Orlen
Medium-sized Humanoid (Mutant)
Hit Dice: 5d8+10 (32 hp’s)
Initiative: +1 (Dex)
Speed: 30ft
Armor Class: 17 (+5 Breastplate, +1 Dex, +1 Small Steel Sheild)
Attacks: By weapon (2) +5 (melee) or +4 (ranged)
Damage: By weapon +2 (melee only)
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Mutations
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 14, Int 14, Wis 15, Chr 14
Skills: Diplomacy +4, Knowledge (Technology) +4, Listen +13, Search +9, Spot +12 
Feats: Alertness, Multidexterity
Climate/Terrain: Any
Organization: Tribes numbering anywhere from 6 to 60 members.
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Good
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
Due to their having two heads with separate personalities, orlen are coordinated enough to attack with both sets of arms in the same round.  Even if the orlen became a ranger and built up their two weapon fighting skills, each set of arms could weild a weapon as though they were only one person, allowing for four attacks instead of two.

Mutations: All orlen have the following mutations: Extra Body Parts (limbs and head); Left Head: Contact, Telepathic Scan, plus either 2 extra Ordinary Mental Mutations or 1 Good Mental Mutation; Right Head: Mental Enhancement, Telekinesis, plus either 2 extra Ordinary Mental Mutations or 1 Good Mental Mutation.

Skills: Orlen get a +4 racial bonus to Listen, Search, and Spot checks

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

Characters:
Orlen tend to be fighters, though nearly all classes are readily represented with only barbarians and druids truly being rare.