Seeker Tainted Ethnicity in Districts of Calamity | World Anvil

Seeker Tainted

Background

Seeker Tainted are the result of the evolution of a local Bad Brain strain unique to Dominus Columbia when it first interacted with the Bad Brain strain that created the Tainted. Like their Wasteland counsins, they have evolved to be generally immune to Bad Brain, with the exception that clusters of Bad Brain infection continue to grow, collect, and rupture within themselves. Because of this, their Bad Brain Stage remains higher than the typical Tainted, and is capable of occasionally overcoming the Tainted Immunity and advancing to Stage Four, making the Seeker Tainted unable to differentiate from friend or foe, entering a state of Rage, and attacking anyone or anything around them.

These drawbacks don't come without some upsides, however. Seeker Tainted earned their name from being able to locate those that are infected with Bad Brain, including disease variants that are normally undetectable by normal means. This ability alone has made them invaluable to the defense of the Bailey, their ability to seek out hidden pockets of raiders or individuals that remain undiagnosed with Bad Brain has saved countless lives and helped with bringing safety and stability to Dominus Columbia as a whole. This has been so effective that many senators of the trade union have sponsored an elite task force called the "Stalkers of the Maledicted" comprised primarily of Seeker Tainted, but also including several other mutant lineages, these few dozen individuals travel Dominus Columbia and its outskirts seeking high threat raiders and exterminating them before they cause further damage and loss of life.



Costume and Roleplay Requirements

In polite society Seeker Tainted have made it a habit to inform local doctors, guards, and allies of their variant status in the off chance any accidents happen and they are unable to suppress an outburst of violence so that proper measures and reactions can be taken, just in case. Most Seeker Tainted have a regular supply of Seeker Suppressing Agent, but accidents can always happen. Outbursts are uncommon in civilized areas, but have been known to happen when supplies run short for various reasons. Playing a Seeker Tainted adds a bit more of a Feral edge to the standard Tainted, many opt to wear patches or signs to indicate to others "Seeker Tainted, May Bite" or "Seeker Tainted, I'm sorry if I hurt you." None of this is necessary, and some even opt to hide their variant from others. Many tend to be friendlier with others of their own Lineage group and find it easier to form bonds with them. Few Seeker Tainted enjoy isolation and are almost always seen with friends, allies, family, and people they trust.



Mechanics

Seek the Malediction
  • You may take 5 Points (0.5 Levels) of Exhaustion to 10 seconds examing a Patient within arm's reach to call "Detect: Bad Brain" on that Target.
  • You may take 10 Points (1 Level) of Exhaustion to call "By My Voice - Detect: Bad Brain."

You can not use this ability if you have Level 8 Exhaustion or higher.


You are considered to have Stage 3 Bad Brain instead of the Stage 2 Bad Brain that Non-Seeker Tainted have, but may choose to supress the roleplay requirements of Stage 3 Bad Brain for no cost at any time they are not Fractured.

Unless you are under a specific effect which prevents it, such as Seeker Suppressing Agent, the first time in a 12s, and only once per 12s, if you become Unconscious, enter Bleed Out, or hear the call “Trigger: Malediction”, you lose 2 Resolve and take 50 Points (5.0 Levels) of Exhaustion, call “Upsurge: Malediction”, heal half of your Maximum Body, and enter the Rage state. When this call is made the Tainted Trait that prevents your Bad Brain from progressing becomes temporarily inactive. (Note: This ability can only trigger once per 12s regardless of how it was activated)

For the duration of the Upsurge: Malediction, your Bad Brain is considered to have advanced to Stage 4 and you are immune to all Stun, Knockout, Fear, and Terror effects. When struck with these effects call “No Effect: Malediction.” You gain Ranged and Melee Reduction (Minor), and all Basic Combat skills and Proficient Combat Item Activations cost 2 Mind instead of their normal cost (if higher).

You cannot use Mental Endurance to resist this Upsurge. This Upsurge cannot be replaced by another Upsurge while it remains in effect. When you enter Bleed Out or when the Upsurge has been removed you leave the Rage state, reduce your Bad Brain to Stage 3, the Tainted Trait that prevents your Bad Brain from progressing becomes active again, and you gain “Downsurge: Bleed Out Timer reduced to 1 Minute”, you cannot use Mental Endurance to resist this Downsurge.

Parent Lineage
Tainted
Encompassed species

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