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  1. VIRUS AND PARASITE CUSTOMIZATION:
  2. Huh? How did you get to this section, you don't even have the cleara-... oh. You do. ...why did I give you that? Ugh, well it doesn't matter now. This right here is a place to design a viral agent of your very own... or a parasite, if that's your thing. Either way, this is where you can get all your 'mad scientist' urges right out of the way. I hope you're responsible enough with this.
  3.  
  4. Abbreviations for viruses and parasites that already possess specific traits or functions (a.k.a. are freebies*) are as follows:
  5.  
  6. t = t-Virus
  7. G = G-Virus
  8. NEα = NE-α Parasite
  9. NEβ = NE-β Parasite
  10. tA = t-Abyss Virus
  11. tP = t-Phobos Virus
  12. LP = Las Plagas Parasite
  13. QP = Queen Las Plagas
  14. A = A-Virus
  15. M = Mold
  16. U = Uroboros Virus
  17. Pg = Progenitor Virus
  18. Pt = Prototype Virus
  19. C = C-Virus
  20. tV = t-Veronica Virus
  21.  
  22. *Please be aware that you do not have to take a freebie.
  23.  
  24. -My Works Are Superb (Free): It's not enough to steal someone else's work and make it better. You've got a mind that would make Spencer weep! Or at least you claim that. Either way, you're starting fresh off the block and ready to get to work on a single virus or parasite (parasitical fungi such as cordyceps counts as a parasite) to make the world know your genius and capabilities, gaining 1000 'Gene Points' to be used in the customization table. You may choose to use a 'real life' parasite or virus for this option.
  25. If you have purchased a virus or parasite from the 'Items and Equipment' list, you may choose to use it as a base for free. This can only be used once.
  26.  
  27. -Double is Deuce (50CP): What? Just ONE isn't enough? What sort of mad work are you scheming here that you need a second virus or parasite to work with? The world will undoubtedly tremble with whatever you're desiring, but you may spend 50CP to utilize the virus or parasite in question, this second object gaining its own budget of 1000 'Gene Points' to be used in the table. You may choose to use a 'real life' parasite or virus for this option, and you may purchase this multiple times.
  28.  
  29. -Universal Journey (50CP): What... what are you doing? Why are you trying to bring in something not of this world?! Do you know what that could do if you introduced that?! Bioterrorism could be changed overnight, entire cities could fall... or worse, be transformed into hotbeds of disease and madness! I... oh, you just want to get to work, don't you? I knew this was a bad idea... alright, you can choose to import a single virus or parasite from another setting you've been to, with 1000 'Gene Points' to be used in its tinkering. You better know what you're doing.
  30.  
  31. Virus Section:
  32. This section is specifically for viral strains; those who wish for parasites to possess these traits must take 'Animality' later on.
  33.  
  34. Infection Method (Varies): There's multiple ways to skin a cat... or in this case, to infect a person. You may choose to spend 50GP for each method of infection you grant your virus.
  35. -Injection (Default) (t, G, tA, tP, A, U, Pg, Pt, C, tV): The most common form, this requires stabbing the virus directly into the target to cause primary infection.
  36. -Bites/Body Fluids (t, tA, tP, A, U): A common function of those infected; by spreading body fluids or biting, the virus can be transmitted into a target to spread the infection.
  37. -Waterborne (t, tA, A): The virus can survive in the water, turning any water you disperse the virus within into a biohazard waiting to gain its victims.
  38. -Gaseous/Aerosol Form (A, U, C): Not content with liquid? Make your virus soar with this, making a potential gas form which you can throw about anywhere to cause viral infection!
  39. -Embryonic Implant (G): A very... strange method of infection if I ever heard of it. This method allows the host of the virus to implant an embyro into the victim; if they're compatible, then primary infection begins. If they are not, then it explodes out like a chestburster and becomes another monster. -Powdered Form: A different kind of method, this allows the virus to take a powdered form that is inert unless it comes into contact with a living organism, whether through skin contact or ingesting the powder somehow. Once that happens, primary infection can begin.
  40.  
  41. Activation Requirement: It's one thing to get the virus into a person, but there is also the matter of how it is activated. You may spent 50GP to choose or change how your virus activates inside of a person. You may only have one method, so be cautious. If you purchase ‘Multiple Symptoms’ you may purchase an activation requirement for each one.
  42.  
  43. -Contact With Bloodstream/Respiratory System (Default) (t, G, tA, U, Pg, C, tV): The moment the virus enters the body, it begins its dark work. There's no stopping it. If the host is lucky, they might have enough time to pray before something happens.
  44. -Trauma Trigger (Pt): A peculiar type of trigger, this ensures that the virus does not activate unless the host is practically on death's door. Once it activates, it will remain functioning like it normally would, but you risk a great deal of things with this.
  45. -Secondary Trigger (A): This one is a little different from the others, but the Animality Virus only proved the malleability of viruses if one was determined enough. With this, the initial stage of the virus is inert and does not activate, unless you use this second phase to actually activate it. Choose an Infection Method that acts as your ‘Trigger’.
  46.  
  47. -Emotion Controlled (tP): A bit of a strange one, this virus monitors the hormones and chemicals associated with certain emotions... and once a certain level is reached, the virus triggers and spreads through the body within seconds. I guess if you enjoy making it like that, you're free to do so. -Temperature Controlled: Another strange sort of trigger, this ensures that the virus will not trigger inside a body unless it reaches a certain temperature. Whether it's supposed to be hot when it goes off or it's cold, it is something you will need to figure out for yourself.
  48.  
  49. -Combination Station (600GP): Why settle with just one virus? You can do better than that! By purchasing this, you may combine two viruses together with their budgets and setbacks combined to really get in on the fun. You can engage in further purchases at 300GP each if you feel this isn't enough. Be warned however, for including the first purchase, this can only be done a grand total of three times.
  50.  
  51. -Pigmentation (50GP): Well this is... weird? Seriously, I don't know what's up with this. If you're really determined for it, then I guess... this peculiar mutation is somewhat different in that you can select a color theme to be prevalent in the creatures that mutate when infected by the viral strain. You want your B.O.W.s to be purple for whatever reason? Sure I guess. You want the superhumans to have green hair? Not sure why you're freaking out, but go nuts.
  52.  
  53. -Claws and Jaws (100GP): Don't let your hosts or minions (or even yourself) go unarmed! What's the point in making a monster with a virus if they're just going to flail about uselessly? Upgrade them by selecting this, which will greatly increase the chances of your victims gaining more powerful teeth, or growing claws from their hands and feet... if you're really clever, you can see people growing blades of bone out of their body! How does that work? I DON'T KNOW!
  54.  
  55. -Extra Limbs (100GP) (U): Humans tend to come with two arms and two legs. It’s a static fact provided one doesn’t suffer some undue accident. It’s the same thing with most animals in that they come with a specific amount of limbs. Not anymore with a trait like this, allowing zombies to have a high chance of manifesting an extra pair of arms, or scythes, or maybe just a bunch of tentacles to use. Why tentacles? Well why NOT tentacles?
  56.  
  57. -Denial of Retrieval (100GP) (C): The most annoying thing about any bio-weapons you make? Any random person can just swoop in and try to get a sample. It's annoying! Fortunately, there is a solution. By choosing this, your virus becomes extremely difficult to retrieve from either you or other infected without key chemicals to assist in reproduction and completion of the virus. Just think of how angry people will get when they see you took precautions!
  58.  
  59. -Painful Revelation (100GP) (U): It's not every day that you get shot, or stabbed, or given any number of damages. However, one has to realize the difference between the pain is required, and the pain that is... less so. By choosing this, any non-lethal wound to the host that does not compromise their abilities or mobility will be greatly diminished, letting you plow through anything unnecessary... like the people trying to damage you.
  60.  
  61. -Berserker (100GP) (tP): Zombies and infectees by nature tend to attack anything that’s not them, whether to infect others and propagate the virus or simply to feed and become stronger on the consumption of others. But sometimes you need a little boost, and that’s what this is for. Whether it’s due to the obscene torture that is mutation from the virus, or some kind of instinct bred into the pathogen, any B.O.W. or zombie will be much more willing to attack others, using anything available to them to attack. For one with their mind intact, it could translate into an increased battle instinct.
  62.  
  63. -Brain Case (100GP) (tP, A, C): It's kind of stupid how most of these expensive B.O.W.s or beings can be made, pinnacles of science and genetics... only to get blown up when they stupidly run right towards a rocket or walk into an oil spill to be set on fire. Not so much anymore with this, the viral agent preserving a bit more of the brain so that your B.O.W.s will have greater comprehension and ability to understand their environment... or even use tools. For those who end up having their minds preserved, it could even boost the intelligence of the subject noticeably.
  64.  
  65. -Useful Corpse (100GP): Most of these viral agents have the issue that when it comes across a person that is incompatible... the person will die. If that wasn't bad enough, that person would also reanimate and either turn into a horrible monster, or just zombify to rise up and consume people. If you're not a fan of that, you can just choose this. Those who perish to the virus will not reanimate or turn into a monster, instead they will become incubators to the virus so that you can harvest more when needed. A
  66. bit unethical, but this is SCIENCE we are talking about!
  67.  
  68. -Accepting Of Others (200GP) (t, G, tP, A, Pg, tV): The thing about viral agents is that they are often standalone products. Sure they might mutate in the environment or come across odd situations, but the primary functions often remain the same, unable to be changed by outside factors. But sometimes that's bullshit and you want a bit more 'oomph' to your virus. By selecting this, your virus is MUCH more capable of accepting other viral agents into itself, allowing you to use other viruses you may come across in experiments to create a product greater than the sum of its parts! ...however, I do recommend you know what you're doing, or do some serious testing. It makes the process much easier, but it doesn't do your job for you.
  69.  
  70. -Host Bonding (200GP) (Pg): It goes without saying that the Progenitor virus is as useful as it is deadly. Whatever it doesn’t kill it turns into some obscene super-being that stands above other beings. Literally. Which makes its evolution into the t-Virus curious, in which it was introduced to a leech before it infected another host instead. Your virus now has the same trait, mutating into an entirely new virus when introduced to an animal via bonding with the host, and allowing the animal to infect someone instead. Be careful, as the leech’s 'gift' made it so this new Progenitor virus zombified anyone it killed with a desire for flesh. Who knows what other animals would do to it.
  71.  
  72. -Brain Pan (200GP) (Pt): Most times when a zombie outbreak occurs, the big thing that everyone always says is to go for the head. To destroy the brain. After all, with no brain there’s no zombie. That’s why a little trait like this tends to be really rough, making it so zombies won’t go down with a mere bullet to the brain. You would need to destroy the entire head for the zombie to go down, which could be enough to turn the tide. If a non-zombie has this trait, they would be able to survive getting shot in the head with no memory loss from the injury. Just… hope that you have a way to heal from it.
  73.  
  74. -Evolutionary Attempts (200GP) (tA, C): When one throws in a viral strain in order to mutate a person, they expect it to create a specific set of mutations. After all, a virus is a programmed set of instructions, right? If you choose this, then everything goes out the window for them as your viral agent proceeds to engage in all kinds of mutations and varieties that wasn't expected. It could end up something of a freakshow if you do this, but unpredictability could help you out as well.
  75.  
  76. -Mental Clarity (200GP) (Pt): Many problems that these viral agents tend to come across is that when mutating a being there can be problems with the minds of the host. If it isn't unbridled aggressiveness, then it's a serious deterioration of intellect and sanity to leave them into nothing more than a monster. But fear not! By selecting this, your viral agent will stick to enhancing the muscles and lower organs of the body, ensuring the mind is preserved and leaving the host capable of comprehension! ...at least if they don't zombify, anyway.
  77.  
  78. -Dual Infection (200GP) (tA): One little tidbit that ended up becoming very useful for B.O.W. development is the little quirk of any virus being introduced into the host ending up infecting any parasite that is within a person as well, causing them to mutate and introduce further transformations onto the host. This trait will do just that, strengthening any parasite within the host as well as increasing the effects said parasite would have on the host. Very dangerous, but might be worth the payoff.
  79.  
  80. -Chimerism (200GP) (A, tV): When Glenn Arias mixed together his virus, he perfected it with the genetic structure of the Las Plagas parasite. While it assisted with the control of the zombies created by the virus, it also created some unexpected caveats in the form of making the occasional infectee akin to a parasite themselves. With this, there’s a chance of infectees obtaining the means of assimilating a person in order to empower themselves or to let someone else assimilate them to become stronger for it. It’s biologically weird, but the results are very potent.
  81.  
  82. -Group Effort (200GP) (A, tV): It is not certain how this particular viral aspect works. Maybe it’s pheromones, maybe it’s some kind of subsonic frequency. Either way, viruses that have this aspect woven into them will have zombies working together to some extent, whether it is the weaker ones taking the hits for the stronger ones or even lifting other zombies up to reach other places. For those who keep their mind and form, they’ll find new instincts that help with cooperation and teamwork with other infectees while zombies never attack them.
  83.  
  84. -Protective Cocoon (200GP) (C): Some of the primary problems with mutations and viral agents is that it can be difficult to keep a host alive until their final stage, or that mutations can be... haphazard. Not anymore. By selecting this, your viral agent can instead encase its host within a cocoon while they change and mutate inside with relative safety. It goes without saying that it's better if they were hidden while this happened, but mutations will be much more 'streamlined', with anyone coming out looking more like a natural being than a grotesque monster.
  85.  
  86. -Amplification (200GP) (U): The potency of your virus could be the stuff of legend if you ever let it get out. Seriously, there's deadly then there's THIS thing once it hits the systems, easily increasing effectiveness upon anyone without the antibodies to the point of being a super-virus. Not only is it a rather potent virus that has this modification, but any secondary effects of viruses or infectious agents that it's utilized with will end up being amplified to some extent. ...I'm not sure this is a good idea.
  87.  
  88. -Null And Void (200GP): Sometimes you don't want everyone to die by your virus. Or maybe if it gets out, you don't want any corpses. Fear not, for the answer is found. By purchasing this, instead of people dying and zombifying due to incompatibility to the viral agents you may instead make the virus unable to affect anything outside its target range. So feel free to virus bomb a city now, just kick back and watch the intended targets become powerful instead!
  89.  
  90. -Bulked Up (200GP) (U, Pg, Pt): GET RIPPED. It's time to put the 'super' in 'superhuman', with your virus being the payload to a world of wonders! By selecting this, your virus is capable of increasing the strength and durability of the infected by a considerable amount... watch that group of zombies smash a steel door down, or that one guy taking a shotgun blast to the chest with only a grunt to show for it. The apocalypse just got worse.
  91.  
  92. -Speed Boy (200GP): Whoever said that zombies or those purposely infected had to be slow and cumbersome clearly has not seen the work here you have done. By purchasing this, your viral agent is more than capable of increasing the natural speed and dexterous ability of those infected. Watch as the slow zombies become fast or can wield weapons! For those who keep their mind and form, it's a rather significant boost that lets the host be nimble.
  93.  
  94. -Will of the Self (300GP) (t, tP, Pg): Albert Wesker once theorized that some mutations, especially regarding the t-Virus, are dependent on the mindset and views of the host upon infection. The mind is a powerful tool after all, and it can have quite the effect on the body. By selecting this, your virus is much more dependent on the mindset of those who are infected, with their emotions and personality all being factors in what the mutation can bring. Be wary, for if willingly infected or infected during a time of great emotion, it may bring about mutations even you cannot predict...
  95.  
  96. -Virulent Presence (300GP) (tA): There's always those people who feel like they're immune, or have some kind of willpower that can help them overcome your viral infections. ...what losers, to not expect you to have a countermeasure. By choosing this your virus is made much more potent, and those who show resistance will have the risk of a 'slow burn' version of your virus... either turning into a unique creature or gaining a unique appearance, depending on how lethal you desire your virus to be. The desired choice is to be chosen upon selecting this perk.
  97.  
  98. -Biomass Backdoor (300GP) (U): Ever feel like some days you've got a real case of the munchies? This virus is kind of the same way, anything involving organic that it can get ahold of; it just... consumes and grows. By collecting biomass from plants, animals, or people (whether the person was alive or dead), the infected are capable of temporary exponential growth to increase their size and physical strength, in order to take the enemy down. Just don't eat something that doesn't agree with you, you hear?
  99.  
  100. -Healing Factor (300GP) (G): The original goal of Umbrella's bio-weapons research was to find a way to guarantee an effective kill potential. Their founder's goal on the other hand, was godhood... and gods are immortal. While it's not true immortality, this healing factor is capable of growing back nonfatal wounds within 30 seconds... or limbs in minutes. Please keep in mind however, that too much damage too fast can cause considerable complications, and this will do nothing for if you suffer a fatal strike. On the plus side, you're going to be young for a very, very long time.
  101.  
  102. -Fiery Power (300GP) (tV): Sometimes you just need to turn up the heat. While this won't get you any favors when it comes to thermal readings, your blood has been altered to be a combustible chemical that ignites when coming into contact with air. What does that mean? Well, you can spill blood and it sets on fire akin to napalm. Needless to say, anyone who gets hit with this is going to have a bad time, and so will you if you don't watch your blood levels.
  103.  
  104. -Bouts of Speed (300GP) (Pt): When you need to go fast, you go FAST. This mutation can allow you to engage controlled, temporary bursts of speed that's fast enough to give the illusion of teleportation; the average human eye cannot follow that fast. Even better, your eyes are altered so that you can keep up with your newfound ability to move in bursts. One should be careful, however, as it can potentially burn through your stamina very quickly.
  105.  
  106. -Blood Donor (300GP) (C): When you think about it, viruses are really just carriers of genetic payloads. When they enter a body, they start infecting cells and overwriting it with their own genetic material. This trait takes complete advantage of this little fact, allowing you to spin someone’s genetic sequence into your virus to impart traits of that person upon the host. One must be very careful to not let it overwrite the host too much, as it could result in a brain wipe… unless that’s what you’re going for.
  107.  
  108. -Bio-Electricity (400GP): A curious mutation that has been given to the hosts, this function takes advantage of an organism's natural bio-electricity and amplifies it to the point where it could potentially be used as both a weapon and a defensive measure against oncoming projectiles. So you can choose to bring the thunder, or generate a field to deflect small-arms fire. Do be careful when you're wielding this.
  109.  
  110. -Fog of War (400GP): You have an incredibly unique mutation, my friend. I'm not sure if it's an organ or if it's some kind of sonic frequency... fun fact, did you know low-frequency sounds of near 19Hz can cause feelings of ominousness and foreboding? Anyway, you're definitely somehow causing optical illusions that can make the enemy think there's more of you... or that you're suddenly somewhere else. Let panic be sown.
  111.  
  112.  
  113.  
  114. Parasite Section:
  115. This section is specifically for parasitical creatures; those who wish for viruses to possess these traits must take 'Animality' later on.
  116.  
  117. Incubation method (Varies): You need to grow your parasites somehow, my friend. They don't just come from trees! You need to decide how you grow your parasites... you may spend 50GP for each method of incubation you grant it.
  118. -Dedicated Tanks (Default) (NEα, NEβ): It's pretty easy, actually. You've found a way to ensure that they grow and can be cultivated with the power of technology. That's pretty fun!
  119. -Nest (QP): Ol' faithful, to be doing this. Your parasite is capable of creating a nest and nurturing other parasites, creating more just like it to spread and capture whatever it can find.
  120. -Host Implantation (LP): This one's been getting more headway lately, not that I blame them. By using this, you implant an 'egg' into the host, and with that you can slowly let them grow within a person until they're ready to take over... which if they're unlucky, is immediately.
  121. -Cultivation (M): Patient Zero grows the infection inside of them. They are the biohazard, they’re the one who continually grows them and creates more to infect others. So long as the primary host exists, the infection will spread.
  122.  
  123. Infection Method: You've properly incubated them, but now it's time to get to the nitty gritty of things and INFECT them. The only question is, how will you do that? You may spend 50GP for each method of infection.
  124. -Implantation (NEα, LP, M): You straight up drop the parasite right into a person. Whether it crawls inside, or you have to surgically implant it, who knows? The point is, it has to be entirely inside a person, and it's getting in.
  125. -Parasitical Attachment (NEβ): Definitely one of the more creepy methods for others to see, this can allow the parasite to stay right outside of a person and just attach right to them... like a tumor, or some kind of backpack or something. It can be pretty unnerving to anyone else.
  126. -Egg Distribution: (QP): Somewhat similar to implantation, this requires that it be planted straight into the host. However, unlike implantation, this is more in an egg form... so a parasite can rush over, lay eggs inside a person, then rush to the next person while the parasite grows and does its work. ...hey, has anyone seen that weird spider thing with the tail around here?
  127. -Spores: This is something of a freak accident more than anything, but your parasite somehow can emit spores which when breathed in by a person... hijacks the body's biological functions and causes a parasite to grow within them, devilishly bringing another to the flock that you create. Please, PLEASE be careful with this.
  128.  
  129. -Act As One (600GP): It is one thing to desire traits of parasites, but there comes a time where it must be one. TRULY one, a single organism capable of great things. With this, you can combine two parasites
  130. together into a single, unique being, with further purchases at 300GP if you feel once isn't enough. Be wary however, for including the first purchase, this can only be done a grand total of three times.
  131.  
  132. -Bioluminescence (50GP): What's the point in having a parasitical infection if you can't even make it look cool? Fortunately we've got you covered. Whether it's glowing eyes, your veins alight, or some weird kind of mark that shows up at night, who knows! You get to decide now, you amazing little lightbug you. Shine on.
  133.  
  134. -Dormancy (100GP) (QP): It’s not exactly helpful in a social conversation when you have a parasitical appendage sticking out of your back. It’s the kind of thing that kills the mood, and it would be nice if there was a way to revert the blatant mutations that parasites may enact to weaponized their hosts. Fortunately, there’s a way. With this, mutations can slowly revert and dissolve back into the body with a focused effort on the host’s part, so there’s no guilt in suddenly spawning blades from their arms to gut someone. Just be sure you plan ahead to give yourself time to ‘freshen up’ as it were.
  135.  
  136. -Natural Weapons (100GP): It's only natural that a parasite should give something in return to the host that it's callously feeding on. After all, what else would be the point of you stuffing one inside? With this, you can greatly increase the chances of claws forming on the hands, or much more sharpened teeth... or if you're weird like that, forming a sword out of sharpened bone coming out of the arm! Who knows, it's fucking parasites!
  137.  
  138. -Brain Buffer (100GP) (NEα, NEβ): With a parasite having its own mind, it was an inevitability that someone would try to use it to improve the mind of the host in some way. Using special neural connections, they have succeeded in some fashion. When tapping into the nervous system of the host, this parasite can increase the understanding and comprehension of the host so they're not just a bunch of morons flailing around. Should the host's brain functions and identity be preserved, the intelligence of the host is boosted significantly thanks to the help the parasite grants.
  139.  
  140. -Evidence Removal (100GP) (LP, QP): You want to know what's more annoying than people killing off your precious parasites? Watching the victims get cut open like fish as the enemy descends upon them for precious samples of your work. It's enough to make you want a safety trigger... which can be arranged. Upon death of the parasite, instead of leaving behind a body they will dissolve to prevent capture of any samples. No chances.
  141.  
  142. -Garbage Collection (100GP): There are two undeniable facts when it comes to parasitical requirements: It needs sustenance, and it needs bodies. The former is easy enough to arrange, but what happens if you have corpses that are too mangled to be used? What happens if you have just a huge pile of gore and want to make use of it? That’s where this trait comes in, letting you infect something and slowly convert the biomass into this twisted creature only capable of attacking and following orders. It’s a lot like molding something into loyal mooks to throw into the grinder.
  143.  
  144. -Harmonious Unity (200GP): You might come across other parasites during your journeys. Strange creatures of genetic wonders... it'd be an awful shame if there was a way to more easily have your parasites accept spliced traits from said other parasites. Why, if someone offered this option that could let your parasites do just that AND make your parasite greater for accepting those traits, that would just be dreadful!
  145.  
  146. -Working Together (200GP) (NEβ, LP): It can be incredibly annoying to watch hordes of shamblers or mindless morons running around, all trying to grab the same person with no regard to each other. Why don't you fix that little issue? Whether it's ultrasonic waves or emitted pheromones, this will encourage the parasites to be mindful of each other and cooperate, ensuring a more organized fighting force that can overwhelm enemies easier.
  147.  
  148. -Organ Functions (200GP) (Neα, NEβ): Sometimes there's issues with going into battle, like getting your stomach torn out or your arm ripped off. Fortunately, your parasite has you covered. By selecting this, your parasite as the eerie knack of making sure your body can survive for a few more minutes if you lose something bad, giving you the moment needed to either escape or get behind something to heal provided you have the ability to do so.
  149.  
  150. -Breeder (200GP) (QP): Sometimes you don't want to deal with having only one parasite, or needing to homegrow them yourself. After all, what if there's someone you HAVE to infect now? Fear not, for those of the nurturing type we have an answer. Over time, this parasite can develop and create lesser versions of itself, allowing the host to plant these versions in others for a nefarious scheme. Whether these intentionally create zombies or not is up to you... as is the way you extract them.
  151.  
  152. -Inert Home (200GP): You don't always want to watch a person get killed by a parasite or turned into some shambling horror. If you don't care much about the parasite, you can do this little option instead! If incompatible, the infecting parasite simply becomes inert and dissolves harmlessly in the host body, ensuring there's no harm or foul to those who got caught in your way.
  153.  
  154. -Severed (200GP) (M): It can be a real problem when someone decides to hurt the host in some way. You know, like chopping off an arm. That’s a good arm. Fortunately, the parasite is able to work with it, and by picking the limb up and placing it against the stump, it can start to reattach itself and heal as the parasite connects to it again. Results will be best if you keep it connected somehow. This also gives a fairly decent healing ability, wounds healing significantly faster than usual.
  155.  
  156. -Reduce, Reuse, Recycle (200GP) (LP): Many times a parasite requires a living host in order to have any sort of effect. After all, a living creature needs another living creature in order to live. A parasite can’t do upkeep for two creatures after all… unless they have this trait. See, the mutagenic properties of this parasite are a lot more messed up than usual, allowing even corpses to be infected and mutated to rise again and be controlled for the good of its leader. After all, why waste such a good specimen?
  157.  
  158. -Sneaky Beaky (200GP): A lot of times, the weakness in a symbiotic relationship is that when the host goes, the parasite also goes. It would be nice if there was a way to hide the host for greater chances of success… oh wait, there is. With this, there’s a chance for the parasite to grant a unique mutation upon its host, letting them alter pigments of their skin to achieve an optical camouflage. The only thing that cannot be hidden are the eyes, and whatever bodily fluids that may be leaving the body at the time… but surely that’s not a deal breaker, is it?
  159.  
  160. -Body Buffer (200GP): Some things are just meant to be. Take this parasitical enhancement for example, capable of preserving and even enhancing the strength and durability of its hosts! Sure it's a few chemicals that could be concerning, but it's about time that damn parasite pulled its weight around here. For those who keep their mind, it grants a significant boost that can see them throwing large barrels and taking gunshot wounds rather well. It's on, like Donkey Kong.
  161.  
  162. -Clingy Chemical Cocktail (200GP): Parasites can do strange things for the host, what with what it does while it feeds upon them. In this case, it does marvelous things. The parasite can increase the speed and dexterity of the host, ensuring that they're not just shamblers who are walking flesh sacks. For those who keep their mind, it grants a significant boost that can see them becoming quite fast and capable. Fun times all around!
  163.  
  164. -Body Hive (200GP): Insects can be kind of weird, and they can also be really terrifying should one find insects crawling all over them trying to eat them. There’s a reason that there’s movies based around the fear of such things. Now you can bring those fears to life, your body becoming something of a living hive where you can produce and control entire swarms of critters like millipedes, mosquitoes, spiders, and all sorts of creepy crawlies. Worse, they’ll be larger mutated versions for extra danger. Your choice on where the production organ is placed.
  165.  
  166. -Crowd-sourcing (300GP) (NEα): Why settle with just ONE parasite within you? Make like the aforementioned potato sack stuffing themselves with bugs and see how many you can fit! The more of the same parasite with this trait that you place within something, the greater their effects will be upon the host such as healing or mental processing. Even better, they can act as redundant systems for the host if needed, reducing the issue of weak points in combat.
  167.  
  168. -Stone Cold (300GP) (NEβ): One of the worst things about parasites is that they get everywhere. I mean everywhere. It's bad enough that they can crawl around surfaces at times, but these guys? They could practically dig through near solid rock and through ground with ease just to get around, creating a whole new method of movement to instill fear. They can impart this digging ability to their host as well... and let them drag victims underground to deal with as they please.
  169.  
  170. -Hierarchy System (300GP) (LP, M): It is said that the strong rule over the weak... in this case, you have decided to make it a more literal situation with your parasitical monstrosities. In doing this, any lesser versions of your parasites will be more suggestible or compelled to follow the orders of the stronger ones... which can include the hosts the parasites are attached to. This also extends to protecting their master as a sort of compulsion. If you need to make an army, this is one of your best bets.
  171.  
  172. -Mind Power (300GP) (QP): That whole 'two minds' thing can be fine when you need it in others, but what about yourself? Hell, what about if you just want to help others? Worry no more with this interesting hard-coded function in parasitical functions. When implanted into the host, instead of the parasite taking over the body the host instead gains complete control of all parasite functions as it fuses and becomes part of the host's anatomy. It's like a transplant! Only cooler.
  173.  
  174. -Trauma-Induced Stages (300GP): When one gets damaged, usually it's the end of that if they don't have any sort of healing ability... but fuck that, you know how to keep this party going until YOU say it's over. By choosing this, should the host suffer extensive damage on the field of battle their biology will undergo sudden changes to compensate. In layman terms, temporary mutations will activate to assist the host depending on the damage they have suffered. Get excited, because it's gonna get weird.
  175.  
  176. -Shared Skillsets (300GP): How… does this work. How is this even a thing? It’s possible that there’s some kind of autoinducer pheromones used for quorum sensing that’s being messed with, or some kind of shared sensory input? Who even knows? The point is, the method of control that the hive mind is making ended up creating another kind of ability, and skills that any one person may have possessed that hasn’t been subsumed in identity entirely may find that it’s shared among others who retain their individuality… and vice versa.
  177.  
  178. -Uplift (300GP) (QP): There are fun times with mindlessly making armies, and just releasing parasites to do one’s bidding. After all, everyone must serve someone else. Every soldier answers to a higher authority. But sometimes you don’t need soldiers, you need lieutenants. Or you just want to make sure the infected are sane. With this, upon infection you can choose who becomes a mere slave to their parasite and who keeps their mind, rising above the control and getting power for the price of eating for two. Like a Dominant Strain, as it were.
  179.  
  180. -Group Effort (300GP): …oh. Is this a good idea? Do you really want to do this? This particular quirk would allow the parasites to take on something of a ‘leech’ form, small enough to be implanted into a host… again, and again, and again. That’s right this would allow up to five different parasites to infect the same host and augment the benefits they would grant to a considerable degree, to the point where the host may not even be all that human anymore after the fact. Be wary as this might create a dependence on the parasites.
  181.  
  182. -Eyes of Many (300GP) (M): How… how are you doing this? How is this in any way rational? Science? …oh, whatever. If you choose this option, so long as you possess the primary Parasite you can effectively ‘see’ through anyone else you have infected. This can let your awareness increase tremendously, or just let you consider different options. Be careful.
  183.  
  184. -Autonomous Anarchy (300GP): Usually in these situations, the host and the parasite are symbiotic. When the host dies, so does the parasite. Well fuck that, SCIENCE can make it better. By spinning a peculiar genetic strand to improve the parasite, it can not only attack separately from the host when desired to offer greater ability, but it can also detach itself from and fight upon the death of said host. Think of it like a jack-in-the-box! A horrible, horrible jack-in-the-box.
  185.  
  186.  
  187.  
  188.  
  189. Virus And Parasite Customization (Shared):
  190. Controlled Infection (Varies*): It's one thing to just spread a virus, but it's another thing entirely to have them affected by certain things. Fortunately, there's a way to control that. By purchasing this, you can designate the grouping that the host must be in for the parasite or virus to take full effect, with all others become zombies afflicted with what you have engineered the pathogen to do or just plain dead unless taking 'Null and Void' or 'Inert Home':
  191. -Rare Condition or Genetic Type (0GP): By selecting this, it requires a very rare condition or genetic code in order for the mutagen to effectively work. Such examples include a rarely occurring genetic strain, or a specific combination of gene markers.
  192. -Common Traits (50GP): This opens up the genetic markers that the mutagenic agent can key off of, such as affecting only men or going after those with a certain age due to chemicals in their developing bodies.
  193. While it will not affect everyone, it can still keep to a theme.
  194. -All Humans (100GP*): Well, now you've done it. This mutagenic agent is capable of working in any human at all. Just plug and play, apparently. Every man, woman, and child is capable of being a victim of what you unleash that day. I really do hope you know what you're doing.
  195. -Cross-species (300GP**): What. What is this. What are you doing. Do you have any idea what you're doing? By doing this it can infect more than just humans... animals, birds, fish, insects, the works. You would be capable of warping or destroying a biosphere if you had enough of your virus or parasitical monsters to spread. What could you want with this.
  196. *If you wish to add an additional species to any of these options (such as dogs, spiders, fish, or such things), you may instead pay an additional 50GP in order to add a species along to your chosen selection.
  197. **Likewise, if you wish to remove a species from this list you may subtract 50GP up to three times for three species. Please consider your choices.
  198.  
  199. Time Until Activation/Incubation Period: Yeah you can infect someone... but what if you want to make it a ticking time bomb instead? All fine and dandy if you want, just be sure you pay the price to specify how you want this to go down. Keep in mind that this is separate from the infection method/activation of your mutagen:
  200. -Immediate (0GP): You don't want to wait at all! You just want to have the little bastards get infected and have the infection work the moment it hits their system. There's good points and bad points to it, just be sure to keep them in mind.
  201. -Delayed (50GP*): Whether you want it to be a stealth infection, or you just want them to squirm in fear at their eventual change, you've chosen this strange gem. By selecting this, the infection requires an incubation period within the host lasting anywhere from two hours to three weeks, to be chosen upon purchase of this option.
  202. -Body Reaction (50GP): This one is somewhat cruel in the sense of telling a person not to think of a pink elephant, but some people like that sort of thing. With this, instead of the person
  203. -Age Requirement (100GP): Everybody has something of a clock, and thanks to this option your parasite or virus can keep track of that clock using various factors in the human body. You may dictate an age that the host needs to be before the mutagen can take hold, ensuring that you have a bit more control over things. Do you just want to protect children, or put a lot more change into adulthood? It's up to you now.
  204. *If you wish, for an additional 50GP you can make it so the traits and effects of the pathogen slowly manifest during this time. Maybe you want to have the horror of a slow transformation… or the joy of a slow transformation? Who knows? You have this option now, for whatever reason it may be.
  205.  
  206. -Multiple Symptoms (100GP) (Requires multiple infection vectors): Your little mutagenic agent is pretty nasty, isn't it? By selecting this, you can choose to ensure different infection methods engage in different actions... you could make it so aerosol form makes someone a zombie, but injection gives the main effects. You could instead make it so biting only gives some of the viral modifications you made while water form gives the full dose. Really, it's up to you now. Split your budget if you wish for separate vectors to give separate effects.
  207.  
  208. -Keyed Changes (100GP): Well. This is different. This goes beyond different infection methods,
  209. this will actually allow the infection to change the host differently depending on the criteria you
  210. set for them. For instance, maybe the males end up changed while the females simply die from exposure to the pathogen. Maybe it
  211. only causes size changes in dogs while humans get tentacles. Who knows? You can determine such criteria with each purchase of
  212. this option. As before, split your budget if you want separate criteria to create separate effects.
  213.  
  214. -Animality (100GP): Screw being limited! Sometimes you just want to take bits and pieces of other things to make an uber-infection capable of wrecking face! Fortunately, you can now with this little option... by purchasing this, you can take traits of a virus as a parasite, or traits of a parasite as a virus. Shock people with the advances you can make today!
  215.  
  216. -Will It Blend? (600GP): What madness do you bring, traveler. What sort of monstrosity do you wish to unleash upon the world that you need an option such as this? Do you know what you're doing? This option can do what many have sought to do, and may combine a single virus and parasite together into a thing that harnesses the strengths of both. Please, be very careful... both because of its potency, and because you may only choose this option once.
  217.  
  218. -Enhanced Senses (50GP): Nothing wrong with making sure you give some additional boons to the ones you infect. After all, you're changing other things with whatever you're stuffing into people, aren't you? You may choose a single sense out of the five senses humans possess, and increase its potency noticeably. You may purchase this multiple times to increase the sense again, or choose a different sense.
  219.  
  220. -Purposeful Symptoms (50GP): Maybe you're looking to give people a heads-up before the zombie apocalypse comes down on their head. Or maybe you enjoy seeing people squirm, knowing that there's nothing they can do now that they're infected. Either way... it should be a good show. By choosing this, you can decide initial mundane health symptoms that a host may be suffering before the main effects take hold... whether those main effects are death or mutation, is up to you.
  221.  
  222. -Vocal Intimidation (50GP): You ever wanted that special reverberation in your voice? Or maybe you want it changed in some way. We’ve got you covered, as with this little boon you’ll be able to change how you or your monsters sound in order to get the best out of things!
  223.  
  224. -Psycho-Engineering (100GP): Sometimes intelligence isn't enough. Sometimes you want a specific mental state or direction... with this, you can give a nudge in the right direction. You may dictate a manner in which the host is more inclined to behave, such as increased aggression or an increased inclination to be happy, or other such emotions. It must be a general feeling, you cannot dictate specific feelings towards specific objects.
  225.  
  226. -Fine-Tuning (100GP): Oh… maybe there is some specific things now. This goes a fair amount
  227. further, changing the mind of the host to feel specific instances if you don’t mind the massive list
  228. of ethical concerns that this comes with. Maybe you want them to feel hatred or desire towards
  229. one thing, or to have one preference changed into another preference. Each change will require
  230. a separate purchase due to how difficult it is to actually alter people like that on a biological scale.
  231. Just be careful, lest you end up destroying who the person is with this.
  232.  
  233. -Changing Mass (100GP): Sometimes... sometimes you want to make sure the B.O.W.s can get into small spaces, or maybe you just want them to tower over humans like the superior beings they are. We've got you covered. You may designate whether the host grows or shrinks when infected, and this will not hamper their strength or abilities. The minimum they may shrink is to four feet tall, while the tallest one can grow is sixteen feet... so have fun with that.
  234.  
  235. -One Mean Monster (100GP): …are you serious? Sixteen feet isn’t big enough? …alright. It will
  236. take a LOT of energy, but your infected host in question can now easily grow to around thirty to
  237. forty feet tall! This is, of course, provided you give the host enough energy at the start; if you
  238. just up and hit people randomly they won’t get that big. It has to be a prepared occasion.
  239.  
  240. -Themed Grouping (100GP): Maybe you have a preference for a certain look, or maybe you've got a thing for fluffy tails. I don't know, I don't judge. I just hand out the options. With this, you can select a specific 'idea' such as eyes or tentacles, or organism groupings like insects or fishes to theme any mutations off of. This will help for all your vanity or supervillain needs, with further purchases at 50GP. Multiple limbs or eyes or mouths can be manifested with this.
  241.  
  242. -Cure (100GP): When you infect people, it can be fun to see everything go rampant... but it's all fun and games until something goes wrong. That's why I'm sliding this under the table for you, a 'kill system' for the virus or parasite in question. This little beauty restores the person to their pre-infected state, provided they did not die to the infection that transformed them. Be warned, this may become ineffective if the mutagen is further modified.
  243.  
  244. -Doesn’t Like Sharing (200GP): Viruses and parasites love to infect hosts. They love to do what they can and shove their stuff inside a person. But more importantly, some of them don’t enjoy needing to time share their new home. If you pick this up, your virus or parasite can enhance your immune system to some extent, giving some additional resistance to mutagens you do not take on willingly. It’s not an end-all cure-all, but it can grant a fair edge.
  245.  
  246. -Adonis (200GP): People don't always appreciate turning into a writhing monster. After all, there's still vanity to consider! Fear not, for you can always have an option. With this, hosts can appear totally human even when infected, granting power without sacrificing one's human appearance... even improving it! Of course, if you like themes or other traits... by choosing them with this you can design a tasteful appearance for the host to transform into. Even better, the host can reverse said mutations until they are needed again!
  247.  
  248. -Genetic Winner (200GP): Winner winner, chicken dinner! This is a curious thing you've chosen, my friend. With this, you may designate specific, if rare conditions to key the infection off of... I don't mean just to infect them, I mean within potential infected candidates. If conditions are met, then the infection is much more efficient and grants much more power to the host; essentially becoming the equivalent of a 'Tyrant' for your devious tool. Such examples of specific conditions are 'must have natural Albinism' or other similar genetic factors.
  249.  
  250. -Elongating Limbs (300GP): Well this is kind of weird, but okay. Your arms have gained a strange composition within the muscles and bones, while the skin has become far more elastic than normal. What does this mean? Well, it means you can shoot your limbs forward to grab people before pulling them back in. You freak. Granted it's really neat, and it's sure to grant you a significant advantage, but you got to admit it still kind of looks weird.
  251.  
  252. -Frozen Heart (400GP): Oh. Well. This is a peculiar power. It has no real bearing on the world of Resident Evil, but let’s just keep that between us, shall we? By invoking this, your viral agent lets you survive at much more chilly temperatures, and even lets your blood freeze upon contact with oxygen to create ice shards. Heaven forbid what might happen if you tried to grab a person and let your naturally low body temperature do the work…
  253.  
  254. -Psionic Potential (700GP): ...wait. Wait, what's this? Is this... oh, no. I knew I shouldn't have looked at the live action films. ...alright. By taking this your mutagenic agent is very unique indeed, being able to somehow grant telekinetic abilities and extra senses to a host who successfully bonds with the agent in question. I'm not even sure how this happened. What are you scheming with this?
  255.  
  256.  
  257. Setbacks:
  258. If a virus you have chosen to customize with is listed here, it has the Setback for no points gained. You must pay the amount of 'Gene Points' it would have granted you to completely remove this problem, or buy the appropriate perk to remove it instead. If you have spun multiple viruses or parasites together, you only need to pay the points once to remove the Setback from all sides.
  259.  
  260. If your Virus or Parasite does not have a specific Setback, you may still choose to pick it up for additional GP. You cannot, however, possess both a Setback and the Perk that can cancel it; it’s one or the other.
  261.  
  262. -Serum Needs (+100GP) (Pt): There's a problem with what you have taken. More specifically, it requires constant maintenance in the form of a serum injection every 24 hours, in a specific dose. If you're pressed for time, it could be problematic for you... especially if someone's trying to kill you during that time window.
  263.  
  264. -Blinded By The Light (+100GP) (A, LP, QP): Your mutagen makes you favor the dark. Not as a preference mind you, but more a requirement; it can be easily harmed or even killed by ultraviolet or intensely bright lights. If the enemy's carrying flash grenades, I'd be really careful.
  265.  
  266. -For Massive Damage (+100GP) (U): The primary concern of your virus in this case, is the manifestation of a weak point on the body. Out of everything, this thing here is a big problem in that it's capable of being struck for increased effectiveness.
  267.  
  268. -Sudden Case of Madness (+100GP) (t, G, tA, tP, Pg, C, tV): Sudden transformations tend to play havoc on the mind. Maybe it's all the chemicals, or maybe it's just that they're turning into a monster. Either way, the host's intelligence and mental state has a high chance of degradation upon mutation.
  269.  
  270. -Mind Over Monster (+100GP) (NEα, LP, QP, M, tP): The problem with humans is they're so darned fascinating. You can always find the little nuggets worth collecting through all kinds of situations, or the nuggets that could be a problem. Those with a strong will can especially be problematic, having the ability to potentially overcome or force mutations to not happen whatsoever. If you purchase 'Working Together' or 'Psycho-Engineering', they can can cancel this out.
  271.  
  272. -Compatibility Issues (+100GP) (t, G, tA, A, U, Pg, Pt): Oh dear oh dear, this is not good. Your virus has a significant problem in that it has been programmed to key off of an extremely rare genetic strain, easily ensuring only a one in ten million chance will reap the full benefits. If the virus doesn't find such genes in the ones you come across, it simply kills them or zombifies them. Fortunately, purchasing an upper tier of 'Controlled Infection' cancels this out.
  273.  
  274. -Inseparable (+100GP) (NEα, NEβ, LP, M): Parasites are a truly strange thing. Their dependence on the host can make them want to survive by any means, which can lead to nasty effects like this. Should the parasite die, the shock to the host's system is tremendous, killing the weaker hosts and severely hampering the stronger ones. Be careful with this one.
  275.  
  276. -Uncontrolled (+100GP) (G, tA, tP, NEβ, U, C, tV): People can be weird, and in the field of science this truth is only exaggerated. Your pathogen has the problem of forcing themed mutations on victims that it happens to infect... nasty things like multiple eyes or sudden bloated sea-corpse appearances. Nasty things, that. Fortunately, if you purchase 'Themed Grouping' or 'Adonis', either of them can cancel this out.
  277.  
  278. -Ties that Bind (+200GP) (LP, M): There is a hierarchy when it comes to a hive mind. There are those who control, and those who are controlled. The controlled have a very hard time keeping their individuality within the collective, which can turn them into drones that are little more than extensions of the leader’s will. Not a problem for everyone, but this could be a problem for some.
  279.  
  280. -Takes Up Space (+200GP) (NEβ, QP): Disgusting thing, parasites. It's bad enough when they try to crawl inside you, but it's another thing entirely for them to be obvious about it. These parasites in particular either can jump on your back and be all crawly, or take up some other large portion of your body. It's pretty gross when you think about it, and a giant target for your enemies.
  281.  
  282. -Cultivation Concerns (+200GP) (Pg, Pt): The original problems with the Progenitor Virus is that it could only be cultivated in a very specific section of West Africa... the conditions there were perfect for cultivating the virus, but they could not replicate it elsewhere. Your virus now suffers that issue, possessing very delicate requirements in order to create and produce the virus for other situations.
  283.  
  284. -Temperature Sensitive (+200GP) (U, C, tV): Viruses are like organisms in a sense... getting too hot or too cold can cause serious problems. It's the same issue here; if they go above a certain temperature then they start being weakened considerably or going out of control. This issue can really have problems, so you might want to stick to the cold.
  285.  
  286.  
  287.  
  288. NOTES FOR VIRUS STUFF:
  289. -You cannot import yourself or companions as a virus or parasite. You also cannot import sapient viruses or parasites. This includes such things as Blacklight, Goa'uld, Cancer Mages, or similar things.
  290. -You cannot get around this with cloning or severing parts of yourself.
  291. -A good idea of figuring out whether a parasite is 'sapient' or not, is if you can hold a conversation with it. If you can't, it's good to go.
  292. -You also cannot import anything that is energy/magic-based or machine-based for viruses/parasites.
  293. The virus or parasite in question must be organic and biological.
  294. -If you want to make them all magical or energy-based later, that's on you.
  295. -Companions cannot purchase their own virus or parasite, that's on you.
  296. -By purchasing 'Mental Clarity' and 'Themed Mutations'/'Adonis', you remove the cryogenic time requirement for the t-Veronica virus to bring out its full effectiveness.
  297. -Should you take the 'Darkside Chronicles' drawback, any viral agent or parasite imported into the jump will have its effectiveness reduced for the time you are here. At best, they can achieve levels of effectiveness akin to Wesker, but to bring out its full potential you must make it through the jump.
  298. -For 'Multiple Symptoms' and 'Keyed Changes', you do not need to buy an option twice in order to have them apply to both sections. For instance, if you bought 'Bulked Up' for a virus, you could have it apply to both, or make it apply to only one of the options. However, if you wanted 'Bulked Up' to apply to one side and 'Fiery Power' to apply to another side, you would need to buy both options.
  299. -For 'Fine-Tuning', this can include detailed things like orientation, loyalty or hatred towards a person or subject, or preferring specific fashion choices. This can even include things like making the host have a desire to attain some kind of perfection. Once again, be careful you don’t cause the person to become someone else entirely with this option.
  300. NEβ = NE-β Parasite
  301. tA = t-Abyss Virus
  302. tP = t-Phobos Virus
  303. LP = Las Plagas Parasite
  304. QP = Queen Las Plagas
  305. A = A-Virus
  306. M = Mold
  307. U = Uroboros Virus
  308. Pg = Progenitor Virus
  309. Pt = Prototype Virus
  310. C = C-Virus
  311. tV = t-Veronica Virus
  312.  
  313. *Please be aware that you do not have to take a freebie.
  314.  
  315. -My Works Are Superb (Free): It's not enough to steal someone else's work and make it better. You've got a mind that would make Spencer weep! Or at least you claim that. Either way, you're starting fresh off the block and ready to get to work on a single virus or parasite (parasitical fungi such as cordyceps counts as a parasite) to make the world know your genius and capabilities, gaining 1000 'Gene Points' to be used in the customization table. You may choose to use a 'real life' parasite or virus for this option.
  316. If you have purchased a virus or parasite from the 'Items and Equipment' list, you may choose to use it as a base for free. This can only be used once.
  317.  
  318. -Double is Deuce (50CP): What? Just ONE isn't enough? What sort of mad work are you scheming here that you need a second virus or parasite to work with? The world will undoubtedly tremble with whatever you're desiring, but you may spend 50CP to utilize the virus or parasite in question, this second object gaining its own budget of 1000 'Gene Points' to be used in the table. You may choose to use a 'real life' parasite or virus for this option, and you may purchase this multiple times.
  319.  
  320. -Universal Journey (50CP): What... what are you doing? Why are you trying to bring in something not of this world?! Do you know what that could do if you introduced that?! Bioterrorism could be changed overnight, entire cities could fall... or worse, be transformed into hotbeds of disease and madness! I... oh, you just want to get to work, don't you? I knew this was a bad idea... alright, you can choose to import a single virus or parasite from another setting you've been to, with 1000 'Gene Points' to be used in its tinkering. You better know what you're doing.
  321.  
  322. Virus Section:
  323. This section is specifically for viral strains; those who wish for parasites to possess these traits must take 'Animality' later on.
  324.  
  325. Infection Method (Varies): There's multiple ways to skin a cat... or in this case, to infect a person. You may choose to spend 50GP for each method of infection you grant your virus.
  326. -Injection (Default) (t, G, tA, tP, A, U, Pg, Pt, C, tV): The most common form, this requires stabbing the virus directly into the target to cause primary infection.
  327. -Bites/Body Fluids (t, tA, tP, A, U): A common function of those infected; by spreading body fluids or biting, the virus can be transmitted into a target to spread the infection.
  328. -Waterborne (t, tA, A): The virus can survive in the water, turning any water you disperse the virus within into a biohazard waiting to gain its victims.
  329. -Gaseous/Aerosol Form (A, U, C): Not content with liquid? Make your virus soar with this, making a potential gas form which you can throw about anywhere to cause viral infection!
  330. -Embryonic Implant (G): A very... strange method of infection if I ever heard of it. This method allows the host of the virus to implant an embyro into the victim; if they're compatible, then primary infection begins. If they are not, then it explodes out like a chestburster and becomes another monster. -Powdered Form: A different kind of method, this allows the virus to take a powdered form that is inert unless it comes into contact with a living organism, whether through skin contact or ingesting the powder somehow. Once that happens, primary infection can begin.
  331.  
  332. Activation Requirement: It's one thing to get the virus into a person, but there is also the matter of how it is activated. You may spent 50GP to choose or change how your virus activates inside of a person. You may only have one method, so be cautious. If you purchase ‘Multiple Symptoms’ you may purchase an activation requirement for each one.
  333.  
  334. -Contact With Bloodstream/Respiratory System (Default) (t, G, tA, U, Pg, C, tV): The moment the virus enters the body, it begins its dark work. There's no stopping it. If the host is lucky, they might have enough time to pray before something happens.
  335. -Trauma Trigger (Pt): A peculiar type of trigger, this ensures that the virus does not activate unless the host is practically on death's door. Once it activates, it will remain functioning like it normally would, but you risk a great deal of things with this.
  336. -Secondary Trigger (A): This one is a little different from the others, but the Animality Virus only proved the malleability of viruses if one was determined enough. With this, the initial stage of the virus is inert and does not activate, unless you use this second phase to actually activate it. Choose an Infection Method that acts as your ‘Trigger’.
  337.  
  338. -Emotion Controlled (tP): A bit of a strange one, this virus monitors the hormones and chemicals associated with certain emotions... and once a certain level is reached, the virus triggers and spreads through the body within seconds. I guess if you enjoy making it like that, you're free to do so. -Temperature Controlled: Another strange sort of trigger, this ensures that the virus will not trigger inside a body unless it reaches a certain temperature. Whether it's supposed to be hot when it goes off or it's cold, it is something you will need to figure out for yourself.
  339.  
  340. -Combination Station (600GP): Why settle with just one virus? You can do better than that! By purchasing this, you may combine two viruses together with their budgets and setbacks combined to really get in on the fun. You can engage in further purchases at 300GP each if you feel this isn't enough. Be warned however, for including the first purchase, this can only be done a grand total of three times.
  341.  
  342. -Pigmentation (50GP): Well this is... weird? Seriously, I don't know what's up with this. If you're really determined for it, then I guess... this peculiar mutation is somewhat different in that you can select a color theme to be prevalent in the creatures that mutate when infected by the viral strain. You want your B.O.W.s to be purple for whatever reason? Sure I guess. You want the superhumans to have green hair? Not sure why you're freaking out, but go nuts.
  343.  
  344. -Claws and Jaws (100GP): Don't let your hosts or minions (or even yourself) go unarmed! What's the point in making a monster with a virus if they're just going to flail about uselessly? Upgrade them by selecting this, which will greatly increase the chances of your victims gaining more powerful teeth, or growing claws from their hands and feet... if you're really clever, you can see people growing blades of bone out of their body! How does that work? I DON'T KNOW!
  345.  
  346. -Extra Limbs (100GP) (U): Humans tend to come with two arms and two legs. It’s a static fact provided one doesn’t suffer some undue accident. It’s the same thing with most animals in that they come with a specific amount of limbs. Not anymore with a trait like this, allowing zombies to have a high chance of manifesting an extra pair of arms, or scythes, or maybe just a bunch of tentacles to use. Why tentacles? Well why NOT tentacles?
  347.  
  348. -Denial of Retrieval (100GP) (C): The most annoying thing about any bio-weapons you make? Any random person can just swoop in and try to get a sample. It's annoying! Fortunately, there is a solution. By choosing this, your virus becomes extremely difficult to retrieve from either you or other infected without key chemicals to assist in reproduction and completion of the virus. Just think of how angry people will get when they see you took precautions!
  349.  
  350. -Painful Revelation (100GP) (U): It's not every day that you get shot, or stabbed, or given any number of damages. However, one has to realize the difference between the pain is required, and the pain that is... less so. By choosing this, any non-lethal wound to the host that does not compromise their abilities or mobility will be greatly diminished, letting you plow through anything unnecessary... like the people trying to damage you.
  351.  
  352. -Berserker (100GP) (tP): Zombies and infectees by nature tend to attack anything that’s not them, whether to infect others and propagate the virus or simply to feed and become stronger on the consumption of others. But sometimes you need a little boost, and that’s what this is for. Whether it’s due to the obscene torture that is mutation from the virus, or some kind of instinct bred into the pathogen, any B.O.W. or zombie will be much more willing to attack others, using anything available to them to attack. For one with their mind intact, it could translate into an increased battle instinct.
  353.  
  354. -Brain Case (100GP) (tP, A, C): It's kind of stupid how most of these expensive B.O.W.s or beings can be made, pinnacles of science and genetics... only to get blown up when they stupidly run right towards a rocket or walk into an oil spill to be set on fire. Not so much anymore with this, the viral agent preserving a bit more of the brain so that your B.O.W.s will have greater comprehension and ability to understand their environment... or even use tools. For those who end up having their minds preserved, it could even boost the intelligence of the subject noticeably.
  355.  
  356. -Useful Corpse (100GP): Most of these viral agents have the issue that when it comes across a person that is incompatible... the person will die. If that wasn't bad enough, that person would also reanimate and either turn into a horrible monster, or just zombify to rise up and consume people. If you're not a fan of that, you can just choose this. Those who perish to the virus will not reanimate or turn into a monster, instead they will become incubators to the virus so that you can harvest more when needed. A
  357. bit unethical, but this is SCIENCE we are talking about!
  358.  
  359. -Accepting Of Others (200GP) (t, G, tP, A, Pg, tV): The thing about viral agents is that they are often standalone products. Sure they might mutate in the environment or come across odd situations, but the primary functions often remain the same, unable to be changed by outside factors. But sometimes that's bullshit and you want a bit more 'oomph' to your virus. By selecting this, your virus is MUCH more capable of accepting other viral agents into itself, allowing you to use other viruses you may come across in experiments to create a product greater than the sum of its parts! ...however, I do recommend you know what you're doing, or do some serious testing. It makes the process much easier, but it doesn't do your job for you.
  360.  
  361. -Host Bonding (200GP) (Pg): It goes without saying that the Progenitor virus is as useful as it is deadly. Whatever it doesn’t kill it turns into some obscene super-being that stands above other beings. Literally. Which makes its evolution into the t-Virus curious, in which it was introduced to a leech before it infected another host instead. Your virus now has the same trait, mutating into an entirely new virus when introduced to an animal via bonding with the host, and allowing the animal to infect someone instead. Be careful, as the leech’s 'gift' made it so this new Progenitor virus zombified anyone it killed with a desire for flesh. Who knows what other animals would do to it.
  362.  
  363. -Brain Pan (200GP) (Pt): Most times when a zombie outbreak occurs, the big thing that everyone always says is to go for the head. To destroy the brain. After all, with no brain there’s no zombie. That’s why a little trait like this tends to be really rough, making it so zombies won’t go down with a mere bullet to the brain. You would need to destroy the entire head for the zombie to go down, which could be enough to turn the tide. If a non-zombie has this trait, they would be able to survive getting shot in the head with no memory loss from the injury. Just… hope that you have a way to heal from it.
  364.  
  365. -Evolutionary Attempts (200GP) (tA, C): When one throws in a viral strain in order to mutate a person, they expect it to create a specific set of mutations. After all, a virus is a programmed set of instructions, right? If you choose this, then everything goes out the window for them as your viral agent proceeds to engage in all kinds of mutations and varieties that wasn't expected. It could end up something of a freakshow if you do this, but unpredictability could help you out as well.
  366.  
  367. -Mental Clarity (200GP) (Pt): Many problems that these viral agents tend to come across is that when mutating a being there can be problems with the minds of the host. If it isn't unbridled aggressiveness, then it's a serious deterioration of intellect and sanity to leave them into nothing more than a monster. But fear not! By selecting this, your viral agent will stick to enhancing the muscles and lower organs of the body, ensuring the mind is preserved and leaving the host capable of comprehension! ...at least if they don't zombify, anyway.
  368.  
  369. -Dual Infection (200GP) (tA): One little tidbit that ended up becoming very useful for B.O.W. development is the little quirk of any virus being introduced into the host ending up infecting any parasite that is within a person as well, causing them to mutate and introduce further transformations onto the host. This trait will do just that, strengthening any parasite within the host as well as increasing the effects said parasite would have on the host. Very dangerous, but might be worth the payoff.
  370.  
  371. -Chimerism (200GP) (A, tV): When Glenn Arias mixed together his virus, he perfected it with the genetic structure of the Las Plagas parasite. While it assisted with the control of the zombies created by the virus, it also created some unexpected caveats in the form of making the occasional infectee akin to a parasite themselves. With this, there’s a chance of infectees obtaining the means of assimilating a person in order to empower themselves or to let someone else assimilate them to become stronger for it. It’s biologically weird, but the results are very potent.
  372.  
  373. -Group Effort (200GP) (A, tV): It is not certain how this particular viral aspect works. Maybe it’s pheromones, maybe it’s some kind of subsonic frequency. Either way, viruses that have this aspect woven into them will have zombies working together to some extent, whether it is the weaker ones taking the hits for the stronger ones or even lifting other zombies up to reach other places. For those who keep their mind and form, they’ll find new instincts that help with cooperation and teamwork with other infectees while zombies never attack them.
  374.  
  375. -Protective Cocoon (200GP) (C): Some of the primary problems with mutations and viral agents is that it can be difficult to keep a host alive until their final stage, or that mutations can be... haphazard. Not anymore. By selecting this, your viral agent can instead encase its host within a cocoon while they change and mutate inside with relative safety. It goes without saying that it's better if they were hidden while this happened, but mutations will be much more 'streamlined', with anyone coming out looking more like a natural being than a grotesque monster.
  376.  
  377. -Amplification (200GP) (U): The potency of your virus could be the stuff of legend if you ever let it get out. Seriously, there's deadly then there's THIS thing once it hits the systems, easily increasing effectiveness upon anyone without the antibodies to the point of being a super-virus. Not only is it a rather potent virus that has this modification, but any secondary effects of viruses or infectious agents that it's utilized with will end up being amplified to some extent. ...I'm not sure this is a good idea.
  378.  
  379. -Null And Void (200GP): Sometimes you don't want everyone to die by your virus. Or maybe if it gets out, you don't want any corpses. Fear not, for the answer is found. By purchasing this, instead of people dying and zombifying due to incompatibility to the viral agents you may instead make the virus unable to affect anything outside its target range. So feel free to virus bomb a city now, just kick back and watch the intended targets become powerful instead!
  380.  
  381. -Bulked Up (200GP) (U, Pg, Pt): GET RIPPED. It's time to put the 'super' in 'superhuman', with your virus being the payload to a world of wonders! By selecting this, your virus is capable of increasing the strength and durability of the infected by a considerable amount... watch that group of zombies smash a steel door down, or that one guy taking a shotgun blast to the chest with only a grunt to show for it. The apocalypse just got worse.
  382.  
  383. -Speed Boy (200GP): Whoever said that zombies or those purposely infected had to be slow and cumbersome clearly has not seen the work here you have done. By purchasing this, your viral agent is more than capable of increasing the natural speed and dexterous ability of those infected. Watch as the slow zombies become fast or can wield weapons! For those who keep their mind and form, it's a rather significant boost that lets the host be nimble.
  384.  
  385. -Will of the Self (300GP) (t, tP, Pg): Albert Wesker once theorized that some mutations, especially regarding the t-Virus, are dependent on the mindset and views of the host upon infection. The mind is a powerful tool after all, and it can have quite the effect on the body. By selecting this, your virus is much more dependent on the mindset of those who are infected, with their emotions and personality all being factors in what the mutation can bring. Be wary, for if willingly infected or infected during a time of great emotion, it may bring about mutations even you cannot predict...
  386.  
  387. -Virulent Presence (300GP) (tA): There's always those people who feel like they're immune, or have some kind of willpower that can help them overcome your viral infections. ...what losers, to not expect you to have a countermeasure. By choosing this your virus is made much more potent, and those who show resistance will have the risk of a 'slow burn' version of your virus... either turning into a unique creature or gaining a unique appearance, depending on how lethal you desire your virus to be. The desired choice is to be chosen upon selecting this perk.
  388.  
  389. -Biomass Backdoor (300GP) (U): Ever feel like some days you've got a real case of the munchies? This virus is kind of the same way, anything involving organic that it can get ahold of; it just... consumes and grows. By collecting biomass from plants, animals, or people (whether the person was alive or dead), the infected are capable of temporary exponential growth to increase their size and physical strength, in order to take the enemy down. Just don't eat something that doesn't agree with you, you hear?
  390.  
  391. -Healing Factor (300GP) (G): The original goal of Umbrella's bio-weapons research was to find a way to guarantee an effective kill potential. Their founder's goal on the other hand, was godhood... and gods are immortal. While it's not true immortality, this healing factor is capable of growing back nonfatal wounds within 30 seconds... or limbs in minutes. Please keep in mind however, that too much damage too fast can cause considerable complications, and this will do nothing for if you suffer a fatal strike. On the plus side, you're going to be young for a very, very long time.
  392.  
  393. -Fiery Power (300GP) (tV): Sometimes you just need to turn up the heat. While this won't get you any favors when it comes to thermal readings, your blood has been altered to be a combustible chemical that ignites when coming into contact with air. What does that mean? Well, you can spill blood and it sets on fire akin to napalm. Needless to say, anyone who gets hit with this is going to have a bad time, and so will you if you don't watch your blood levels.
  394.  
  395. -Bouts of Speed (300GP) (Pt): When you need to go fast, you go FAST. This mutation can allow you to engage controlled, temporary bursts of speed that's fast enough to give the illusion of teleportation; the average human eye cannot follow that fast. Even better, your eyes are altered so that you can keep up with your newfound ability to move in bursts. One should be careful, however, as it can potentially burn through your stamina very quickly.
  396.  
  397. -Blood Donor (300GP) (C): When you think about it, viruses are really just carriers of genetic payloads. When they enter a body, they start infecting cells and overwriting it with their own genetic material. This trait takes complete advantage of this little fact, allowing you to spin someone’s genetic sequence into your virus to impart traits of that person upon the host. One must be very careful to not let it overwrite the host too much, as it could result in a brain wipe… unless that’s what you’re going for.
  398.  
  399. -Bio-Electricity (400GP): A curious mutation that has been given to the hosts, this function takes advantage of an organism's natural bio-electricity and amplifies it to the point where it could potentially be used as both a weapon and a defensive measure against oncoming projectiles. So you can choose to bring the thunder, or generate a field to deflect small-arms fire. Do be careful when you're wielding this.
  400.  
  401. -Fog of War (400GP): You have an incredibly unique mutation, my friend. I'm not sure if it's an organ or if it's some kind of sonic frequency... fun fact, did you know low-frequency sounds of near 19Hz can cause feelings of ominousness and foreboding? Anyway, you're definitely somehow causing optical illusions that can make the enemy think there's more of you... or that you're suddenly somewhere else. Let panic be sown.
  402.  
  403.  
  404.  
  405. Parasite Section:
  406. This section is specifically for parasitical creatures; those who wish for viruses to possess these traits must take 'Animality' later on.
  407.  
  408. Incubation method (Varies): You need to grow your parasites somehow, my friend. They don't just come from trees! You need to decide how you grow your parasites... you may spend 50GP for each method of incubation you grant it.
  409. -Dedicated Tanks (Default) (NEα, NEβ): It's pretty easy, actually. You've found a way to ensure that they grow and can be cultivated with the power of technology. That's pretty fun!
  410. -Nest (QP): Ol' faithful, to be doing this. Your parasite is capable of creating a nest and nurturing other parasites, creating more just like it to spread and capture whatever it can find.
  411. -Host Implantation (LP): This one's been getting more headway lately, not that I blame them. By using this, you implant an 'egg' into the host, and with that you can slowly let them grow within a person until they're ready to take over... which if they're unlucky, is immediately.
  412. -Cultivation (M): Patient Zero grows the infection inside of them. They are the biohazard, they’re the one who continually grows them and creates more to infect others. So long as the primary host exists, the infection will spread.
  413.  
  414. Infection Method: You've properly incubated them, but now it's time to get to the nitty gritty of things and INFECT them. The only question is, how will you do that? You may spend 50GP for each method of infection.
  415. -Implantation (NEα, LP, M): You straight up drop the parasite right into a person. Whether it crawls inside, or you have to surgically implant it, who knows? The point is, it has to be entirely inside a person, and it's getting in.
  416. -Parasitical Attachment (NEβ): Definitely one of the more creepy methods for others to see, this can allow the parasite to stay right outside of a person and just attach right to them... like a tumor, or some kind of backpack or something. It can be pretty unnerving to anyone else.
  417. -Egg Distribution: (QP): Somewhat similar to implantation, this requires that it be planted straight into the host. However, unlike implantation, this is more in an egg form... so a parasite can rush over, lay eggs inside a person, then rush to the next person while the parasite grows and does its work. ...hey, has anyone seen that weird spider thing with the tail around here?
  418. -Spores: This is something of a freak accident more than anything, but your parasite somehow can emit spores which when breathed in by a person... hijacks the body's biological functions and causes a parasite to grow within them, devilishly bringing another to the flock that you create. Please, PLEASE be careful with this.
  419.  
  420. -Act As One (600GP): It is one thing to desire traits of parasites, but there comes a time where it must be one. TRULY one, a single organism capable of great things. With this, you can combine two parasites
  421. together into a single, unique being, with further purchases at 300GP if you feel once isn't enough. Be wary however, for including the first purchase, this can only be done a grand total of three times.
  422.  
  423. -Bioluminescence (50GP): What's the point in having a parasitical infection if you can't even make it look cool? Fortunately we've got you covered. Whether it's glowing eyes, your veins alight, or some weird kind of mark that shows up at night, who knows! You get to decide now, you amazing little lightbug you. Shine on.
  424.  
  425. -Dormancy (100GP) (QP): It’s not exactly helpful in a social conversation when you have a parasitical appendage sticking out of your back. It’s the kind of thing that kills the mood, and it would be nice if there was a way to revert the blatant mutations that parasites may enact to weaponized their hosts. Fortunately, there’s a way. With this, mutations can slowly revert and dissolve back into the body with a focused effort on the host’s part, so there’s no guilt in suddenly spawning blades from their arms to gut someone. Just be sure you plan ahead to give yourself time to ‘freshen up’ as it were.
  426.  
  427. -Natural Weapons (100GP): It's only natural that a parasite should give something in return to the host that it's callously feeding on. After all, what else would be the point of you stuffing one inside? With this, you can greatly increase the chances of claws forming on the hands, or much more sharpened teeth... or if you're weird like that, forming a sword out of sharpened bone coming out of the arm! Who knows, it's fucking parasites!
  428.  
  429. -Brain Buffer (100GP) (NEα, NEβ): With a parasite having its own mind, it was an inevitability that someone would try to use it to improve the mind of the host in some way. Using special neural connections, they have succeeded in some fashion. When tapping into the nervous system of the host, this parasite can increase the understanding and comprehension of the host so they're not just a bunch of morons flailing around. Should the host's brain functions and identity be preserved, the intelligence of the host is boosted significantly thanks to the help the parasite grants.
  430.  
  431. -Evidence Removal (100GP) (LP, QP): You want to know what's more annoying than people killing off your precious parasites? Watching the victims get cut open like fish as the enemy descends upon them for precious samples of your work. It's enough to make you want a safety trigger... which can be arranged. Upon death of the parasite, instead of leaving behind a body they will dissolve to prevent capture of any samples. No chances.
  432.  
  433. -Garbage Collection (100GP): There are two undeniable facts when it comes to parasitical requirements: It needs sustenance, and it needs bodies. The former is easy enough to arrange, but what happens if you have corpses that are too mangled to be used? What happens if you have just a huge pile of gore and want to make use of it? That’s where this trait comes in, letting you infect something and slowly convert the biomass into this twisted creature only capable of attacking and following orders. It’s a lot like molding something into loyal mooks to throw into the grinder.
  434.  
  435. -Harmonious Unity (200GP): You might come across other parasites during your journeys. Strange creatures of genetic wonders... it'd be an awful shame if there was a way to more easily have your parasites accept spliced traits from said other parasites. Why, if someone offered this option that could let your parasites do just that AND make your parasite greater for accepting those traits, that would just be dreadful!
  436.  
  437. -Working Together (200GP) (NEβ, LP): It can be incredibly annoying to watch hordes of shamblers or mindless morons running around, all trying to grab the same person with no regard to each other. Why don't you fix that little issue? Whether it's ultrasonic waves or emitted pheromones, this will encourage the parasites to be mindful of each other and cooperate, ensuring a more organized fighting force that can overwhelm enemies easier.
  438.  
  439. -Organ Functions (200GP) (Neα, NEβ): Sometimes there's issues with going into battle, like getting your stomach torn out or your arm ripped off. Fortunately, your parasite has you covered. By selecting this, your parasite as the eerie knack of making sure your body can survive for a few more minutes if you lose something bad, giving you the moment needed to either escape or get behind something to heal provided you have the ability to do so.
  440.  
  441. -Breeder (200GP) (QP): Sometimes you don't want to deal with having only one parasite, or needing to homegrow them yourself. After all, what if there's someone you HAVE to infect now? Fear not, for those of the nurturing type we have an answer. Over time, this parasite can develop and create lesser versions of itself, allowing the host to plant these versions in others for a nefarious scheme. Whether these intentionally create zombies or not is up to you... as is the way you extract them.
  442.  
  443. -Inert Home (200GP): You don't always want to watch a person get killed by a parasite or turned into some shambling horror. If you don't care much about the parasite, you can do this little option instead! If incompatible, the infecting parasite simply becomes inert and dissolves harmlessly in the host body, ensuring there's no harm or foul to those who got caught in your way.
  444.  
  445. -Severed (200GP) (M): It can be a real problem when someone decides to hurt the host in some way. You know, like chopping off an arm. That’s a good arm. Fortunately, the parasite is able to work with it, and by picking the limb up and placing it against the stump, it can start to reattach itself and heal as the parasite connects to it again. Results will be best if you keep it connected somehow. This also gives a fairly decent healing ability, wounds healing significantly faster than usual.
  446.  
  447. -Reduce, Reuse, Recycle (200GP) (LP): Many times a parasite requires a living host in order to have any sort of effect. After all, a living creature needs another living creature in order to live. A parasite can’t do upkeep for two creatures after all… unless they have this trait. See, the mutagenic properties of this parasite are a lot more messed up than usual, allowing even corpses to be infected and mutated to rise again and be controlled for the good of its leader. After all, why waste such a good specimen?
  448.  
  449. -Sneaky Beaky (200GP): A lot of times, the weakness in a symbiotic relationship is that when the host goes, the parasite also goes. It would be nice if there was a way to hide the host for greater chances of success… oh wait, there is. With this, there’s a chance for the parasite to grant a unique mutation upon its host, letting them alter pigments of their skin to achieve an optical camouflage. The only thing that cannot be hidden are the eyes, and whatever bodily fluids that may be leaving the body at the time… but surely that’s not a deal breaker, is it?
  450.  
  451. -Body Buffer (200GP): Some things are just meant to be. Take this parasitical enhancement for example, capable of preserving and even enhancing the strength and durability of its hosts! Sure it's a few chemicals that could be concerning, but it's about time that damn parasite pulled its weight around here. For those who keep their mind, it grants a significant boost that can see them throwing large barrels and taking gunshot wounds rather well. It's on, like Donkey Kong.
  452.  
  453. -Clingy Chemical Cocktail (200GP): Parasites can do strange things for the host, what with what it does while it feeds upon them. In this case, it does marvelous things. The parasite can increase the speed and dexterity of the host, ensuring that they're not just shamblers who are walking flesh sacks. For those who keep their mind, it grants a significant boost that can see them becoming quite fast and capable. Fun times all around!
  454.  
  455. -Body Hive (200GP): Insects can be kind of weird, and they can also be really terrifying should one find insects crawling all over them trying to eat them. There’s a reason that there’s movies based around the fear of such things. Now you can bring those fears to life, your body becoming something of a living hive where you can produce and control entire swarms of critters like millipedes, mosquitoes, spiders, and all sorts of creepy crawlies. Worse, they’ll be larger mutated versions for extra danger. Your choice on where the production organ is placed.
  456.  
  457. -Crowd-sourcing (300GP) (NEα): Why settle with just ONE parasite within you? Make like the aforementioned potato sack stuffing themselves with bugs and see how many you can fit! The more of the same parasite with this trait that you place within something, the greater their effects will be upon the host such as healing or mental processing. Even better, they can act as redundant systems for the host if needed, reducing the issue of weak points in combat.
  458.  
  459. -Stone Cold (300GP) (NEβ): One of the worst things about parasites is that they get everywhere. I mean everywhere. It's bad enough that they can crawl around surfaces at times, but these guys? They could practically dig through near solid rock and through ground with ease just to get around, creating a whole new method of movement to instill fear. They can impart this digging ability to their host as well... and let them drag victims underground to deal with as they please.
  460.  
  461. -Hierarchy System (300GP) (LP, M): It is said that the strong rule over the weak... in this case, you have decided to make it a more literal situation with your parasitical monstrosities. In doing this, any lesser versions of your parasites will be more suggestible or compelled to follow the orders of the stronger ones... which can include the hosts the parasites are attached to. This also extends to protecting their master as a sort of compulsion. If you need to make an army, this is one of your best bets.
  462.  
  463. -Mind Power (300GP) (QP): That whole 'two minds' thing can be fine when you need it in others, but what about yourself? Hell, what about if you just want to help others? Worry no more with this interesting hard-coded function in parasitical functions. When implanted into the host, instead of the parasite taking over the body the host instead gains complete control of all parasite functions as it fuses and becomes part of the host's anatomy. It's like a transplant! Only cooler.
  464.  
  465. -Trauma-Induced Stages (300GP): When one gets damaged, usually it's the end of that if they don't have any sort of healing ability... but fuck that, you know how to keep this party going until YOU say it's over. By choosing this, should the host suffer extensive damage on the field of battle their biology will undergo sudden changes to compensate. In layman terms, temporary mutations will activate to assist the host depending on the damage they have suffered. Get excited, because it's gonna get weird.
  466.  
  467. -Shared Skillsets (300GP): How… does this work. How is this even a thing? It’s possible that there’s some kind of autoinducer pheromones used for quorum sensing that’s being messed with, or some kind of shared sensory input? Who even knows? The point is, the method of control that the hive mind is making ended up creating another kind of ability, and skills that any one person may have possessed that hasn’t been subsumed in identity entirely may find that it’s shared among others who retain their individuality… and vice versa.
  468.  
  469. -Uplift (300GP) (QP): There are fun times with mindlessly making armies, and just releasing parasites to do one’s bidding. After all, everyone must serve someone else. Every soldier answers to a higher authority. But sometimes you don’t need soldiers, you need lieutenants. Or you just want to make sure the infected are sane. With this, upon infection you can choose who becomes a mere slave to their parasite and who keeps their mind, rising above the control and getting power for the price of eating for two. Like a Dominant Strain, as it were.
  470.  
  471. -Group Effort (300GP): …oh. Is this a good idea? Do you really want to do this? This particular quirk would allow the parasites to take on something of a ‘leech’ form, small enough to be implanted into a host… again, and again, and again. That’s right this would allow up to five different parasites to infect the same host and augment the benefits they would grant to a considerable degree, to the point where the host may not even be all that human anymore after the fact. Be wary as this might create a dependence on the parasites.
  472.  
  473. -Eyes of Many (300GP) (M): How… how are you doing this? How is this in any way rational? Science? …oh, whatever. If you choose this option, so long as you possess the primary Parasite you can effectively ‘see’ through anyone else you have infected. This can let your awareness increase tremendously, or just let you consider different options. Be careful.
  474.  
  475. -Autonomous Anarchy (300GP): Usually in these situations, the host and the parasite are symbiotic. When the host dies, so does the parasite. Well fuck that, SCIENCE can make it better. By spinning a peculiar genetic strand to improve the parasite, it can not only attack separately from the host when desired to offer greater ability, but it can also detach itself from and fight upon the death of said host. Think of it like a jack-in-the-box! A horrible, horrible jack-in-the-box.
  476.  
  477.  
  478.  
  479.  
  480. Virus And Parasite Customization (Shared):
  481. Controlled Infection (Varies*): It's one thing to just spread a virus, but it's another thing entirely to have them affected by certain things. Fortunately, there's a way to control that. By purchasing this, you can designate the grouping that the host must be in for the parasite or virus to take full effect, with all others become zombies afflicted with what you have engineered the pathogen to do or just plain dead unless taking 'Null and Void' or 'Inert Home':
  482. -Rare Condition or Genetic Type (0GP): By selecting this, it requires a very rare condition or genetic code in order for the mutagen to effectively work. Such examples include a rarely occurring genetic strain, or a specific combination of gene markers.
  483. -Common Traits (50GP): This opens up the genetic markers that the mutagenic agent can key off of, such as affecting only men or going after those with a certain age due to chemicals in their developing bodies.
  484. While it will not affect everyone, it can still keep to a theme.
  485. -All Humans (100GP*): Well, now you've done it. This mutagenic agent is capable of working in any human at all. Just plug and play, apparently. Every man, woman, and child is capable of being a victim of what you unleash that day. I really do hope you know what you're doing.
  486. -Cross-species (300GP**): What. What is this. What are you doing. Do you have any idea what you're doing? By doing this it can infect more than just humans... animals, birds, fish, insects, the works. You would be capable of warping or destroying a biosphere if you had enough of your virus or parasitical monsters to spread. What could you want with this.
  487. *If you wish to add an additional species to any of these options (such as dogs, spiders, fish, or such things), you may instead pay an additional 50GP in order to add a species along to your chosen selection.
  488. **Likewise, if you wish to remove a species from this list you may subtract 50GP up to three times for three species. Please consider your choices.
  489.  
  490. Time Until Activation/Incubation Period: Yeah you can infect someone... but what if you want to make it a ticking time bomb instead? All fine and dandy if you want, just be sure you pay the price to specify how you want this to go down. Keep in mind that this is separate from the infection method/activation of your mutagen:
  491. -Immediate (0GP): You don't want to wait at all! You just want to have the little bastards get infected and have the infection work the moment it hits their system. There's good points and bad points to it, just be sure to keep them in mind.
  492. -Delayed (50GP*): Whether you want it to be a stealth infection, or you just want them to squirm in fear at their eventual change, you've chosen this strange gem. By selecting this, the infection requires an incubation period within the host lasting anywhere from two hours to three weeks, to be chosen upon purchase of this option.
  493. -Body Reaction (50GP): This one is somewhat cruel in the sense of telling a person not to think of a pink elephant, but some people like that sort of thing. With this, instead of the person
  494. -Age Requirement (100GP): Everybody has something of a clock, and thanks to this option your parasite or virus can keep track of that clock using various factors in the human body. You may dictate an age that the host needs to be before the mutagen can take hold, ensuring that you have a bit more control over things. Do you just want to protect children, or put a lot more change into adulthood? It's up to you now.
  495. *If you wish, for an additional 50GP you can make it so the traits and effects of the pathogen slowly manifest during this time. Maybe you want to have the horror of a slow transformation… or the joy of a slow transformation? Who knows? You have this option now, for whatever reason it may be.
  496.  
  497. -Multiple Symptoms (100GP) (Requires multiple infection vectors): Your little mutagenic agent is pretty nasty, isn't it? By selecting this, you can choose to ensure different infection methods engage in different actions... you could make it so aerosol form makes someone a zombie, but injection gives the main effects. You could instead make it so biting only gives some of the viral modifications you made while water form gives the full dose. Really, it's up to you now. Split your budget if you wish for separate vectors to give separate effects.
  498.  
  499. -Keyed Changes (100GP): Well. This is different. This goes beyond different infection methods,
  500. this will actually allow the infection to change the host differently depending on the criteria you
  501. set for them. For instance, maybe the males end up changed while the females simply die from exposure to the pathogen. Maybe it
  502. only causes size changes in dogs while humans get tentacles. Who knows? You can determine such criteria with each purchase of this
  503. option. As before, split your budget if you want separate criteria to create separate effects.
  504.  
  505. -Animality (100GP): Screw being limited! Sometimes you just want to take bits and pieces of other things to make an uber-infection capable of wrecking face! Fortunately, you can now with this little option... by purchasing this, you can take traits of a virus as a parasite, or traits of a parasite as a virus. Shock people with the advances you can make today!
  506.  
  507. -Will It Blend? (600GP): What madness do you bring, traveler. What sort of monstrosity do you wish to unleash upon the world that you need an option such as this? Do you know what you're doing? This option can do what many have sought to do, and may combine a single virus and parasite together into a thing that harnesses the strengths of both. Please, be very careful... both because of its potency, and because you may only choose this option once.
  508.  
  509. -Enhanced Senses (50GP): Nothing wrong with making sure you give some additional boons to the ones you infect. After all, you're changing other things with whatever you're stuffing into people, aren't you? You may choose a single sense out of the five senses humans possess, and increase its potency noticeably. You may purchase this multiple times to increase the sense again, or choose a different sense.
  510.  
  511. -Purposeful Symptoms (50GP): Maybe you're looking to give people a heads-up before the zombie apocalypse comes down on their head. Or maybe you enjoy seeing people squirm, knowing that there's nothing they can do now that they're infected. Either way... it should be a good show. By choosing this, you can decide initial mundane health symptoms that a host may be suffering before the main effects take hold... whether those main effects are death or mutation, is up to you.
  512.  
  513. -Vocal Intimidation (50GP): You ever wanted that special reverberation in your voice? Or maybe you want it changed in some way. We’ve got you covered, as with this little boon you’ll be able to change how you or your monsters sound in order to get the best out of things!
  514.  
  515. -Psycho-Engineering (100GP): Sometimes intelligence isn't enough. Sometimes you want a specific mental state or direction... with this, you can give a nudge in the right direction. You may dictate a manner in which the host is more inclined to behave, such as increased aggression or an increased inclination to be happy, or other such emotions. It must be a general feeling, you cannot dictate specific feelings towards specific objects.
  516.  
  517. -Fine-Tuning (100GP): Oh… maybe there is some specific things now. This goes a fair amount
  518. further, changing the mind of the host to feel specific instances if you don’t mind the massive list
  519. of ethical concerns that this comes with. Maybe you want them to feel hatred or desire towards
  520. one thing, or to have one preference changed into another preference. Each change will require
  521. a separate purchase due to how difficult it is to actually alter people like that on a biological scale.
  522. Just be careful, lest you end up destroying who the person is with this.
  523.  
  524. -Changing Mass (100GP): Sometimes... sometimes you want to make sure the B.O.W.s can get into small spaces, or maybe you just want them to tower over humans like the superior beings they are. We've got you covered. You may designate whether the host grows or shrinks when infected, and this will not hamper their strength or abilities. The minimum they may shrink is to four feet tall, while the tallest one can grow is sixteen feet... so have fun with that.
  525.  
  526. -One Mean Monster (100GP): …are you serious? Sixteen feet isn’t big enough? …alright. It will
  527. take a LOT of energy, but your infected host in question can now easily grow to around thirty to
  528. forty feet tall! This is, of course, provided you give the host enough energy at the start; if you
  529. just up and hit people randomly they won’t get that big. It has to be a prepared occasion.
  530.  
  531. -Themed Grouping (100GP): Maybe you have a preference for a certain look, or maybe you've got a thing for fluffy tails. I don't know, I don't judge. I just hand out the options. With this, you can select a specific 'idea' such as eyes or tentacles, or organism groupings like insects or fishes to theme any mutations off of. This will help for all your vanity or supervillain needs, with further purchases at 50GP. Multiple limbs or eyes or mouths can be manifested with this.
  532.  
  533. -Cure (100GP): When you infect people, it can be fun to see everything go rampant... but it's all fun and games until something goes wrong. That's why I'm sliding this under the table for you, a 'kill system' for the virus or parasite in question. This little beauty restores the person to their pre-infected state, provided they did not die to the infection that transformed them. Be warned, this may become ineffective if the mutagen is further modified.
  534.  
  535. -Doesn’t Like Sharing (200GP): Viruses and parasites love to infect hosts. They love to do what they can and shove their stuff inside a person. But more importantly, some of them don’t enjoy needing to time share their new home. If you pick this up, your virus or parasite can enhance your immune system to some extent, giving some additional resistance to mutagens you do not take on willingly. It’s not an end-all cure-all, but it can grant a fair edge.
  536.  
  537. -Adonis (200GP): People don't always appreciate turning into a writhing monster. After all, there's still vanity to consider! Fear not, for you can always have an option. With this, hosts can appear totally human even when infected, granting power without sacrificing one's human appearance... even improving it! Of course, if you like themes or other traits... by choosing them with this you can design a tasteful appearance for the host to transform into. Even better, the host can reverse said mutations until they are needed again!
  538.  
  539. -Genetic Winner (200GP): Winner winner, chicken dinner! This is a curious thing you've chosen, my friend. With this, you may designate specific, if rare conditions to key the infection off of... I don't mean just to infect them, I mean within potential infected candidates. If conditions are met, then the infection is much more efficient and grants much more power to the host; essentially becoming the equivalent of a 'Tyrant' for your devious tool. Such examples of specific conditions are 'must have natural Albinism' or other similar genetic factors.
  540.  
  541. -Elongating Limbs (300GP): Well this is kind of weird, but okay. Your arms have gained a strange composition within the muscles and bones, while the skin has become far more elastic than normal. What does this mean? Well, it means you can shoot your limbs forward to grab people before pulling them back in. You freak. Granted it's really neat, and it's sure to grant you a significant advantage, but you got to admit it still kind of looks weird.
  542.  
  543. -Frozen Heart (400GP): Oh. Well. This is a peculiar power. It has no real bearing on the world of Resident Evil, but let’s just keep that between us, shall we? By invoking this, your viral agent lets you survive at much more chilly temperatures, and even lets your blood freeze upon contact with oxygen to create ice shards. Heaven forbid what might happen if you tried to grab a person and let your naturally low body temperature do the work…
  544.  
  545. -Psionic Potential (700GP): ...wait. Wait, what's this? Is this... oh, no. I knew I shouldn't have looked at the live action films. ...alright. By taking this your mutagenic agent is very unique indeed, being able to somehow grant telekinetic abilities and extra senses to a host who successfully bonds with the agent in question. I'm not even sure how this happened. What are you scheming with this?
  546.  
  547.  
  548. Setbacks:
  549. If a virus you have chosen to customize with is listed here, it has the Setback for no points gained. You must pay the amount of 'Gene Points' it would have granted you to completely remove this problem, or buy the appropriate perk to remove it instead. If you have spun multiple viruses or parasites together, you only need to pay the points once to remove the Setback from all sides.
  550.  
  551. If your Virus or Parasite does not have a specific Setback, you may still choose to pick it up for additional GP. You cannot, however, possess both a Setback and the Perk that can cancel it; it’s one or the other.
  552.  
  553. -Serum Needs (+100GP) (Pt): There's a problem with what you have taken. More specifically, it requires constant maintenance in the form of a serum injection every 24 hours, in a specific dose. If you're pressed for time, it could be problematic for you... especially if someone's trying to kill you during that time window.
  554.  
  555. -Blinded By The Light (+100GP) (A, LP, QP): Your mutagen makes you favor the dark. Not as a preference mind you, but more a requirement; it can be easily harmed or even killed by ultraviolet or intensely bright lights. If the enemy's carrying flash grenades, I'd be really careful.
  556.  
  557. -For Massive Damage (+100GP) (U): The primary concern of your virus in this case, is the manifestation of a weak point on the body. Out of everything, this thing here is a big problem in that it's capable of being struck for increased effectiveness.
  558.  
  559. -Sudden Case of Madness (+100GP) (t, G, tA, tP, Pg, C, tV): Sudden transformations tend to play havoc on the mind. Maybe it's all the chemicals, or maybe it's just that they're turning into a monster. Either way, the host's intelligence and mental state has a high chance of degradation upon mutation.
  560.  
  561. -Mind Over Monster (+100GP) (NEα, LP, QP, M, tP): The problem with humans is they're so darned fascinating. You can always find the little nuggets worth collecting through all kinds of situations, or the nuggets that could be a problem. Those with a strong will can especially be problematic, having the ability to potentially overcome or force mutations to not happen whatsoever. If you purchase 'Working Together' or 'Psycho-Engineering', they can can cancel this out.
  562.  
  563. -Compatibility Issues (+100GP) (t, G, tA, A, U, Pg, Pt): Oh dear oh dear, this is not good. Your virus has a significant problem in that it has been programmed to key off of an extremely rare genetic strain, easily ensuring only a one in ten million chance will reap the full benefits. If the virus doesn't find such genes in the ones you come across, it simply kills them or zombifies them. Fortunately, purchasing an upper tier of 'Controlled Infection' cancels this out.
  564.  
  565. -Inseparable (+100GP) (NEα, NEβ, LP, M): Parasites are a truly strange thing. Their dependence on the host can make them want to survive by any means, which can lead to nasty effects like this. Should the parasite die, the shock to the host's system is tremendous, killing the weaker hosts and severely hampering the stronger ones. Be careful with this one.
  566.  
  567. -Uncontrolled (+100GP) (G, tA, tP, NEβ, U, C, tV): People can be weird, and in the field of science this truth is only exaggerated. Your pathogen has the problem of forcing themed mutations on victims that it happens to infect... nasty things like multiple eyes or sudden bloated sea-corpse appearances. Nasty things, that. Fortunately, if you purchase 'Themed Grouping' or 'Adonis', either of them can cancel this out.
  568.  
  569. -Ties that Bind (+200GP) (LP, M): There is a hierarchy when it comes to a hive mind. There are those who control, and those who are controlled. The controlled have a very hard time keeping their individuality within the collective, which can turn them into drones that are little more than extensions of the leader’s will. Not a problem for everyone, but this could be a problem for some.
  570.  
  571. -Takes Up Space (+200GP) (NEβ, QP): Disgusting thing, parasites. It's bad enough when they try to crawl inside you, but it's another thing entirely for them to be obvious about it. These parasites in particular either can jump on your back and be all crawly, or take up some other large portion of your body. It's pretty gross when you think about it, and a giant target for your enemies.
  572.  
  573. -Cultivation Concerns (+200GP) (Pg, Pt): The original problems with the Progenitor Virus is that it could only be cultivated in a very specific section of West Africa... the conditions there were perfect for cultivating the virus, but they could not replicate it elsewhere. Your virus now suffers that issue, possessing very delicate requirements in order to create and produce the virus for other situations.
  574.  
  575. -Temperature Sensitive (+200GP) (U, C, tV): Viruses are like organisms in a sense... getting too hot or too cold can cause serious problems. It's the same issue here; if they go above a certain temperature then they start being weakened considerably or going out of control. This issue can really have problems, so you might want to stick to the cold.
  576.  
  577.  
  578.  
  579. NOTES FOR VIRUS STUFF:
  580. -You cannot import yourself or companions as a virus or parasite. You also cannot import sapient viruses or parasites. This includes such things as Blacklight, Goa'uld, Cancer Mages, or similar things.
  581. -You cannot get around this with cloning or severing parts of yourself.
  582. -A good idea of figuring out whether a parasite is 'sapient' or not, is if you can hold a conversation with it. If you can't, it's good to go.
  583. -You also cannot import anything that is energy/magic-based or machine-based for viruses/parasites.
  584. The virus or parasite in question must be organic and biological.
  585. -If you want to make them all magical or energy-based later, that's on you.
  586. -Companions cannot purchase their own virus or parasite, that's on you.
  587. -By purchasing 'Mental Clarity' and 'Themed Mutations'/'Adonis', you remove the cryogenic time requirement for the t-Veronica virus to bring out its full effectiveness.
  588. -Should you take the 'Darkside Chronicles' drawback, any viral agent or parasite imported into the jump will have its effectiveness reduced for the time you are here. At best, they can achieve levels of effectiveness akin to Wesker, but to bring out its full potential you must make it through the jump.
  589. -For 'Multiple Symptoms' and 'Keyed Changes', you do not need to buy an option twice in order to have them apply to both sections. For instance, if you bought 'Bulked Up' for a virus, you could have it apply to both, or make it apply to only one of the options. However, if you wanted 'Bulked Up' to apply to one side and 'Fiery Power' to apply to another side, you would need to buy both options.
  590. -For 'Fine-Tuning', this can include detailed things like orientation, loyalty or hatred towards a person or subject, or preferring specific fashion choices. This can even include things like making the host have a desire to attain some kind of perfection. Once again, be careful you don’t cause the person to become someone else entirely with this option.
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