Supernatural
Creature Data Files: Tainted
Description: The ‘tainted’ are a fairly
simple type of necromantic undead. In essence, they are zombies that retain
their intelligence (and, as such, cannot be controlled by the creating
necromancer). Due to this (and also due to their inability to use necromancy in
any manner), they are only very rarely encountered. With only a couple of
exceptions to date, all known tainted are in the employ of the Meander
Corporation.
Initially tainted were included under the same umbrella as ordinary zombies, however due to their intelligence (and their ability to move normally) they are now referred to, and dealt with, as a separate form of undead. The necromantic energy used to create, and animate tainted focuses on increasing their strength, resilience and speed; the result is a never sleeping, inhumanly strong, unnaturally fast, and very hard to kill being. Additionally, even when severely injured (to the point of becoming disabled), a trained necromancer is usually capable of repairing, and reviving, the tainted.
Although not under the control of the creating necromancer (an explanation from the Meander Corporation indicated that mind control is not within the capabilities of necromancy, and hijacking the body from the would-be controlling intelligence would simply result in an ordinary zombie) those who become tainted are chosen very carefully – creation of a powerful, immortal undead entity that is liable to turn against you is something only a very, very foolish necromancer would carry out.
It is suspected (though the practicality is denied by Meander) that ‘abomination’ tainted – that is, tainted possessing additional limbs – are a possibility. Although none have been encountered, such entities would be vastly more dangerous than an ordinary abomination (due to their ability to adapt to and eventually properly control additional limbs and parts, instead of being clumsy and impractical).
For a broader overview of the potential abilities of tainted, please see Supernatural Creature Data Files: Zombies (including 'Abominations').
Initially tainted were included under the same umbrella as ordinary zombies, however due to their intelligence (and their ability to move normally) they are now referred to, and dealt with, as a separate form of undead. The necromantic energy used to create, and animate tainted focuses on increasing their strength, resilience and speed; the result is a never sleeping, inhumanly strong, unnaturally fast, and very hard to kill being. Additionally, even when severely injured (to the point of becoming disabled), a trained necromancer is usually capable of repairing, and reviving, the tainted.
Although not under the control of the creating necromancer (an explanation from the Meander Corporation indicated that mind control is not within the capabilities of necromancy, and hijacking the body from the would-be controlling intelligence would simply result in an ordinary zombie) those who become tainted are chosen very carefully – creation of a powerful, immortal undead entity that is liable to turn against you is something only a very, very foolish necromancer would carry out.
It is suspected (though the practicality is denied by Meander) that ‘abomination’ tainted – that is, tainted possessing additional limbs – are a possibility. Although none have been encountered, such entities would be vastly more dangerous than an ordinary abomination (due to their ability to adapt to and eventually properly control additional limbs and parts, instead of being clumsy and impractical).
For a broader overview of the potential abilities of tainted, please see Supernatural Creature Data Files: Zombies (including 'Abominations').
Physiology: Tainted are humans whose life
has been devoured, and replaced, by necromantic energy. This energy animates
them instead of their former life, as with all other kinds of necromantic
undead. As creation of tainted requires significant skill (to allow the
persistence of intelligence), and often several necromancers, the resultant beings
are, at weakest, perhaps twice as strong as ordinary humans. The vast majority
are significantly stronger.
As undead, tainted do not need to eat or drink to continue their existence. They also lack the normal human requirements for sleep, and cease aging. They are unaffected by extreme cold until their joints completely freeze (which occurs when their internal body temperature reaches around -30 degrees Celsius), and are able to thaw without damage from any temperature. Extreme heat has no effect until the tainted begins to burn or melt. This is similar to most varieties of undead, though significantly more extreme.
Although they do not require use of their organs to move or survive, tainted do require their brains to be intact to act. As such, traditional advice – which sadly does not work on mindless zombies – can be applied here: aim for the head.
As undead, tainted do not need to eat or drink to continue their existence. They also lack the normal human requirements for sleep, and cease aging. They are unaffected by extreme cold until their joints completely freeze (which occurs when their internal body temperature reaches around -30 degrees Celsius), and are able to thaw without damage from any temperature. Extreme heat has no effect until the tainted begins to burn or melt. This is similar to most varieties of undead, though significantly more extreme.
Although they do not require use of their organs to move or survive, tainted do require their brains to be intact to act. As such, traditional advice – which sadly does not work on mindless zombies – can be applied here: aim for the head.
Identification and Destruction: Tainted are difficult to
identify without the presence of an ESP agent (who is able to observe their
lack of life combined with their mobility). The only other means of positively
identifying a tainted is to observe their blood – as with all necromantic
undead, their blood will be black due to the necromantic energy present within
it. Some tainted are identifiable by their complexion (this is rare, and
depends on the creating necromancer’s skill).
All tainted created by the Meander Corporation (and some of those created by other necromancers) are marked in some fashion. Unfortunately, without fore-knowledge of the expected mark it is likely to be passed off as a tattoo. Meander Corporation have been unfortunately unforthcoming with details on how they mark their tainted.
Destroying tainted varies in difficulty depending on the tainted in question. Damage to the brain (from any form of head trauma) is the optimal way of stopping a tainted from moving, however extensive damage to bone structure or musculature will also suffice. After a tainted has been disabled, it is important to dispose of the corpse (preferably through burning; although extreme damage (such as being cut into small chunks or crushing of the bones) will also suffice), or else a necromancer will be capable of repairing them. Note that brain damage does not seem to affect the repaired individual in any way – they will remember everything until they ‘died’, and sometimes sensations leading up to their revival.
Though inhumanly strong and capable of moving with normally deadly wounds, tainted are rarely more than slightly tougher than ordinary human beings. As such, melee combat focused on severing limbs or cutting muscles has proven more effective than ranged fire in most situations.
All tainted created by the Meander Corporation (and some of those created by other necromancers) are marked in some fashion. Unfortunately, without fore-knowledge of the expected mark it is likely to be passed off as a tattoo. Meander Corporation have been unfortunately unforthcoming with details on how they mark their tainted.
Destroying tainted varies in difficulty depending on the tainted in question. Damage to the brain (from any form of head trauma) is the optimal way of stopping a tainted from moving, however extensive damage to bone structure or musculature will also suffice. After a tainted has been disabled, it is important to dispose of the corpse (preferably through burning; although extreme damage (such as being cut into small chunks or crushing of the bones) will also suffice), or else a necromancer will be capable of repairing them. Note that brain damage does not seem to affect the repaired individual in any way – they will remember everything until they ‘died’, and sometimes sensations leading up to their revival.
Though inhumanly strong and capable of moving with normally deadly wounds, tainted are rarely more than slightly tougher than ordinary human beings. As such, melee combat focused on severing limbs or cutting muscles has proven more effective than ranged fire in most situations.
Other Details: The first encounter recorded
occurred only relatively recently, in 2005. A party negotiating with Meander
Corporation for a cessation of passive hostilities between our organisations
identified a member of Meander’s negotiation team as a previously unseen form
of undead. Details were – grudgingly – shared by Meander following this
discovery.
Subsequent encounters with tainted have mostly been during interaction with Meander, as many of their current active agents are tainted. Information received from Meander indicates that use of tainted for this purpose has allowed them to focus the efforts of their necromancers solely on research, thus leaving ‘resource acquisition’ and ‘politics’ to the tainted.
Only a handful of non-Meander tainted have been encountered; and several of these are suspected to have been rogue ex-members of the corporation.
Subsequent encounters with tainted have mostly been during interaction with Meander, as many of their current active agents are tainted. Information received from Meander indicates that use of tainted for this purpose has allowed them to focus the efforts of their necromancers solely on research, thus leaving ‘resource acquisition’ and ‘politics’ to the tainted.
Only a handful of non-Meander tainted have been encountered; and several of these are suspected to have been rogue ex-members of the corporation.
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