LightReader

Chapter 9 - Visitor Pathway

Sequence 9: Visitor

Theme: "Invading"

Abilities:

After consuming the potion, their scent, demeanor and appearance makes others want to be extraordinarily kind to them. This allows for easy deception, theft and instigation. Their words and mannerisms can easily sway targets.

They also gain the ability to rapidly memorize the habits and tics of targets. After the memorization phase, they can begin to mimic them, but cannot do so at a deeper level. In other words, in this sequence, they're eerily similar to a Spectator.

Sequence 8: Unnatural

Theme: "Disturbing, Different from the norm."

New Abilities:

Upon consumption of the potion, Unnaturals appear as entities of disgust, awe, or oddity, depending on the person's innate nature. They can either exude extreme disgust that makes people actively avoid them at every turn; exude an aura of awe that slowly strips the will/strength/intelligence of others; or become entities that are difficult to comprehend.

They gain an ability called "Whispers from beyond." This ability causes hallucinations for targets, be it auditory or sight.

They also gain very minor shapeshifting. Be it growing an extra limb, increasing the number of eyes they have, or turning their flesh to a "puddle". However, it cannot be anything too extravagant. At most, they can grow an extra limb, or create three eyes/three mouths, etcetera. And dissolving their flesh wouldn't save them from damage.

Enhanced Abilities:

Increased intelligence and ability to mimic.

Sequence 7: Lone Aberrant

Theme: "Isolated Anomaly"

New Abilities:

After consuming the potion, they transform into something non-humanoid, and different from every other race. There is no way to alter their form, and have to spend that entire sequence as an Anomaly. This new "race" of theirs makes it difficult to understand them as there is no prior information concerning what they have transformed into.

This transformation changes mannerisms, speech, communication methods, feeding, reproduction, etcetera. Also, every Lone Aberrant transforms into an entirely different thing.

Illusion: Lone Aberrants are able to create illusions that are large enough to affect an entire room.

Phase: They are able to transition from a corporeal form to something Intangible, therefore evading most physical attacks.

Enhanced Abilities:

Shape-shifting: They can shapeshift, but cannot escape their Lone Aberrant form. Thus, they can only grow larger to appear more intimidating or shrink in size. They can grow extra limbs up to five, conjure more body parts, etcetera.

Whispers from Beyond: Their whispers become more potent and can make targets act erratically, slowly devolving into madness.

Sequence 6: Pariah

Theme: "Casted out"

New Abilities:

After consuming the potion, Pariahs transition from the Aberrant form to a ghastly apparition. As before, they spend the entirety of this sequence as a poltergeist of sorts- banished from the physical world.

Phantom: As they're stuck in a poltergeist form, they cannot be seen by conventional means. They gain quick travel and can reach speeds exceeding that of other similar sequence pathways. They cannot be harmed by physical attacks.

Possession: They can possess both animate and inanimate objects, or leap off reflective objects. They CANNOT remain in the mirror, and can only use it as a ricochet.

Telekinesis: They gain mild Telekinesis.

Ghost Flame: They are able to manipulate ghastly white flames that deal damage to the soul.

They gain anti-divination properties.

Enhanced Abilities:

Whispers from Beyond: The whispers become soundless shrieks that can deal high damage to the mind and directly knock out targets.

illusion: Their illusions become more profound and can affect a larger scale.

Sequence 5: Folk of Lore

Theme: "A belief, tale, not entirely true"

Advancement Ritual:

Create and spread a folktale in a town, and after subtle appearances, slowly become a local legend. Consume the potion afterwards.

New Abilities:

They finally revert to their human appearance.

Legend: They can transform into the entity spoken about in the folktale, gaining all corresponding powers and oddities. The larger the town and stronger the belief, the more powerful they are.

Enhanced Abilities:

None.

Sequence 4: Alien

Theme: "Inhuman. Your existence becomes incomprehensible"

Advancement Ritual: Relying on your own strengths and unique nature,

vanish without a trace in the presence of Demigod-level attackers, leaving them with no way to track you down.

Mythical Creature Form: Upon advancement, they gain godhood and an incomplete mythical creature form: "Glitch"

A gyre that never settles into something recognizable or stable- some might see spiraling geometries, writhing tendrils of darkness, or shimmering reflections of worlds of Beyond.

New Abilities:

Gain a form that appears extremely difficult to decipher or guage. Even in a humanoid form, your presence will evoke awe, wonder, curiosity, and others will be unable to determine what you are.

Beyond: Aliens will gain slight access into the World of Beyond. In this world, they cannot be found, heard, seen, or tracked. However, they can only remain in this world for a few minutes at best, or else they'll be lost forever. They will also gain immunity to all forms of manipulation, as their very existence is impossible to grasp.

Ditto: Aliens gain the ability to reflect an object or being. This includes copying their appearance, their abilities, etcetera. However, in doing so, they temporarily lose access to their natural abilities. The higher the sequence of the person they try to mimic, the harder it is to maintain the form.

Enhanced Abilities

ALL their previous abilities and forms return to them in twofold. They can freely alternate between the Aberrant form, Poltergeist form, and Folklore form.

Whispers from Beyond can now attack not just the soul, mind, but the physical body. The sheer force of the scream is akin to the might of a war cannon.

Illusion now teeters on the edge of reality manipulation. Illusi@sc|abkartioflyore moments, can be manipulated to become reality.

Shape-shifting has become more pronounced, and they can transform into anything of choice, disregarding size, logic, etcetera.

Telekinesis has two times the force and control.

Ghost Flame can also deal more damage.

Anti-divination. Divining what they are leads to random creatures that may or may not be a past form of theirs. Progression as randomly different entities has turned them into "scattered" entities that cannot be pinpointed.

Sequence 3: Phenomena

Theme: "You no longer exist as a being, but as an event. An unnatural, disastrous or spectacular occurrence."

Advancement Ritual: Reverse or replace an event/catastrophe that affects an entire nation.

New Abilities:

They lose a corporeal form and become something ethereal, surreal, gaining immunity to all non-conceptual attacks.

They can manifest as events, be it spatial Anomalies, sunset, sunrise, a supernova's explosion, a meteor shower, birth of a black hole, the aurora, etcetera. It has to be an event they have witnessed, however, as they're "mimicking" that particular occurrence.

They gain a strong grasp on reality, able to decide what is true and what is false.

Enhanced Abilities:

World of Beyond: They can spend a little more time in this incomprehensible plane and can begin dragging people into it. Entities that are dramendita wildfeyore up lost forever.

All other abilities also gain upgrades.

Sequence 2: Thing of Beyond

Theme: "A true Visitor from Beyond, connected to the Beyond, existing above known knowns and perceivable unknowns."

Advancement Ritual: Two options.

-Leave your home planet and scour the cosmos in search of another civilization. Cause a catastrophe that affects half of that planet and disappear successfully.

-Leave your home planet and disappear for half a millennium, or until you have been completely forgotten. Re-appear afterwards and create a wonder that spans half the entire planet.

Mythical Creature Form: They become a complete Mythical Creature. Their

Mythical creature form is a gyre that never settles into something recognizable or stable- some might see spiraling geometries, writhing tendrils of darkness, or shimmering reflections of worlds of Beyond.

Abilities:

Beyonder: Full access into the realm of Beyond, the fourth plane- also known as "Non-existence." In this plane, they cannot be tracked, divined, seen, heard, prophesied. In this plane, they do not exist. They can also pull things into this world, or spawn gates that lead to the realm of Beyond, devouring the concept of existence.

Cosmic-Step: Free traversal through the cosmos as concepts.

All previous abilities are strengthened.

Sequence 1: Myth

Theme: "Your existence is nothing but a mere falsity, You are not real, you do not exist."

Advancement Ritual: Kill and erase every imprint of yourself in the Spiritual,

Astral and Physical planes. Relying on your tether to the plane of Beyond, maintain your non-existent state for a year and revive after. (Success rate: 1%)

Abilities:

Due to not existing, they cannot be harmed, nor will they die.

Cease: Directly delete the existence of items, people, concepts, beliefs, abilities, etcetera. This is NOT concealment.

Sequence o: Outsider

Theme: "What are you?"

Apotheosis Ritual: In the truest sense, and without any form of external help, forget what you are.

Abilities: ???

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