Ruler Pathway

### Mythical Creature Form

A human made of pitch black mud with red, pulsing lines funning all throughout their body. The lines form symbols randomly, and 4 wings of the mud emerge from the back. Eyes and symbols decorate the wings

### Main Abilities

Weapon MasteryBeast Taming
Wish Granting
Concealment
Mysticism knowledge
Beyonder ability copying
Great physique
Charm
Weapon creation
Advanced healing
Arrow tracking

## Pathway

### High Sequence Group

Ruler
Heaven
Star
Rot
Empyrean

## Ruler Pathway

The Ruler Pathway has many combat geared abilities, such as mastery over all weapons and the power to increase all their parameters in battle. They can also tame Beyonder Creatures. They are perfect to be heroes of legend, charming others into following them with their exploits, fearlessly conquering enemies and saving the day from villains.

At higher Sequences they can grant wishes, disrupt Beyonder powers and see into the future. They can also peel back the separating layers between the Spirit and Astral World and the Real World. They can use a form of Concealment and have immense natural regeneration capabilities. At the Angel level, they can deal curses and debuffs. They can also copy abilities from other Beyonders at the Angel level.

The Above the Sequence for the Ruler Pathway is Sovereign of the Cosmos. The corresponding Sefiroth is the Crucible of Life which is adjacent to the Heaven, Star, Rot and Empyrean Pathways. The Beyonders of this Pathway can only start to change at Sequence 3.

The Ruler Pathway represents Heroism, Greatness, Justice, Chaos, Conviction, Courage, Authority and Leadership.

## Sequence Levels

 9
 8
 7
 6
 5
 4
 3
 2
 1
 0

## Pathway symbol

A golden crown with three golden stars emerging from the tips and a bigger star inlaying the middle of the crown. Underneath the crown, two silver wings are connected to a tiara-shaped silver piece.

## Mythical Creature form

A human made of pitch black mud with red, pulsing lines funning all throughout their body. The lines form symbols randomly, and 4 wings of the mud emerge from the back. Eyes and symbols decorate the wings.

## Sequence 9: Assassin

* Beyonders gain flexible and supple bodies, able to shift in inhuman ways.
* They gain the ability to conceal themselves from other Beyonders as long as they do not specialize in detection or are above Sequence 6.
* They gain large proficiency over daggers, poisons and spotting the weak points of enemies.
* They can create their own daggers using Spirituality that do greater damage but can leave them severally drained.
* They also gain insight in setting traps and stealth.

## Sequence 8: Caster

* Beyonders become a classic fantasy mage, being able to use Earth, Fire, Water, Air and other Elements. The exact line-up is different for each Beyonder, but most use at least 2 of the 4 main Elements.
* A Caster can have 5 powers, but 2 are decisively weaker than the rest.
* A Caster can imbue their magic with other Beyonder powers one Sequence higher, such as a Sequence 7 of the Tyrant or Darkness Pathway. They can only have one power from different Pathways.
* They gain a natural resistance towards toxic substances, making the majority of mortal poisons useless against them.
* Their sense of danger is upgraded to a from of recognisance, like the Abyss Pathway.

## Sequence 7: Rider

* Beyonders gain a natural affinity for Beyonder Creatures, the exact strength of which depends on the Beyonder themselves. The max a Rider can tame is Sequence 5 Beyonder Creature, but such cases are very rare.
* Rider is the first Sequence to allow other weapons: as long as you have a mount, you can also wield anything else you like.
* Riders can also tame beasts other than what they ride, allowing them to swarm enemies with a pack of vicious Beyonder Creatures.
* The same as Caster, Rider can use powers from other Pathways, either imbued on their mount or weapon.
* The gain a great amount of charisma that draws and inspires people to follow them.
* Their danger sense dulls slightly, but is still very potent.
* You gain accelerated healing and can recover much faster.
* Your speed is drastically increased

## Sequence 6: Berserker

* The Beyonder loses their affinity to animals and beasts. Indeed, they emit a constant bloodthirst that causes any creature near them to flee immediately.
* Berserkers suffer from varying degrees of insanity, with the strongest Berserkers being on the fringe of losing control. They can be considered "half Rampagers" due to their fragile mental state and ruthless brutality.
* They gain immense strength and vitality, charging forward no matter how much damage they take.
* They cannot use normal weapons, but things such as clubs, war hammers and giant axes are allowed.
* They can create two items to use, either a weapon or armour, using their Spirituality.
* The charisma they had a Rider has transformed to oppressive fear, making people follow out of terror more so than respect.
* They can nullify nearly all mental attacks as their mind are already half gone and soul attacks simply make them crazier.
* They also reduce all physical damage by up to 60% depending on the specific attack.

## Sequence 5: Saber

* You become a master of the blade and can become one with it for a short period of time.
* Damage and parameters are increased during this period, and the Beyonder is enveloped in a bubble that deflects attacks.
* They can make use of two other Pathway abilities as a Saber and they boast great resistance to curses and magical attacks. They do not have a boost against physical attacks however.
* They regain and upgrade their charm, and can convince an entire army of Low-Sequence Beyonders to follow them.
* They can see several seconds into the future during battle and have insane reflexes and danger detection, making surprise attacks very difficult. Their ability to detect overall threats is weaker than an Abyss Beyonders however.
* Your healing increases slightly and chance of death by blood loss or fractures is reduced.

## Sequence 4: Lancer

* From master of the blade to master of the spear, your basic abilities remain the same.
* You can further boost parameters by entering Battle Mode and your foresight in battle increases.
* You can now actively lay traps and ambushes while circling and clashing with the enemy.
* You gain some grasp on Elemental magic like a Caster.
* The weapon you create from your Spirituality is much stronger and can return to your grasp at any moment.
* Your accelerated healing evolves to rapid healing, allowing you to stick limbs back on and recover from anything that doesn't destroy your vital organs completely.
* The amount of copied Pathway abilities increases to 3.
* A Lancer is the swiftest of all Sequences, more so than Rider.

### **Mythical Creature:**

* You gain an impure Mythical Creature form: your body turns into dark red/black sludge, but you retain your human shape. Red, pulsating lines run up your body and form symbols and signs randomly. In this form, damage taken is greatly reduced and you corrode anything you touch.

## Sequence 3: Archer

* An Archer can make arrows from other Beyonder Characteristics and Charms.
* They can also directly imbue their bow with 4 Pathway Abilities, but the arrows used can only be compatible with those 4 Pathways.
* They gain the ability to see thousands of kilometres and zoom onto a target.
* The arrows they fire auto track the target and always pierce the head or heart.
* They can also see through Concealment below Sequence 3 and can fly for several minutes using Spirituality.
* A common ability amongst Archers is to be able to conceal their own presence when attacking.
* An Archer has a huge amount of charisma and can easily have Mid-Beyonders become their minions with a single word.
* They become weaker in terms of defence, speed and vitality but their strength and Spirituality have a great increase.

### **Mythical Creature:**

* The lines and patterns increase in number and intricacy, taking up the majority of your body. The sludge of your body churns and can form things like a wall to block damage.

## Sequence 2: Avenger

* The Beyonder can use all the abilities they gained from former Sequences.
* All parameter greatly are increased and the Beyonder can use 5 other Pathway abilities.
* They can target souls and deal Curses/debuffs to enemies
* They can teleport through shadows and manipulate blood, just like the Hanged Man Pathway.
* By consuming souls, you can create miracles and fulfil wishes. The stronger the soul or the more consumed, the stronger the wish.

### **Mythical Creature:**

* As a Pure Mythical Creature, the red lines and symbols cover your entire body. You spill forth a dark, blood red sludge that erodes anything it touches and is extremely dangerous to those with high Divinity. It can cause Beyonders to lose control upon contact.

## Sequence 1: Beast

* A Beast can control the negative emotions of those nearby and use them to form weapons
* They can possess people.
* Fear empowers them and blood boosts them.
* All parameters increased to match their level: a beast is strong in defence, attack and vitality but has lesser amount of Spirituality and agility
* . The quality of wishes they can grant has increased, but they need to periodically consume souls or suffer intense hunger pains.
* They always feel like they are starving and are prone to outbursts of rage and slaughter.
* A Beast can use 6 other Beyonder Pathway powers.
* They have an aura that makes weaker Demigods collapse and causes severe headaches.

### **Mythical Creature:**

* Their Mythical Creature form has evolved, gaining a pair of wings comprised of the black mud with eyes forming on it. They have black horns and a bloody halo. All the symbols pulse brighter and produce audio that is contorted and ominous.

## King of Angels

* Slight to moderate increase if Uniqueness has been accommodated.
* If it has, then the Beyonder can have the black mud that makes their body surge forth and become a sea that destroys anything it touches.
* They can make 9 bodies from the mud, one for each Sequence.
	+ These bodies are fully intelligent and operable, and while they match the abilities of their Sequence, their bodies do not.
	+ While an Assassin can only uses assassination techniques, it can take hits from a Demigod and get back up.
	+ An offense oriented Angel would be needed to kill the copies.
	+ If they are destroyed, they can be recreated after 36 hours and if enough souls are sacrificed.

### **Mythical Creature:**

* The wings gain the same pulsing red symbols as the body. The eyes of the Beyonders lose their pupils and glow a dark light. The eyes on the wings bleed black mud and the Beyonder knows if anybody look at them in any form.
	+ This includes looking at them from a Divine Kingdom, divining about them or even looking at a picture/drawing.

## Sequence 0: Ruler

* All parameter increased to match a God's.
* The black mud can be freely generated and is lethal to most beings with Divinity.
	+ It can even affect Star and Heaven Gods despite their defence to attacks that target Divinity.
* The wish granting ability is truly a divine miracle, but the required soul intake is equally gargantuan.
* A God can create two Sequence 1's using the black mud and a wish, along with 3 copies from each Sequence.
* The God can rain down black mud anywhere in the Spiritual and Real World to drown their enemies.
* The God can distort the wishes and prayers directed towards other Gods
	+ They can transform the wishes into curses, and make blessings malignant.
	+ They can also interfere with Rituals and acts of Mysticism easier than other Gods

For Acting Method and Rituals, click here

## Related Organizations

* Cult of Kosmos
* Golden Order