Balance Pathway/Abilities

## Sequence 9: Activist

**New Abilities**

* **Change**: They are the bringers of change.
	+ They can manipulate the masses through convincing arguments to rally for a particular action.
	+ They have a convincing charm and considerable authority, causing people to be more likely to believe and obey them.

* **Intuition**: They can intuitively detect danger using their **Spirituality**.
	+ This especially works well if it endangers the status quo of something.
* **Spirit Vision**: They can use **Spirit Vision** to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions, and determine if something has a magical aura.
* **Enhanced Memory**: Initially, they have a slight increase in memory that improves along with the digestion of the potion.
* **Courage**: They can temporarily enhance their own courage and the courage of others in their vicinity, giving them a significant boost in bravery and determination when facing challenges or threats.

## Sequence 8: Negotiator

**New Abilities**

* **Negotiation**: The ability to conduct peaceful negotiations with the other party.
	+ They can designate a target to "negotiate" with. From there, any damage that they suffer during the negotiation is nullified.
	+ By declaring a "negotiation breakdown", they can return to the target all the damage that he tried to inflict on him during the negotiation at the cost of also hurting themselves.
	+ Keeping Negotiating requires a continues supply of Spirituality.
	+ If the negotiations result in a satisfactory outcome for both parties, this ability will ensure its enforcement.
		- Breaking such negotiated agreements is hard even for Beyonders of higher sequence.

**Strengthened Abilities**

* **Enhanced Memory**: They learn negotiation-related topics more easily and retain the information better.

* **Intuition**
	+ They can intuitively detect the direction a situation is developing into.
	+ They intuitively know how best to negotiate, provided they have the necessary knowledge.
	+ They can intuitively detect if the outcome of a negotiation is favorable, neutral, or detrimental to them.
		- **Favorable**: If the outcome is favorable, they'll experience an odd sense of gratification.
		- **Detrimental**: If the result is unfavorable, they will hear bells ringing in their heads.
		- **Neutral**: If the result is neutral, the individual will not feel either of the aforementioned.

## Sequence 7: Loan Shark

**New Abilities**

* **Debt Collection**: They can collect debts owed to them in the form of commands which must be obeyed.
	+ They can enslave anyone who owes them something.
		- This applies even if they attempt to kill someone who then survives as a result of them showing mercy, meaning that person will owe the Loan Shark their life.
	+ The length and extent of the commands/enslavement that can be given depends on the type of debt.
		- For example, those who believe that a Loan Shark saved their lives are forced to follow orders that put their lives in danger.
	+ The ability loses effect once the debt is repaid.
		- Following the previous example, whoever survives the risk that he is ordered to take will be freed from the ability's control.
	+ Even Beyonders at higher sequences cannot resist this ability, provided they have enough debts to collect.
* Loan sharks excel at combat with blunt instruments such as baseball bats.
* **Physical Enhancement**: Their body becomes stronger, increasing their strength, reflexes, speed, and agility as well as natural healing ability.
	+ They are neither the strongest nor the weakest among this sequence.

## Sequence 6: Harmonizer

**New Abilities**

* **Equal Probabilities**: They can equalize the probability, changing all probabilities to a complete 50/50, creating a complete and utter equilibrium at the probabilistic level.
	+ During a fight, they can use this skill to match their physical abilities with those of their adversary.
	+ Their luck and misfortune is equalized at 50/50.
		- When gambling, they always have a 50-50 chance of winning or losing, regardless of the small likelihood of winning.

**Strengthened Abilities**

* Through **Negotiation** and **Debt Collection**, they can acquire the skills of their opponents.
	+ The abilities acquired this way are permanent, while the other party loses them permanently.
	+ Certain Beyonder Abilities are sometimes equated with that person's life, making it difficult for them to obtain them unless they save their lives.

## Sequence 5: Torturer

**New Abilities**

* **Torture**: They can force their victim to agree to their demands through torture.
	+ **Iron Maiden**: They can create torture instruments out of their body fluid.
		- They can create torture instruments out of their body fluids, such as blood, sweat, and saliva. So long as they themselves can imagine the instrument to be used for torture, they can recreate it with their ability.
	+ **Torture Specialist**: They are masters of torture.
		- They possess an incredible and innate understanding of torturing, able to easily break the wills of others by any means; physically or psychologically.
		- They can intuitively torture by any means and in the most effective ways possible, use anything at hand to do so and, have no mental/emotional issues or moral dilemmas either before, during or after the deed.
		- They have an intuitive mastery of the associated skills, body language and choice of words, subtly sending all the signals to others, completely breaking their wills and causing them to fully yield to the user.

**Strengthened Abilities**

* Through torture, they can make more effective use of **Negotiation** and **Debt Collection**.

## Sequence 4: Contradictor

**New Abilities**

* **Counter**: They can counter their opponent by gaining counter abilities.
	+ If the opponent has a fire-related ability, they acquire an ability that counters fire, such as water.
	+ Counter is an ability that can be unpredictable and dependent on the situation. Even if two situations are identical, the result may be different abilities gained.
	+ Although they acquire temporary skills that effectively counter their opponents, they have no mastery over them.

## Sequence 3: Normalizer

**New Abilities**

* **Balance**: They can make an unstable person, object, or environment stable and vice versa.
	+ They can affect the mental stability of others, effectively either bringing them to the brink of losing control or vice versa.
	+ They can make unstable buildings stable and vice versa.
	+ They can bring an entire nation to the brink of war, and they can bring a nation that wants to go to war back to its peaceful nature.

## Sequence 2: Reformist

**New Abilities**

* **Reformation**: "They" can set a rule onto their surroundings, allowing "them" to manipulate and bestow new properties onto "themselves" and the world around "them".
	+ This can range from simple descriptions to more conditional ones based on cause-and-effect.
	+ Aside from physical entities such as people, Reformation can also alter incorporeal things such as the air, space, and even other Beyonder abilities.

**Strengthened Abilities**

* **Balance**: This ensures that the other person also suffers damage when "they" take damage by throwing back "their" damage.
	+ Essentially, this works by tallying any harm inflicted on "them" as misfortune, while simultaneously considering it a stroke of luck for the adversary. As a result, the Good Luck and Bad Luck equalize, ultimately leading to the opponent receiving equivalent damage.

## Sequence 1: Keeper of Boundaries

**Authorities**

* **Boundary**: "They" can manipulate boundaries.
	+ Since everything is existentially and conceptually defined by boundaries, the possibilities offered are limitless, for limits themselves are nothing more than the boundary of Possible and Impossible. Simply put, there is ultimately nothing "they" cannot achieve. "They" can change their own boundaries to make the impossible possible.
		- "They" can create objects by manipulating the boundary of Fiction and Reality.
			* Compared to the Visionary Pathway this is many times harder for them, as "they" lack the mental capabilities of the Visionary Pathway.
		- "They" can manipulate life and death by manipulating the boundaries of Life and Death.
		- "They" can manipulate the boundary of Balance and Order.

## Sequence 0: Balance

**Authorities**

* **Balance**: "He" embodies balance, and whatever "he" perceive as balanced becomes the norm.
	+ The only thing that keeps "him" from Omnipotence is the limited amount of Spirituality "He" has. Aside from Spirituality, "his" abilities are mostly limited to intelligence and imagination.
	+ "He" cannot take actions that contradict "his" perception of balance.
	+ **Stability**: "He" can alter, control and manipulate the stability of things.
		- "He" can make Beyonders lose control by changing their status from stable to unstable.
		- "He" can cause mountains to collapse by making them highly unstable.
		- "He" can cause others to lose control over their abilities.
	+ **Chaos**: "He" can create, shape and manipulate the chaotic forces in the universe.
		- This power is highly focused on destruction and mutation.
			* "He" can mutate an entire race into something different.
	+ **Order**: "He" can control the orderly forces of the universe.
		- "He" can turn even the most un-ordered situations into well organized and properly structured systems.
			* A very simple trick for "him" is to for example throw a deck of cards to air and have them fall into perfect, unshuffled stack.
	+ **Boundary**: "He" can create, shape and manipulate boundaries.
		- The most common application of this boundary manipulation is opening "gaps," which act as portals between two places. "He" can create gaps through which only "he" can pass, or through which anything can pass. "He" can use those gaps to get items from other universes and attack "his" opponents with items from within them. "He" can also use them to attack opponents directly and even open them within "his" opponents to split them apart.