New Mutant Monday #13 - Porters

Chris Van Deelen
No. Enc: 4d8 Alignment: Neutral Movement: 120' (40') Armor Class: 6 Hit Dice: 4 Attacks: 1 of 3 (kick, antler, or bite) Damage: 3d3 / 2d6 / 1d4 Save: L4 Morale: 6 Hoard Class: None

Porters appear to be mountain goats which were prevalent in the Rocky Mountain range of Canada and the United states. The average creature stands around 3’ in height at the shoulder and can weigh approximately one-hundred pounds for a fully grown male. The fur is grey to white, and due to the chameleon epidermis are capable of blending into the background of the mountains in which they make their homes.

Most of the year the males and females live in separate herds, typically of 4-32 individuals, but during the winter months the groups co-mingle for not only mutual protection from predators, but for mating. These co-mingled herds can grow in size, containing dozens upon dozens of animals.

The females give birth to a single kid during the early spring months and the youngster stays with the mother until around 18-24 months in age, when it breaks away and joins a herd matching its sex.

Where the animal gets its name from is several unique mutations that make hunting it risky at best. First, it has a specialized version of reflective epidermis, which reflects all manner of energy attacks, not just the types of attacks mentioned in the mutation description. Secondly, it has mind reflection, allowing it to return any mental attacks it is hit by to the attacker, under the same power.

But the worst part is that the creature has a specialized form of teleportation. Whenever it comes under attack, it will do one of two things… it will either teleport an attacker into the visual range of a predator, or teleport a predator into range of the target. These creatures do not have a conscious knowledge of where predators happen to be - it’s purely subconscious. Most of the time it’s the former because the creature does not want to have to deal with another hostile predator.

In order to use this form of teleportation, the creature must make a mental attack against the target (the creatures will power is 6 plus 2d6). If the attack succeeds, it then teleports the attacker, or teleport in a predator. The teleport is limited to 3 miles of the creature’s location.  However, if there are no predators in that range, the creature will simply teleport the victim away from it so it doesn’t have to deal with the hunter.  The type of predator that the hunter will ultimately face is left up to the GM. There is no saving throw allowed if the attack succeeds.

A hunter could be tracking it, hit it only to discover his shot is returned, and the next thing he knows he’s facing a huge, deadly and usually hungry predator that is just as startled, but pleased, to find its next meal waiting so nice and conveniently for it.

As a result, many locations have seen a marked increase in the number of un-mutated mountain goats because the predators – both human and animal, have learned that hunting the animal is a risky proposition and have decided to hunt other animals instead.

In the unlikely event that they are incapable of teleporting away or chasing away would be hunters, the animals are more than capable of defending themselves using a bite, kick or head butt.

Mutations: Chameleon epidermis, mind reflection, reflective epidermis (special), teleport (special)