Hoop
Medium-sized Humanoid (Mutant)
Hit Dice: 3d8+6 (19 hp’s)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 35ft
Armor Class: 18 (+3 Dex, +5 Chainmail)
Attacks: By weapon +4 (melee) or +5 (ranged)
Damage: By weapon +2 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations, Leap
Special Qualities: Mutations
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 14, Dex 15, Con 14, Int 13, Wis 15, Chr 13
Skills: Hide +5, Intimidate +3, Jump +9, Listen +4
Feats: Improved Initiative
Climate/Terrain: Any Temperate
Organization: Clans numbering up to 100 citizens, patrols have 2 to 8 members in them.
Challenge Rating: 2
Treasure: Standard
Alignment: Ususally Lawful Evil
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
When a hoop patrol spots intruders, they attack first with ranged weapons (usually short bows) before closing in and finishing their foes off in melee. 

Mutations: All hoops have the following mutations: Contact, Improved Mental Enhancement, Soften Metal, and Telepathic Scan.  Soften Metal is a mutation unique to hoops.  When they first enter into melee, they attempt to touch any metal weapons that their foes are using (regular attack with a –1 penalty to hit).  If successful, the molecular bonding in the item is altered, making the metal rubbery.  This makes the item unusable for 1d4 hours.

Leap: Hoops double the distance of their jumping distances.  Leaping at a foe in combat is counted as a charge.  

Skills: +4 bonus to Jump and Listen checks

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

Characters:
Hoops are born and bred fighters.  Those from less organized hoop clans can be barbarians as well.  Magic-using classes are almost unheard of.