STQK: EP.1 (We got a mystery on our hands!)
New to the ongoing blog series called STQK "Would you like to know more?"
Hello there,
Here is quick summary of the setting from Gamma World 1e:
Around the year 2309, (also known to some as the Shadow Years) The league of Free Men wanted a world order and demonstrated a protest in hopes a community will follow. Unfortunately, a neutron bomb went off killing most of their members, silencing the movement. Fighting began between the League and another group called the Autonomists. Death continued, until a group called the Apocalypse made a staggering statement:
"Stop the violence or we will stop it for you!"
No one listened, and 5 days later every capital city on the planet was turned into radioactive waste. A resistance was formed, battle plans were drawn, aiming to cause pain towards the group that started this path of destruction.
In the end The Apocalypse group boiled the oceans, blazed the skies, and almost all of humankind was destroyed.
(A snapshot introduction of this system's campaign)
The year is now 2475 (also known as the black years):
Villages, towns, and tribes are where most of the civilized inhabitants of Gamma World do their business. Radioactive deserts, forest, and ancient ruin cities belong to the "unmarked". Adventurers would travel to these locations in hopes to find loot or devices that could be used against them. These adventurers or "marked mutants" belonged to a post-apocalyptic society where a unique array of symbols tattooed on themselves were used as a form of ID. These symbols could range from anything to math symbols to even computer symbols found in ancient texts.
New Religions have also formed with the existence of mutated plants and animals conversing with humanoids.
Law and order did not hold its firm foundation on civilization. Creature Pits started forming up around the continent. These pits were dumping grounds for unwanted, law-breaking mutants. This created a sort of gladiator hierarchy where only the strongest mutants survived. With this ongoing tension around the continent, some "marked" mutants were for the pits, whereas others fought to keep "innocent" friends out of it.
Gah Grah Village is one such place on this radioactive landscape. This village seems friendly and welcoming1 if you know the violent street judges2 that govern around the corner. Buildings are made from the sandstone3 from the neighboring deserts. And at this time the governing body is holding a "mock" election for a Pig Farmer4 that wants to make changes.

(Scene 1)
Outside the walls of Gah Grah Village, Nathal(⇟∲⇟) and Onfi(∫⋢≬) two unexpecting mutants from different backgrounds were collecting what they found in the radioactive desert. Getting through gate security into a village each of them call home.
In the distance a fossa (cat like carnivore)5 mutant with wings, a turtle shell, heightened intelligence, and force field mutation was bestowing quietly6 a chest of antique coins7 to a questionable android.
When suddenly, the force field mutation starts to encompass both creatures expanding drastically. For reasons unknown the android internal systems react negatively with the field causing it to break freely8. The whereabouts of both individuals is unknown, but remains of body parts, and antique coins was left around the area.
Mutants that noticed the explosion rushed to gather anything of value. Nathal(⇟∲⇟) and Onfi(∫⋢≬) also rushed to the scene, but for different reasons. Even though both mutants had different philosophical views about the law; those scattered coins in the sand might be the link they needed to work together to solve this mystery.
Check out the Next episode in the STQK blog series
(6) | (Black Hack 2e) Settlement Generator (d6)↩
(9) | (Black Hack 2e) Settlement Generator (d10)↩
(2) | (Black Hack 2e) Settlement Generator (d8)↩
(2) | (Black Hack 2e) Settlement Generator (d12)↩
(27) | (Mystic 2e) Random Event Table↩
(12,87) | (Mystic 2e) Actions, Description↩
(8) | (Gamma World 1e) Tressures Table↩
(15,38) | (Mystic 2e) Actions, Description↩