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N G E R

DA ZONES

Bank
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, introduces new optional rules for you to incorporate.
or strongholds stealthy vigilantes must penetrate. Re-
sourceful heroes may establish hideouts in unusual Cast: This section details the characters who fill out a Dan-
places or in plain sight. Whatever your need, Danger ger Zone’s cast on an average day. While most occupants
Zones aims to take your Mutants & Masterminds scenes of any Danger Zone are Bystanders (see Deluxe Hero’s
out of the generic streets and into exciting set-piece ac- Handbook, page 268), this section details any exceptional
tion! minions who may oppose the heroes, come to their aid,
or otherwise create conflict. Each Cast section usually in-
While the description of each Danger Zone may include cludes at least one unique character with a more devel-
names or villains pulled from the world of Earth-Prime, oped personality who can become a colorful ally or an-
these locations and their supporting characters aren’t tagonist for the heroes, depending on your game.
necessarily native to Freedom City, Emerald City, or any
other specific location. Adapt them to your game’s setting Capers: Each Danger Zone concludes with a few sug-
as you see fit. gested adventures that take advantage of that location’s
mood and features.
Each Danger Zone includes the following elements:

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


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

2 DANGER ZONES
might see in a comic book or superhero movie. You can
keep them as-is for your own adventures to preserve a
sense of familiarity for your players, but you’re also free
GENERAL URBAN FEATURES
to adapt and change any location to accommodate for Most city sites include at least a few consistent features
your world’s unique quirks. A major bank in a world full superheroes might break, hurl, or otherwise interact
of supervillains may employ security staff with minor with. The listed Mass and Toughness ranks on the follow-
powers or equip guards with powered armor, and the ing table give you some idea of how easily a structure
vault may be protected by advanced robots, magical can be thrown or how readily it might be destroyed,
wards, or psychic illusions. A fast food chain in a world including if someone uses it for cover. Some objects
full of magical creatures may have a “secret menu” full of can be wielded as melee weapons as well, increasing a
unusual or even immoral food choices. Look at each en- character’s damage by the listed rank; these improvised
try as a starting point for your own ideas and mix in one weapons suffer damage equal to what they inflict with
or two unusual elements to make it more interesting to a each attack. Some objects can be held to provide cover.
team of superheroes. Positioning such as object requires a Move action each
round to maintain, and the cover bonus is lost if a char-
You can also use the entries as-written, but file off the se- acter 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
Security Camera –4 2
the 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

BANK
No, no, not there! I know this is your first time
managing the deposit boxes, but you can’t just
place items wherever you fancy. Mr. Karazon’s
phylactery must be kept at least twelve rows away
from the A.I.’s locker, or they’ll start a fight.
The last thing you want is a two A.M. call from
some panicked guard because there’s another
psychic showdown in the vault.

FLORENCE LARSON
KEYSTONE SAVINGS & LOAN
Valuables don’t guard themselves, and so people build insti- glass protects tellers while a silent alarm system notifies
tutions to guard them. Early banks were private storehouses police. Only 5 to 10 Security Guards (see Cast) watch the
for valuables, and modern banks provide the same service lobby or monitor security cameras during the day, with
for cash savings but also valuables that customers need pro- a skeleton crew at night—smaller banks may only have
tected inside the building’s massive vault. But the modern two or three guards on duty at a time, more to reassure
savings and loan is more than just a storehouse for wealth; customers than stop a robbery. The vault, and the safety
it’s an economic pump, using capital entrusted to it as the deposit boxes contained within, offer the real protection.
seed money for loans and investments to help other busi- In superheroic settings, banks may employ more fantas-
nesses grow. The returns on those investments are paid as in- tic protections, from force fields and security robots to
terest to customers—with a healthy profit for the bank itself. arcane wards.

Downtown city banks are generally large, distinguished


buildings—often occupying the first few floors of a much
larger structure—sporting elegant facades and opulent
SPECIAL RULES
A bank’s vault door weighs around 23 tons (Mass Rank 10)
interiors. They exude an air of sanitized professional-
on its own, with the entire vault weighing upwards of 100
ism and strict control, which most patrons find comfort-
tons (Mass Rank 12), but a vault is generally a load-bearing
ing from a place holding their life savings. Layouts are
support structure for the building, requiring a successful
straightforward, with a spacious foyer and waiting room
DC 35 Strength check to wrest free from the building,
in the front, and offices for loan consultation in side
causing extensive damage in the process.
rooms. Additional floors offer more services, such as in-
vestment planning or accounting offices. Most banks also Most bank vaults operate on a time-lock system when not
offer automated teller machines for quick transactions in active use (increase the Technology DC to open the lock
and a drive-through service with pneumatic tube systems by +5 except at proper times). Once closed, it can only be
to collect deposits. Around the side or back of the build- opened at a pre-arranged time, leaving would-be robbers
ing is a dock for the reception of service vehicles, as well as empty-handed unless they want to take hostages and
a locking deposit box for after-hours drop-offs. wait upwards of twelve hours.
The major feature of banks is, of course, the vault. A mas-
sive construction of steel and concrete, it’s either placed VALUABLES
in the very back, or the basement. Small rooms for private
viewing of personal deposit boxes flank the front of the Banks contain a number of different types of valuables.
vault, which is itself announced by a sturdy security door
on a time-based lock. Larger reserve banks often include CASH ON HAND
a second, more secure vault for storing large sums of cash
for businesses or even gold trade bars. Most banks contain shockingly little cash. Individual tell-
ers generally keep $5,000 USD available each for customer

SECURITY and business transactions, while ATMs generally contain


around $10,000—a less as the day goes on. The vault of
The concentration of wealth makes banks an appealing a smaller bank may hold as little as $50,000. Larger and
target for every kind of criminal. Most rely on the strength more successful banks are required by law to retain be-
of their vault and response from local police, but also tween 3% and 10% of their total account value in available
count on cutting-edge computer security and keen-eyed assets, which can range from half a million to several mil-
financial investigators to protect their assets. Bulletproof lion dollars in cash or gold.

4 DANGER ZONES
Bank
STRUCTURES
The following represent typical Toughness ratings for different things in or around a bank, along with the Technology 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
Impervious Toughness. Pick (Technology DC 30) to open.
Vault Door 5 12
Rip free with two Degrees. Can provide cover.
Vault Walls — 10 Impervious Toughness.
Safety Deposit Boxes 2 9 Pick (Technology DC 25) to open.
Bulletproof Teller Glass — 5 Impervious Touhgness. Provides cover.
ATM 3 9 Hack (Technology DC 25) to access money or records.
Silent Alarm System — 9 Technology DC 32 to disable.

FINANCIAL DATA scanners, facial recognition, or voice-recognition. Nor-


mally only the bank manager and head of security have
Worth far more than available cash, banks house financial total access to biometric locks, though individual employ-
records for thousands of people and businesses, and gain- ees have access to areas necessary to do their jobs. These
ing access to a bank’s closely-monitored systems can al- complex locks can be bypassed with a DC 30 Technology
low a hacker to move tens or hundreds of millions faster check and one minute of work, or tricked as a Move action
than any getaway vehicle. Bank computers are extremely with a successful DC 30 Deception check. Morph or similar
secure (Technology DC 35) and generally require a skill effects help considerably for the latter option, but three or
challenge to penetrate. Hackers must succeed at ten skill more failed attempts trigger an alarm
checks to gain access, with two failures alerting security.
In a superhero universe, biometric locks may also include
For challenges, Gamemasters may allow characters to
more advanced technology like brainwave scanners or
substitute other skills, such as using Sleight of Hand to
DNA analyzers. Defeating these increases the technology
steal a USB security key or Deception to trick bank person-
DC by +5 or requires creative use of powers.
nel into revealing passwords.

SAFETY DEPOSIT BOXES LASER DEFENSE GRID


A mesh of laser sensors is embedded in the walls of a se-
Banks do not keep an exact record of what is inside the
cure area, at fixed or random intervals. Crossing a laser
deposit boxes, instead keeping a list of depositors and
breaks the flow of light to a sensor, setting off an alarm.
which boxes belong to whom and the approximate value
Most use infrared beams, requiring Senses (infravision)
of their contents. Thieves after a particular item need to
to detect and avoid, or clever thieves might render the
know the box number before the break-in, or it will take
beams temporarily visible with powders or aerosol sprays
some time comparing names of depositors in the bank’s
(doing so is imperfect, increasing the DC to avoid them by
records (Technology DC 35 remotely, or Investigation DC
+2). A successful DC 20 Acrobatics check moves through a
20 if they physically access the bank’s records), or physi-
five-foot patch of visible laser grid without disturbing the
cally searching individual boxes.
beams. A successful DC 25 Technology check disables the
grid for one round per Degree of Success; a failed attempt
SECURITY MEASURES to disable the sensors sets off an alarm.
In addition to door sensors and video cameras, banks em-
ploy a variety of measures to keep their contents safe. In su-
PRESSURE SENSORS
perheroic worlds, their security measures may even dabble
in super-technology, incorporating self-guided weapons or Special floor plates detect subtle changes in pressure,
force fields to contain intruders once they are detected. Any generally caused by intruders standing on them or valu-
or all of the following might protect a bank’s wealth, par- ables being removed. Flying or dangling characters can
ticularly after hours, but may also be used for other high- avoid these sensors, as can characters who weigh 10 lbs.
security installations like museums and laboratories. or less (mass rank –2). Suffering the Dazed or Stunned
conditions immediately causes a climbing or flying char-
acter to fall, knocking them onto a pressure plate.
BIOMETRIC LOCKS
Tricking the pressure sensors with a quick swap between
A catch-all term for any lock keyed to the physical data a valuable and worthless weights requires a DC 20 check
of a particular person, such as retinal scanners, fingerprint with the appropriate Expertise skill to gauge the object’s

DANGER ZONES 5
MUTANTS & MASTERMINDS

weight, then a DC 25 Sleight of Hand check to exchange these sensors, but doing so is more difficult, requiring a
the two smoothly. Failure of either check sets off an alarm. successful DC 25 power check. Even characters who aren’t
warm-blooded or alive may carry unexpected heat from a
MOTION-DETECTOR power source or another room, but can bypass tempera-
ture sensors with a successful DC 20 Stealth check.
Motion detectors are passive sensors that scan for infrared
energy, like that created by human body warmth. Because
they don’t emit a beam like lasers, they can be difficult to
CAST
spot (Perception DC 20) before entering their field of view. Banks fill up with people in the late morning and remain
As the cameras don’t provide a visual feed, simply block- busy until the evening, especially on Fridays when cus-
ing the lens can foil them. Characters can also move so tomers are looking to cash payday checks and business
slowly the sensor doesn’t register their movement as a deposit their weekly earnings. Three to eight tellers work
change in local temperatures. A DC 15 Acrobatics check the main lobby, with half as many specialized loan and
allows a character to move 10 feet over the course of one property managers assisting customers in private offices.
Security Guards cover the main lobby, loading docks,
minute without disturbing the alarm. Because the cam-
and vault in pairs, with an extra guard watching the cam-
eras register heat, characters whose bodies are already
eras in the security office. There are also a half-dozen
room temperature are concealed from the sensor. Charac-
custodians and maintenance personal. Specialized em-
ters with environment or temperature-controlling powers
ployees include an Information Systems manager (use the
can try to adjust the ambient temperature to match body
Hacker archetype from Cast), a security manager (use the
temperature with a successful DC 20 power check.
Investigator archetype from Cast), and a bank manager
(use the Boss archetype from the Deluxe Gamemaster’s
TEMPERATURE SENSORS
Guide, page 154).
Like the motion detector, environmental sensors detect At night, the bank empties out. All of the office staff go
intrusion through subtle changes in room temperature. home, leaving a handful of security guards to provide
Characters with environment- and temperature-related security who patrol the building in pairs while dedicated
powers can use their abilities to shield a character from guards watch the security cameras and vault.

6 DANGER ZONES
Bank
AUTOMATED VAULT GUARDIAN PL 7 • 68 POINTS • MR5 INVESTIGATOR PL 4 • MR5 • 64 POINTS
STR 8 STA — AGL –2 DEX –2 FGT 6 INT — AWE 0 PRE — STR 2 STA 3 AGL 1 DEX 1 FGT 3 INT 2 AWE 2 PRE 2
Powers: Forcefield Projector Create 5 (Impervious, Equipment: Club, Heavy Pistol.
Stationary), Immunity to Fortitude Effects, Shock Cannon Advantages: Benefit (Security Clearance), Contacts,
Cumulative Ranged Affliction 5 (Resisted and Overcome by Equipment 2, Skill Mastery (Investigation).
Fortitude; Dazed, Stunned, Incapacitated).
Skills: Athletics 3 (+5), Expertise: Current Events 4 (+6),
Advantages: Fast Grab, Improved Initiative. Expertise: Law 4 (+6), Expertise: Streetwise 4 (+6), Insight 5 (+7),
Skills: Perception 6 (+6), Ranged Combat: Shock Cannon 8 (+6). Intimidation 3 (+5), Investigation 8 (+10), Perception 4  (+6),
Persuasion 2 (+4), Ranged Combat: Guns 3 (+4), Vehicles 3 (+4).
Offense: Init +2, Shock Cannon +6 (Ranged, Affliction 5),
Unarmed +6 (Close, Damage 8). Offense: Init +1, Billy Club +3 (Close, Damage 4), Heavy Pistol
+4 (Ranged, Damage 4), Unarmed +3 (Close, Damage 2).
Defense: Dodge –2, Parry 6, Fortitude Immune, Toughness 8,
Will Immune. Defense: Dodge 4, Parry 3, Fortitude 3, Toughness 3, Will 4.
Totals: Abilities -10 + Powers 61 + Advantages 2 + Skills 7 (14 Totals: Abilities 32 + Powers 0 + Advantages 5 + Skills 22 (43
ranks) + Defenses 8 = 68 ranks) + Defenses 5 = 64

HACKER PL 2 • MR3 • 34 POINTS SECURITY GUARD PL 3 • MR2 • 24 POINTS


STR –1 STA 1 AGL 1 DEX 3 FGT –1 INT 3 AWE 1 PRE 0 STR 1 STA 3 AGL 0 DEX 1 FGT 1 INT 0 AWE 1 PRE 0

Equipment: Smartphone, Computer, Stun Gun (Affliction 5; Resisted Equipment: Club, Flashlight, Handcuffs, Taser (Ranged
and Overcome by Fortitude; Dazed, Stunned, Incapacitated). Affliction 5; Resisted and Overcome by Fortitude; Dazed,
Stunned, Incapacitated).
Advantages: Equipment 2, Second Chance: Technology
checks to avoid security. Advantages: Equipment 3.

Skills: Deception 6 (+6), Expertise: Computers 6 (+9), Expertise: Skills: Insight 2 (+3), Perception 4 (+5), Vehicles 2 (+3).
Pop Culture 2 (+5), Investigation 4 (+7), Sleight of Hand 4 (+7), Offense: Init +0, Club +1 (Close, Damage 3), Taser +1 (Ranged,
Technology 8 (+11). Affliction 5), Unarmed +1 (Close, Damage 1).
Offense: Init +1, Stun Gun –1 (Close, Affliction 5), Unarmed –1 Defense: Dodge 1, Parry 3, Fortitude 3, Toughness 3, Will 1.
(Close, Damage –1).
Totals: Abilities 14 + Powers 0 + Advantages 3 + Skills 4 (8
Defense: Dodge 1, Parry –1, Fortitude 2, Toughness 1, Will 2. ranks) + Defenses 3 = 24
Totals: Abilities 14 + Powers 0 + Advantages 3 + Skills 15 (30
ranks) + Defenses 2 = 34 FLORENCE LARSON PL 1 • 38 POINTS
STR 0 STA 1 AGL 0 DEX 0 FGT 0 INT 2 AWE 1 PRE 2

AUTOMATED VAULT GUARDS Equipment: Smartphone, Audio Recorder.


Advantages: Assessment, Equipment 1, Connected, Well-informed.
Banks looking for truly heavy-duty security measures Skills: Deception 4 (+6), Expertise: Management  6  (+8),
may turn to super-science . The automated vault guard- Expertise: Villains 8 (+10), Insight 10 (+11), Intimidation 6 (+8),
ian is a civilian security robot armed with an electrical Perception 2 (+3), Persuasion 4 (+6), Technology 4 (+6).
stun cannon and a force field generator it uses to con-
Offense: Init +0, Unarmed +0 (Close, Damage 0).
tain threats or add layers of security to valuables. While
fearsome, the mechanoid is clumsy and dull-witted. They Defense: Dodge 0, Parry 0, Fortitude 1, Toughness 1, Will 5.
fight mostly to restrain and incapacitate intruders with- Totals: Abilities 10 + Powers 0 + Advantages 4 + Skills 20 (40
out inflicting any lasting harm. ranks) + Defenses 4 = 38

HACKER
ing heroes or relentless hunters who dog their steps. A
While far from dangerous in the physical world, hackers business’s own internal investigators use the same stat-
are masters of the digital realm that controls so much of block (without the weapons) and comb their organiza-
society. While obviously computer experts, most effective tion’s books for signs of embezzling and security risks.
hackers also dabble with con games and dumpster div-
ing to collect valuable intelligence on their targets. Crimi- SECURITY GUARD
nal “black hat” hackers exploit computer security to steal
money, impersonate others online, and take control of Many civilian businesses rely on so-called “rent-a-cops,” pri-
sensitive information, while benevolent “white hat” hack- vate security forces armed with minimal or no weaponry
ers protect computer networks and scout potential weak- who mostly deter crime with their physical presence. Well-
nesses that can be reinforced. trained and disciplined security guards may use the statis-
tics for police officers, bodyguards, or soldiers instead.
INVESTIGATOR
FLORENCE LARSON
Police detectives and private investigators share the same
set of law-enforcement skills, focusing on spotting details Florence Larson serves as branch manager for Keystone
and sniffing out lies. They may be useful allies to crusad- Savings and Loan, a century-old financial institution

DANGER ZONES 7
MUTANTS & MASTERMINDS
whose vault contains a variety of wonders and treasures. to get their hands on things they really shouldn’t. Unlikely
Larson works hard to maintain her venerable institution’s partners might team up to make a heist more compli-
air of respectability. Superpowered crime forced her to cated for any potential heroes. They could even be bank-
confront the reality that combination locks and silent rolled by more powerful enemies, whose plans hinge on
alarms are poor protection against eye-beams and psy- something concealed within the bank’s deposit boxes.
chic powers. After several recent robberies, she became
an encyclopedia of villain activities and now obsessively I AM THE DEPOSIT
maintains a pin-board of newspaper clippings detailing
supervillain plots, weaknesses, and capabilities. Her warm PARVATI, a self-aware artificial intelligence with social anx-
smile and professional manner belies her paranoid over- iety, prefers to keep herself locked up in the safe confines
commitment. Ironically, her expansive plans for revised of the bank’s vault—both to keep her unique hard-light
security measures may transform her bank into a fortress processor safe, but also to avoid interacting with oth-
resembling a supervillain’s lair. ers. Occasionally, the isolation gets to her and she takes
walks—something her research company handlers don’t
The demands Larson places on herself for absolute per- allow. After one of these unauthorized trips outside, PAR-
fection and unwavering vigilance extends to her expec- VATI asks the heroes to help her break back into the bank
tations for superheroes, whom she readily contacts with so she can “re-deposit” herself without the bank or her
news—or even suspicion of—upcoming robberies. Flor- handlers knowing she left in the first place. In an interest-
ence always seems to know how to get a hold of the he- ing bit of role-reversal, can the heroes manage to pene-
roes, regardless of circumstances, turning into a furious trate a vault designed to repel super-powered attacks—
storm of angry demands and veiled threats until they and do it undetected?
agree to help.
GOING OVER THE BOOKS
CAPERS White-collar crime might not be as exciting as super-
Adventures involving a bank might include: powered robberies, but it accounts for far greater losses
than the armed variety. A villainous organization has in-
OLD-FASHIONED ROBBERY filtrated the bank and is using the business to launder
their stolen funds and skim pennies at a time from mil-
Vaults are, by nature, full of valuable things—things the lions of transactions a day, funding their evil empire! The
right person would commit a lot of destruction to obtain. heroes need to pose as bank employees to sniff out the
Whether it’s mundane valuables like gold and jewels or enemy agents, or stage their own midnight robbery to
weirder things—a mad scientist’s journals, arcane tools, copy the financial records and prove once and for all that
maps to lost treasure—more than one villain would love crime doesn’t pay!

8 DANGER ZONES
CREDITS & LICENSE
Mutants & Masterminds Danger Zones: Bank terial. Mutants & Masterminds, Super-powered by M&M,
Green Ronin, and their associated logos are trademarks of
Writing: Bridget Renoux
Green Ronin Publishing, LLC.
Design: Crystal Frasier
Editing: Steve Kenson The following is designated as Product Identity, in accor-
Art Direction: Hal Mangold dance with Section 1(e) of the Open Game License, Ver-
Graphic Design: Crystal Frasier sion 1.0a: hero points, power points. All characters and
Cartography: Sean Macdonald their associated images, descriptions, backgrounds, and
Interior Art: Alberto Foche related information are declared Product Identity.
Publisher: Chris Pramas The following text is Open Gaming Content: all game
Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, system rules and material not previously declared Prod-
Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke, uct Identity.
Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass,
Malcolm Sheppard, Will Sobel, Owen K.C. Stephens, Green Ronin Publishing
and Dylan Templar 3815 S. Othello St., Suite 100 #311
Seattle, WA 98118
Mutants & Masterminds Danger Zones: Bank is ©2020
Green Ronin Publishing, LLC. All rights reserved. Referenc- Email: custserv@greenronin.com
es to other copyrighted material in no way constitute a Web Sites: www.greenronin.com
challenge to the respective copyright holders of that ma- www.mutantsandmasterminds.com

OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms of comply with any of the terms of this License with re-
The following text is the property of Wizards of the this License. spect to some or all of the Open Game Content due to
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Game Content; (b)”Derivative Material” means copy- Game Content. cure such breach within 30 days of becoming aware of
righted material including derivative works and trans- the breach. All sublicenses shall survive the termination
lations (including into other computer languages), 5. Representation of Authority to Contribute: If You of this License.
potation, modification, correction, addition, extension, are contributing original material as Open Game Con-
upgrade, improvement, compilation, abridgment or tent, You represent that Your Contributions are Your 14. Reformation: If any provision of this License is held
other form in which an existing work may be recast, original creation and/or You have sufficient rights to to be unenforceable, such provision shall be reformed
transformed or adapted; (c) “Distribute” means to re- grant the rights conveyed by this License. only to the extent necessary to make it enforceable.
produce, license, rent, lease, sell, broadcast, publicly dis-
play, transmit or otherwise distribute; (d)”Open Game 6. Notice of License Copyright: You must update the 15. COPYRIGHT NOTICE
Content” means the game mechanic and includes the COPYRIGHT NOTICE portion of this License to include
methods, procedures, processes and routines to the the exact text of the COPYRIGHT NOTICE of any Open Open Game License v 1.0 Copyright 2000, Wizards of the
extent such content does not embody the Product Game Content You are copying, modifying or distribut- Coast, Inc.
Identity and is an enhancement over the prior art and ing, and You must add the title, the copyright date, and
any additional content clearly identified as Open Game the copyright holder’s name to the COPYRIGHT NOTICE System Reference Document, Copyright 2000, Wizards of
Content by the Contributor, and means any work cov- of any original Open Game Content you Distribute. the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
ered by this License, including translations and deriva- Skip Williams, based on original material by E. Gary
tive works under copyright law, but specifically excludes 7. Use of Product Identity: You agree not to Use any Gygax and Dave Arneson.
Product Identity. (e) “Product Identity” means product Product Identity, including as an indication as to com- Modern System Reference Document, Copyright 2002-
and product line names, logos and identifying marks patibility, except as expressly licensed in another, inde- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
including trade dress; artifacts; creatures characters; pendent Agreement with the owner of each element of Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle, David
stories, storylines, plots, thematic elements, dialogue, that Product Identity. You agree not to indicate compat- Noonan, Stan!, Christopher Perkins, Rodney Thompson,
incidents, language, artwork, symbols, designs, depic- ibility or co-adaptability with any Trademark or Regis- and JD Wiker, based on material by Jonathan Tweet,
tions, likenesses, formats, poses, concepts, themes and tered Trademark in conjunction with a work containing Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
graphic, photographic and other visual or audio repre- Open Game Content except as expressly licensed in Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
sentations; names and descriptions of characters, spells, another, independent Agreement with the owner of
enchantments, personalities, teams, personas, likeness- such Trademark or Registered Trademark. The use of Mutants & Masterminds, Copyright 2002, Green Ronin
es and special abilities; places, locations, environments, any Product Identity in Open Game Content does not Publishing; Author Steve Kenson.
creatures, equipment, magical or supernatural abilities constitute a challenge to the ownership of that Product
or effects, logos, symbols, or graphic designs; and any Identity. The owner of any Product Identity used in Open Advanced Player’s Manual, Copyright 2005, Green Ronin
other trademark or registered trademark clearly iden- Game Content shall retain all rights, title and interest in Publishing, LLC; Author Skip Williams.
tified as Product identity by the owner of the Product and to that Product Identity. Silver Age Sentinels d20, Copyright 2002, Guardians
Identity, and which specifically excludes the Open Game of Order, Inc.; Authors Stephen Kenson, Mark C.
Content; (f ) “Trademark” means the logos, names, mark, 8. Identification: If you distribute Open Game Content Mackinnon, Jeff Mackintosh, Jesse Scoble.
sign, motto, designs that are used by a Contributor to You must clearly indicate which portions of the work
identify itself or its products or the associated products that you are distributing are Open Game Content. Freedom City, Copyright 2003, Green Ronin Publishing;
contributed to the Open Game License by the Contribu- Author: Steve Kenson
tor (g) “Use”, “Used” or “Using” means to use, Distribute, 9. Updating the License: Wizards or its designated
copy, edit, format, modify, translate and otherwise cre- Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
ate Derivative Material of Open Game Content. (h) “You” may use any authorized version of this License to copy, Green Ronin Publishing, LLC; Author Steve Kenson.
or “Your” means the licensee in terms of this agreement. modify and distribute any Open Game Content originally Freedom City, Second Edition, Copyright 2005, Green
distributed under any version of this License. Ronin Publishing, LLC; Author Steve Kenson.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open 10. Copy of this License: You MUST include a copy of DC Adventures Hero’s Handbook, Copyright 2010, Green
Game Content may only be Used under and in terms of this License with every copy of the Open Game Content Ronin Publishing, LLC; Author Steve Kenson.
this License. You must affix such a notice to any Open You Distribute.
Game Content that you Use. No terms may be added to Mutants & Masterminds Hero’s Handbook, Copyright
or subtracted from this License except as described by 2011, Green Ronin Publishing, LLC; Author Steve Kenson.
11. Use of Contributor Credits: You may not market
the License itself. No other terms or conditions may be or advertise the Open Game Content using the name Mutants & Masterminds Danger Zones: Bank, Copyright
applied to any Open Game Content distributed using of any Contributor unless You have written permission 2020, Green Ronin Publishing, LLC; Author Bridget
this License. from the Contributor to do so. Renoux.

DANGER ZONES 9

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