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G E R

D AN ZONES

Historic District
A Heroic Supplement for
MUTANTS & MASTERMINDS

INTRODUCTION
Disaster looms, and heroes must survive danger from more than just the villains they face! Buildings topple, traffic roars
past, and security meant to protect a building just as readily serves whoever holds the key. The city is a landscape of
deadly locales, urban hazards, and colorful characters who can all turn the tide of battle for—or against—an imperiled
hero. Danger Zones transforms the backdrop of your super-powered fights into a critical location, whose features con-
tribute to the excitement.

The setting of any given adventure scene shouldn’t be an interchangeable cardboard cutout. In superhero stories,
where the action happens can be just as iconic as why or against whom. A battle in a chemical plant poses different
dangers to the heroes and strategies for the villains than a brawl in a bank lobby or a slugfest in the local high school.
But capturing the mood and bringing the dangers to life can feel daunting for a Gamemaster. Danger Zones provides
you with all the tools you need, from maps to rules to statblocks, to help bring your scenes to life!

HOW TO USE THIS PRODUCT


Danger Zones is a collection of urban locations, detailed Special Rules: This section describes how to use a Danger
and mapped out with information to use them in your Zone’s features in a fight or other encounter to help make
Mutants & Masterminds adventures! They might be the the scene unique. It may point to existing rules, but also
settings for creative fights, crime scenes to investigate, or introduces new optional rules for you to incorporate.
strongholds stealthy vigilantes must penetrate. Resource-
ful heroes may establish hideouts in unusual places or in Cast: This section details the characters who fill out a Dan-
plain sight. Whatever your need, Danger Zones aims to ger Zone’s cast on an average day. While most occupants
take your Mutants & Masterminds scenes out of the ge- of any Danger Zone are Bystanders (see Deluxe Hero’s
neric streets and into exciting set-piece action! Handbook, page 268), this section details any exceptional
minions who may oppose the heroes, come to their aid,
While the description of each Danger Zone may include or otherwise create conflict. Each Cast section usually in-
names or villains pulled from the world of Earth-Prime, cludes at least one unique character with a more devel-
these locations and their supporting characters aren’t oped personality who can become a colorful ally or an-
necessarily native to Freedom City, Emerald City, or any tagonist for the heroes, depending on your game.
other specific location. Adapt them to your game’s setting
as you see fit. Capers: Each Danger Zone concludes with a few sug-
gested adventures that take advantage of that location’s
Each Danger Zone includes the following elements: mood and features.

In-World Quote: This section provides some color com-


mentary from within the world of Mutants & Masterminds
that you can use as an adventure hook or spin off your
MAKING THE ZONE YOUR OWN
The locations detailed in Danger Zones cover many com-
own ideas for how the logic of a superhero world influ-
mon urban fixtures—the corner coffee shop, the local high
ences common locations.
school, businesses and offices—and are presented as blank
Overview: This section describes the Danger Zone and its canvases. While a map and a few named characters are pro-
general purpose in the city, and how it fits into a superhe- vided, you’re free to use or discard them as you wish. Each
roic world and plot lines. locale needs a name and some personality to help it come
alive. Consider who works or lives there, how the location
Security: This section describes how well a Danger Zone attracts business, and what the décor looks like. Fleshing
is typically protected, what opposition villains (or heroes) out details can help a location stand out and can be a fun
might face and what security measures—from cameras way to bring a hero’s Complications into play. Be ready to
and alarms to armed guards—may protect a location. let players add details as well, especially by spending a Hero
Structures: Superhero battles inflict plenty of collateral Point to Edit the Scene. Pay attention to what details grab
damage, and this sidebar describes how to break or use your players’ interests and what NPCs they engage. Bring-
many of the features found in the Danger Zone. Strong ing familiar elements back in the future can give your game
heroes can also wield some objects as impromptu weap- a sense of consistency and help players feel more engaged,
ons that inflict damage beyond their wielder’s Strength especially with characters or details they helped describe.
rank. Any bonus damage such a weapon of opportunity Every Danger Zone reflects the ordinary equivalents we
provides is offset by an equal penalty to attack checks see in the real world rather than the extremes you might
with that weapon. see in a comic book or superhero movie. You can keep

2 DANGER ZONES
them as-is for your own adventures to preserve a sense
of familiarity for your players, but you’re also free to adapt GENERAL URBAN FEATURES
and change any location to accommodate for your world’s Most city sites include at least a few consistent features
unique quirks. A major bank in a world full of supervillains superheroes might break, hurl, or otherwise interact with.
may employ security staff with minor powers or equip The listed Mass and Toughness ranks on the following
guards with powered armor, and the vault may be pro- table give you some idea of how easily a structure can be
tected by advanced robots, magical wards, or psychic illu- thrown or how readily it might be destroyed, including if
sions. A fast food chain in a world full of magical creatures someone uses it for cover. Some objects can be wielded
may have a “secret menu” full of unusual or even immoral as melee weapons as well, increasing a character’s dam-
food choices. Look at each entry as a starting point for age by the listed rank; these improvised weapons suffer
your own ideas and mix in one or two unusual elements damage equal to what they inflict with each attack. Some
to make it more interesting to a team of superheroes. objects can be held to provide cover. Positioning such an
object requires a Move action each round to maintain,
You can also use the entries as-written, but file off the se-
and the cover bonus is lost if a character is Stunned.
rial numbers to create dozens of new locations for your
adventures. You can use the rules and map for the city A feature that can be “ripped free” breaks away from the
park to represent an Earth preserve in an alien zoo or a larger structure if it fails a Toughness resistance check by
nature-oriented pocket dimension, or lift rules elements the specified Degree of Failure, or by a Strength check
and statblocks from the aquarium to flesh out the dangers against its Toughness rank+10 that achieves that many
of an undersea lab, for examples. Degrees of Success.

MASS TOUGHNESS
FIXTURE NOTES
RANK RANK
Cafe furniture 0 5 Light metal and/or plastic tables and chairs.
Construction Crane 10 9 Urban tower crane with a 60-foot boom.
Heavy metal door. Pick (Technology DC 20) to open. Rip free with two
Door, Exterior 2 8
Degrees. Can provide cover.
Heavy wood or hollow metal doors. Pick (Technology DC 15) to open. Rip
Door, Interior 1 5
free with one Degree. Can provide cover.
Fire escape 6 7 Two Degrees tears it loose from the building.
Two Degrees tears it loose, releasing a geyser of water and creating a wet
Fire hydrant 4 8
environment in a 15-foot radius.
Mailbox 3 7 Free-standing street-corner mailbox.
Manhole cover 1 7 Aerodynamic enough to throw it like a discus. Can provide partial cover.
Parked car 7 8 Just taking into account the vehicle’s mass and material as an object.
Parking meter 1 8 Rip free with two Degrees. Damage +1.
Per roughly 5-foot cube in size. Two degrees of damage renders it rough
Pavement 7 7
terrain (ground movement Hindered).
Rip free with one Degree. Hack (Technology DC 20+) to view or spoof the
Security Camera –4 2
feed.
Steel beam 4 9 Rip free with two Degrees of Damage. Damage +2.
Typically 30-ft. tall aluminum or light steel poles. Rip free with one De-
Streetlamp 4 7
gree.
Statue, bronze 6 8 Average 6-foot tall humanoid statue.
Statue, stone 4 7 Average 6-foot tall humanoid statue.
Traffic sign 0 5 Typically 6-ft. in length. Rip free with one Degree. Damage +1.
Large enough to provide partial concealment, full if a character ducks
Umbrella, table 0 2
down behind it. Toughness applies to the 5-foot pole.
Utility pole 6 6 45-foot concrete or wood pole. Rip free with two Degrees.
Equivalent of a small food-vendor cart. Adjust mass rank upwards for
Vendor cart 3 6
larger ones.
Wall, Interior — 6 Cheap cinderblock walls.
Wall, Exterior — 8 Reinforced cinderblock or brick walls.

DANGER ZONES 3
MUTANTS & MASTERMINDS

HISTORIC DISTRICT
take note of the statue On your left. It bears
the inscription “Our Lost Hero” and depicts an
unnamed war hero, commissioned by the original
owner. We have since learned it was inspired by one
of our city’s own superheroes, who accidentally
time-traveled into the past and only revealed this
information after returning to the present.
Let that be a lesson to pay attention during
historical tours, folks. You never know when this
stuff is going to come in handy!

LANGSTON “BEACON” ALBRIGHT


RETIRED HERO

Many cities have a historic district—sometimes called


“old town,” the “old city,” “pioneer square,” the “founder’s
quarter,” etc.—an area where buildings are preserved for
SECURITY
Security in a historic district is primarily aimed at preser-
their architectural and cultural historic value. Cities legally vation and preventing vandalism. Such security is usually
designate such districts and place certain restrictions on discreet so as not to intrude on the district’s charm, and
development and use, as well as guidelines on their pres- may include some hidden security cameras and moni-
ervation. These can lead to overlapping jurisdictions of toring systems. Other than private businesses and spe-
national, state, and city requirements that make chang- cific museums and other cultural institutions—which may
ing or renovating historic buildings all but impossible. In have their own private security guards—the city’s police
the United States, for example, the federal government force usually provides security in the district.
designates historic districts (through the National Parks
Service), but individual states also have their varied des-
ignations and guidelines. SPECIAL RULES
Historic districts are tempting targets for themed villains
Exactly how “historic” a district is depends on the age and
with a historic motif or small-time crooks who prey on
history of the city. Most American and Canadian historic
tourists, but they may also conceal puzzles and treasures
districts are only two to four hundred years old, for ex-
left undiscovered over the centuries.
ample. First nations sites can be far older but are rarely
incorporated into modern cities. Historic districts in Asian
or European cities may be centuries or even millennia old! AT-HOME TIME TRAVEL
In most historic districts, the goal is preservation of the Visiting a historic district can be like stepping back into
look and feel of the buildings, and often the streets and the past in a number of ways—that’s often the intention
surrounding area. Uses for these buildings are often quite of such a neighborhood. Some of the guidelines from
modern, since historic districts tend to draw tourists. Reg- the Time Traveler’s Codex can be useful for adventures in
ulations limit the signage and displays businesses can use a historic district. A few highlights are summarized here.
and what modifications they can make to buildings. Many Gamemasters wanting to explore them in more detail
historic districts also restrict franchises or “chain” busi- should consult the sourcebook.
nesses, focusing on local small businesses or requiring
franchises to conform to the district’s overall look and feel. HORSE AND BUGGY
More extreme historic districts impose greater restrictions
aimed at preserving the character of the area. Some spe- A historic district might ban modern vehicular travel but
cific buildings may be designated as museums or similar still allow period vehicles, usually horse-drawn carriages
cultural sites, possibly with educational displays. There are or human-powered rickshaws used by tour guides. These
“underground” historic districts over which modern parts follow the guidelines for Muscle-Powered Vehicles from
of the city are literally built, and reenactment sites featur- the Time Traveler’s Codex, specifically that the vehicle can
ing costumed performers intended to give visitors a feel be affected by interaction checks, “remote controlled” us-
for what the district was like in the past. Cities commonly ing Persuasion or Intimidate, and can only move at top
limit or even ban vehicular traffic in a historic district to Speed for hours equal to the Stamina of the creature(s)
encourage “old-timey” transit like trolleys or carriages. drawing it. Similarly, the Ride skill presented in the Time

4 DANGER ZONES
Historic District
STRUCTURES
The following represent typical Toughness ratings for different things in or around a historic district, along with the Tech-
nology skill DCs to overcome locks and other security devices associated with them and any notes about an object’s
statistics, uses, or utility.

MASS TOUGHNESS
FIXTURE NOTES
RANK RANK
Exterior Walls — 6 Typically brick or stone.
Exterior Doors — 4 Technology DC 18 to unlock. Rip free with one Degree.
Interior Walls — 5 Typically timber and/or plaster.
Interior Doors — 4 Technology DC 15 to unlock. Rip free with one Degree.
Wrought Iron Fencing 3 7 A 5-foot section of iron fence.

Traveler’s Codex may have relevance in a district where DAMAGE


people regularly ride horses or other mounts. RESULT
LEVEL
Minor Damage: The area suffers some minor
TECH FAMILIARITY damage—dents, cracks, and broken win-
1
dows for the most part — but very little that
Some of the technology or designs in the district may be
can’t be easily fixed or cleaned up.
authentically antique, imposing a circumstance modifier
to the DC of Technology (and related) skill checks. Typi- Moderate Damage: The area is badly
cally, this isn’t more than a +2 increase, and city building 2 roughed up—holes in walls, smashed win-
codes minimize the amount of truly antique technology dows, gouges in the pavement, and so forth.
that can exist in a historic district, given that much of it is Major Damage: The area suffers significant
unsafe by modern standards. damage—walls broken, roads impassable,
statues toppled. About one-quarter of the
3 structures in the area collapse or are structur-
COLLATERAL DAMAGE ally compromised and fires may break out.
See Collapses and Fires in Chapter 5 of the
While heroes should be avoiding excessive damage to Deluxe Gamemaster’s Guide for details.
the city during their exploits in general, it is particularly
Massive Damage: The area takes a lot of
important in a historic district, where precious treasures damage, comparable to being hit by a hur-
of a city’s history may be damaged or destroyed. Game- 4
ricane or tornado or similar natural disaster.
masters who want to track collateral damage caused by Half of the structures in the area collapse.
superheroic conflicts in an area can use the following
Catastrophic Damage: The area is essen-
guidelines. tially leveled, if not immediately by the ac-
Roll a collateral damage check when one of the following cumulated collateral damage, then shortly
5
thereafter by fires, collapses, explosions, and
events occurs:
other secondary damage. Virtually all struc-
• A player rolls a natural 1 on any roll involving active tures collapse. Everything is a near-total loss.
or offensive use of a power or attack.
LIMITING COLLATERAL DAMAGE
• A character involved in a conflict suffers three or
more Degrees of damage from a single attack. Players can spend Hero Points on collateral damage checks.
If a character spends their turn focusing on containing col-
• A character misses with a ranged attack (this is in ad-
lateral damage, they eliminate any accumulated modifier
dition to the trigger of rolling a 1 on the die).
to collateral damage checks and can roll a Team check to as-
• A character uses a Damage effect with the Area extra. sist with any collateral damage check that occurs before the
beginning of their next turn (see Team Checks in Chapter
• A character is knocked back into a structure or the 1 of the Deluxe Hero’s Handbook). Gamemasters should con-
ground (if using the optional Knockback rules from sider awarding a Hero Point to characters who put effort
the Deluxe Gamemaster’s Guide). into limiting collateral damage.
The DC of the collateral damage check is the power level
of the character who triggered it. If the check succeeds, FLASHBACK STORIES
there is no significant collateral damage, but the DC of fu-
ture collateral damage checks increases by +1. If the check A historic district offers opportunities for some unusual
fails, each Degree of Failure increases the collateral dam- storytelling in an adventure, including scenes that take
age level of the area by one. place earlier in history, in the period of the district’s prime.
This can be as simple as a long flashback sequence where

DANGER ZONES 5
MUTANTS & MASTERMINDS

the players take control of historical personalities to fill in carriage tours and on foot leading lantern-light “ghost
the backstory for a modern event, or you can cut between tours” in the evening. She enjoys the work, and it supple-
flashbacks and modern scenes as the historical characters ments her income as she works towards her master’s de-
play out what happened before and the modern charac- gree at the local university. Hannah is fairly sure she’s seen
ters follow their trail, investigating how the events con- some things on her tours that her rabbi would be better at
nect with the present. If one or more of the player charac- explaining than any of her professors.
ters is ageless, they could appear in both eras!

A historic district might also offer opportunities for a true


HAROLD “HALF-TRACK” LOMBARD
time-travel story where something connects the past and Ol’“Half-Track” Lombard is one of the best contractors and
present, sending characters on a trip into the past. See the general repairmen working in the district, insisting “this
Time Traveler’s Codex for much more on creating and run- old stuff just speaks to me.” He’s been taking care of main-
ning time-travel adventures. tenance work in the district for as long as anybody can re-
member and shows an intuitive understanding of how by-

CAST gone artisans built their phenomenal creations. Half-Track


loves his work, and the people in the historic district love
Generally, the historical district features the same sorts of him. He knows everyone, and he knows the district like
people you find anywhere in the city, along with a large the back of his hand: every structure, all its history, how it
number of tourists taking in the sights and the people all fits together, and how to keep it all going. Anyone with
helping them do so. similar respect can win Half-Track’s admiration. Those with
a destructive disregard for history get nothing but his dis-
HANNAH GREENE dain and maybe a wrench upside the head, if Half-Track
thinks he can help protect the place.
Hannah Greene always loved history and longed in some
ways for a simpler time. But the more she learned, the
more she realized that history was complex and not the
GHOSTS OF THE PAST
simple affair she imagined, and she wanted to share those Along with the weight of history, a historical district in an
insights. She became a guide for local tours of the histori- M&M setting may be home to literal ghosts. This is par-
cal district, both as a “ride-along” on some horse-drawn ticularly true for historic sites, like graveyards, or places of

6 DANGER ZONES
Historic District
HANNAH GREENE PL 2 • 28 POINTS GHOST TEMPLATE • 61 POINTS
STR 0 STA 1 AGL 0 DEX 1 FGT 0 INT 2 AWE 1 PRE 2 PL Adjustment: +0
Skills: Expertise: History 8 (+10), Expertise (PRE): Oratory 4 Statistic Adjustments: Concealment 3 (Normal Hearing and
(+6), Insight 2 (+3), Perception 4 (+5), Persuasion 4 (+6) Vision), Flight 2 (8 MPH), Immunity 30 (Fortitude Effects),
Insubstantial 4 (Innate; Permanent)
Offense: Init +0, Unarmed +0 (Close, Damage 0)
Combat Adjustment: Insubstantial, Immune to Fortitude
Defense: Dodge 1, Parry 0, Fortitude 1, Toughness 1, Will 3
effects
Totals: Abilities 14 + Powers 0 + Advantages 0 + Skills 11 (22
ranks) + Defenses 3 = 28 vening directly to help the heroes. Lantern Jack from
Freedom City is an example of a ghost ally.
HAROLD “HALF-TRACK” LOMBARD PL 2 • 39 POINTS
STR 1 STA 1 AGL 0 DEX 1 FGT 2 INT 1 AWE 0 PRE 1 Ghost characters in M&M should, in general, have no
Powers: Senses 4 (Postcognition; Limited to Objects)
Stamina, Immunity 30 (Fortitude Effects), and Insubstan-
tial 4 (often Permanent and Innate). Invisibility (Total Visu-
Equipment: Toolkit, Lunchbox, Reference Books al Concealment 4) is quite common (see template on this
Advantages: Connected, Contacts, Improvised Tools, Skill page). Many ghosts develop unusual senses as well, and
Mastery: Expertise (Contractor) a particularly strong ghost may have an array of mystical
Skills: Athletics 2 (+3), Expertise: Contractor 9 (+10), Insight 6 powers, commonly including Affliction (fear or ghostly
(+6), Persuasion 2 (+3), Vehicles 2 (+3) wail), Environment (darkness, cold), Illusion (related to
their death), or Move Object.
Offense: Init +0, Unarmed +2 (Close, Damage 1)
Defense: Dodge 3, Parry 3, Fortitude 2, Toughness 1, Will 2
Totals: Abilities 14 + Powers 2 + Advantages 5 + Skills 11 (21 CAPERS
ranks) + Defenses 7 = 39 Adventures taking place in or involving a historical district
can include the following:
mass death, like battlefields. A ghost can fall into one of
four main categories: haunt, victim, antagonist, or poten- DIGGING UP THE PAST
tial ally.
An archeological project in the city’s historic district turns
• Haunt: Less of a ghost and more of a hazard, a haunt up an unusual “time capsule” containing a note written to
is a kind of psychic or mystic “residue” that manifests the heroes—from themselves! It provides a cryptic clue
as all sorts of creepy paranormal phenomena—most about some future event that will send the heroes into the
are harmless, but some may inflict damage or condi- past, where they will be involved in a historical event (and
tions as if they were a power. Such harm only stops leave themselves the note). Is the time-trip an accident or
when the energy causing the haunt’s manifestation deliberate? What’s more, is the note an attempt to help
is cleared out, possibly by resolving the event that the heroes or to ensure that a predestined time-loop is
caused the haunt’s appearance. fulfilled, even if it dooms them?

• Victim: This is similar to a haunt, except the ghost is GHOST STORY


an entity that can be communicated with using ef-
fects like Awareness or Telepathy, or special scenes A historic haunting has become unusually active, perhaps
like a seance. Victim ghosts are typically trapped even violent. It turns out the ghost is that of a murder
unless they can resolve whatever is holding them in victim whose long-dead killer was never brought to jus-
place, likely requiring outside assistance. tice. Now new evidence has come to light in the form of
documents given to the historical society. Can the heroes
• Antagonist: Antagonist ghosts are menacing, either follow the ghost’s clues to unravel the mystery? What hap-
toward a specific target—usually associated with the pens when someone protecting the killer’s otherwise re-
circumstances of their death—or all living people. spectable historic legacy discovers what they are doing?
The ghost is essentially a supernatural villain for the
heroes to overcome. Knightfire, Silver Scream, and PRESERVING HISTORY
Toy-Boy from Freedom City are all examples of an-
tagonistic ghosts. Sites around the city suffer severe attacks of vandalism: ar-
son, structural collapse, and the like. They are all owned by
• Ally: Some historical sites may have ghostly guard- the same real estate development company, and the at-
ians charged with protecting and preserving the site tacks are intended to drive the company into bankruptcy
and its legacy. These ghosts are potential allies of the to prevent incursion into the city’s historic district. The real
heroes, so long as their goals intersect. A ghostly ally estate developer is unscrupulous, but the vandals, while
might be limited to offering cryptic advice and guid- well intentioned, are using criminal methods that may get
ance, or could be capable of manifesting and inter- people hurt or even killed.

DANGER ZONES 7
MUTANTS & MASTERMINDS

CREDITS & LICENSE


Mutants & Masterminds Danger Zones: Historic District stitute a challenge to the respective copyright holders of
that material. Mutants & Masterminds, Super-powered by
Writing: Steve Kenson M&M, Green Ronin, and their associated logos are trade-
Design: Crystal Frasier marks of Green Ronin Publishing, LLC.
Editing: Carol Darnell
Art Direction: Hal Mangold The following is designated as Product Identity, in accor-
Graphic Design: Crystal Frasier dance with Section 1(e) of the Open Game License, Ver-
Cartography: Sean Macdonald sion 1.0a: hero points, power points. All characters and
Interior Art: Alberto Foche their associated images, descriptions, backgrounds, and
related information are declared Product Identity.
Publisher: Chris Pramas
The following text is Open Gaming Content: all game system
Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, rules and material not previously declared Product Identity.
Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke,
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass,
Green Ronin Publishing
Malcolm Sheppard, Owen K.C. Stephens, and Dylan
3815 S. Othello St., Suite 100 #311
Templar
Seattle, WA 98118
Mutants & Masterminds Danger Zones: Historic District is Email: custserv@greenronin.com
©2021 Green Ronin Publishing, LLC. All rights reserved. Web Sites: www.greenronin.com
References to other copyrighted material in no way con- www.mutantsandmasterminds.com

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tor (g) “Use”, “Used” or “Using” means to use, Distribute,
Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
copy, edit, format, modify, translate and otherwise cre-
may use any authorized version of this License to copy, Green Ronin Publishing, LLC; Author Steve Kenson.
ate Derivative Material of Open Game Content. (h) “You”
modify and distribute any Open Game Content originally
or “Your” means the licensee in terms of this agreement. Freedom City, Second Edition, Copyright 2005, Green
distributed under any version of this License.
2. The License: This License applies to any Open Game Ronin Publishing, LLC; Author Steve Kenson.
10. Copy of this License: You MUST include a copy of
Content that contains a notice indicating that the Open DC Adventures Hero’s Handbook, Copyright 2010, Green
this License with every copy of the Open Game Content
Game Content may only be Used under and in terms of Ronin Publishing, LLC; Author Steve Kenson.
You Distribute.
this License. You must affix such a notice to any Open
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the License itself. No other terms or conditions may be of any Contributor unless You have written permission Mutants & Masterminds Danger Zones: Historic District,
applied to any Open Game Content distributed using from the Contributor to do so. Copyright 2021, Green Ronin Publishing, LLC; Author
this License.
Steve Kenson.

8 DANGER ZONES

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