Friday, September 13, 2013

"F" is for "Finkdaddy"

Finkdaddy

No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  4 or 1 (2 claws, 1 tailslap, 1 bite, or weapon, or vehicle)
Damage:  1d4 / 1d4 / 1d8 / 1d10, or by weapon, or by vehicle +4d6
Save:  L8
Morale:  9
Hoard Class:  XVIII
XP:  3,560

Finkdaddies are 5' tall, bug-eyed, pudgy relatives of the vermen.  Their mangy fur is usually a toxic green hue, but the creatures can appear in any day-glo color.

Finkdaddies are manic and altogether unhinged, and can't handle their liquor.  But they are geniuses when it comes to unearthing, repairing, and upgrading Ancient technology, and vehicles are their specialty.  The sheer rarity of mechanical transport in the Mutant Future makes finkdaddies the undisputed kings of the blasted roadways.

If engaged in vehicular combat, a finkdaddy's attacks automatically gain a +3 To Hit and +4d6 damage.

Mutations:  Atrophied Cerebellum [D], Energy-Retaining Cell Structure, Increased Willpower, Intellectual Affinity (Tinkerer), Prehensile Tail, Reflective Epidermis (Radiation)