I imagine that some races served to experiment (I'll go with humans) in an attempt to survive and eventually create vulgar monstrosities. These are essentially mutated freaks. I don't have a name for them.
This race is essentially anti-nature and as a result possess natural resistance to nature damage of 25%. They have inherent magic and like Undead, they cannot become anti-magic although they can still use infusions. However, they're susceptible to mind-effects and have a reduced cap on all mind resistances and start with low cunning and willpower.
They possess a natural cap on all of their stats 10 higher than any other race. More so, they also start with a resistance cap at 80% instead of 70%.
However, they suffer a impaired vision (max range of only 6) and their infra vision range is cut in half. More so, they're kind of dumb and suffer a 50% experience penalty.
To make up for all of this, I present their racial skills:
1. Passive, constant regen… this race has superior regen (although not their heal mod) that never stops and is equal to their (constitution/3.5)(heal mod). Yes, that does mean that with good heal mod and stats, this could heal the character for upwards of 80-90 per turn, constantly.
2. Active skill that allows them to shake off up to 2 magical or physical status effects per turn so long as the status-effects have affected it for at least 1 turn. Duration increases with active talent level and cool-down decreases. This counts as a spell.
3. Passive skill… these creatures are a horror to behold. Everyone fears them. All prices in shops are reduced by 50% but also, all enemies are given pause upon first seeing them. This causes no first-strikes as every enemy hesitates upon first seeing these creatures and is unable to act on that first turn after seeing them. With added investment, this skills has a lingering effect such that it diminishes enemy combat speed and movement by a decreasing amount on subsequent turns after first seeing the "experiment."
4. Sustain skill that reduces damage from all magic sources (gear, spells, etc.) by up to 25%. However they're susceptible to anti-magic damage sources thus increasing that damage by as little as 50%. This counts as a spell.
New race… The failed experimented.
Moderator: Moderator