From publisher blurb:
Hope You Survive the Experience!
Beginning with the famous “Danger Room” (in X-Men #1, 1963) superheroes have often used some type of advanced “training simulator” that presents different obstacle courses, challenges, traps, weapons, and the like, ranging from a featureless room that generates threats to a full-immersion holographic or virtual reality simulator able to replicate virtually any environment.
Heroes can use what we might generically call a “challenge chamber” to work-out, hone their skills and master their powers, improve their teamwork, test potential new members, and occasionally to just blow off steam by wrecking some things. Icons Game Masters can create and use challenge chambers for their own groups of heroes for all of this and more.
Icons Annual 2: The Challenge Chamber looks at how to define challenge chambers in Icons game terms, their various capabilities and qualities, challenge chambers in action and how to run them, challenge chamber variants (from the virtual to the magical) and various story hooks for incorporating a challenge chamber into your own Icons adventures.