Danger Room

The Outsiders own Danger Room built for them by the X-Men.


The Danger Room

Easy 2d6, Medium 2d8, Hard 2d10

Training Facility
Pre-Programmed Scenarios
Targets Individual Weaknesses

Sensors & Targeting Systems
Enhanced Senses D8

SFX: Locked On – Spend d6 Doom to add Enhanced Senses (or step up by +1 if already in your pool) and reroll all dice when taking an attack action.
Limit: Overstim – Shutdown Enhanced Senses and add d6 Doom. Recover by activating an opportunity.

Superhuman Durability D10
Superhuman Strength D10
Weapon D8

SFX: Area Attack – Add a d6 and keep an additional effect die for each additional target.
SFX: Focus – If a pool includes a Traps power, you may replace two dice of equal size with one die +1 step larger.
SFX: Capture – Add a d6 and step up your effect die by +1 when inflicting complications related to grabbing, restraining, or containing a target.
Limit: Tricked Ya! – On a failed attack action using a Traps power, add d6 Doom and turn that Traps power into a complication. Activate an opportunity to recover.

Weapons Systems
Weapon D8
Enhanced Durability D8

SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
SFX: Focus. If a pool includes a Weapon Systems power, you may replace two dice of equal size with one die +1 step larger.
SFX: Dangerous. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up Physical Stress inflicted by +1.
Limit: Activation. The Danger Room must be activated and can be deactivated via the control booth and other safeguards. If the Danger Room is deactivated mid-scenario, add d6 Doom and Shutdown all Power Sets.

Combat Rookie/Expert/Master depending on pre-programmed level of the scenario.



The Danger Room is a widely versatile training facility used by the X-Men. Controlled from a booth, either by an operator or by the computer AI, the room simulates scenarios, obstacles, traps, complications, enemies, and weapons to test the X-Men and train them to act as a team.

The Danger Room has a prime directive not to kill any trainees. Any stress caused by the Danger Room is considered to be with pulled punches (see OM24).

Training and Exercises

Heroes use the Danger Room for combat training and exercises: for simple training, heroes must cause the Danger Room to become Stressed Out, just as if it were a normal villain.

For added challenge, the Danger Room may begin with a Combat Specialty Resource Asset in play: “Enemies” at either d6 or d8. These traits represent robots created by the Danger Room to challenge the heroes, in addition to the normal traps and weapons.

In these situations, if players remove the resource asset, the Danger Room or its operator may choose to create another (or step up the existing resource) by activating a player opportunity.

Complex Scenarios

If the Danger Room is used for a scenario, it begins with a complication in play against the heroes. The die size of this complication depends on the difficulty setting of the scenario. Easy: d6, Normal: d8, or Difficult: d10.

This difficulty complication must be “attacked” with effect dice and appropriate narrative actions. If the complication is removed, the scenario is won. Example scenarios include “Rescue the Senator”, “Escape the Building”, and “Get the Object.”

Even more difficult simulations may have two or more of these scenarios to overcome, such as “Rescue the Senator”, and “Escape.”

If a player character is operating the Danger Room, alter the Danger Room Limits so that the player gains a PP rather than adds a Doom Die.

Danger Room

The Outsiders IxCptMorganxI