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My, how the adventures have changed...
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<blockquote data-quote="trollwad" data-source="post: 3948225" data-attributes="member: 19187"><p>Gamma World (Omega World)</p><p></p><p>Four neophyte aspiring adventurers (a clever pure strain human with a rusty knife and a staff, a two-headed mutant human with telepathy who can project laser beams from his eyes, an eight-legged mutant dog with an oversized jaw and an enhanced sense of smell and a 9’ tall mute green water-breathing cactus with poison needles, insect attraction, and narcolepsy) wander into a farming village and are tasked with recovering a “sacred fire stone.” The village elder’s flying metal vehicle (a levitation car) is no longer working and he has one of his young advisors guide the adventurers thru a burning desert to a ruined complex of the Ancients where he believes a replacement can be found.</p><p></p><p>Along the way, the PCs encounter a hermit with strange mental powers who is being attacked by a mutant ant. The cactus uses his insect attraction to lead the mutant creature harmlessly into the wilderness. After a brief discussion, the overjoyed hermit telepathically conveys to the two-headed mutant that the party’s guide is treacherous. </p><p></p><p>Upon arriving at the Ancient complex, the PCs prepare to enter, but the guide says "I will go no further; I will wait for you here." The PCs decide that the guide is no longer of any value to them and stake him naked over a hill while the cactus attracts mutant ants from miles around.</p><p></p><p>Lighting torches and entering the complex, the eight-legged mutant dog smells a group of badders (upright mutant badgers who secretly idolize the mascot for the University of Wisconsin) approaching. The PCs ambushes the group of 12 badders as they round the corner. The mutant’s laser eyes and the cactus’ poison needles do immediate damage to a number of badders, but (at least the Gamma World) battle settles into an interminable 20 minute (game time and real time) melee as the catus’ narcolepsy sets in and he drifts to sleep in the corner and the pure strain human’s staff and the dog’s bite take forever to finish off the injured badders. </p><p></p><p>After melee, the PCs wake up the cactus and take a funny-looking card from the large badder. The card opens up a strange heavily sealed door on the side of the room. There is a strange metallic (lead) chest that on the other side of the door. The metallic (lead) chest is easy to open and unlocked and contains a red glowing stone (marked nuclear fuel cell in Ancient) – opening the chest makes the pure strain human very sick. The speedy dog quickly closes the chest. The next morning, the pure strain human develops agoraphobia.</p><p></p><p>The two-headed human sneaks into the village at night (while his comrades hide on the far side of the village behind cover and prepare to provide a distraction if needed). The mutant human resolves to use the sacred stone to power the levitation car and escape with it into the wilderness. He attempts to replace the old sacred stone in the car with a new sacred stone but not being a pure-strained human he screws up the exchange, blowing up the car, the sacred stones, himself and most of the village. </p><p></p><p>In Gamma World, the surviving party wanders into the wilderness, broken and battered, but possibly wiser. In Omega World, the rest of the party gains a modicum of experience for their travels and a full level for accidentally nuking a village.</p></blockquote><p></p>
[QUOTE="trollwad, post: 3948225, member: 19187"] Gamma World (Omega World) Four neophyte aspiring adventurers (a clever pure strain human with a rusty knife and a staff, a two-headed mutant human with telepathy who can project laser beams from his eyes, an eight-legged mutant dog with an oversized jaw and an enhanced sense of smell and a 9’ tall mute green water-breathing cactus with poison needles, insect attraction, and narcolepsy) wander into a farming village and are tasked with recovering a “sacred fire stone.” The village elder’s flying metal vehicle (a levitation car) is no longer working and he has one of his young advisors guide the adventurers thru a burning desert to a ruined complex of the Ancients where he believes a replacement can be found. Along the way, the PCs encounter a hermit with strange mental powers who is being attacked by a mutant ant. The cactus uses his insect attraction to lead the mutant creature harmlessly into the wilderness. After a brief discussion, the overjoyed hermit telepathically conveys to the two-headed mutant that the party’s guide is treacherous. Upon arriving at the Ancient complex, the PCs prepare to enter, but the guide says "I will go no further; I will wait for you here." The PCs decide that the guide is no longer of any value to them and stake him naked over a hill while the cactus attracts mutant ants from miles around. Lighting torches and entering the complex, the eight-legged mutant dog smells a group of badders (upright mutant badgers who secretly idolize the mascot for the University of Wisconsin) approaching. The PCs ambushes the group of 12 badders as they round the corner. The mutant’s laser eyes and the cactus’ poison needles do immediate damage to a number of badders, but (at least the Gamma World) battle settles into an interminable 20 minute (game time and real time) melee as the catus’ narcolepsy sets in and he drifts to sleep in the corner and the pure strain human’s staff and the dog’s bite take forever to finish off the injured badders. After melee, the PCs wake up the cactus and take a funny-looking card from the large badder. The card opens up a strange heavily sealed door on the side of the room. There is a strange metallic (lead) chest that on the other side of the door. The metallic (lead) chest is easy to open and unlocked and contains a red glowing stone (marked nuclear fuel cell in Ancient) – opening the chest makes the pure strain human very sick. The speedy dog quickly closes the chest. The next morning, the pure strain human develops agoraphobia. The two-headed human sneaks into the village at night (while his comrades hide on the far side of the village behind cover and prepare to provide a distraction if needed). The mutant human resolves to use the sacred stone to power the levitation car and escape with it into the wilderness. He attempts to replace the old sacred stone in the car with a new sacred stone but not being a pure-strained human he screws up the exchange, blowing up the car, the sacred stones, himself and most of the village. In Gamma World, the surviving party wanders into the wilderness, broken and battered, but possibly wiser. In Omega World, the rest of the party gains a modicum of experience for their travels and a full level for accidentally nuking a village. [/QUOTE]
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