Patient Zero Pathway/Abilities

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## Sequence 9: Infected

**New Abilities**

* **Infection**: **Infected** can spread all types of infectious diseases that they are currently infected with to other people through the transmission of bodily fluids like spit particles and blood, even if the specific disease isn’t made to be spread by those biological mechanisms.
	+ **Infection Intuition**: **Infected** have a keen sense of where different biohazards are located and can detect illnesses in advance even among people who currently look healthy.
* **Spirit Vision**: **Infected** can see mystical things that many others cannot, but are especially adept, even compared to other pathways, at **Spirit Vision**, at detecting different types of illnesses from other people.

**Malady**

* From this sequence onwards, Beyonders of this pathway will be afflicted by **maladies**. Unless otherwise stated, **maladies** stack with higher sequences.
* **Infected’s Malady**: **Infected** have a much easier time catching all types of infections.

## Sequence 8: Crippled

**New Abilities**

* **Forced Empathy**: **Crippled** can subject others to feel what the **Crippled** are currently feeling with their bodies, though no true illnesses will be spread through this medium.

**Strengthened Abilities**

* **Infection**: **Crippled** are never truly cured of any illnesses they ever catch, so those can be spread even after the **Crippled** recovers from them.
* **Ritualistic Magic**: Crippled have strengthened spiritualities, allowing them to perform a variety of rituals. This often requires the aid of higher level Beyonders of this pathway, if the **Crippled** is even able to find them in the first place.
	+ **Disease Infusion**: A **Crippled** can infuse a tablet pill with a disease to be used later. This can be consumed either by the **Crippled** or by someone else.

**Malady**

* **Crippled's Malady**: **Crippled** suffer more severe symptoms from illnesses others consider to be minor, often impacting the **Crippled** severely and preventing proper function of their bodies in daily life. Moreover, Crippled are never truly cured of their illnesses, and they can flare up at any moment.

## Sequence 7: Plague Carrier

**New Abilities**

* **Bloodbending**: **Plague Carriers** can control and form their own blood into different shapes and forms.
	+ Blood can be bended into different hardened shapes as weapons for combat, and then deformed in order to act as blood bombs against enemies.
	+ The **Plague Carrier** can manipulate their own own blood in order to better maintain their physical health.
* **Lung Contortion**: **Plague Carriers** can contort their lungs and diaphragms freely in order to create a variety of different air projectiles.
	+ **Lung Contortion** is very physically and spiritually demanding, and can only be done 4 times in a single battle.
	+ **Plague Carriers** can launch out the fluids and pus in their lungs from pneumonia as a bullet.

**Strengthened Abilities**

* **Infection**: **Plague Carriers** are able to skip the incubation time of spread illnesses by injecting spirituality and preparing the infected microbes in advance from their bodies, allowing others to immediately suffer the symptoms of the **Plague Carrier's** illnesses.

**Malady**

* **Plague Carrier’s Malady**: **Plague Carriers** are permanently infected with three types of diseases: **bubonic plague**, **septicemic plague**, and **pneumonic plague**. This is something that cannot be cured, as the diseases stem from the Beyonder characteristic itself, but the symptoms can be temporarily relieved with a **Doctor’s** treatment.

## Sequence 6: Anatomist

**New Abilities**

* **Organ Failure**: **Anatomists** can induce physical and spiritual organ failures upon their enemies within a 10 meter radius.
	+ The chances of success, potency, and duration of **Organ Failure** depend both on the **Anatomist's** understanding of the biology of their target and their level. The effects of **Organ Failure** increase if the Anatomist is able to **infect** their target as well as the radius of **Organ Failure**.
	+ Select combinations of physical and spiritual organ failures can lead to the malfunctioning of Beyonder abilities.
		- Ex: A Pyromaniac suffering from **Organ Failure** may find themselves self-combusting every time they want to cast a fireball.

**Malady**

* **Anatomist's Malady**: **Anatomists** suffer from periodic organ failure. Every 3 days, a random organ will fail, and it is up to the **Anatomist** to deal with the consequences and ideally restore the organ back to order.

## Sequence 5: Necrotic

**New Abilities**

* **Soul Transfer**: **Necrotic** can separate their spirit from their physical body, temporarily becoming a spirit, and make use of the limited time to fully possess another physical body and make that body theirs.
	+ The process of making the possessed body the **Necrotic's** involves infecting and destroying the original soul, which takes time, and a resistance can be mounted during this process, especially if the opponent is a Beyonder.
		- A **Necrotic** can fully possess a Beyonder with a non-compatible pathway.
	+ **Necrotic** can only remain as a spirit for 10 minutes before dying.
		- If their target is in contact with enough of the **Necrotic's** bodily fluids, a **Necrotic** can enter their target's body directly without having to become a spirit.

**Strengthened Abilities**

* **Bloodbending**: **Necrotic** can build up pressure and explode their bodies into countless pieces, launching high-velocity flesh and blood particles that can be used as projectile weapons or vectors of infection. Naturally, this can also be used for **Soul Transfer**.
* **Infection**: Any Beyonder ability targeting the **Necrotic** directly and establishing a mystical connection can be used as a vector for **infection**.
	+ Ex: Stealing a Beyonder power from the **Necrotic** can lead to the infection of the Marauder pathway Beyonder.

**Malady**

* **Necrotic's Malady**: **Necrotic** slowly break down the body that they are inhabiting, inevitably reducing their physical body to a necrotic state. If the **Necrotic** spend all of their energies trying to maintain their body, their body will be able to last for a month, and this time can shorten depending on the **Necrotic's** actions. No matter which body the **Necrotic** inhabit, this will continue to occur.

## Sequence 4: Malady Mage

**New Abilities**

* **Source of Maladies**: **Malady Mages** can suppress the **maladies** that they were previously afflicted with, preventing them from having to suffer from them ever again.

**Incomplete Mythical Creature Form**

## Sequence 3: Evolutionist

**New Abilities**

**Strengthened Abilities**

**Incomplete Mythical Creature Form**

## Sequence 2: Lich

**Strengthened Abilities**

**Mythical Creature Form**

## Sequence 1: Disease Lord

**Authorities**

* **Infection:** All mystical connections are avenues for **infections** to be transmitted. This can extend to anchors and may other types of personal relationships.
	+ Ex: A husband and wife relationship is enough for **infection**, even if the two are separated by an extremely large distance.
	+ Ex: A piece of music can be infected, leading to the **infection** of all people who listen to it.

**Strengthened Abilities**

## Sequence 0: Patient Zero

**Authorities**

**Strengthened Abilities**