Medium Sentient Humanoid (5d6)
Mutant savages who fight over resources.
STR 6 (3d6) AGI 3 (2d6) END 21 (6d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 15
VITAL DEFENCE 24
SOAK 8; VULN none
SPEED 4; CLIMB 2; JUMP 6'/6'
CARRY 270lb (max lift 300lb)
Brawling 4d6 (2d6+3 blunt damage)
Rifle 4d6 (2d6 ballistic damage; range 8)
Skills hardy 6 (3d6), combat 1 (1d6), perception 1 (1d6), reactions 1 (1d6), survival 6 (3d6), intimidation 10 (4d6)
Grotesque. A Charon’s appearance is so grotesque and fearsome that they begin play with intimidation 10 (4d6).
Mutation. Every Charon has at least one mutation. Roll 1d6 on the following table:
1. Extra eyes. The Charon has extra eyes; they might be on the back of his head, in the palms of his hands, or somewhere else. He gains all-around vision and cannot be flanked.
2. Extra appendage. The Charon has more than the normal set of appendages - extra arms, legs, more than one nose, or four ears. Arms give +1d6 STR, legs give +1d6 AGI, and noses or ears give +1d6 INT. However, she has a permanent -1d6 CHA.
3. Displaced Organs. The Charon might look human (almost), but his internal organs are all in a different place. He gains +2 SOAK, and is immune to any exploits which rely on the attacker targeting his anatomy for extra damage. However, anybody attempting medical assistance on him suffers a -2d6 to their check.
4. Poison fangs. Just like a poisonous snake, the Charon can bite and deliver a venomous toxin. Her unarmed attack increases by +1d6 and becomes piercing/ poison damage.
5. Regeneration. The Charon can heal woulds that would kill normal men, and regrow body parts even if they’ve been severed. As long as he is above 1 HEALTH, she automatically heals 1d6 HEALTH per hour.
6. Bone spikes. The Charon is covered in a layer of spikes which protrude through it from her bones. Her natural damage becomes piercing, and anybody who attempts to attack her unarmed takes 1d6 damage each time they strike.