[Characters]
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Klein Moretti
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Amon
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Aaron Ceres
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Adam
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Ademisaul
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Aguesid Negan
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Alger Wilson
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Alista Tudor
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Aderson Hood
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Animal Trainer
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Antigonus
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Audrey Hall
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Aurmir
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Azik Eggers
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Benson Moretti
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Bernadette Gustav
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Bethel Abraham
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Bladel
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Cattleya
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Chained God
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Cohinem
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Colin lliad
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Cynthia
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Daily Simone
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Danitz Dubois
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Darkwill
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Derrick Berg
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Dorian Gray Abraham
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Dunn Smith
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Earl Hall
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Edessak Augustus
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Edwina Edwards
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Elizabeth
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Elland Kag
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Emlyn White
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Eternal Blazing Sun
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Evernight Goddess
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Fors wall
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Frank Lee
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Frye
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George Augustus III
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Glaint
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God of Combat
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God of Knowledge and Wisdom
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God of Stream and Machinery
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Groselle
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Hanass Vincent
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Hazel Macht
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Helene
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Hidden Sage
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High-Dimensional Oversee
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Ian Wright
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Ikanser Bernard
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Ince Zangwill
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Inextinguishable Ravings
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Isengard Stanton
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Joyce Meyer
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Jurgen Cooper
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Kalvetua
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Katarina Pelle
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Leonard Mitchell
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Leticia Dolera
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Lilith
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Lord of Storms
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Lovia Tiffany
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[Pathways]
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Pathways are the potions that grant ordinary human beings incredible powers. Pathways are named after sequence-0 when known, otherwise sequence-9 if unknown. There are 22 pathways, all pathways start from sequence-9 and end at sequences-0.
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[[STANDARD PATHWAYS]]
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[FOOL PATHWAY]
Fool pathway seems to be about fooling perceptions and reality. They specialize in divination, illusions, changing appearances, strong muscle and facial expression control, and controlling other people as marionettes with spirit body threads. At High-Sequences, they can turn their marionettes into another duplicate of themselves, bring things (including themselves) from the past to the present, create countless miracles, create a mysterious environment that's full of tampering and concealment, and are able to fool all sorts of things.
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[ERROR PATHWAY]
The Error pathway can deceive and steal all sort of things. They can trick others with their eloquence, slight-of-hand and through illusions, steal their targets Beyonder or mundane abilities, steal thoughts and intentions. At High-Sequences, they can turn into a parasite to attach in a host, create avatars, manipulate time, and also become experts in exploiting the loopholes in rules.
The Ancient Sun God called this pathway a "Bug", and explained it as "a trojan horse of fate, the slug of time, the loopholes in rules, the manifestation of all errors."
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[DOOR PATHWAY]
The Door pathway has many abilities that allow to pass obstacles. They can travel and teleport, perform divination, phase through objects, evade with tricky spells, record and use other Beyonders' powers. At High-Sequences, they will have higher capabilities of manipulating space, and their travel ability is no longer restricted to Spirit World. They can also apply use concealment, allowing them to avoid detection through Beyonder methods, and they can replicate Beyonder abilities without the need to record it provided they have sufficient knowledge of said ability.
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[VISIONARY PATHWAY]
The Visionary pathway is adept at psychological manipulation. They can read minds, discern emotions, hypnotize, and travel between dreams. They are also good at acting, knowing what kind of emotional reaction to show in the appropriate situation and knowing, in detail, what kind of expression and body language to react. At High-Sequences, they can enter and influence the Mind World, weave out realistic dreams, control others without realization and even affect reality through their thoughts and dreams.
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[Sun Pathway]
The Sun pathway has traditional priest abilities, such as powerful light and holy magic, as well as buffing abilities. They can cast light and fire spells, buff others and themselves with chant, buffing or weakening people and Beyonders power, purify and exorcise, and established contracts that are hard to break. At High-Sequences, they could directly reduce their opponent's Sequence and create an Area-of-Effect ocean of light to instantly purify their foes.
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[Tyrant Pathway]
The Tyrant pathway can be understood as omnipotence in the sea, land and air domains. It specializes in water and weather-related abilities. They can cast powerful water, wind, and electricity spells, gain strength in water, sing to disable their opponents, glide in the air, act freely underwater for long periods of time, and become enraged to increase their power. They are known to have a bad temper and are sensitive to the level of a high-ranking person. At High-Sequences, they can control sea creatures, walk freely in the ocean, create earthquakes, travel at the speed of lightning, and can even produce enough electrical power to rival a star.
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[White Tower Pathway]
The White Tower pathway represents the search for knowledge to reach the omniscience in "omniscience and omnipotence". In contrast to Hermit Pathway and Paragon Pathway, this pathway includes both scientific and mysticism knowledge. Beyonder of this pathway have a good memory and the ability to mimic others' powers by analysis. At High-Sequences, they can see the future and deduce the past, directly observe, analyze and use the fundamental laws of reality, and reveal all information about a person, hidden or otherwise.
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[Hanged Man Pathway]
The Hanged Man pathway represents becoming part of myriad things to reach the omnipotence in "omniscience and omnipotence". It has depraved abilities. It specializes in directly sensing and listening to the whispers of secret entities, shadow-related spells, flesh and blood magic, and grazing Souls to use their Beyonder abilities. At High-Sequences, they control shadows, peel evil thoughts and fuse them with a shadow to form a monster, utter evil words, and turn into a depraved "ocean" to overwhelm their enemies and cause interference.
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[Darkness Pathway]
The Darkness pathway has powers related to the night, soul and sleep. They gain strength during nighttime, can pacify souls, enter others' dreams, cast Area-of-Effect sleep spells, see in the dark, and suppress their enemies' moods and desires. At High-Sequences, they can host evil spirits within them, control darkness, shift a certain area under the state of secrecy, erase or hide things, and give misfortune to others.
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[Death Pathway]
The Death pathway is notable for its powers related to the dead and spirits. They can create zombies, summon spirits to fight for them, resist cold and decay, travel through the spirit world, communicate with the dead, and have enhanced abilities to fight the undead, wraiths, and other evil spirits. At High-Sequences, they can resurrect and instantly kill their enemies.
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[Twilight Giant Pathway]
The Twilight Giant Pathway has traditional warrior abilities, both offensive and defensive. They can easily master all weapons and physical combat styles, physically resist supernatural powers, conjure powerful light weapons and armor, purify evil spirits, take damage for others, enter an almost unbreakable defensive stance. At High-Sequences, they can mix powerful concoctions for enhancements, healing, or apply various effect, conceal their intentions, transform into mercurial liquid, identify weaknesses in others, and bend light to hide their presence. At Sequence 2, they can use the "Twilight", the light of decay.
The power of the Twilight Giant pathway is also related to waning: matter and spirit will decay, collapse and perish.
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[Demoness Pathway]
Demoness pathway seems to be centered around causing natural disasters and catastrophe. They have excellent agility, have powerful ritual and curse magic, good at assassinations, can manipulate invisible threads, incite people to cause crimes and inflict disease. At High-Sequences, petrify things, spread plagues, and control natural disasters. One of the core abilities of the Demoness pathway revolves around mirrors and manipulating the world within them. They represent the feminine (side) of The Original Creator.
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[Red Priest Pathway]
The Red Priest pathway seems to be centered around causing man-made disasters and catastrophe. It contains war-related abilities. They are experts with fire, traps, have enhanced strength and agility, can find and attack weaknesses, they are good at plotting conspiracies, and can provoke others into losing control. At High-Sequences, they can transform into a blazing meteor to travel quickly, and control the weather. One of the core abilities of the Red Priest pathway revolves around fire. They represent the masculine (side) of The Original Creator.
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[Hermit Pathway]
The Hermit pathway specializes in knowledge of the mystical and occult world. They have good divination and ritual magic abilities, possess a deep knowledge of mysticism and mysteries, cast traditional spells, scribe scroll spells, as well as conjure and manipulate the stars. At High-Sequences, they are able to see and hear hidden existences easily, self-create spells, travel the spirit world, drain power from mystical knowledge, and foresee the woven fate of a person.
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[Paragon Pathway]
The Paragon pathway specializes in knowledge of the natural world and crafting items. They have excellent scientific knowledge, historical knowledge, mechanical knowledge, can create powerful Beyonder weapons, and have an intuitive knowledge of using and avoiding the drawbacks of sealed items. At High-Sequences, they can pour their spirit into objects they create to give them life, comprehend mysticism with science, alter the laws of physics and promote the light of civilization known as technology.
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[Wheel of Fortune Pathway]
The Wheel of Fortune pathway is adept at manipulating fate, luck, and probability. They can control luck, store luck and release it, make people unlucky, perform and counter divination, predict the future, gain increased bodily control, and manipulate disasters. At High-Sequences, they can make the certain uncertain, trap people in an endless loop of fated event, and avoid danger by restarting the encounter or through reincarnation.
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[Mother Pathway]
The Mother pathway has plant and earth-related abilities. They also dabble in the field of healing and genetics, in terms of both physical and soul body. At High-Sequences, they can induce their surroundings flourish quickly and create chimeras/crossbreeds, ordinary humans, and various construct such as golems. They can also deprive life force from targets and their surroundings to return them to the earth.
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[Moon Pathway]
The Moon pathway has powerful healing abilities, as well as enhance biological targets. They can create powerful healing and buffing potions, tame animals, regenerate, and cast darkness spells. At High-Sequences, they can summon things or people from a far distance, and increase negative energy and spirituality of a region to release monsters and evil spirits.
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[Abyss Pathway]
The Abyss pathway has demonic and devil-related abilities. They have high strength, perception, can cast ritual and sacrificial spells, control and corrupt the desires of others, detect danger intuitively, increase in size, resist mental, poison, and curse attacks, and buff themselves for more strength and defense. At High-Sequences, they can make their enemies lose control on their desires, corrupt others with their voice.
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[Chained Pathway]
The Chained pathway has different types of mutant abilities, but they're also cursed. They can summon zombies, jump through things with reflections, resist bullets with powerful defense, possess others, control ghosts, cast death-related spells, regenerate and heal themselves, and sacrifice rationality for more power. They have high strength, speed, and defense, but have some difficulty in controlling themselves. They also lose power or control during the full moon. At High-Sequences, they can control every nonliving thing within a certain radius and hex their target turning them into harmless animals.
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[Black Emperor Pathway]
The Black Emperor pathway manipulates rules to suit their interests. They are proficient at loophole exploitation, possess extreme physicality, use bribery to achieve various effects, distort words, actions, and intent, disorder all sorts of things, and dominate others. At High-Sequences, they could exploit abstract laws, manipulate the environment to their advantage, magnify the effect of their actions, isolate the location from the outside world, and infinitely resurrect if "Their" order was still in place. Sequence 0 can endlessly resurrect and cheat death if "Their" order still remains.
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[Justiciar Pathway]
The Justiciar pathway is about defending 'Order'. It is strong at setting laws and punishing lawbreakers. They can set up rules that will inflict punishments if broken, directly attack minds and souls, recognize people supernaturally, detect abnormalities, and use all kinds of weapons and explosives. At High-Sequences, they can negate other Beyonder powers and supernatural phenomena, and enforce order upon chaos. They can also set 'Verdicts' and 'Rules' and any sentence they speak in mystical language can be set as a rule for their targets to follow.
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