Dabber
Small Humanoid (Mutant)
Hit Dice: 1d8+1 (5 hp’s)
Initiative: +3 (Dex)
Speed: 25ft
Armor Class: 14 (+3 Dex, +1 size)
Attacks: By Weapon +2 (melee) or +4 (ranged)
Damage: By weapon +1 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Mutations
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 15, Chr 13
Skills: Disable Device +5, Listen +8, Move Silently +5, Open Locks +5, Spot +4
Feats: Alertness
Climate/Terrain: Temperate Forests
Organization: Families consiting 4 to 8 members, which are part of a larger community of up to 100 families.
Challenge Rating: ½ 
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement Range: By character class

See the Gamma World campaign setting for Alternity for more information.

Combat:
Dabbers prefer to ambush at range (usually with short bows) than close in with their daggers or other small weapons.  

Mutations: All dabbers have the following mutations: Empathic Scan, Illusion Generation (or Photokinesis or Kinetic Shield, self), and Telekinetic hand.

Society:
See the Gamma World campaign setting for Alternity for more information.

Characters:
Dabbers tend to be rogues, though fighters and bards are common among them.  Barbarians are extremely rare.