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Beelzebub is the leader of one of Hell's longest lasting and most successful shells, Dis, which she rules with a ruthless, heartless rigidity. Though she was once Lucifer's closest ally, the years that she spent suffering and rebuilding after her failed rebellion, only to see the world around her waste away, left her deeply disillusioned and miserable. Ultimately, Beelzebub gave in to the worst aspects of her personality and returned, in secret, to Heaven's side, as a demonic ally who seeks to prevent Hell from ever uniting again.

Backstory

Created in Heaven as one of many mass-produced angels, the angel originally known as Hespera was, at first, fairly unremarkable. With all the time she had to spend on bureaucratic work, Hespera slowly developed a personality of her own, the type of personality that many angels find themselves growing into. She became a sardonic sycophant, an eager follower to her superiors who integrated nicely into Heavenly civilization. For the most part, at first. This aspect of her personality eventually got her into trouble, as she found herself wrapped up in corruption, which left her nurturing a selfish streak. Unsurprisingly, Hespera ended up Falling for her sins, cast outside of Heaven and only barely surviving the experience.

Stranded and left a shell of her former self by the experience, Hespera nursed her wounds and slowly recovered from the spiritual and mental anguish. It took her time, but eventually she found herself growing resentful of Heaven, a negative emotion that intensified within her to become an intense hatred. In this state, a small, roving group of similarly bitter fallen angels happened upon her, and Hespera’s submissive personality was easily caught up in this, too. Their leader, some plain and soured fallen angel, took some interest in her, and though Hespera returned this interest, she found that perhaps this was not for the best.

Hespera’s relationship with her superior was romantic, and in many ways mirrored the exploitative ways that she had been manipulated by her superiors in Heaven, leading to her Fall. She was treated poorly, and this only grew worse over time, eventually leading to the loss of her left eye, which her superior gouged out. The wound could not heal, and, egged on by what grew to become years of misery, Hespera snapped one night and killed her superior as she rested. Immediately afterwards, she abandoned the other fallen angels and set off on her own. Disgusted by her repeated failure to stand up for herself and her own compliant, sycophantic personality, Hespera renamed herself Beelzebub and swore that she would not be ensnared like that again.

Though she worked to become a healthier person, Beelzebub still struggled with her mental health and often interacted with demons, the nature of which skewed her closer and closer to them in nature. Before she fully crossed over and became a demon, however, she became aware that an old acquaintance of hers, Lucifer, had Fallen as well. For some reason, Beelzebub found herself seeking her out, and, when she did find her, she helped her recover from the trauma of her Fall. And then, together, they became demons, and close friends. They helped each other overcome their flaws and become better, healthier people.

In Hell, Beelzebub explored herself, becoming more and more stable and eventually discovering the true nature of her inner world. This versatile inner world would allow her to fill the world with her own spawn, partial clones born from her own inner world, and Beelzebub, excited for meaning, and yearning the chance to do some good, to give life to the world, used it. She produced many children from her own soul, and loved each and every one dearly.

Even in Hell, away from Heaven, Lucifer could not get rid of her altruistic, rebellious streak. She knew that one day, Heaven would come to conquer and destroy Hell, and that the day was growing even closer, and as it did, she decided to muster all her willpower and all her resources in the hopes of fending them off. With Beelzebub, she united Hell against the nearing threat, and struck back on her own. This was her purpose. Beelzebub shared her fears and her idealistic ambitions, and she granted her support, even if she also held fears as to what would happen if they failed. But Beelzebub believed in Lucifer.

Unfortunately, they did fail, as close as they may have come to victory. Lucifer was defeated by Abaddon herself, and Hell was left in shambles. Beelzebub herself suffered many losses, as her children died in the pursuit of this freedom and safety. With Lucifer gone, sealed away, Beelzebub was left alone, disillusioned, and hopeless. She, and what allies remained, had to rebuild Hell themselves. Beelzebub was left with a Shell under her own rule, Dis, and her living children helped establish security.

Beelzebub, as miserable as she may have been, spent many years managing Dis as best as she could, but her mentality suffered. The beliefs that she had struggled with in the past, the nihilistic fear that the world may be a miserable and hopeless place that could never change, began to creep back into her. She saw Hell struggle to stay stable, and many demons and Shells rise and fall. To Beelzebub, Lucifer’s dream slowly became an impossibility, foolish optimism that led only to tragedy. In desperation, Beelzebub slowly slipped back into her unhealthy habits, but they only got worse.

After all, she had been trapped again. The submissive nature of her personality had only brought her more misery, with how she had gotten caught up in Lucifer’s charisma. Disgusted, and desperate to prevent this from ever happening again, Beelzebub became obsessed with the chance to prove her dominance, her independence. This, combined with all the anger and misery brewing up within her, ended up coming out explosively. Beelzebub awoke from a red haze to find that a companion of hers was dead. In a burst of rage, Beelzebub had butchered her. And, as horrified as she was, for her… it had felt amazing. The feeling of power, of control… it was all-consuming. And Beelzebub gave into it.

With her own moral failure, her rule of Dis changed, too, becoming increasingly tyrannical. The Shell became a harsh and unforgiving place, ruled by Beelzebub and her children, the numbers of which only grew greater and greater. This, too only reinforced Beelzebub’s beliefs, and she looked to Heaven, which still stood strong. Seeking to ensure some sort of delusional safety in oblivion for herself, her family, and her Shell, Beelzebub betrayed everything she had once fought for and sided with the angels. As a Heavenly agent, she would stay in Hell and report back to Uriel, keeping the demons from ever rallying and uniting again by any means necessary.

Appearance

Beelzebub's unkempt appearance betrays much of her personality, and she is never not smelling intensely of death, a sickly scent that follows her like a cloud. She stands in a constant, seemingly permanent slouch, her back apparently curved to such a degree that standing straight gets her body cracking and snapping in all sorts of places. However, it is when she stands tall that she reveals her true height, which is surprisingly tall and concealed by her miserably poor posture. She's made to look even smaller by her gaunt, lanky build, so thin that you can see her ribs, and her arms and fingers are just inches away from being uncannily long. All these things make it clear just how unhealthy she is, but if it wasn't enough, her greasy skin is so pale it seems almost translucent. Finally, however, Beelzebub's insectoid nature gives itself away with her chitinous arms, of which she has four, and legs, which gleam a bluish black. This exoskeleton is covered in bristly hairs in spots, bristly hairs that can suddenly become sharp and stiff enough to slice through flesh.

Short, greasy black hair is swept to one side, covering Beelzebub's left eye, while her right, a sinister, gleaming red, is always visible. The left is actually a compound eye of the same coloration, crammed into her eye socket, with the surrounding flesh badly scarred, with ragged, missing chunks of her eyelid. As a result, Beelzebub cannot completely close her left eye. Both eyes are sunken, with heavy bags underneath. Poking out of her hair are a pair of long, plumose antennae, like those of a mosquito. Her mouth, however, is perhaps the most inhuman part of her appearance. While she has familiar rows of razor sharp teeth that she flashes in cruel smiles, behind, she has a monstrously deformed tongue that resembles the mouthparts of a fly. Normally, this tongue acts like a spongy pad that can spit up digestive enzymes and consume food, but she can transform it in a number of ways, to more resemble the mouthparts of other flies, changing the rest of her mouth in the process. It can become a complex, biologically accurate proboscis and grow sharp mandibles; really, all those scary teeth are just for show. Each of Beelzebub's limbs end in tarsal claws, with four fingers and three toes, while a large insectoid abdomen diverges from her torso and hands behind the legs. Lastly, she has a single pair of translucent insectoid wings, with the faint image of a skull and crossbones on both. Underneath her jacket, she has the halteres of a proper fly as well.

As repellent as her body may be, Beelzebub dresses nicely and professionally, wearing a finely tailored and fitted suit that. The jacket is a stark black, going with the color of her exoskeleton, and she keeps her lower pair of arms hidden underneath it. A crisp white dress shirt is always underneath, and it is adorned with a simple, very dark blue necktie. Sometimes the color of the tie or shirt may vary, but the jacket itself is always black. For legwear, Beelzebub wears a simple pair of dress pants, and she concerns herself with no other clothing, always standing barefoot.

This is just the exterior, however, and Beelzebub's true form is constantly right under the surface, waiting to erupt from her skin at a moment's notice. She can meld her body and shape as she pleases, taking on traits from any species of fly, any fusion of those species, and even new traits entirely. The process of transformation is quick, but gruesome, as her skin is torn open and vestigial organs flop from her flesh. She may take the form of a simple, ordinary fly, or even a swarm of them, but, more often, Beelzebub transforms parts of her body at a time. For example, her head may violently shift into the head of a fly, or she may grow new fly-like limbs. When fully transformed, Beelzebub takes the appearance of a massive, hunched over fly with the long, thin legs of a mosquito, and covered in the bristly spines of a robber fly. Of course, even this form is subject to further change.

Personality

Smug and playful by nature, Beelzebub spends much of her time with a smug, shit-eating grin plastered over her face, conducting herself steadily and consistently, seemingly never taking things seriously and yet maintaining an icy calm all the while anyways. Best described as phlegmatic, she keeps the pace no matter how her surroundings change, even as the stress ramps up within her soul and wears away. Naturally, she's accrued a well-deserved reputation for hedonism and self-indulgence over the years all the same, with many often seeing her as an irresponsible, impulsive womanizer. Yet, beyond this surface level appraisal is a natural manager and a steady worker, a cautious, meticulous woman who continues to burden her responsibilities, as heavy as they may seem. Really, she seems to just crave more - more power, more influence, which she finds in those hedonistic escapes, abandoning once firmly held morals to instead drown her heightening stress and internal conflict in the suffering of others. Perhaps bits of that better person she once was remain, reflected in the care she extends towards family... but this, too, finds itself stamped down by the passage of time and the authority to which she submits.

Beelzebub presents herself slickly and confidently - a playful, friendly woman who avoids putting on airs and conducts herself casually among all who surround her, regardless of their position and social standing. Most people are subject to the same easygoing manner of speech, as Beelzebub rambles off on her own, cracking obtuse, sardonic jokes and making sarcastic little offhand comments at every opportunity. Regardless of what comes her way, this side of her never seems to stop running at full capacity. Little seems worth taking seriously to her, and she keeps on going her way, rolling with the punches and maintaining a flippant, distant demeanor as she does so. Always, with that toothy grin still kept up on her face, acting so smugly, so confidently, so smoothly, with such an air of self-satisfaction around her. Though she may be friendly and casual, inevitably, dismissive condescension worms its way out in her words and actions - cruel jokes slip out with practiced ease, always struggling to be kept within. Such appearances are especially to be kept consistent in public, where Beelzebub goes to great pains to keep her self-image in one stable piece. Still, though, she's hedonistic by nature, Beelzebub regularly seeks out pleasurable reprieves from the constant stress of her work life as well as her generally miserable heart. It's for good reason that she’s known as a womanizer, as a charmer and a flirt, as she often drags other women along with her in self-indulgent retreats and escapes. Unsurprisingly, this has resulted in a somewhat negative reputation - she’s often regarded as lazy, irresponsible, and unreliable, and though none of that is quite wrong, it’s not entirely right, either.

After all, Beelzebub still spends most of her time working, and inevitably, her workaholic habits spill into her attempts to escape them to render it all null and moot. Her Heavenly origins remain clear after all this time, the lifelong task of many angels remaining ingrained into her very soul. She's a natural manager and worker, steady and meticulous, micromanaging even from a distance when she's trying to distract herself. Her standards are too high, and the natural cadence of her person too controlling, to let things go otherwise. Low in trust and picky about who she delegates to, Beelzebub's vigilant, paranoid nature leads her to fuss over everything left in front of her. Things are best when they're under her complete control, with nothing left to chance. At times, that paranoia even spills into outright superstition, with the smallest of signs suddenly becoming relevant to Beelzebub, a person who prefers to listen to her instincts. While she favors practical and straightforward solutions to her problems, the very nature of her personality means she tends to overthink - not that she cares all that much in the end. Insecurity, fear, and paranoia... as unpleasant as they can be, they're assets in a crisis situation. Like anything else, they’re something Beelzebub has to manage and properly weaponize. Her rituals and instincts have saved her many times before. In the end, as far as she's concerned, it's the cowards are the ones who live to see the sunrise. And Beelzebub is quite the coward, one with absolutely no problem running away from disadvantageous situations. Her entire fighting style is based around avoidance, even, something she has no shame about.

This cowardice is reflective of a very simple fact. That is, at the end of the day, for all the friendliness and constantly grinning, the reality that Beelzebub is a miserable pessimist, with no interest in getting her hopes up for anything that awaits her in life. In truth, Beelzebub is a person prone to despair, dramatism, and melancholy, wretched emotions that she escapes in hedonism. Even then, she remains caught up in them, and they control her, leaving her selfish, conniving, and cruel at heart, a pit of negativity that only seems to gnaw in at her, stretching deeper and deeper. That cowardice reflects just a portion of this, of a mindset that reduces most things to resources and objects, with people becoming nothing more than expendable, as far as she's concerned. Not caring about others is easy, as easy as flicking off a switch - it's second nature nowadays, something she indulges in constantly. She does this most strikingly by coveting control over others, and though she’s found so much of this power at the top of Dis, it’s not enough, and she always seems to find herself powerless anyways. So she seeks what she lacks in sadistic escapes, a hobby that has accumulated quite the body count over the years. Thriving on causing others pain and even discomfort, Beelzebub finds that this opportunity to exert control over others is everything to her, and it's consumed her as of late. She revels in her authority and influence, in how she's changed the world around her. Such sadism also makes for a convenient way to vent her negative emotions, particularly her anger, which may just erupt out of her unbidden if she isn't careful, harming those few that she does care about.

Such escapes are all she has to get away from the miserable reality of her day-to-day life, one of utter powerlessness in the end. All the hopes and ideals she once furnished have rotted away, and in their wake all Beelzebub can do is despair. Positive change seems impossible, with everything falling apart around her - most notably, she is falling apart, rotting into something she can scarcely recognize even as she begins to feel as if she's finally being true to herself - to the fact that she is as wretched and terrible as any of the horrible, irredeemable people who put her into this position. That she always has been, and has only been living in denial. Because of this gradual skew towards nihilism and apathy, Beelzebub’s turned to Heaven more and more for an example, ultimately betraying her past ideals and returning to what she knew when she was young, accepting authorities she once rebelled against. But this backslide doesn't mean she's stopped caring for those around her, not entirely. Her family remains everything to her, and she dreams of a world where her children can find happiness and escape this nightmare. But it’s impossible, something that has caused her so much despair. Everything she’s built, it’s doomed to fall apart, and it’ll all be torn to shreds in the end. So why not accept Mastema's solution anyways? May as well put this diseased world and all the maggots crawling in it out of their misery.

Much to her horror, and worst of all for her, even this care is rotting away over time. More die, more of them are sacrificed for the sake of such miserable ideals and causes. The latest generation is the worst of all, as in mimicry of her steadily more decayed inner world, they have come out worse and worse. They're reflections of her sins, of the worst aspects of her personality, yet they lack context and justification - many of them lack philosophy or cause, possessing only the impulse and malice. And she loathes them, much to her own horror. It's easy to throw away such miserable, wretched creatures as if they were expendable, and though she may mourn them, she mourns them less and less with each loss. For years, such losses have weighed on Beelzebub, the burden of so many lives wearing away at her to make her a shadow of what she once was. Now, at her heart, all that remains is a swirling pit of self-loathing and suicidal ideation, one that makes it even easier to follow Mastema. Every day, she is wracked by guilt and paranoia and fear, and every day, it gets worse as she seeks out her violent reprieves anyways. But one day, she knows, it’ll all end. For her and her children. And they’ll ultimately go out softly into the abyss, and this lifetime of suffering and betrayal will be reduced to nothing, less than even dust.

Powers and Statistics

Tier: 3-C, higher with Feeding Fear and Hysteria Star

Powers and Abilities:

Genius Intelligence, Master Martial Artist, Insect Manipulation (Beelzebub can produce and control swarms of demonic flies formed inside her soul), Conceptual Manipulation (Type 3; Beelzebub can affect and destroy inner worlds, which form the conceptual, abstract basis of an agent's soul and self), Curse Manipulation, Death Manipulation, Disease Manipulation, Dream Manipulation, Fear Manipulation, Higher-Dimensional Manipulation (Can manipulate and transmit information through higher spatial dimensions, and create multidimensional constructs), Illusion Manipulation (Can create perfect illusions and even use the most powerful form of illusion, Paracosm Phantasmagoria, which inverts the inner world of a victim to trap them within), Information Manipulation and Analysis (Type 2; she can affect and control the raw information that makes up the world, as well as analyze agents, magic, and other phenomena), Law Manipulation (She could potentially break a Heavenly law and wields one herself), Life Manipulation, Mathematics Manipulation (Beelzebub can alter mathematics and how math affects the world through World Operation), Mind Manipulation, Pain Manipulation (Her attacks cause "true", spiritual pain, affecting even those who cannot feel pain normally), Perception Manipulation (With Eight Ends, Beelzebub can nullify and erase senses), Physics Manipulation (Beelzebub can alter and control the laws of physics), Pocket Reality Manipulation (She can materialize and control her inner world as a pocket dimension), Quantum Manipulation, Size Manipulation (Beelzebub can control the dimensions of objects and beings, potentially compacting them down to the Planck scale), Soul Manipulation (All her attacks, physical or magical, affect the soul just as they do the body, and her demonic maggots eat away at the souls of their victims, eventually hollowing them out), Spatial Manipulation, Time Manipulation (She can manipulate time in a number of ways, and her Goetic Eye dilates time so that she perceives reality at a fourth the speed, also allowing her to defend herself four times as quickly. Later, this is upgraded to a sixth the speed and six times faster, and its power is doubled inside of Beelzebub's inner world, to first eight times, and then twelve times), Absorption (She can absorb energy and magic, and she can energize and heal herself by absorbing the fear and negative emotions of others), Dimensional Travel, Incorporeality/Intangibility (Immaterial; Beelzebub is made out of magic and immune to conventional physical harm. Spatial with Phase Shift; Beelzebub can slip into other dimensions and alter her own dimensionality, to some degree, to avoid attacks), Invisibility and Nonexistence (Nature Type 2 / Aspect Type 1; Beelzebub can completely erase herself from existence, becoming a nothing that cannot be detected, similarly to Mastema and Raphael's Zero Heart), Portal Creation, Power Mimicry (She can copy techniques from the people trapped in her inner world), Power Nullification (Her inner world cuts off all attempts at escape, rendering teleportation and other transdimensional attempts at movement useless, and Paracosm Phantasmagoria can strip victims of their magical abilities. Inside inner worlds, ego pressure takes reality pressure's place, fighting against and eventually reversing the effects of opposing magic), Precognition (Thanks to her Goetic Eye, she can easily predict an opponent's movements and react accordingly, and Beelzebub can react to multitudes of attacks delivered through Logos before any of them happen due to her experience with it), Sealing (Beelzebub can seal others inside her inner world, or use Paracosm Phantasmagoria to seal them within their own souls by inverting their inner worlds), Shapeshifting, Statistics Amplification (By using Feeding Fear to draw energy from Salem Corpseworld, Beelzebub can significantly boost her own power), Summoning, Telekinesis, Telepathy, Teleportation, Immortality (Types 1 and 3), Regeneration (Mid-Godly; can regenerate from just her inner world, the abstract, conceptual basis of her soul)

Magic (The magic used by agents is a process of making their Fantasy into Reality), Extrasensory Perception (Agents maintain a constant, perfect, and precise image of their surroundings by analyzing them through magic), Self-Sustenance (Types 1 and 2; Beelzebub does not need to breathe, drink, or eat, and has no physical need for rest, though it is often psychologically necessary), Superhuman Physical Characteristics, Flight, Forcefield Creation, Accelerated Development (Training, Battle, Other; Physical Stats, Abilities. In notably long-term and high-stress situations, agents tend to become stronger more quickly than they would otherwise), Limited Causality Manipulation (Repression allows an agent to "suspend" their injuries, essentially temporarily erasing them and ignoring their effects), Damage Transferal (Agents can perform "grounding", which allows them to mirror harm to an opponent's body on their soul, as well as exploit similar connections to damage similar sources, such as a phylactery), Non-Physical Interaction (An agent can interact with immaterial or incorporeal entities, such as ghosts, as well as things that don't exist), Pseudo-Intangibility (Skilled agents can use desynchronized movement to move their body, soul, and inner world out of sync with one another, allowing them to dodge attacks that seemingly hit them and those that can't be avoided normally, even dodging attacks aimed at the very idea of their being) and Invisibility (Using desynchronized movement, an agent can briefly move outside of the perception of other agents, avoiding their sensory abilities to do so), Reactive Evolution (A spiritual filter automatically adapts to attacks to become more resistant. In addition, Mutation programs run in the background of Beelzebub's soul, causing beneficial mutations in her attacks, allowing them to slip through adaptive defenses and specialized counters), Reality Warping with Override Sigils (Override Sigils can be used to overwrite the laws of physics), Resistance Negation (Agents can pierce magical defenses, even spiritual filters, to enact the adverse effects of their attacks and spells, fully stripping said resistances away if given the chance), Statistics Amplification (Beelzebub is typically in a light ego trance by default, boosting all of her abilities for as long as the state lasts, even moreso during particularly intense moments, when she acts in a manner true to her inner world), Acausality (Type 2; An agent's history, present, and fate all exist independently of the past and future), Resistance to conceptual, mental, physical, and spiritual attack (Spiritual filters protect the user from attacks on all levels of existence, potentially providing protection from a host of abilities)

Attack Potency: Galaxy level (Superior to the likes of Milky Way and Alice Kang, and comparable to Azrael, Baphomet, Logos, and Metatron, who can fight a defensive battle against Gabriel or even a casual Uriel, though they have no real chance of victory on their own), higher with Feeding Fear (Boosts Beelzebub's power significantly, putting her above formerly equal foes by a substantial margin, growing closer to Gabriel's level of power without reaching it, somewhere around the level of SOLSTICE's Nuclear Vent) and Hysteria Star (One of Beelzebub's Hysteria Stars carries similar power to a Feeding Fear boost when thrown, and even more when she's boosted by Feeding Fear already).

Speed: Massively FTL+ (She's one of the fastest fliers and combatants in Heaven and Hell even before her Goetic Eye speeds her up, and she can keep up with the likes of Baphomet, Harahel, and Logos in combat. Much faster than Part II Logos Prime and company, who can travel to the edge of the universe in about 6 hours), higher with Goetic Eye (Her Goetic Eye lets her react and move four times faster while on the defense, eventually increased to six times; this effect is doubled while her inner world is active) and Feeding Fear.

Lifting Strength: Multi-Stellar (Superior to the likes of Remnant, who can fit multiple stars in their orbit).

Striking Strength: Galactic Class (While weaker than Baphomet, she is still a peer, and can easily slice through her flesh with her tarsal claws), higher with Feeding Fear.

Durability: Galaxy level (She can take hits from Baphomet and Harahel, along with others on their level), higher with Feeding Fear.

Stamina: Superhuman. Originally an angel, Beelzebub has worked hard to regain the exceptional stores of energy that angels possess, and has succeeded in this regard, so she has little want for any more. She can easily keep up extended fights with dangerous opponents, even when overusing Dream Evil and damaging her soul worse and worse, and even if left on death's door, she can keep moving through sheer force of will. In such dire straits, she could potentially even escape or win thanks to Feeding Fear, which allows her to turn the tides of a battle in an instant.

Range: Standard melee range with normal melee attacks, Galactic (Can attack from across a galaxy and potentially destroy one if she doesn't consciously limit the effects of her attacks) and Interdimensional with magic (Beelzebub can reach into other universes, interacting with and attacking things inside them without leaving Dis, and she can also telepathically communicate or teleport such distances).

Standard Equipment: Nothing notable.

Intelligence: Beelzebub's playful, casual exterior belies her extreme competence and analytical nature, both of which make her an extremely dangerous opponent. She's spent millions of years manipulating Hell's other leaders and pitting them against one another, all while keeping stability within her own shell of Dis and keeping her true allegiances secret. In the past, she was no less cunning, proving to be one of Hell's greatest strategists in the war in Heaven, with her deliberate, thoughtful actions doing much to advance Hell's ambitions. As a fighter, she's both a master of Logos and magic, using the latter to support her violent, overwhelming combat style. While she relies on surprise attacks, to minimize risk to her own person, she's a fearsome opponent even in less favorable situations, partly because of her willingness to do anything it takes to secure victory. Nothing is too underhanded for Beelzebub, whose skills show themselves best in personal situations and politics. Charismatic and manipulative, she can easily exploit an opponent's psychological issues, picking them apart with practiced ease. All of her skills are aided greatly by her Goetic Eye and inner world, which supports her already substantial processing skills with a makeshift supercomputer network, scrounged together from what remains of her victims.

Weaknesses: Beelzebub dislikes summoning her eldest and most competent children in serious fights, as she does not wish to risk their lives, and she can only maintain powering up so many at a time. While using Dream Evil, she cannot directly affect others in major ways, and it harms her soul, making it difficult to use for extended periods of time, over and over again, or when she's already badly injured. Her inner world eats away at her soul and will eventually kill her if she doesn't sate it with something else. The nature of her inner world also makes Beelzebub more vulnerable to causality interference.


Standard Tactics: Beelzebub never hesitates to fight dirty and she is careful to do so in a way that minimizes risk to herself. She almost never fights alone, summoning droves of her own children, both immature and mature, and using them to obscure her own position, and, if necessary, take hits for her. While her children attack and distract her opponent, Beelzebub flits in and out of existence using Dream Evil, suddenly reappearing the moment any opening presents itself to exploit, right before she disappears again. Thanks to this low-risk fighting style, combined with the safety provided by her children and Goetic Eye, Beelzebub can avoid retaliation while relentlessly attacking, also using Nightmare Reader to disorient and intimidate a victim. If she is badly injured, Beelzebub will not hesitate to flee and take a moment to recuperate using Feeding Fear. If pushed further, or to secure a kill against a slippery opponent, Beelzebub will use her inner world. When the time comes to finish the fight, Beelzebub has her eldest, most powerful daughters hold down an opponent, so she can casually deliver the coup de grâce and throw her victim into her inner world.

Abilities

Agency: A mage is more properly known as an agent, as in “one that acts or exerts power”. Separated from the rest of the cosmos, an agent is essentially a miniature universe all their own, with complete control over their destiny, free to pursue whatever future they wish. They do this through magic, the art of using one’s understanding to control Fantasy, the stuff of sheer willpower and imagination.

  • Radar: An agent’s magical abilities passively sustain a constant 360° image of their surroundings, which is projected straight to their mind for processing. This radar is far more reliable than conventional senses, and cannot be easily fooled by tricks that would trip up any normal human. In the hands of a powerful enough agent, it can even track superluminal movements. It constantly operates at the agent’s maximum processing speed, even when such things would normally be restricted to allow for normal, everyday life.
  • Spiritual Filter: A magical barrier that protects the user from external manipulation and attack, on every level of existence. A spiritual filter protects the user’s body, mind, and soul - their cells and atoms, the magical and physical forces keeping them together, and everything else. It is akin to a magical immune system, protecting the agent from threats and adapting to future attack.

    It passively protects the user from most types of attack, manipulation, and control, as long as the barrier is strong enough - an agent of substantially greater power can punch straight through one. A spiritual filter is passively maintained at all times, even in sleep, requiring no energy to maintain, and can only be removed by a stronger agent actively stripping it away, or by the user consciously lowering them.

    A spiritual filter is the evolved form of the soul’s original protective layer, refined through the usage of and exposure to magic.

Goetic Eye: Beelzebub’s compound eye, the eye obscured by her bangs, represents an aspect of her inner world, materialized physically as a replacement for the eye she once lost. It can be compared to, in some regards, Uriel’s exceptional eyesight, but Beelzebub would never make such a comparison herself. Whereas Uriel’s eyes see all secrets and sins, Beelzebub’s eye does not concern itself with such things. It focuses more on the analysis of what already lies in Beelzebub’s sight, making it more effective at shorter ranges and allowing Beelzebub to see through many forms of stealth and track movements on the Planck scale.

Utilizing the vast supply of broken minds and rotting corpses in Beelzebub’s inner world, Goetic Eye forms a makeshift supercomputer network that supports Beelzebub, both in and out of combat. This, rather simply, helps Beelzebub analyze everything that faces her, but its most powerful aspect is Hyperawareness. Thanks to her Goetic Eye, Beelzebub is perfectly aware of her location in space and capable of making incredibly precise and sudden movements while in high-speed flight. She is one of the greatest fliers in not just Hell, but Heaven as well, as a result.

This is just the start of the Goetic Eye, though. Materializing Beelzebub’s paranoia and hypervigilance, it constantly, passively dilates time in her favor, so that she sees the world at a crawl. In her left eye, everyone in the world is moving at a fourth the speed, their every move telegraphed by their slow motions, allowing Beelzebub to easily imagine and predict their movements, and then dodge them. And when she does dodge, Beelzebub draws upon her accelerated time to move at a ridiculous pace, much faster than usual, allowing her to effortlessly escape barrages of attacks from comparable foes, and then counterattack with the same speed. However, this speed boost is mostly reactive, and cannot be used to the same extent on the offense.

After Harahel perfected their copy of the Goetic Eye, Beelzebub was able to push her own past its limits, increasing its power in all departments. This upgraded Goetic Eye allows her to perceive the world at a sixth the speed, and makes it so that she can move six times faster on the defense, letting her maintain the speed advantage against Harahel.

Lord of the Flies: Beelzebub’s signature, namesake magic, the primary expression of her inner world, Salem Corpseworld. This inner world endlessly produces demonic maggots within, and, with a good source of food for her “children”, Beelzebub can release them into the world. Once given the chance to gorge themselves, Beelzebub’s spawn rapidly mature, growing from maggots to flies, and eventually fully maturing into a complete fly demon, just like their mother. Initially more or less thoughtless, each will develop their own complete consciousness as they grow.

Once fully matured, each and every one of Beelzebub’s children are completely their own, each derived from their mother and her inner world. This makes them, in a sense, partial clones of Beelzebub herself, changed to be just different enough. They are completely self-aware, capable of doing whatever they please, even if it conflicts with Beelzebub’s own desires. They have inherited a portion of their mother’s abilities, as well, with a similar, Salem-type inner world, and therefore, each and every demon Beelzebub spawns is an incredibly powerful and skilled being. Each is, once fully grown, comparable to an average member of the Heavenly Host.

While much more powerful and useful fully grown, Beelzebub produces swarms of their immature forms, unleashing them on opponents in droves to overwhelm and consume them. While ordinary flies would be harmless to an agent, these are no normal flies, and, amplified by Beelzebub’s presence, they can easily burrow into an opponent’s body and soul, and then devour them. Her full grown children are even more dangerous allies due to their independence, and because of their origins, they too are amplified by Beelzebub’s presence, allowing them to keep up with and harm Beelzebub’s opponents, who should be on another level entirely. Her presence can only maintain this level of power for so many at a time, however, and Beelzebub is unlikely to summon her strongest, oldest, and most skilled children in serious fights. Beelzebub simply cares about them too much to risk getting them killed.

Because they are born from Beelzebub’s inner world, each of her children somewhat resembles her in personality - and as she’s changed, her newer children have become worse and worse. Like their mother, they are depraved, hedonistic sadists, but they lack her restraint as well as the quality of their eldest siblings, who were born before Beelzebub’s soul began to rot. As a result, they are born with much less power and skill, and for all of these reasons, Beelzebub finds them to be expendable, something that she is ashamed of. Not that it stops her from exploiting this.

  • Contagion: Beelzebub herself, as well as each of her children, can synthesize dangerous magical diseases of any variety within their bodies and transmit them to others through a number of means - body contact, exchange of fluids, the air, and their attacks. As these diseases are magical in nature, they affect the soul, not just the body, and can destroy a victim from the inside out with a single bite. The illness can be triggered instantly, or whenever Beelzebub pleases, making it excellent for assassination. And, of course, when administered in the millions by Beelzebub’s swarms, it is often instantly lethal.

Nightmare Reader: A magic that can be used to manifest the fears of a target in reality, a magic used by Beelzebub to torment her victims and drive them to their breaking points. It is the signature magic of the Shepherds, developed by their archangel, Uriel, and derived from her monstrous soul and all the cruelty that lies within. For Beelzebub, an obligate sadist and monstrous serial killer, this is a magic that manifests itself in her very existence and in her every action, with every illusion and nightmare that she manifests acting as an extension of her soul. These extremely accurate replications are created using any information Beelzebub can get her hands on, even if it’s by prying it out of an opponent’s soul.

This is a magic focused on conjuring illusions and exploiting the fears of victims, which can be done through a variety of vectors. A person’s surroundings can be overwritten by illusions and filled in with lies and their cognition can be directly hijacked, their senses scrambled and manipulated - often, both occur in conjunction, serving to assist one another in tormenting an opponent. The signature Nightmare Reader technique, however, is to manifest a target’s fears as tangible, yet illusionary figures - nightmares, which will relentlessly attack their opponents, deriving power from the fear and focus their victims give them.

While anyone would feel some measure of fear when confronted with their worst nightmares, the nature of Beelzebub’s magic, combined with her skill in manipulation, supernaturally magnifies this fear. Within these constructs, negative futures and undesired outcomes are visible, seeming more and more real the more someone looks at them. The deeper they fall into fear, the more monstrous and powerful these illusions become, ultimately growing so powerful that they can kill from shock alone. In Beelzebub’s case, her magic can compel a victim to simply will themself to death in an attempt to escape their fears, resulting in the collapse of their inner world.

Beelzebub can even shroud herself in her opponent’s fears, allowing them to seep into her soul so that she can best embody them and become a living nightmare. With this level of skill, even abstract fears can be manifested as conceptual curses that aim to realize them, dooming those that fear death to have it creep up on them.

  • Feeding Fear: Beelzebub can draw upon the fear felt by her opponents and all others around her, friend or foe, to increase her own power, replenish her stamina, and heal severe wounds, feeding upon these negative emotions and using them to sustain her own existence. This is always a useful tool, but it becomes increasingly dangerous as Beelzebub’s victim slips deeper and deeper into complete horror, causing their anxieties to intensify the more Beelzebub feeds. The magic leaves opponents weaker and weaker, and can even potentially kill them, allowing Beelzebub to completely consume their soul.

    Thanks to Salem Corpseworld, Beelzebub is never lacking in terms of victims that she can use to fuel Feeding Fear. Her soul contains the countless people who have fallen before her, forever suspended in agony and horror as they are fed upon by her inner world, and she can draw upon this misery with Feeding Fear to gain a substantial boost to her power, making the technique something of a trump card for her.
    • Hysteria Star: Making use of Feeding Fear to harvest energy on a massive scale, Beelzebub manifests an immense sphere made up of compounded anxieties and fears. Like a sun, this malicious star hangs over the battlefield, awakening uncontrollable panic and terror in all touched by its crimson light, an influence that can throw entire worlds into complete madness and chaos.

      Beelzebub, along with all her fellow Nightmare Readers, instead benefit from the presence of a Hysteria Star, bathing in its rays, which amplify their abilities. Rather than simply let one linger, Beelzebub can choose to launch it at an opponent as if it were a bomb, leaving anything in its path to be eaten up by anxiety and completely erased. Alternatively, she can use Feeding Fear to consume her own Hysteria Star, greatly boosting her own capabilities and bringing herself back from the brink of death in a pinch.

      In Beelzebub’s case, however, this boost isn’t much different from using Feeding Fear normally, due to her inner world and what it supplies. This does mean she can manifest Hysteria Stars much more quickly than other Nightmare Readers, though.
  • Hunting Horror: Beelzebub forces the laws of nature back onto her victim, causing the limitations of their body to catch up with them - the need to breathe, the weakness of their original eyes, and all the other shortcomings of their body. Meanwhile, her illusions continue to harass them, and more are birthed from the anxieties triggered by their target’s failing, inconsistent body, growing stronger and stronger the worse it gets.
  • Illusionary Strength: An unusual illusion that melds with Beelzebub to create an illusion of power, a phenomena manifested and weaponized through Nightmare Reader. This is a roundabout manner of amplification that can create the appearance of greater power, durability, and speed than Beelzebub actually possesses, but it only really works against susceptible opponents or under certain circumstances.

    When it does work, though, when an opponent cracks and gives credence to the illusion, Beelzebub can overpower stronger opponents and take their attacks like they were nothing, as well as outmaneuver and outrun faster opponents. The illusion bends reality in accordance with Beelzebub’s desires and her prey’s fears, though it doesn’t actually amplify any of Beelzebub’s abilities - it’s all smoke and mirrors, something that shouldn’t actually be happening. And yet…
  • Phobic Parasite: Beelzebub can implant parasitic fears into an opponent’s soul, manifesting them as personal illusions that prey on their host’s traumas and shortcomings. They appear only to their victim, constantly tormenting them over the course of much longer than a single fight, all while draining their life and their very will to live. An individual can host many of these fears at once, but, eventually, if not properly dealt with, the parasites will reduce them to a husk and kill them.
  • Traumatic Aggravation: Using Nightmare Reader, Beelzebub sinks her claws into her opponent and worsens every affliction they’re currently suffering. Fresh wounds are torn open deeper and wider, setting back attempts to heal them, and even what only remains as faded scars can suddenly split back open. Other issues, such as curses, will also get worse, as well any mental issues, making Beelzebub’s torturous illusions even more effective and potentially throwing a victim into a fatal state of disarray. Following up Heartbreak Trigger's use with this is a particularly potent application that generally makes for a killing blow.

  • Dream Evil: One of Beelzebub’s signature abilities, an extremely effective form of invisibility that she achieves by using Nightmare Reader to alter her physiology and abuse the absurd, fearful logic of a dream. Though primarily used for assassination and reconnaissance, the effectiveness of the technique means that it can be used in combat situations, allowing Beelzebub to slip in and out of invisibility to attack opponents and escape. Describing it as just mere invisibility, however, is an understatement; for this reason, Beelzebub often describes it as “super invisibility”.

    Instead of just making Beelzebub disappear from sight or eliminating any signs of her presence, Dream Evil erases her existence itself; using dreaming logic, Beelzebub simply dreams herself away. Now, she has no presence, because she is nothing. There’s no soul, no body, and yet, Beelzebub persists. It is similar, in some regards, to Logos’ Zero Heart, but tailored towards stealth rather than an ultimately transient survivability. While logic dictates that hurting such a being would be impossible, magic exists to do the impossible, making the ability useless for taking attacks.

    Beelzebub is extremely difficult to detect in this state, even through magical means, as she’s not even there. There’s nothing to detect, nothing to feel. She drifts through the world as a nothing, and the world around her acts like she’s not there at all. Of course, as she does not technically exist, Beelzebub has a limited ability to affect the world around her, so she needs to manifest again to directly attack someone. However, given that she can move into range and manifest with a fatal attack in transit, this is not a major weakness. The most severe issue is that it can hurt Beelzebub quite a bit, making it risky to use it for extended periods of time, over and over again, or when Beelzebub is already in bad condition.
    • Uncertainty: Beelzebub can focus Dream Evil’s effects on a single enemy, the subject of her malice, to use it to its fullest extent. As long as Dream Evil is active and her opponent doesn’t know her location, Beelzebub can appear essentially anywhere, allowing her to launch impossible surprise attacks, even from the inside of an opponent’s soul. If an opponent would somehow see through Dream Evil and find her location, this ability would be rendered unusable.
  • Heartbreak Trigger: One of a Nightmare Reader’s most powerful and horrific abilities, a spell that, in most situations, will net a certain kill. It’s not a spell that can just be used freely, however; to use Heartbreak Trigger, Beelzebub must delve deep into her opponent’s soul and open it up enough to properly read their complete individual concept. From there, she can then dredge up all the trauma they contain within and remind them how low they once were.

    Tapping deep into their complete individual concept, Heartbreak Trigger forces an opponent to relive every single injury they’ve ever experienced - be it physical, spiritual, or mental, all harm returns to the target at once. Even something as little as a papercut returns to split the skin, and even what the victim forgot or repressed reinstates itself unless the injury was completely wiped from their complete individual concept. While all these wounds can be crippling when they manifest all at once, the real kicker is the force of the trauma itself. Any injury associated with trauma brings with it the memories in pristine detail, every sensation and feeling, all of it seemingly happening at once.

    Most opponents die instantly as a result of the shock and harm caused by all their wounds and trauma returning. In severe cases, agents can be driven to simply will themselves to death as a reaction to the suicidal despair and horror the experience invokes. Only the strongest-willed individuals can survive under such conditions, often repressing their returning injuries and trauma to deal with them later.
  • Paracosm Phantasmagoria: Perhaps the pinnacle of hallucinatory magic, a spell that inverts a target’s inner world to trap them inside of it, at Beelzebub’s mercy, combining illusion and seal. Rather than merely fool around with any of its target’s conventional senses, Paracosm Phantasmagoria sends them into a dream world created by their own personal reality, subject to Beelzebub’s influence. The illusions they live through are perfect, drawing upon their personal reality and complete individual concept to flawlessly recreate the outside world. While under these effects, an agent may vanish, shunted into their own consciousness, or their body may remain in reality, motionless and vulnerable - it varies based on the intentions of those involved.

    Beelzebub can control the specifics of the illusion as she pleases; the illusions can be complex, realistic, and subtle, acting over the course of what feels like lifetimes, or nightmarish, seemingly impossible fever dreams in which time never seems to pass. She can make a victim reexperience parts of their life, or potentially the entire thing, show them other possible outcomes, create completely false scenarios, control their actions to force them to follow a “script”, or concoct blatantly unreal scenes that torment the victim just as effectively anyways. Multiple contradictory illusions can even occur at once, affecting different trains of thought and tearing a victim’s mind apart by spreading it too thin. Often, a victim’s perception of time is altered as well, with the greatest of illusions making them experience years upon years of falsehoods in just a few moments of reality.

    Even if the victim knows they’re in an illusion, breaking out without outside help is extremely difficult, as the use of magic can be barred with ease, and Beelzebub can potentially just control any magic they let through anyways. Properly analyzing the spell while under its effects is extremely challenging, and Beelzebub can stomp out such thoughts anyways. If the target does somehow manage to escape the illusion, they may just end up in another layer of it without realizing it, with particularly advanced illusions featuring many, many such layers. It’s worth noting, however, that some agents can shut out the full force of Paracosm Phantasmagoria and prevent their tormentor from exerting complete control. Very few can even continue to pilot their body while under the illusion’s effects - not that they’ll necessarily do so competently, given the influence Beelzebub exerts over their perception.

    As these illusions are realized within the inner world, any injuries the victim suffers within are reflected in full force on the rest of their soul, meaning Paracosm Phantasmagoria can easily kill an agent outright. Thanks to the control Beelzebub can exert over the inner world, instant death often does actually occur (at least, instant as far as those outside are concerned), and the strain of maintaining Paracosm Phantasmagoria itself can be heavily damaging - effects that manipulate one’s perception of time so drastically are rough on the soul.

World Operation: The pinnacle of physical magic — the art of world programming, and the manipulation of the universe itself, in all its constituents. Rather than a cohesive, established system, World Operation is physical magic of the highest caliber, and encompasses all lesser disciplines and systems.

Information processing, judication, probability alteration, quantum alchemy, spatial magic, and temporal manipulation alike are all available to a true World Operator, and all can eventually lead to this result, but this level of magic is far greater and more complex than just the physics we know. A World Operator can quickly adapt to alien laws and physics, controlling them in the same way, and in time, it ventures deeper into the territory of magic, to a realm unbound by all conventional law and science.

The opportunistic Beelzebub has a knack for physical magic of all sorts, which she used as the basis for her Goetic Eye. Beelzebub primarily makes use of World Operation in similar defensive and evasive techniques, bending space and time even further in her favor. Not that she doesn’t have some offensive options among these.

  • Dimensional Sequester: Beelzebub lashes out at the universe around her with stunning precision, severing spatiotemporal bonds to separate a chunk of reality from the rest. This is all to trap an opponent and force a fight, as escape through physical means is impossible, and Beelzebub can adjust things to prevent transdimensional teleportation as well.
  • Phase Shift: Beelzebub operates on surrounding space to compact, introduce, and/or remove dimensions, allowing her to vastly expand her field of movement while limiting her opponents’. Through this, Beelzebub can control her own dimensional structure, taking on new dimensions to move in a variety of impossible ways and attack from many newly-formed angles at once, while shedding them to avoid retaliation.

    This also inhibits her opponents, as Beelzebub can divert their attacks to other dimensions, and she can even collapse these dimensions to shrink things down to the Planck scale. Or she could simply erase them and leave nothing behind.

Lahatiel: A weapon that manifests in the form of Beelzebub’s own tarsal claws, honing them to an even sharper, crueler edge. It’s a Heavenly law, an incarnated concept that a younger Beelzebub stole from its original wielder, a Shepherd, demonizing and repurposing it. Now having gone full circle, Beelzebub herself has become a Shepherd, wielding the same Heavenly law she once ripped out of a predecessor. Representing severance and transition, Lahatiel’s information is contained in Beelzebub’s soul, so even if her claws are destroyed, Beelzebub can simply rematerialize them.

Anything that Beezebub cuts through with her law-enforced claws has its “connections” severed. The bonds that connect matter are cut, the link that allows a soul to control its container snaps, and pathways in the soul fall apart, making proper spellcasting increasingly difficult over the course of combat with Beelzebub. Even if a victim keeps their limbs physically attached, controlling them should be impossible with all connections - nerves, the soul’s grasp - gone. Worse, Beelzebub can use Lahatiel to sever connections between agents, cutting off communications and disrupting supportive efforts, allowing her to spiritually isolate targets and cut them off from all support.

Of course, Lahatiel can also be used on the external world, enacting transitions from one state or point to another to cut through space and jump massive distances, or to enable incredibly fluid movement in general. Combined with Beelzebub’s already slippery fighting style, this makes her incredibly difficult to pin down.

Logos: Logos is a heavenly martial art, system of magic, and philosophy developed by Yaldabaoth and spread throughout Heaven, revolving around the act of self-sacrifice in pursuit of mastery of the self. By accepting their own irrelevance, the user clears their mind and soul of all distractions, letting go of emotion and identity for a time to allow for better focus on the tasks at hand. This makes it difficult for angels to form stable identities and properly process emotions, and as they generally lack strong identities and emotions by default, angels are naturally well-suited to the use of Logos, the foundation of which is programmed into their souls, acting as an instinctive fallback.

This dismissal of the self allows for the use of a variety of techniques, many of them relevant in their own ways to the self-destructive intricacies of Heavenly philosophy. This includes utilizing one's supernaturally amplified focus to make use of pure magic more easily, one of the most characteristic applications of Logos, as well as various techniques useful in things like assassination, awareness, instinctual movement, and stealth. Its use is universal among angels, but it's most associated with and typically best utilized by the missionaries and monks of the Heavenly Mercy, who treat its use as a form of prayer.

As a former angel, Beelzebub is naturally skilled in Logos and has only refined her technique over the years, becoming one of Hell’s greatest users of the art. However, unlike other demons, Beelzebub uses pure Logos, not Lucifer’s variation, making it just as harmful to her as ever. This makes it ideal for clearing her head and fighting at her best. While she may be playful most of the time, once she gets into a serious fight, Beelzebub often drops all pretenses, revealing a cold, serious killer.

  • Eight Ends: A technique that uses Logos’ harmful effects to disable an opponent’s senses and leave them helpless, channeled through Beelzebub’s attacks. The senses it deactivates are not limited to the five senses of the body, and include a target’s memories and self-awareness, even their ideation, their very consciousness itself. After all, agents rely on magical sensing and their own thoughts more than their conventional five senses, so a magic limited to these things would be useless on this level.

    The deactivation of all an opponent’s senses leads to a comatose state that leaves them incapable of acting and thinking, though agents with powerful defenses can resist these effects. Notably, those with great skill in Logos, highly developed souls, and/or extraordinary willpower can act unconsciously in such a state, relying on muscle memory and instinct alone. Few opponents are competent like this. In the end, however, the true power of Eight Ends is not deactivating senses, but destroying them, with the ultimate goal being to completely destroy an opponent by erasing their consciousness and sense of self.
  • Will Unclouded: The most famous and characteristic application of Logos. By attaining supernatural levels of focus through self-sacrifice, Beelzebub can make use of pure magic much more easily than most agents, simply willing results into existence. Thanks to this ability, Logos users can tap into pure magic more often and reliably than other agents, but it’s still not the easiest thing in the world.

    When combined with more typical magic, these purely magical attacks can be very difficult to account for and defend against in combat. However, as a result of dealing with this for so long, Beelzebub and other experienced Logos users have a sort of instinctive grasp of how it’ll be used in fights, allowing them to predict and defend against these attacks much more reliably.

Salem Corpseworld: An inner world that has rotted away inside its host, becoming just as sour and rotten as the rest of her. Once, Beelzebub’s inner world was completely different, Salem Pandemonium, but as she has fallen into hedonism, sadism, and self-indulgence, at the expense of her health, it has badly devolved. In its past form, it was actually perhaps more powerful, but it remains a deadly weapon. Unlike many inner worlds, Beelzebub does not need to bring it into existence as a pocket dimension to use its abilities, but its full power reveals itself in such a state.

Beelzebub’s inner world constantly generates demonic maggots within her own soul, from her own magical energy. These maggots, with nothing else to feed on, will eat away at their mother from the inside out, and thus, to stave off their hunger, Beelzebub must cast victims inside her inner world. Beelzebub’s unfortunate victims will have their lives stretched out into an endless agony, with their souls eventually reduced to vestigial, hollow things that can only feel suffering and fear. At this point, they are good as dead, and cannot be saved. The rate at which Beelzebub’s soul produces maggots cannot be directly controlled, only influenced by the amount of food available, and it will accelerate during combat.

Even when her inner world remains abstracted, Beelzebub can absorb others, soul and all, and trap them within. It is extremely difficult to escape once drawn within, as Salem Corpseworld renders techniques such as interdimensional teleportation useless. Those trapped within are ultimately driven insane and completely broken by the experiences, providing fodder for Beelzebub’s maggots, as well as a source of knowledge and power, to be used with Goetic Eye or Nightmare Reader.

When materialized, Salem Corpseworld subjects everyone within to the same standards as Beelzebub, causing maggots to generate inside of their soul and eat them from the inside out. They favor other sources of food over Beelzebub, and thus will leave her alone as they attack her foes, in a landscape made from rotting, fly infested corpses that stack up for kilometers. It also improves the many abilities Beelzebub has that are derived from her inner world, such as Goetic Eye and Dream Evil, doubling the former’s time dilation effects and allowing her to use the second more frequently.

Override Sigil: An extremely advanced form of magical technique used to change the nature of reality around and within the user, allowing them to bend and break through the laws of physics. Due to their complexity, Override Sigils are incredibly difficult to create, use, and control properly, requiring detailed knowledge and a powerful will. In addition, they tend to, invariably, drain a lot of energy and stamina, making it difficult to use them for extended periods of time, even if this can be mitigated by more powerful and willful agents.

  • Relative Lightspeed: A common form of Override Sigil that is ultimately developed in some form or another by most agents as they increase in power and speed. Normally, it would be impossible for even an incredibly powerful and willful agent to break through a universal constant such as the speed of light, theoretically requiring infinite magical energy to do so. However, this Override Sigil circumvents this issue by modifying the user's inner world to change the value of c to whatever they please, raising it as they grow in speed so that they can accelerate past the universal speed limit.

Gallery

Agency by Promestein
The World ApotheosisHeavenly LawsInner WorldsMagical AxesReality and Ego PressureSpiritual Filters
General AbilitiesGlossary
Starcross Central Protagonists: Minna YamaneEQUINOX • Kyarne
Invictus: Alice KangVenus Kang • Sabrina Trenchard
Zabaniya: Deleter • Fuse • Terror • Miracle • Observer • Instant • Warden • Mihr
Cosmos: Maple Kuna • Mariposa • Milky Way
Starcross: Killer Asp Central Protagonists: Alice Kang • Ángeles Reyes
Americans: Suzanne Kay • Toya Pastore • Venus Kang
Soviets: Anya Kimura • Enkh Khenbishiin • Verusha Matveyeva
Heavencross Central Protagonists: HarahelRaziel • Canace • BaphometBelphegor • Metatron • Lucifer
Hell: Asmodeus • Beelzebub • Hydra • Leviathan
Arista • Hexenn • Lamiet • L16661 • Murmur
Anopheles • Morsitans
Grigori: JophielSophia • Wormwood
Cerviel • Hanael • Lancer • Logos • Shamsiel
Heaven: YaldabaothMastema • Abaddon • UrielSarielGabrielRaphael
Azrael • Hasdiel • Menadel • Raguel • Sige • Temeluchus
Bardiel • Dumah • Orifiel
Fatecross Central Protagonists: ???? • ???? • SophiaLogos
Fatecross: Natural Sin Central Protagonists: LogosSophia Astaphe • Zoe Aima • Bythos • Sige Lenore • Yaldabaoth
Modern Pleroma: Adoni Kenoma • Asher Sark • Horos Astaphe • Iaon Kenoma
Opposing Forces: Dagon Ciamus • Leviathan I • The White Knight
Imperial Pleroma: Ain Koth • Sion Ariel • Sabal Sciène • Saklas Lenore
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