say so in the matter. However, inside, you can program the room to your liking (if that is possible considering the aspects of the danger room). Wind, fog, rain, or smoke make great opportunities to overcome. The time of day or night should be a factor too (if possible). You may use Change Environment, to help you decide the conditions of the room

Gravity: Normally gravity isn’t a factor on some danger rooms. (Unless you have a gravity wielding hero on the team). Usually gravity can only be changed for high tech, space bases, or high magical danger rooms, but can be a great change of pace.

 

“Cadets, you’ve all had a grueling exhausting week, so I’ve decided to be easy on you. All you have to do is repair the side panel and remove the weapon from the Xenomoph before he shoots a hole in the air lock - killing all of you. Oh, I forgot to mention one little thing” Dramatic pause as he pushes a button “You have to do all of that in zero Gs”

 

Repair and maintenance:

 

Now it is time to determine who will build, repair, and maintain the danger room. Building the danger room depends on who builds the Base (if it is in fact part of a Base). Is it a contract company? A secret organization? The military? PRIMUS? Or the player’s characters?

 

If someone else is building the danger room, you run up against possible sabotage or accidental revelation of a secret identity. If the room is built and maintained by the characters, do they have the right skills for that? Many players (who want to go into that much detail) may hire outside help and then build it themselves with changes not on the diagram.

 

Repairs are an ongoing thing if the room is not a hologram. Robots get damaged, magic spells may wane over time. You may keep this in mind when building a danger room.

 

Other considerations:

 

Walls, weapons, defenses, personnel systems, power systems, sensors, and communications are covered in more detail in “The Ultimate Base”

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Re: Danger room

 

Part 2: Entering the Danger Room:

 

Duration:

 

How long do you want to make the danger room training session? As quick as possible? Under a minute? Over five minutes? The duration can be un-timed, for more precise danger room (like solving a mystery or murder),

 

Time limits force a hero to sometimes make rash, mistakes. Or encourage them to make on the spot decisions. Even if you choose a time limit for the duration of a danger room session, the length of the time limit may depend on how many characters are in the session, and how many goals need to be achieved.

 

Difficulty level:

 

Before we begin on what goals (see below) you need to accomplish during your “run” in the danger room, you need to decide on how difficult you want the goals to be. The levels are Very Easy, Easy, Normal or Standard, Challenging, and Very Challenging.

 

Very Easy level should include a few goals, from 0 to 3 goals to overcome per character, plus the obstacles or opponents should be either non threatening (does no damage) or should do very little - possibly stun only damage. The active points in a weapon or attack should be about ¼ to ½ of the normal active point range for your character(s). Walls should be avoidable, or breakable (one attack or punch to break). Hindrances (see above) should be few and/or far in-between, and mostly in the background.. 0 goals represent trying out a new power, running an obstacle course, training for a new skill, or target practice

 

Easy level should have some goals, from 1 to 6 goals to overcome per character, plus the obstacles or opponents should be less threatening (low damage or stun only). The active points in a weapon or attack should be about ½ to ¾ of the normal active point range for your character(s). Wall should be semi-avoidable, and take about 2 - 3 attacks to break. Hindrances may get in the way occasionally, but still rare.

 

Normal or Standard level should obtain anywhere from 3 to 12 goals to overcome per character. The obstacles or opponents should be threatening (Normal and some killing damage mixed with mental, and adjustment attacks). The active points in a weapon or attack should be about the same level of the character(s). More advantages should be used when designing a weapon or attack (at about the +¼ or +½ Advantage level). Walls shouldn’t be easy to avoid or break. Hindrances get in the way occasionally

 

Challenging level should obtain anywhere from 6 to 18 goals to overcome per character. The obstacles or opponents should be fairly threatening (High normal, killing, mental, or adjustment attacks). The attacks should be slightly higher perhaps a +1 to +3 Damage class above the Active points of the character‘s attacks. . Advantages on attacks usually use advantages (or very high non-advantaged attacks). Hindrances are going to get in the way and if a NPC; may get destroyed, hurt, or killed

 

Very Challenging level should obtain 10 or more goals to overcome per character. The obstacles or opponents are very threatening with very high attacks and/or advantages. Attacks could go as high as twice the Active points as the character’s have. If a character is low on mental or power defense; more attacks will feature mental or adjustment attacks. Hindrance NPCs have a good chance of dying or getting seriously hurt. If the characters win a Very Challenging session on their first try with little or no difficulty - then apparently it wasn’t challenging enough.

 

Number of characters entering a danger room

 

A character can go in by themselves or assisted by their teammates. The number of individuals inside of the danger room should only be limited by the number of members on the team. If more than one character enters the room; there are 3 things to consider.

 

1. Are they working together towards the same goals? Teamwork is important and this is the perfect opportunity to work on that skill. “OK Megaman, you go get the ruby and I’ll distract the guards”

 

2. Are they working towards different goals? Even if members are going to do different goals, doesn’t necessarily mean they can’t work together. {GM} “OK, you have only 5 minutes to find both the golden shoe, and the silver gum wrapper - GO!”

 

3. Are they working against each other? Characters can be on opposite sides of an issue; and that even if they are not mentally controlled. {GM} “OK, Megaman, you get the beer mug on the bar stool. Speed Demon, you try to stop him. “

 

Character and item placement:

 

When you construct the room, you should have entrances and exits (as with any room). This does not necessarily mean that the danger room session starts when they enter a room - although it can start then. You can have the character(s) reach a certain destination or allow a certain amount of time pass before beginning the actual session. This is a good way to have the characters get involved with their environment.

 

But you do need to determine where the characters need to go, or an goal item’s (see below) location. First if your room is filled with items or NPCs, place them first. Make the room look like a real room if possible. If it is a mall shoe store, place the boxes (possibly empty) on shelves to represent boxes of shoes.

 

Second after you fill the room, you still need to find out where the goals (see below) are. You can close your eyes and pick (if you have a map of the room), or I suggest dividing the room into section, 6 relatively equal sections. If the max width of the room is 30m then that’s 5m per section. If the length is 45m, then divide the section into 7m sections with a little left on one or both “ends”. Then roll one dice for width, and one for length. Also (depending if your room has a ceiling or not) also roll occasionally for height. Don’t forget to place an item under ground or in the water on occasions. You can place the character, goal, or item in that section using the same method.

 

Example: Bob’s danger room is only 30m by 45m. He decides to make his room look like a large kitchen, so he “builds“ the room accordingly. Bob then wants to have the characters go to a specific location on the room before starting the session. He rolls 2 separate dice - a one and a four. But in that location there just so happens to be a countertop covering the entire area. Now he can choose to either move the countertop, make the characters go on top of the countertop, roll another dice to see if they have to start OVER the countertop, simply place them as close to the countertop as possible, or roll again to place the characters.

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Re: Danger room

 

Part 3: Goals:

 

The next section is the largest: It covers what the characters have to accomplish while inside of the room. The goals include:

 

1. Learn a new skill or ability (UB188)

2. Get to a location

3. Protect an item

4. Move or get an item

5. Destroy an item

6. Find or search for an item

7. Hide an item

8. Fix an item

9. Solve a puzzle, riddle, or problem

10. Utilize a skill

11. Avoid an item, weapon, attack, or opponent

12. Overcome vulnerabilities, limitations, susceptibilities, or complications (UB188)

13. Face an opponent

14. Accept a challenge

15. A WWYCD situation

16. A “no win” situation

17. Randomize the entire session

 

I will go into more details on each of these goals. Please let me know if I have forgotten a goal. After I go over goals themselves, I will cover Items, Obstacles, Weapons, Attacks, and Opponents. This will take some time. So please be patient with me.

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Re: Danger room

 

Part 3: Goals:

 

1. Learn a new skill or ability. (See UB188)

 

2. Go to a location. Getting from point A to point B can be a problem. Especially if that location is hard to reach, or an obstruction suddenly pops up in the way - like a wall.. Giving a player a reason for his character to get to a location can help motivate them there. “Why do I want to go over there?” “Because there is a handsome man that needs to talk to you; try to spend at least 2 minutes talking with the man.” “No problem!”

 

3. Protect an item: Is there a fragile magic crystal that needs protecting? Perhaps an NPC is being gunned for and needs your protection. The GM may even add the fact that the item may NOT be moved, just protected. He may also not give you a time limit on how long the item needs protecting. “You see in the distance a magical tree that gives life to all the creatures in the valley. Your job is to protect that tree from harm.”

 

4. Move or get an item: Moving or getting an item may seem a simple enough task. But what if the item is too heavy for you to move? Or what if it keeps teleporting away from you? Or what if it is an NPC who doesn’t want to be taken or moved? “Um, I can’t move this tank. It’s too heavy. I’m a mentalist not a brick” {GM} “That’s what you are assigned to do, too bad there are no people in the area to help you.”

 

5. Destroy an item. This may be one of the more fun parts about a danger room, sometimes you get to destroy something! Of course, be mindful of NPCs, or opponents. Destroying could mean defeating In combat.. “You are in a crowded mall and you see a bomb strapped to a water sprinkler near the roof. How do you get rid of it without harming anyone? The timer counts down 30-29-28...”

 

6. Find or search for an item. This is the point where the GM knows the location of the item, but the player (or his character) do not. The GM can be specific or general about an item’s description. Remember players sometimes mistake on item for another. If you ask them to find glasses in the room, will they look for reading glasses or drinking glasses. “In the next room is a page from a magic book hidden in there” The characters then enter into a library.

 

7. Hide an item. This is a great opportunity to pit player vs. player. Have one player’s character hide an item into the room and have another locate that item. A character can even hide themselves for a change of pace. “Hey! That’s no fair, he’s got X-ray vision!”

 

8. Fix an item: If a NPC is hurt, does the character have paramedics? If a computer that contains important information is smashed, can you still retrieve the documents from it? This is often accompanied with utilize a skill. “Come on! We can get back to the exit faster if we can fix this jeep”

 

9. Solve a puzzle, riddle, or problem: Is there a Sphinx in your danger room? Does the jigsaw puzzle hold the crucial clue that will open the secret door? Not only do you have to solve a problem, but you may still be attacked, or have a time limit to do it too. “In the next room you see 2 doors. One leads to your next goal, and the other leads to certain death. In front of the doors are mouth shaped openings that can talk. One always and only tells the truth. And one always and only tells lies. You get only one question - not one question each. What question would you like to ask only one of the mouths?”

 

10. Utilize a skill. This is a great opportunity for a GM to bring forth that skill (or knowledge) that the player thinks his character will NEVER use. If the character knows how to pick a lock, but usually breaks down the door, give him a reason to pick it - like they are in their secret ID. “GM, you said there is hard rock music blaring in the back ground. Freedom has that kind of knowledge, who is playing and what song are they playing?”

 

11. Avoid and item, attack, or opponent: Tag your it! Hey it’s dodge ball time! There are many reasons to want to avoid someone. “You want me to avoid Pulsar? Are you crazy? I’d just punch him out! That’s how I’d avoid him!” {GM} “Too bad Megaman, you caught his very contagious and deadly disease!”

 

12: Overcome vulnerabilities, limitations, susceptibilities, or complications (UB188)

 

13. Face an opponent: Weather you have hire thugs, real villains, or player vs. player; sooner or later you are going to face an opponent. Of course this doesn’t mean you HAVE to fight. “All right Speed Demon! Where did you put the Maltese chicken?”

 

14. Accept a challenge: This next section is for those wanting a challenge from either the GM or the other players. This should be challenging according to the level they are playing. “I’d like your character Wolf to run the next danger room blindfolded - including no use of his tracking sent. Just say he has a cold or something.”

 

15. A WWYCD situation: In the thread on this board there are a lot of WWYCD situations. WWYCD stands for “What would your character do?”. These situations are not as easy to solve as others, no easy answers. And usually no real right or wrong answers. But they do have the benefit of a different scope on the traditional danger room. See the board for more examples.

 

16. A “no win” situation. Some GM’s like the traditional “no win” situation. The heroes win over and over and over again, and the GM (or even another player) may want to try one of these. Of course the words “no win” are in quotes, because even the most dire, unwinable, hopeless situation can be solved with stroke of genius. Just ask Captain Kirk. “Phase 12. You defeated the 120 Orcs. Post 12 recovery, you’ve all deserved it. Good job. Oh, and over the next hill are 10 times that many. You all aren’t tired are you? Good.”

 

17. Randomize the entire session: The final note: Have the GM not even know the outcome of the game, location, of items, or type of opponents, the heroes will meet. I will attempt to include an example of a random room generator later on in this thread.

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Re: Danger room

 

Item considerations:

 

After you find the location for your item. There are other aspects to consider.

 

1. Is the item durable, or fragile? Durable could represent anything from a wood box, to a hearty NPC, to a piece of furniture. Fragile could represent anything form a weak or accident prone NPC, a crystal ball, or a glass of water you are not supposed to spill.

 

2. Is the item moving or stationary? Moving items can be a package on a conveyor belt, a animal out of its cage, or a robot programmed to avoid your character. Stationary items are more broad. Everything from a grain of sand, to a computer keyboard, to an entire building.

 

3. Is it a living item or an inanimate item? Living items include insect, plants, NPCs, or animals. Inanimate objects are again more broad. See the stationary example above.

 

4. How large or heavy is the item? If the item is small, it may be difficult to find, difficult to utilize a skill on, or even difficult to avoid (if you have troubles seeing it, how can you avoid it). If the item is large it may be difficult to protect, difficult to hide, or even difficult to avoid (if it fills most of the room how do you avoid it). If the item is normal or light weight it may be difficult to protect, difficult to fix, or even a difficult puzzle to solve (try figuring out that last reference). If the item is heavy or very heavy item it may be difficult to move, difficult to hide, or even a difficult challenge to accept.

 

5. Is the item potentially dangerous or hazardous? Most of the time your item will be a non potentially harmful item, but there are times when the GM wants to add something else to the difficulty of the room session. A rare tiger, a poisonous insect, or toxic waste are just some of the examples to consider. "Freedom, you need to move that tub of carbonite from one end of the room back to the exit. Yes, I know you have an "allergic reaction" to carbonite, but it is sealed in the lead lined tub. How hard could that be?"

Obstacle considerations:

 

When you are trying to complete a goal, obstacles come up to try to stop you from obtaining your goal.

 

1. Walls or barriers. Note: The subject of walls is covered more in detail in “The Ultimate Base”. Basically this refers to walls or barriers suddenly “popping up” and thus blocking your way. First you need to determine PD, ED, and BODY of the wall or barrier. And determine if Is it a physical, energy, or mental barrier. The location of the wall or barrier is less random and usually placed right in front of a character. The size and strength of a wall or barrier largely depends on the difficulty of the level (see above)

 

2. Entangled, grabbed, or detained. Whether this refers to an entangle attack, an NPC or opponent grabbing a character, or an Amway salesman getting in the way, becoming detained, grabbed, or entangled can be a hindrance; especially if the session is a timed event.

 

3. NPC involvement is another factor to consider. Are they simply in the background, or are they going to interact with PC. If they are going to interact are they going to get in the way. This again is determined by the level you have chosen (see above)

 

4. Attacks or weapons: This can refer to anything from a sniper with a gun, to a mounted turret “popping” out of a wall, to the entire area being attacked. Remember weapons aren’t necessarily a focus. If the item is a focus, determine if it is an obvious or unobvious focus. Then determine if the attack is mental, physical, energy, adjustment, or sense affecting attack. The lethality of the weapon or attack is determined by the level you have chosen (see above).

 

5. Opponents. The number of NPC opponents are determined by the number of characters involved in the danger room session. How powerful (or well equipped) an opponent is, determined by the level you have chosen (see above). Note: a large army of “regular” foes, can be just as powerful or hard to overcome as one very powerful foe.

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  • 2 weeks later...

Re: Danger room

 

Danger room weapons and attacks:

Combat and weapons for bases are discussed in The Ultimate Base. However, here are some considerations for Danger room applications in specific.

 

OCV, DEX, and SPD: As you may know OCV, DEX, and SPD (and CV in general) (UB 190-192) are based on the average of the PC’s base OCV (without modifiers), DEX, and SPD. A Danger room’s OCV, DEX, and SPD should be the average of the PC’s entering the room session. You may adjust accordingly based on the Level of difficulty (see above) you chose for the session. For example, you may raise the OCV, DEX, and/or SPD of a weapon’s attack for a very challenging level. (either inherently or with the help of Combat modifiers).

 

Number of attacks: The number of obstacles (not necessarily just weapons) should match the number of characters entering the session, but weapons and obstacles can get destroyed.. One suggestion would be every Turn (not Phase), you add a new obstacle for the characters to overcome, matching the number of damaged or destroyed obstacles or you can replace a weapon as soon as one is destroyed or damaged. You may also adjust the number of obstacles based on the Level (see above) that you have chosen for the session. Then every Phase, each weapon chosen would attack a player. For more difficult levels you may add or replace weapons every Phase - whether destroyed or not.

 

Who to attack: Normally, if a weapon is chosen, it attacks the closest player, that is perceivable based on the location of the weapon (unless a trap type weapon with the Trigger Advantage).. The weapons can also be adjusted to attack specific players. They can even be adjusted to attack an NPC, or goal item (see above). This is based on GM’s choice and Level (see above) of difficulty. Some characters may have Darkness, Invisibility, or other Sense Affecting Abilities. In some danger rooms, the monitoring equipment may be adjusted to overcome these situation. This should be an infrequent occurrence, such as Very Challenging Level (see above), or a session specifically designed to test that character.

 

 

Focus: Most attacks in a danger room are a weapon and thus a focus. The GM chooses whether the focus is OAF, OIF, IAF, or IIF. However, to make thing more challenging. An attack may also simulate, other non focus attacks such as traps, the entire room being attacked, sudden gravity shifts, change in the environment of the room, or other factors. Some non focus attacks may be hard if not possible to destroy (how do you prevent a roof from caving in on you?, or the walls from closing in and possibly destroying your goals?). As with Uncontrolled, there should be a way of overcoming most non focus attacks.. Just remember to reward creativity in the players for overcoming very difficult non focus attacks.

 

When to place focus type weapons: There are mainly 2 times when you place focus type weapons; before a session starts or while the session plays out. Both have their pros and cons.

 

When you place weapons while the session plays out; you have the chance of catching a character off guard, possibly with a surprise maneuver. You also have the benefit of placing the weapon near the character, or in an opportune spot that was not perceived during the session’s construction. On the other hand, it is not “realistic”, unless you know of a foe that can just conjure up such weapons. Also, it’s not widely used for low tech / low magic danger rooms. Of course GM’s and PC’s can be very creative to work around this possibility.

 

When you place the weapon ahead of time, it is a more “realistic” situation. Weapons can be hidden or concealed until ready to deploy. The Trigger Advantage or the Indirect Advantage can help you keep the weapon hidden. You can also place trip wire, proximity sensors, or such to deploy such weapons. But if a character knows where a weapon is ahead of time, he or she can try to destroy it before it can attack him or her. Plus if the same session is run more than once, a character learns where the traps or weapons are.

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  • 2 weeks later...

Re: Danger room

 

Are you using the old model as a basis or doing it all from scratch?

 

I am doing it all from scratch. The worst part is every time I "play test" it, I think of 3 or 4 more things to add.

 

Basically it's a step by step "instruction". It started with 20 Steps, then went to 30, and now it has several sub-steps. I hope it's easy to use and understandable when I am done.

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Re: Danger room

 

I had a great idea. Why don't I ask the readers here to help edit and play test what I already have written out.

 

It's hard to be objective and think of the each and every most likely aspects of a random danger room by myself.

 

I appreciate any assistance this board can give me.

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Re: Danger room

 

RANDOM DANGER ROOM SESSION:

 

Note: This will not cover location, size, observation, realism, or maintenance.

 

Part I: Session basics

 

Step 1: Determine how many characters are going to be in the session. #C will refer to this amount of characters.

 

Step 2: Roll 1d6 for duration.

1-2: As quick as possible, or less than one full Turn.

3-4: One Full Turn to One full minute.

5: One full minute to 5 full minutes..

6: More than 5 full minutes. Multiply #C by 1D6 to determine number of minutes. Note: characters must stay in the room that length even if all other goals have been accomplished by then.

 

Step 3: Roll 1d6 for (or choose) difficulty level. Each level is assigned a number in parentheses. #L refer to that number.

1: Very Easy (0)

2: Easy (1)

3-4: Normal/standard (2)

5: Challenging (3)

6. Very challenging (4)

 

Step 4: Roll 1d6 for cluttered room or empty room.

1-2: Totally Empty

3-4: Cluttered, but no NPCs (except as noted by goal)

4-5: Cluttered and containing NPCs.

 

Step 5: Roll 1d6 for day or night conditions.

1-4: Day

5-6: Night

 

Step 5a. Roll 1d6 for inside or outside

1-4. Inside

5-6. Outside

 

Step 6: Roll 1d6 then add #L for room conditions.

1-4: Normal room conditions.

5: One level of Change Environment,

6: Two levels of Change Environment or unpleasant surface (like rough ground, or water environment)

7-10: Special: Three levels of Change Environment, Gravity variables, and/or unpleasant surface conditions (like rough ground, or water environment)

 

Step 7: Consider all session basics and design room accordingly.

 

 

Part II. Before beginning session.

 

Step .8: Roll 1d6 for starting time and/or location

1-2: Start session as soon as characters enter room (Go to Step 9)

3-4. Start session when characters reach a certain location (Go to Step 8a, 8b, 8c, and 8d)

5-6. Start session after appointed time has lapsed (Roll on Step 2 again to determine lapsed period, then go to step 8)

 

Step 8a: Divide width of room into 6 sections. Roll 1d6.

 

Step 8b: Divide length of room into 6 sections. Roll 1d6

 

Step 8c: Place character or item in that section. Note: if the section is still too large. Divide that section into 6 smaller sections and roll again.

 

Step 8d: (optional) Roll 1d6 then add #L-1 to determine height placement.

0-4: On ground or other solid surface

5. In water or above ground.

6-9. In water, above ground, inside of structure (if cluttered) or under the ground, or other unusual placement.

 

Step 9: Roll 1d6 for foreknowledge of goals.

1-4: Characters know goals ahead of time

5-6: Characters do not know goals ahead of time. (learns goals as they go)

 

Step 10: Roll 1d6 for interaction. Note: If only 1 character is entering the danger room #G = #L+1 and skip to step 12.

1-2: All goals are available to any character and they may work together to accomplish them.

3-4: Goals are separate. Only certain players must accomplish their own goals

5-6: Goals are opposite: Characters (either as in teams or as individuals) must hindrance the accomplishment of the other characters (either as a team or as individuals)

 

Step 11: Roll 1d6 for number of goals. Then add #C and #L to this total. #G refers to this number.

 

Step 12: Roll 2d6 for a goal #G times.

2. Get to a location (Go to Step 2 for duration)

3. Hide an item

4. Find or search for an item

5. Destroy an item

6. Protect an item

7. Move an item (Refer to Step 8a, 8b, 8c, and 8d to determine both item location and location of where item gets moved to)

8. Face an opponent

9. Solve a puzzle, riddle, or problem

10. Utilize a skill

11. Avoid an item, weapon, attack, or opponent

12. Fix an item

 

Note: After rolling for goals: If Step 12 refers to an item go to Step 13, if not skip to Step 19.

 

Step 13: Roll 1d6 then add #L-2 for item durability

0-5 (or less) durable item.

6-8. Fragile item.

 

Step 14. Roll 1d6 then add #L-2 stationary or moving item

0-5 (or less) stationary item

6-8. Moving item

 

Step 15. Roll 1d6 then add #L-1 for living or inanimate item

0-4. inanimate item

5-9. Living item. (such as a NPC)

 

Step 16. Roll 1d6 then add #L-1 for weight of item

0-3. Normal or light weight item

4-5 Heavy item (STR needed to move item: Very Easy Level = 15 STR, Easy = 23 STR, Normal = 28 STR, Challenging = 35 STR, and Very Challenging = 45 STR)

6-9. Very heavy item (STR needed to move item: Very Easy Level = 25 STR, Easy = 45 STR, Normal = 60 STR, Challenging = 75 STR, and Very Challenging = 85 STR (or more)

 

Step. 17. Roll 1d6 then add #L-1. For size of item.

0-3. Small item. (size of a basketball or smaller)

4-5. Normal sized item. (from basketball sized to approximate size of a normal human)

6-9. Large sized item. (anything larger than a normal human sized)

 

Step 18. Roll 1d6 then add #L-2. for potentially harmful item.

0-5 (or less) Not a potentially harmful item.

6-8. Potentially harmful item

 

Step 18a. Roll for (or choose) location of item. Refer to Step 8a, 8b, 8c, and 8d for item location.

 

Step 18b. Consider all goals Adjust where applicable.

 

 

Part III: Beginning session

 

Step 19. For every Turn plus #G, in the session roll 3d6 for possible obstacles.

 

3-6: No obstacles.

7-8. Wall or barrier (Go to Step 20)

9-12. Focus type Weapon attack (Go to Step 21)

13. Non focus type weapon attack (Go to Step 21b)

14. Opponent tries to stop you (Go to Step 27)

15. NPC gets in the way (Go to Step 28)

16. Other (Go to Step 29)

17. Roll per action Phase for one full Turn.

18. Roll twice.

 

Step 20. Determine placement (or place right between PC and next goal) of wall or Barrier. (Go to Step 8a, 8b, and 8c if not in front of next goal). Either pick a wall (UB55) and Go to Step 30 or Use the Barrier Power (6E1 169) then go to Step 20a, 20b, and 20c.

 

Step 20a. Use #L+1 to determine Active Points for Barrier.

1. Active Points is about ½ of character’s Active Points

2. Active Points are -5 Active Points of character’s Active Points

3. Active Points are the same as character’s Active Points

4. Active Points are +10 Active Points of character’s Active Points

5. Active Points are +15 Active Points or more (up to double) of character’s Active Points.

 

Step 20b.. Roll 1d6 then add #L for possible advantages on Barrier.

1-5: Barrier has no Advantages (Go to Step 20d)

6-10: Barrier has Advantages. (Go to Step 20c)

 

Step 20c: Advantage level = #L +1

1. +¼ Advantage

2. +½ Advantage or two +¼ Advantages

3. +1 Advantage, two +½ Advantages, or any combination that adds up to +1

4. +1 ½ Advantage or any combination that add up to +1 ½

5. +2 (or more Advantage) or any combination that add up to +2 (or more)

 

Step 20d. (Optional) Roll 1d6 then add #L-1 for possible Limitations

0--3 Add a Limitation. Go to Step 20e

4-10. No Limitations. Go to Step 30.

 

Step 20e: (Optional) Roll 1d6 plus #L-1 to determine Limitations. Then go to Step 30.

1. Add a -1 ½ Limitation (or any Limitations that add up to -1 ½)

2. Add a -1 Limitation (or two -½ Limitations or anything that add up to -1)

3. Add a -½ Limitation (or two -¼ Limitations)

4-9. Add a -¼ Limitation

 

Step 21. Determine placement of focus type Weapon (Go to Step 8a, 8b, 8c, and 8d)

 

Step 21a. Roll 1d6 for type of focus.

1: OAF

2-3 OIF

4-5: IAF

6. IIF

 

Step 21b. (Optional) Roll 1d6 then add #L-1 for possible additional Limitations

0--3 Add another limitation

4-10. No additional Limitations. Go to Step 21d.

 

Step 21c: (Optional) Roll 1d6 plus #L-1 to determine Limitations.

1. Add a -1 ½ Limitation (or any Limitations that add up to -1 ½)

2. Add a -1 Limitation (or two -½ Limitations or anything that add up to -1)

3. Add a -½ Limitation (or two -¼ Limitations)

4-9. Add a -¼ Limitation

 

Step 21d: Use #L+1 to determine Active Points for Weapon or attack.

1. Active Points is about ½ of character’s Active Points

2. Active Points are -5 Active Points of character’s Active Points

3. Active Points are the same as character’s Active Points

4. Active Points are +10 Active Points of character’s Active Points

5. Active Points are up to double of character’s Active Points.

 

Step 21e. Roll 1d6 then add #L for possible advantages on attack.

1-5: Attack has no Advantages (Go to Step 21f)

6-10: Attack has Advantages. (Go to Step 21e)

 

Step 21f: Advantage level = #L +1

1. +¼ Advantage

2. +½ Advantage or two +¼ Advantages

3. +1 Advantage, two +½ Advantages, or any combination that adds up to +1

4. +1 ½ Advantage or any combination that add up to +1 ½

5. +2 (or more Advantage) or any combination that add up to +2 (or more)

 

Step 21g: Roll 1d6 for type of attack..

1-2. Normal attack (Go to Step 22)

3. Sense affecting Attack (Go to Step 23)

4. Mental attack (Go to Step 24)

5. Vs Power Defense Attack.(Go to Step 25)

6. Killing Attack. (Go to Step 22 then go to Step 30)

 

Step 22. Roll 1d6 for Energy or Physical Damage

1-3 Energy (Go to Step 23)

4-6 Physical (Go to Step 23a)

 

Step 23. Roll 1d6 for attack type. Then go to Step 30

1-2. Blast

3-4. Change Environment

5-6. Telekinesis

 

Step 23a. Roll 1d6 for attack type. Then go to Step 30

1. Blast

2-3. STR based attack (like a punch)

4. HA

5. Entangle

6. STR based grab attack.

 

Step 24: Roll 1d6 for Sense affecting Attack.

1-2: Flash

3-4: Darkness

5-6: Image(s)

 

Step 24a. Roll 2d6 for Sense Attacked; the go to Step 30

2. Touch Group

3-4. Smell/Taste Group

5-6 Sight Group

7-8 Hearing Group

9. Mental Group

10-11. Radio Group

12. Unusual Group (Pick an Enhanced Sense the characters have or roll again)

 

Step 25: Roll 1d6 for Mental Attack then go to Step 30

1-2: Mental Blast

3-4: Mental Illusions

5: Mind Control

6. Telepathy (Character must resist information from being retrieved)

 

Step 26: Roll 1d6 for a vs. Power Defense Attack; then go to Step 26b

1-2: Drain

3: Suppress

4: Absorption (Roll again on Step 21e for Attack the Absorption absorbs to, and Roll on Step 23 for Energy or Physical)

5. Dispel

6. Transform Go to Step 26a.

 

Step 26a: Roll 1d6 then add #L-1 for Transform Type. Go to Step 30

0-4: Cosmetic Transform

5. Minor Transform

6. Major Transform

7-10. Severe Transform

 

Step 26b. Roll 4d6 for Adjustment Attack . Then go to Step 30

4. OMCV

5 DMCV

6. DEX

7. CON

8. EGO

9. BODY

10. OCV

11. DCV

12. STR

13. INT

14. PRE

15. END

16 STUN

17. REC

18. SPD

19 PD

20. ED

21. Running

22. Defense Power

23 Attack Power

24. Movement Power

 

Step 27: Roll for opponent placement (Go to Step 8a, 8b, and 8c - adjust to make more realistic (like breaking through closest wall, teleporting in, crashing through roof, flying from a directions, etc))

 

Step 27a: #L+1 = type of opponent; then go to Step 30.

1. Opponent is less powerful than characters

2. #C equals number of opponents and/or they are less powerful than characters

3. More than one opponent and/or As powerful as Character (number of opponent should equal #C)

4. Opponent is more Powerful than characters or more than one opponent more powerful than characters. (number of opponents should equal or exceed #C if less powerful)

5. More than one opponent (number of opponents should be 2x #C or more) and/or more powerful than characters, or very powerful opponent (like Dr. Destroyer)

 

Step 28: Roll 1d6 for NPC getting in the way. (If no NPCs are present roll again on Step 19)

1-3. NPC blocks your path

4. NPC gets hurt

5. NPC takes goal item.

6. NPC destroys (possibly accidentally) goal item.

 

Step 29: Roll 1d6 for other

1. Goal is attacked

2. NPC is attacked

3. Goal item stolen, or missing

4. Trap at goal item location (a pit, barrier, entangle, cage, etc)

5. Opponent is restored to full health

6. Surprise attack or other sudden change. (like adding a new goal, time limit, or other unforeseen obstacle)

 

Step 30. If all obstacles are placed, begin session, if not return to Step 19.

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Re: Danger room

 

Danger Room Plot Seeds:

 

(classic) The heroes are running a danger room when villains manage to gain control of it.

 

After the heroes complete a very challenging level. They go back to “business as usual”, but something is just not right. Food doesn’t taste right, the distance from one point to another is slightly off, NPCs don’t know things they should (or do know things they shouldn’t). Is it possible the heroes are still playing the danger room session.

 

The heroes run the danger room more than once and notice the same NPCs over and over again. During one of the sessions, one of the NPCs beg the hero not to end the session - they like “living”.

 

Black Harlequin hears that heroes run training sessions called “danger rooms” for fun. Wouldn’t it be more fun if the entire city could enjoy this danger room too? But first he has to set it up, and that may take a while. Can the heroes figure out what’s going on before it’s too late?

 

During one of the sessions, one of the items is located partially in another dimension, but the heroes don’t know it at first - until one of them touches the item and suddenly disappears.

 

One of the heroes’ secret identities is revealed during a session. But it’s not the real world, so they are safe - right?

 

One of the weapons turns all of the heroes into ducks. But there is no information on how to turn them back, are they stuck like that now?

 

Session after session one (and only one) of the heroes hear a drumming sound. Each time it gets louder and louder. Is there something wrong with the danger room, or is it something more sinister?

 

During a game, one of the heroes gain an unwanted, uncontrollable power. The only thing that seems to keep the power at bay is running a danger room session. But why is that?

 

After a session where the heroes are not triumphant, the heroes find out their session has been broadcasted over the media. It is exploiting their blunders over and over again. Who’s behind this and how did they get that session recorded in the first place?

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