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Okay, everyone, you are now
Patient Zero!
Source: Uknown
Parasite Forms: Unknown Control Parasite
Transmission Vectors: Unknown
Individual Abilities: No special mutations, no independent parasites, no unique individuals
Uncoordinated (2)
Slow (1)
Weak (2)
Spastic (1)
Simple (2)
Rebellious (2)
Unaware (1)
Target Identification: Smell (1) - Individuals have some abilities to find targets via smell.
Target Identification: Motion (1) - Individuals are motivated to attack by vaguely humanoid motion.
Horde Abilities: Extremely Small, No Organization, No Structure
Parasite Recognition, chemical (1) - Your horde can usually avoid attacking it's own members through the use of a pheromone that inhibits the attack reflex.
Independent (0) - Your zombies will attempt to travel alone rather than in groups, making them more difficulty to track and kill.
World Knowledge: Completely unknown.
Outbreaks: None
Panic: Calm
Organization: Normal
Special Defenses: None
Check the first post for all the details of your current status at any time. From now on, I'll only be including important bits.
You have a few decisions to make now - You start with 3 mutation points, and you need to put them to good use. You also need to choose a location for patient zero.
I recommend investing at LEAST one of your points in a transmission vector.
Your form is currently undefined, but an initial form costs only a single point, and provides a variety of benefits (and drawbacks).
You can only choose a source once, so it's an important decision and you may want to wait for it - but purchasing it unlocks unique forms and vectors, and since your initial form only costs 1 point... it might be a worthwhile investment.
Your zombies are not, currently, terribly dangerous, though they are at least as durable as most humans. They are also very easy to detect, though obviously it will first be assumed your hosts are diseased rather than zombies. You might want to attempt to make them either more dangerous, or more covert, especially if you rely on a proximal transmission vector like fluids.
Your zombies are also remarkably stupid, acting on little more than instinct, and your control over your hosts is currently via a brute force and poorly focused direct manipulation. This means that in addition to not having much in the way of strategy, tactics, or planning, a sufficiently strong willed person can fight against the control and assert their will, since their own brain handles many of the tasks of the body - this is something you will have difficulty dealing with immediately, but every little bit helps. You can choose either to deal with it directly (by spending points to remove Simple and Rebellious), or by purchasing new abilities to give you a benefit in narrower situations (or increase other risks).
Your zombies currently act independently, avoiding grouping when possible. This makes your nature far less obvious, but also greatly reduces your effectiveness at human enclaves. Changing this always costs a single a point, and the current options are "Independent", "Small Groups", and "Horde".
You can figure out most of the other details.
VulnerabilitiesNote that you can get more mutation points right off the bat by gaining certain vulnerabilities or weaknesses. The most basic vulnerability, "Chemical Death", gives a bonus based on how common it is (1 for rare, 3 for uncommon, 5 for common, and 8 for mundane) and entails exposure to that substance is lethal for your parasite. Examples: The blood of the deaf (Uncommon), Pure Water (mundane). Examples of non-chemical weaknesses include sunlight(
and certain frequencies of sound(3 or 5).
Unlike your natural red abilities, weaknesses you have purchased can NEVER be eliminated, so choose wisely. However, you may need one or even two if you want to get off to a powerful start.
If you want more info on any of the abilities available to you of a certain type or in a certain area, let me know. Feel free to come up with your own, as well!