Post by Vatarian on Jun 5, 2014 18:45:32 GMT -5
Name: Beelzebub
Gender: Male
Height: 97 meters or thereabouts when in combat, fluctuates when outside of combat.
Mass: 68,000 tons- 180 pounds.
Wingspan: 430 meters when fully spread.
A fallen angel and lieutenant of Lucifer Morningstar/Samael, Beezlebub was driven to hell and the mortal planes with the rest of his comrades after the First War. In addition to being one of Satan's chief lieutenants, he acted as a deity on various planets, unanimously known across entirely separate worlds as the "Lord of All That Flies". After causing a scene on a developed alien planet, he fought the Archangel Michael. And lost. Badly.
Stripped of most of his power and grievously injured, a being that could normally have brought ruin to the UCA was instead captured and studied by it, thereafter implanted with devices to keep him in a semi corporeal form and unable to return to hell or his own dimension.
The Demon Lord will not forgive this, but his options to retaliate are limited at best.
Description: Beelzebub wears an armored, iron-grey suit of mail when in humanoid form, studded with twisted metal spikes and strange, engraved runes. Black, solid metal boots covered in ornate symbols and markings with a joint at the ankle travel to the top of his knees, where they end in a vicious, outward-facing spike. His face is breathtakingly beautiful and androgynous in feature, marred only by glassy black eyes and a deep scar running across his jaw. His hair is straight, black as a raven's feather, and hangs roughly to his jawline, though his bangs are pushed aside and slightly shorter. He has six, coal-black wings which appear surprisingly compact, but when spread, are multiple times wider than his body is tall. His hands are encased in jointed black gloves similar in nature to his boots, albeit with the addition of vicious, hooked knuckle-spikes nearly long enough to function as claws.
When he chooses to, he is capable of shifting into the form of various flying creatures of various sizes, or a massive black storm of wings and shadow.
Personality: Cold and calculating, Beelzebub lacks the pride of Lucifer and many other infernal leaders and is not half as ambitious. His goals are simple: regain his power and return to Hell to serve his friend and master. Though he would not be adverse to punishing his captors along the way.
To do this, he is willing to wait any amount of time required, and undergo any humiliation needed. Beelzebub understands that pride and lack of thinking are the reasons he is here in the first place and does not intend to repeat his mistakes. Where Lucifer will crush his enemies and drive them before him, Beelzebub will allow them to think he is weak and strike them when their backs are turned after first concocting a plan that exploits as many of their weaknesses as possible.
After aeons in the pits of hell, spent under the twisted rule of Lucifer, Beelzebub is both sadistic and masochistic, making him a formidable opponent in battle, as no amount of pain will drive him back. Though cautious as stated above, Beelzebub will take an opportunity to inflict or endure pain whenever possible.
Attacks:
Hand-to-hand combat- Beezlebub is a more than capable up-close fighter, mixing extreme speed and precision with deadly power. His blows are augmented by the various studs and spikes on his armor, making a punch or kick or knee a piercing weapon as well as a bludgeon.
Beelzebub can augment his physical attacks with dark energy or hellfire for extra damage and pain.
Hellfire- A dark perversion of the cleansing fire used to route enemies by Seraphim and Destroying Angels, Beelzebub is capable of blasting hellfire at will from most parts of his body. Burns as well as inflicting disproportionately intense pain and sticking to the target once he or she is struck. Also counts as a dark/shadow weapon.
Dark Energy- Beelzebub's hatred and dark will manifest as a pulsing, frenetic, plasma-like substance that packs powerful kinetic impact, and causes a great deal of pain.
Energy Constructs- In the arena, Beelzebub is capable of creating weapons or shields from pure energy. These unfortunately only last a short time (One post) due to tampering by the UCA and power-loss. Outside of the arena, he is capable of maintaining these constructs indefinitely and creating multiple constructs at one time. He can also create more elaborate constructs outside of the arena, such as solid illusions.
Angel Beats (Har har)- Beelzebub beats his massive wings with unnatural speed and power, creating a wind strong enough to knock down any monster regardless of size and send those who are small and light flying.
Aerokinesis- Beelzebub can manipulate all gaseous forms of matter and compress, expand, and shift them to form deadly, invisible projectiles or thunderous shock-waves capable of piercing all but the heaviest of armor. He can also heat the air to near-plasmic temperatures or imbue it with dark energy, inflicting horrible burns and unnaturally intense and long-lasting pain.
Wing-sabers- Beelzebub can use the feathers of his massive wings as bladed weapons. Ineffective against ultra-heavy armor, but frighteningly adept at slicing flesh or vulnerable areas.
Telekinesis- Beelzebub can pick up and move objects under fifty thousand tons, allowing him to use them as weapons or shields. Was capable of doing so against monsters and larger objects, but prevented by UCA modifications. Functions against monsters and other entities outside the arena.
Pressure-drop- Beezlebub drops the air-pressure in the arena, inflicting disorientation and pain to his enemies, as well as doing damage to the inner ear, eyes, and sensitive capillaries or components if applicable.
Limited Attack:
Air Nova- Beelzebub calls upon his power as a corrupted Seraphim to create an incredibly powerful bubble of superheated, ultra-pressurized air that expands at roughly 2000 feet per second. Causes severe burns, severe disorientation, and severe blunt trauma in opponents without ultra-heavy armor, also sending the opponent flying at near-mach speads regardless of size and weight.
Powers:
Flight- Beelzebub is an unparalleled flier capable of surpassing mach-five, but limited to the above speed while in the arena by the UCA.
Flames of Perdition- Beelzebub is capable of conjuring dark flames known as "Hellfire" at will.
Shady Character- Beelzebub is capable of conjuring dark energy for various offensive and non-offensive uses.
Wing-shield- Beelzebub can block most energy attacks with his wings, though extremely powerful/limited attacks will break through. In this state, dark-energy attacks will actively give him strength.
Teleportation- Beelzebub is capable of teleportng theoretically limitless distances and times outside the arena, but is limited to 1000 feet per use every seven seconds when in the arena.
Telekinesis- As stated in attacks.
Shape/mass-shifting: Beelzebub is capable of shifting his shape while in combat and his size and shape while outside the arena.
Aerokinesis- Beelzebub's control over gaseous matter gives him multiple non-offensive advantages in and out of combat. He is capable of detecting individuals regardless of whether they are within the range of his other senses simply by the air they displace and shift with their bodies and movement. The ability is also useful for increasing his speed, dodging and turning instantaneously, and cushioning physical blows, or disrupting attacks with low kinetic energy, such as fire-blasts, ice-blasts, poison-sprays, etc.
Thermokinesis- Beelzebub is capable of heating matter to near-fusion levels by heating the air around it, though thanks to the UCA's medaling he is usually limited to heating air or inanimate objects.
Beelzebub's aerokinesis, thermokinesis, and pyrokinesis used to be magnitudes more powerful and advanced before his injury and subsequent capture by the UCA.
Damage Sponge- While it is perfectly possible to put Beelzebub down in or out of battle, he is theoretically unkillable.
Regeneration- When not in battle, Beelzebub is capable of regenerating minor to moderate wounds in seconds and fatal wounds within minutes or hours, depending upon how big the mess is. This ability is completely blocked when in combat.
Energy Constructs- As stated in "attacks", Beelzebub man manifest various objects and devices out of pure energy on and off the battlefield. Though heavily limited in battle, the power is far less restricted outside the the combat arena. When not in the arena, he can even create illusions of monsters, people, etc.
Weaknesses:
Blinded by the light- Divine or light-based attacks will do extra damage to Beelzebub.
Damaged sponge- Beelzebub no longer possesses the god-like durability he did before being captured. While by no means soft, Beelzebub is relatively delicate by kaiju standards beneath his protective armor.
Gender: Male
Height: 97 meters or thereabouts when in combat, fluctuates when outside of combat.
Mass: 68,000 tons- 180 pounds.
Wingspan: 430 meters when fully spread.
A fallen angel and lieutenant of Lucifer Morningstar/Samael, Beezlebub was driven to hell and the mortal planes with the rest of his comrades after the First War. In addition to being one of Satan's chief lieutenants, he acted as a deity on various planets, unanimously known across entirely separate worlds as the "Lord of All That Flies". After causing a scene on a developed alien planet, he fought the Archangel Michael. And lost. Badly.
Stripped of most of his power and grievously injured, a being that could normally have brought ruin to the UCA was instead captured and studied by it, thereafter implanted with devices to keep him in a semi corporeal form and unable to return to hell or his own dimension.
The Demon Lord will not forgive this, but his options to retaliate are limited at best.
Description: Beelzebub wears an armored, iron-grey suit of mail when in humanoid form, studded with twisted metal spikes and strange, engraved runes. Black, solid metal boots covered in ornate symbols and markings with a joint at the ankle travel to the top of his knees, where they end in a vicious, outward-facing spike. His face is breathtakingly beautiful and androgynous in feature, marred only by glassy black eyes and a deep scar running across his jaw. His hair is straight, black as a raven's feather, and hangs roughly to his jawline, though his bangs are pushed aside and slightly shorter. He has six, coal-black wings which appear surprisingly compact, but when spread, are multiple times wider than his body is tall. His hands are encased in jointed black gloves similar in nature to his boots, albeit with the addition of vicious, hooked knuckle-spikes nearly long enough to function as claws.
When he chooses to, he is capable of shifting into the form of various flying creatures of various sizes, or a massive black storm of wings and shadow.
Personality: Cold and calculating, Beelzebub lacks the pride of Lucifer and many other infernal leaders and is not half as ambitious. His goals are simple: regain his power and return to Hell to serve his friend and master. Though he would not be adverse to punishing his captors along the way.
To do this, he is willing to wait any amount of time required, and undergo any humiliation needed. Beelzebub understands that pride and lack of thinking are the reasons he is here in the first place and does not intend to repeat his mistakes. Where Lucifer will crush his enemies and drive them before him, Beelzebub will allow them to think he is weak and strike them when their backs are turned after first concocting a plan that exploits as many of their weaknesses as possible.
After aeons in the pits of hell, spent under the twisted rule of Lucifer, Beelzebub is both sadistic and masochistic, making him a formidable opponent in battle, as no amount of pain will drive him back. Though cautious as stated above, Beelzebub will take an opportunity to inflict or endure pain whenever possible.
Attacks:
Hand-to-hand combat- Beezlebub is a more than capable up-close fighter, mixing extreme speed and precision with deadly power. His blows are augmented by the various studs and spikes on his armor, making a punch or kick or knee a piercing weapon as well as a bludgeon.
Beelzebub can augment his physical attacks with dark energy or hellfire for extra damage and pain.
Hellfire- A dark perversion of the cleansing fire used to route enemies by Seraphim and Destroying Angels, Beelzebub is capable of blasting hellfire at will from most parts of his body. Burns as well as inflicting disproportionately intense pain and sticking to the target once he or she is struck. Also counts as a dark/shadow weapon.
Dark Energy- Beelzebub's hatred and dark will manifest as a pulsing, frenetic, plasma-like substance that packs powerful kinetic impact, and causes a great deal of pain.
Energy Constructs- In the arena, Beelzebub is capable of creating weapons or shields from pure energy. These unfortunately only last a short time (One post) due to tampering by the UCA and power-loss. Outside of the arena, he is capable of maintaining these constructs indefinitely and creating multiple constructs at one time. He can also create more elaborate constructs outside of the arena, such as solid illusions.
Angel Beats (Har har)- Beelzebub beats his massive wings with unnatural speed and power, creating a wind strong enough to knock down any monster regardless of size and send those who are small and light flying.
Aerokinesis- Beelzebub can manipulate all gaseous forms of matter and compress, expand, and shift them to form deadly, invisible projectiles or thunderous shock-waves capable of piercing all but the heaviest of armor. He can also heat the air to near-plasmic temperatures or imbue it with dark energy, inflicting horrible burns and unnaturally intense and long-lasting pain.
Wing-sabers- Beelzebub can use the feathers of his massive wings as bladed weapons. Ineffective against ultra-heavy armor, but frighteningly adept at slicing flesh or vulnerable areas.
Telekinesis- Beelzebub can pick up and move objects under fifty thousand tons, allowing him to use them as weapons or shields. Was capable of doing so against monsters and larger objects, but prevented by UCA modifications. Functions against monsters and other entities outside the arena.
Pressure-drop- Beezlebub drops the air-pressure in the arena, inflicting disorientation and pain to his enemies, as well as doing damage to the inner ear, eyes, and sensitive capillaries or components if applicable.
Limited Attack:
Air Nova- Beelzebub calls upon his power as a corrupted Seraphim to create an incredibly powerful bubble of superheated, ultra-pressurized air that expands at roughly 2000 feet per second. Causes severe burns, severe disorientation, and severe blunt trauma in opponents without ultra-heavy armor, also sending the opponent flying at near-mach speads regardless of size and weight.
Powers:
Flight- Beelzebub is an unparalleled flier capable of surpassing mach-five, but limited to the above speed while in the arena by the UCA.
Flames of Perdition- Beelzebub is capable of conjuring dark flames known as "Hellfire" at will.
Shady Character- Beelzebub is capable of conjuring dark energy for various offensive and non-offensive uses.
Wing-shield- Beelzebub can block most energy attacks with his wings, though extremely powerful/limited attacks will break through. In this state, dark-energy attacks will actively give him strength.
Teleportation- Beelzebub is capable of teleportng theoretically limitless distances and times outside the arena, but is limited to 1000 feet per use every seven seconds when in the arena.
Telekinesis- As stated in attacks.
Shape/mass-shifting: Beelzebub is capable of shifting his shape while in combat and his size and shape while outside the arena.
Aerokinesis- Beelzebub's control over gaseous matter gives him multiple non-offensive advantages in and out of combat. He is capable of detecting individuals regardless of whether they are within the range of his other senses simply by the air they displace and shift with their bodies and movement. The ability is also useful for increasing his speed, dodging and turning instantaneously, and cushioning physical blows, or disrupting attacks with low kinetic energy, such as fire-blasts, ice-blasts, poison-sprays, etc.
Thermokinesis- Beelzebub is capable of heating matter to near-fusion levels by heating the air around it, though thanks to the UCA's medaling he is usually limited to heating air or inanimate objects.
Beelzebub's aerokinesis, thermokinesis, and pyrokinesis used to be magnitudes more powerful and advanced before his injury and subsequent capture by the UCA.
Damage Sponge- While it is perfectly possible to put Beelzebub down in or out of battle, he is theoretically unkillable.
Regeneration- When not in battle, Beelzebub is capable of regenerating minor to moderate wounds in seconds and fatal wounds within minutes or hours, depending upon how big the mess is. This ability is completely blocked when in combat.
Energy Constructs- As stated in "attacks", Beelzebub man manifest various objects and devices out of pure energy on and off the battlefield. Though heavily limited in battle, the power is far less restricted outside the the combat arena. When not in the arena, he can even create illusions of monsters, people, etc.
Weaknesses:
Blinded by the light- Divine or light-based attacks will do extra damage to Beelzebub.
Damaged sponge- Beelzebub no longer possesses the god-like durability he did before being captured. While by no means soft, Beelzebub is relatively delicate by kaiju standards beneath his protective armor.