The species emerged from the swamplands of the Point Pleasant area of West Virginia area. These creatures have spread throughout the Ruined Americas wastelands. These creatures seem to be drawn to calm swamp like areas of quiet contemplation.
Recently a colony of these mutants has moved into the ruins found in the swamp lands of Maryland and some of the surrounding regions. Because of the prophetic powers of these creatures many nearby villages and communities are nervous because of a possible impending doom or looming disaster.
There have also been strange lights in the skies and weird time slips in the areas. Several strange super science devices have been appearing around several of the 'relic bazaars' and scavenger swap meets in the area.
These devices are four inches squire with weird digital readouts, and strange etched brass cases.These devices are covered with cryptic alien writing and do not appear to be common or any of the languages of the ancients. The devices are strangely effected by the presence of any dimensional effects or phenomena. Oddly between 1d6 hours will seemly disappear from a PC's local space time continuum should the devices be handled. Oddly, these devices will strangely disappear if any super scientists, alchemist, or other professional tries to exam or divine the true nature of these devices.
Areas around where these colonies of Mothmen may have settled are places where radiation spikes occur, toxic materials have taken place, and disaster seems to almost loom in the air. These areas seem to have an aura of sadness, loss, and shattered tranquility.
There are few mutant naturalists that believe that this may be a natural defense mechanism of the Mothman species. These seemly peaceful mutants have in recent years become the focus for capture by the group of renegade super scientists known as the Apex.
A standing reward of 300 gold pieces for a live Mothman has been recorded in several villages in the region and for the weight of the finder in relic or trade goods. This reward is unclaimed at the moment for no man or mutant wants to bring the wrath or curse of the Mothmen upon their head.
There are few mutant naturalists that believe that this may be a natural defense mechanism of the Mothman species. These seemly peaceful mutants have in recent years become the focus for capture by the group of renegade super scientists known as the Apex.
A standing reward of 300 gold pieces for a live Mothman has been recorded in several villages in the region and for the weight of the finder in relic or trade goods. This reward is unclaimed at the moment for no man or mutant wants to bring the wrath or curse of the Mothmen upon their head.
Amazingly enough there are several farmers, tinkers, and tradesmen who claim to have had dealings with these elusive beings. They have several examples of strange technology which they indicate has the marks of these creatures. These individuals claim that these creatures want nothing more then peace and quiet. A few of the more rural backwoods folk have Mothmen midwives. Ladies who have had interactions with these mutants and have been given the gift of prophecy by these creatures. For a small 50 gold piece fee they will divine the future for their clients. They are able to see 1d4 days into the future. These prophecies are hazy, vague, and details are dreamlike at best. These midwives always leave offers to their benefactors in the form of artifacts, some gold, and occasionally toys. They are often marked by a strange moth like tattoo or birthmark someplace on their body.
They sometimes visit these mutants on the nights of the new moon. They often offer their services via word of mouth and local gossip. Those in the know of local affairs know where to find them.
They sometimes visit these mutants on the nights of the new moon. They often offer their services via word of mouth and local gossip. Those in the know of local affairs know where to find them.
Moth Men.
More Information
HERE
No. Enc: 1
Alignment: Neutral
Movement: 210' (70') Fly
AC: 5
HD: 5
Attacks: 2 claws
Damage: 1d6 /1d6
Save: L10
Morale: 7
Hoard Class: XXII
Mutations: Aberrant form (natural weapons, xenomorphism: Chimera), alter probability field, complete wing development, fear generation, neural telepathy, night vision, precognition (special).
Source: Mothman (2010)
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