The Karchon are shark-headed humanoids from the Shattered Sea. They possess the rough, sandpaper skin of sharks and rows of serrated teeth that regrow constantly. They are a people of steel will and resolute action—once a Karchon decides on a course, nothing short of death will stop them.
They are feared pirates and naval mercenaries, known for their bloodlust in battle and their cold, efficient demeanor. To a Karchon, hesitation is death. Their societies are built around strength and decisiveness, with leaders earning their positions through combat rather than inheritance. A Karchon who shows weakness is quickly replaced.
The making
A shark that stops swimming dies. Gaea took that and made it a cast of mind when she named the Karchon, shark-folk among her animal-children at the Birth of Man (see Beastman): once a Karchon has chosen a course, holding still feels like drowning. The pirate fleets, the mercenary companies, the captains who keep their place only until a stronger one takes it, all run down from that single relentless line in the naming.
Vitals
- Size: Medium
- Height: 5.5-6.5 feet
- Weight: 160-220 pounds
Aspects
- Cold as the deep
- Relentless pursuit
Game mechanics
Blood Scent
Passive ability. You can smell blood from 300 feet away, or up to a mile away if in water. You automatically know the location of any wounded creature within 60 feet. When moving toward a wounded creature, your movement speed increases by 10 feet.
Shark Bite
Minor ability. Your jaws are your primary weapon—your bite counts as a light piercing weapon dealing 1d8 damage. When you deal damage with your bite, spend 1 Rush Point to cause the wound to bleed profusely. The target takes 1d4 damage at the start of each of their turns until they or an ally spends an action to staunch the bleeding, or until they receive magical healing.