Personality:
Physical Description: The typical Igor is a well built human. Literally. They are a human subrace and are typically a combination of several people’s parts, usually their family or clan. They are quite proud of the scars that decorate their bodies, and while certainly many are used for holding various bits on, others are decoration or clan markings. Their skin, hair and eyes have natural colouration that spans the standard human spectrum. They may, of course, have other colours if those parts are harvested from other species, and their skin is commonly a bit of a patchwork of coulors.
Relations: Igors are held in a decent regard amongst their neighbours. It’s a lot easier and cheaper to take uncle Jimmy to the Igors when he falls of the turnip truck than to the priests. However, amongst those unfamiliar with Igors, they tend to be regarded as utterly strange, and more than a little frightening.
Alignment: Igors tend towards the neutral good alignment, despite the alignments of their masters.
Lands: Igor clans are native to Uberwald in Discworld. In worlds other than Discworld, they are found in any region well known for vampires, werewolves, and spooky castles.
Religion:
Language: Igoth thpeak common with a thtrong lithp. Femaleth leth tho. (Tho this is actually an affectation, and they can speak without it)
Names: All male Igors are named Igor. All female Igors are named Igorina. Somehow, Igors can differentiate between themselves even just by name. Something in inflection or the like that other races can't figure out (at least without careful study).
Adventurers:
Racial Traits
- +2 to any one stat. Igors typically make sure their body is well suited to their profession, whatever it may be, through their surgical alterations.
- Medium Size
- Igor Base Speed is 30 ft. 20 ft. when faking a limp.
- +2 on all heal checks. This bonus increases to +4 when performing surgery, and +6 when implanting a graft or replacing a part.
- Off Putting Appearance: Igors are often practically covered with surgical stitching and present a fairly disconcerting sight, indeed, surgical stitching is basically a form of tribal marking among Igors (in fact, when they perform surgery on others, hardly a mark is left). As a consequence, most humanoids have an initial attitude one step worse than they otherwise would towards an Igor, but an Igor can attempt a DC 15 diplomacy check as a swift action while speaking to them to negate this (tho the person will still find them off putting, there is no mechanical effect to this feeling if the Diplomacy check is succeeded).
- Master Graft: Igors have Graft Flesh as a bonus feat, but start only knowing how to attach limbs from the same creature type as the recipient (this can grant a person natural attacks and other extraordinary abilities, provided the Igor has the necessary parts) and cannot make actual magic item grafts. At third level, they may take a day of study to learn to graft flesh across creature types. At fifth level, they may take a day of study to learn to create Undead or Fiend grafts, and every two levels thereafter, may take of day of study to learn to create an additional type of graft.
- Master's Call: Igors are known for always appearing at the side or behind his master when called, be right behind a door when knocked upon, and has a knack for reappearing in a room when he previously left via the door. They may learn the [fiend] feat Greater Teleport as if they were fiends.
- Automatic Language: Common and Igor (Igor is a secret language that sounds exactly like Common, albeit with more technical language for medical topics than is usually found, and is how Igors differentiate between themselves when they all have one of two names). Bonus Languages: Any.
- Favoured Class:
more later.