Sin Pathway

Individual Sins represented

### Mythical Creature Form

Molten goo with the symbols of the 7 Sins etched on them and capable of assuming any form

### Main Abilities

RegenerationEmotion Manipulation
Time Manipulation
Corruption
Sun Manipulation
Water Manipulation
Space Manipulation
Omniscience

## Pathway

### Sefirot

Void Core

A cocktail of negativity and unoriginality. Shadow Kid should be ashamed of "His" poor naming skills

 — Negary mocking Shadow Kid's unoriginality

## Overview

The Sin Pathway is one of 2 Pathways that originate directly from the Void and was created by Shadow Kid out of a sense of curiosity and a desire to conquer the Main Universe faster. As such, it can be considered the product of childishness and laziness. Sin Beyonders are special and even more unique than Empyrean Beyonders, as they use power that 100% does not conform with the Original Creator while the Empyrean and other Sovereign Pathways are at least slightly inline with the standard Pathways and Universe.

Sin Beyonders can use a variety of powers, but all of them have something to do Degeneration and Negativity. They are adept at sowing chaos and bloodshed and specialise in slaughters, especially against civilians and those weaker than them. At Higher-Sequences, Sin Beyonders can develop unique Authorities and special abilities outside the classification of a Pathway. They can also control the Black Mud of the Ruler Pathway to a certain extent and manipulate other Pathways with "evil" properties.

The title for Above the Sequence for the Sin Pathway is Lord of Aberration and the Sefirah is the Void Core, which is adjacent to the Void Pathway. Beyonders of these Pathways can exchange at Sequence 5. The Authority of this Pathway represents: Sins, Degeneration, Depravity, Violation, Aberration, Debauchery, Wickedness and Evilness.

All Beyonders are heavily influenced by the Pathway and live in a constant state of following the Acting Method. This causes all Beyonders to be insane lunatics who have lost themselves completely to their desires.

## Sequences

 9
 8
 7
 6
 5
 4
 3
 2
 1
 0

## Pathway Symbol

The Pathway Symbol is the 7 Sins side by side on a black and purple background. Melancholy and Vanity are not represented on the Symbol as they are seen as minor Sins.

## Mythical Creature Form

The Mythical; Creature for the Sin Pathway is a molten goo of various colours with the symbol for the Sins etched on. With each Sequence Beyonders advance, 1 Sin is added. The Beyonder can manipulate their goo body to take any form they wish, but they must have a good understanding of its biology to succeed.

## Sequence 9: Melancholy

* The Beyonder gains rudimentary control over the emotions of others
	+ Emotions such as sadness and regret are the easiest to manipulate
* Beyonders can "dull" the world by draining it of colour and sound within a certain area
	+ Areas "dulled" enter a separate dimension for a short time
	+ If stronger opponents are held in the "dulled" area, they can forcefully break free
* Beyonders can install a sense of lethargic in others
	+ Targets will forget their goals and become stupefied
* Beyonders suffer clinical depression and mood swings
* Beyonders can enter a Pseudo-Mythical Creature form
	+ This form is far inferior to any Mythical Creature, but ***does*** allow them to create a Domain around them.
	+ Melancholy Domain is an upgraded form of Dulled
	+ Using this form greatly saps the Soul strength of the Beyonder

## Sequence 8: Vanity

* Beyonder has a slight increase over emotions
	+ Beyonder can now prey on the pride and ego of others to influence them
* Beyonders can curse their reflection, making those who look at it perish or suffer a backlash
* The Beyonders gain Charm akin to a Sequence 7-Witch
* Beyonders can steal the youth and beauty of others
	+ This allows them to stay young for long periods of time and gradually gain strength
* The Beyonder can make themselves appear on any reflective surface and teleport through them if it is within a very short range
* Beyonders become extremely vain, to the point of being unable to function normally
* The Pseudo-Mythical Creature can now make a Domain of Vanity
	+ Those inside become uncooperative and indifferent, ruining teamwork
	+ The cost keeps up with the Domain

## Sequence 7: Lust

* Beyonder Charm runs parallel to a Demoness Beyonder
* Slight increase in emotion manipulation
	+ Lust and intense positive emotions, such as euphoria, can now be controlled
* Beyonders can cause targets to become fascinated and distracted by something
* Beyonders gain a large boost in intelligence and are able to conduct simple rituals and feats of Mysticism
* Lust can draw on the emotions of others, forming weapons from them
	+ Those struck by these weapons lose themselves to the emotions used in creating them
* The Domain of Lust drives those within mad by unleashing and magnifying their desires
* Beyonders struggle to control their urge to copulate and desires
	+ They can also lust for knowledge, power and a variety of other things

## Sequence 6: Gluttony

* Control over emotions strengthens
	+ Hunger and desires are easily controllable
* Beyonders can eat other Beyonder Characteristics and Souls, using their powers like a Sequence 5-Shepherd from the Hanged Man Pathway
	+ The Beyonders can theoretically consume an infinite amount of Souls, but would be destroyed instantly if they go that far
		- The safe number of souls is only 5
		- The Beyonder can use the Beyonder powers of a Sequence 5 Soul, but they can only hold 3 of such souls and no others
* Beyonders can devour Spirituality and Concepts at their level and Sequence 5
	+ This allows them to break barriers and Concealment
	+ Using this ability leaves the Beyonder bloated and weakened until they "digest" what they ate.
* Another boost in intelligence and proficiency in Mysticism
	+ Beyonders gain an eidetic memory and absorb knowledge like a sponge
* The Domain of Gluttony messes with people's minds and turns them into crazed cannibals
* Beyonders are always starving and can easily lose control
	+ This hunger is a matter of the their soul and refraining from eating will leave them weaker than a Sequence 5-Wraith of the Chained Pathway

## Sequence 5: Sloth

* Control over emotions is strengthened
	+ Laziness and tiredness can be exploited
* Beyonders can make those around them lethargic and dull
	+ This causes them to make mistakes and operate sub-optimally
* Beyonders can pull others in a deep sleep
* They can make Beyonders expend more Spirituality when using Beyonder Powers
	+ The rate that Spirituality regenerates also decreases
	+ All Beyonder Powers take longer to activate
* Beyonders can slightly influence Time to slow it down.
	+ This power can only be used in short bursts
* The Domain of Sloth is a boosted version of Melancholy's Dull
	+ Those weaker collapse on the spot
	+ Those stronger become sluggish
* The Beyonder is always tired and exhausted.
	+ They go into a coma after using too much Spirituality
	+ They are susceptible to errors in their judgement

## Sequence 4: Envy

* Significant increase over Emotion Control
	+ Beyonders can now manipulate all previously mentioned emotions equally
	+ They can also invoke jealousy and disrupt teamwork
* Beyonders can now consume 7 souls or 4 Demigod souls
	+ Having 4 Demigod souls consumed takes up all the available slots
* Beyonders can shapeshift into other things or people
	+ This a superior version of Vanity and the Beyonder does not need a good understanding of the target
* The Beyonder can use Curses on people
	+ The Curses poison and decay targets
* The Domain of Envy allows the Beyonder to perfectly copy and replicate anyone above Sequence 2
	+ They can use all their Beyonder powers and even have access to some of their memories
* The Beyonder can control water and the sea
* The Beyonder is incredibly possessive and easy to rile up
	+ They become fixated on being the best and will brutally attack anyone who threatens their spot
* The previous influences are combined and compressed, thus weakening

## Sequence 3: Greed

* No major influence increase over emotions
	+ Previously mentioned emotions can now be subtly extracted without needing the target to be currently experiencing them
* Beyonder can influence Convergence and pull other Beyonders and Characteristics to them
* Beyonders can improve the strength of Sealed Artefacts
* The more wealth surrounding the Beyonder, the stronger they become
* The Beyonder can manipulate the earth and metals within it
	+ They can cause earthquakes and sinkholes
	+ They can forge spears of rock and walls
	+ By melting metals, Beyonders can control magma and molten metals like an extension of their bodies
* The Domain of Greed boosts the powers of all allied Sealed Artefacts and reduces the power of enemy Sealed Artefacts
* The Beyonder becomes driven by greed and selfishness like never before
	+ The influence of the previous Sins occasionally seep through and replace your Greed

## Sequence 2: Wrath

* The Beyonder can control anger, irritation and grudges against you
* The Beyonder can use negative emotion and resentment to make Curses
	+ These Curses are more powerful than Sequence 4 and have more variety
		- Weapons can also be forged from resentment
* Sealed Artefacts and Beyonders with weak control go berserk around you
* The more damage you take, the stronger you become
	+ You can store and contain friction and heat before releasing it like a bomb
* Visionary Beyonders or those who attempt to influence your mind are contaminated and go mad for a time
* Flames can now be controlled alongside earth and metals
* Beyonder's can consume 10 souls, 7 of which can be at Saint level
	+ Rapidly switching between souls can cause loss of control and worsening of Sin symptoms
* The Beyonder can make Sealed Artefacts by infusing items with a bloody history (like a used murder weapon) with Grudges
	+ These Sealed Artefacts are always on the verge of going out of control and have immense drawbacks
* Beyonder can control Evil Spirits
* The Domain of Wrath makes all allies berserk and temporarily raises them a Sequence at the cost of their sanity
	+ Does not work on Sequence 1's or King of Angels

## Sequence 1: Pride

* The Beyonder can control ones confidence and arrogance
	+ All negative emotions can be extracted and used without the target realizing
	+ Influence of the other Sins is nearly eradicated
* The Beyonder can grant wishes for a large Spirituality cost
	+ These wishes only work on themselves
	+ To work, the Beyonder must sincerely and completely believe in what they wish for
		- If they are a complete megalomaniac and believe themselves to be a God, then they shall receive a massive boost in power
* The Beyonder can alter the perception of others by making them overconfident and arrogant
	+ Targets will believe themselves to be in perfect condition even when they are on the verge of death
		- This can stop targets from fleeing or healing and removes any sense of self-preservation
* The Beyonder can sap the strength of others by installing a sense of inferiority and worthlessness
	+ The Beyonder can induce a deathly fear in others also
	+ If the target submits, all their powers are sealed
* The Beyonder automatically knows the weakness of everything before "Him"
* Immunity to any Mental Attacks that target the Beyonder's ego or sense of self
* The Domain of Pride raises every ally Beyonder or Sealed Artefact to "Their" level while dropping the Sequences of enemies
	+ The amount dropped depends on the Soul Strength and Sequence of the enemy
* The Beyonder can summon a representation of the sun and control heat
* The Beyonder is completely apathetic and has no Anchors but "Themselves"
	+ This puts them closer to losing control
	+ They have no concept of holding back and constantly suffer form over-confidence
		- Like enemies, "They" will refuse to heal or flee until the target is destroyed

## King of Angels

* Small to moderate boost considering if the Uniqueness has been accommodated or not. If you have, then you receive the following:
	+ All abilities strengthened
	+ The Beyonder can swap between Sin Domains at will
	+ The slightest of negative emotions can be extracted and amplified
		- Positive emotions can be inverted. such as happiness to melancholy and faith to vanity
	+ The Wishing ability is upgraded
		- The Beyonder can now influence Reality around "Them" with "Their" thoughts and opinions
			* Reality shifts to what "They" see or perceive, granting "Them" near infinite possibilities
	+ The Beyonder can use a portion of the Void Authority
		- This allows the Beyonder to "Null" things around them
			* Only other Beyonder powers can be "Nulled" or the Supernatural
	+ The Beyonder can trap enemies within a dream where they relive their most traumatic memories
		- If the enemy loses themselves, they lose control and die
		- If the enemy stays in control, the dream is broken and the Beyonder suffers a backlash
	+ The Beyonder can remove a portion of "Their" negative emotions along with some of "Their" flesh and blood to create a clone
		- The clones range from Sequence 9 to 2
		- Destruction of a clone causes a backlash on the Beyonder
	+ Attempts to influence the mind of the Beyonder will cause the perpetrator to go insane unless they are extremely careful

## Sequence 0: Sin

**Authorities:**

* Sin: The Beyonder is the Lord of all that depraves and corrupts

* Multiple Sin Domains can be summoned at once
* Negative emotions can be installed without any triggers
	+ All positivity is automatically reversed in the Beyonder's presence
* Beyonder can extract the fears and traumas of enemies and give them physical form
	+ The traumas are thus real and can kill
* Those around the Beyonder fall into madness and hedonism
* The Beyonder can reverse and resist the Authorities of other Gods
	+ Concepts cease to apply around the God
		- This is similar to the Void Authority
* The Beyonder can reverse causality to a certain extend
* All things around the Beyonder are installed with the Concept of "Wrongness"
	+ This makes attacks fail, defences cease and all things go wrong
	+ Sealed Artefacts are completely unleashed
* The Beyonder can now actively possess created clones and work through them

For Acting Method and Rituals, click here