New Mutant Monday #9 - Chance Deer

Chris Van Deelen

No. Enc: 1d4
Alignment:  Neutral
Movement: 150’ (50’)
AC: 4
HD: 4
Attacks: 1 hoofs, 1 bite (plus special), 1 antler (plus special)
Damage: 1d6+1 / 1d6+1, 1d4, 2d4+2
Save: L12
Morale: 6
Hoard Class: None

These creatures appear to be un-mutated White-Tailed deer. They even act like their ancestors, staying hidden and living a peaceful and quiet life. Unlike their ancestors, they do not travel in small herds; instead they live in small family groups, with one or two young.

Due to a very unique mutation possessed by these mutant deer, many hunters in the wastelands of the world have decided it is far better to leave any White-Tail deer they encounter alone. If they attack one of these creatures and are incapable of killing it outright, then really, really bad things tend to happen to the hunter.

Unlike their ancestors, they tend to live a lot longer and mate for life. The mating season is in the cold, winter months and the doe’s give birth to one or two fawns in the late spring, typically after a six-month gestation period.

The young reach sexual maturity in five years and once they have, they will leave the family group to find a mate and start a family of their own. If more than two are encountered, they are always less than five years of age, still living with their parents.

It should be noted these creatures are fully capable of mating with regular White-Tail deer, and the offspring produced from such unions are always the chance deer.

Also, unlike their ancestors, these creatures are very aggressive. If they are hunted, they will turn on their attackers and use a variety of different attacks to kill or drive away the attackers. They will use their sharp hoofs to attack, and when they bite, the saliva they have acts as a class five poison. Lastly, tiny pieces of the antlers tend to break off in the wounds, and will inflict 1d4-1 points of damage per round until they are dug out. If the pieces are not removed within 1d8+8 rounds, they will reach the heart and the victim will die (no saving throw!)

Digging the pieces out requires a steady hand and will inflict 1d6+1 points of damage per round the piece has been burrowing. So if the piece has been burrowing for 5 rounds, then the damage inflicted to remove it will be 1d6+5.

Some primitive tribals have been able to capture the young and they raise these creatures, even breed them to act as a strange type of guard. These creatures are difficult to maintain but if treated well and fed often, they will always stay loyal to the tribe which raised them.      

What makes these creatures so dangerous is they are capable of manipulating the probability field around another creature. In other words, those stupid or unlucky enough to try and kill these creatures will be hit with the most absolute worst luck you can imagine. If they are in a small family group, any surviving members can also change the probability field of the other members, giving them incredible luck. The penalties or benefits of this mutation will last for hours, instead of rounds (see the description of the mutation, included below).

It should be noted only one probability field can be used on a single target – they will not stack!  Also, these creatures have a Will Power score of 10+2d4.

The meat of these creatures, despite the risk, is highly sought after. It is very lucky to eat the flesh, and this translates into a +2 bonus to hit and saving throws. This effect will last for 1d3+1 days before wearing off.

Mutations: Alter Probability field, toxic weapon

Alter Probability Field

Mental

This mutation alters the probability field, also known as luck - so it can give a boost to an ally, or it can force negative repercussions on an enemy, but it first must touch an enemy (successful to-hit required). Consult the chart below for possible effects. Note that when used with an ally, the results are always positive. Any target hit must then make a save versus death. If the save fails, first check the following chart to see what effect takes place by rolling 1d10. This is done for each creature affected. This also includes any artificial creature, such as a robot or android.

The effects last 1d4 rounds and may be used 3 times per day.

Alter probability field table

Roll

Result

1-2

Negative Modifier to hit

3-4

Negative Modifier to AC

5-6

Negative Modifier to Saves

7-8

Negative Modifier to Damage (per dice)

9

Roll for two effects (re-rolling this or the next result)

10

Roll for three effects (re-rolling this or the previous result)

Next, the effect is directly based upon the Will Power of the mutant. Consult the following chart for the Will Power and the results. The result is the negative or positive modifier that is applied to the appropriate result above.

Alter probability field Will Power table

Power Score

Result

3-6

1

7-10

2

11-14

3

15-18

4

19-21

5

Every 4 points above 22

+1