Floppsies «Hoop»Reported By: unknown contributor in 1st Edition
Role: Race Base Stock: Rabbit
MCC Stat Block: Hoop 'Floppsies' (1d20 (10)): Init +4; atk weapons melee +2 (1d8); AC 11; HD 8D7 hp 32 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +1 Mutations: (P) Leap 2x MV, (P) Transform Metal to Rubber at will 1 Meter Radius(M) Mass Mind(M) Telepathy
Number Appearing: 1d20 Morale: 11 Hit Dice: HD 8D7 Armor: 1 (AC 11) Size: Large 2.5 Meter
Movement: MV 30'
Attack: Weapons melee +2 (1d8)
Frequency: Uncommon Organization: Squad Activity Cycle: Day Diet: Omnivore Habitat: Temperate Forest, Plains Tech Level: 1 - 6 Artifacts: B, U
Description (Initial Observations): Mutated Rabbitoid creatures averaging 2.6 meters in height who walk erect.
Description (Additional Observations): These mutated rabbits average 2.5 meters in height (not counting their long ears, which add as much as another meter). They stand erect, though they often crouch, ready to use their powerful legs to jump at a moment's notice. Most hoops have white fur, though some have brown or yellow markings. Hoops do not look cute or cuddly in the slightest, at least not while they are awake. They usually bear cruel expressions, and their malicious grins show their sharp teeth. Hoops wear armor and carry Tech Level I and II melee weapons in addition to their artifacts. They favor swords, axes, and short bows.
Reactions: No known interactions
Behavior: They can leap twice their movement distance. They can turn any metal item, at will, into rubber with an affected radius of 1 meter. Hoops love artifacts and there is a 30% chance that any hoop encountered has 1d4 artifacts on in their possession. There is a 20% chance that they known how to use each artifact they possess.
Behavior: Behavior not recorded
Society: Hoops Society is based on a military structure, and a community's leader is always called "general." Hoops try to gather as many artifacts as they can to "maintain combat superiority." They consider "floppsies" a derogatory term.