Mutant Master (Q1) (4e)
ecreted away in his hideout¸ the Mutant Master makes his plans. "Fellow New Men!" he cries out to the crowd before him. A roar of approval rises before he can continue. "We have bided our time¸ waiting for the opportunity to move forward into a new and glorious day. We have tolerated the scorn and derision of lesser races¸ knowing that one day¸ we would reign supreme!" Another roar engulfs the Mutant Master. He raises his arms for silence¸ his blue skin glistening in the sun. "Today¸ we begin the conquest of the world!" The cheer is deafening as the New Men surge forward¸ ready to show their loyalty for the Mutant Master¸ eager to do his bidding. The world doesn't know how much trouble it is in...
Characters encounter altered ones and living metal while searching the hostile wilderness for hidden secrets of the ancients!
They try to penetrate the blue man's renegade Iron Society enclave to uncover the mystery of the Yorkum Tulrkel!
This adventure for the new 4th Edition GAMMA WORLD game is designed for three to six characters of 1st to 3rd level.
Mutant Master is an excellent tool for beginning a new GAMMA WORLD campaign¸ either based in Ascension in Gamma Terra¸ or adapted into a GM's personally designed world.
It is recommended that the character group have at least one Altered Human.