Surrealist pathway

Surrealist Pathway/Abilities

**LOW SEQUENCE**

Sequence 9: **Loser**

characters from this sequence are destined for failure in minor (and sometimes important) task, however they're mental strength is strengthened immensely

characters of this sequence are often mocked at by both non-beyonders, and beyonders, however they all show signs of diligence, and contain a strong will to do whatever it is they are trying to do

Sequence 8: **Weirdo**

**Fate Deviation:** characters of this sequence are capable of deviating from their predestined fates, however the amount by which they deviate is on a minor scale (example: if they're destined to lose a game of rock paper scissors, they can deviate to make it so they can win)

contain superhuman strength being capable of defeating most non-beyonders

all contain a peculiar trait/behavior (example: making sound effects with their mouths to random things they see, or being left handed)

characters of this sequence are often made fun of by others, and ignored due to their strange behavior

**MID SEQUENCE**

sequence 7: **Stranger**

**Facial unrecognition:** characters of this sequence have a form of invisibility similar to the spectator pathway where they can have their existence not noticed by others, they also have every noise their body creates completely silenced

**Pitch Black:** are able to make areas pitch black even during the day for a limited amount of time, they're ability to deviate from their fate is strengthened, now capable of molding the fate of others to benefit them on a minor scale (if they're destined to arrive at some place in 2 days, they can make it so that a swift horse happened to be close by that is friendly and willing to help it travel, making them arrive a day earlier), and their strength is also increased now capable of punching through walls, and jumping over small building

characters of this sequence are often ignored/not noticed by people unless the person is someone that knows them, and they're peculiar trait, and mental strength still remain

sequence 6: **dark priest**

characters of this sequence are given 7 different spells:

* **necromancy:** capable of summoning a mindless zombie that obeys your commands from any creature they kill however if the character doesn't use the spell at least 10 seconds after their death it is ineffective (if sequence 7 or below they contain the same strength as they did when alive, if sequence 6 they contain half of the strength they did when alive, sequence 5 and up all contain 1/4 the strength they did when alive) (spell can only be active for 1 month after its been used on the victim, and can affect up to 7 people)
* **Spoil:** can cause the victim of the spell to age rapidly (ages them 1 years in 1 minute)
* **Bleed:** causes random cuts to appear on victims body (as for whether the cuts are lethal depends on luck, fate deviation cannot be used on this ability, character must be standing still when the spell is active for it to work, and their eyes must be focused on the target, cuts will appear every 5 seconds your still and focused on them)
* **Death Blight:** if user can keep their eyes focused on its victim for 5 minutes straight without interruption (blinkings allowed) user can use blight to instantly kill the target (the range for this ability is much larger than bleed) however victim will notice that the spell is being used on them even if character is far from the target
* **Air Buoyancy:** Character is capable of floating on air by lowering the amount they weigh
* **Startle:** character can cause victim to become startled
* **Light:** can summon a light

Characters of this pathway are hated by believers of the orthodox gods, and put their faith in nobody but themselves, they also tend to be cruel, and will use whatever method necessary to complete their goal

Sequence 5: **Maverick**

Character is capable of surviving without food, water, or sleep

**Differentiate:** can cause the abilities of other pathways to suddenly have abnormal results (example: fool pathways air gun shooting out flowers instead of its air bullet)

**Fate Deviation** strengthened (can now affect on a wider scale) example: if the characters hotel is destined to go bankrupt, leaving him homeless, fate deviation can be used to cause the hotel to suddenly have a massive amount of customers fixing the bankruptcy issue

all 7 spells slightly strengthened (**Necromancy** now capable of affecting 10 people and affect lasts for 3 months)

strength is increased (capable of easily picking up a car)

Characters of this sequence are incredibly independent and tend to stand out, they also hate being in groups

**HIGH SEQUENCE**

sequence 4: **Abnormality**

ill continue the rest tmrw