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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!
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!
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.
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!
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?
DANGER ZONES 7
MUTANTS & MASTERMINDS
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8 DANGER ZONES