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Sid Belmont

From The Codex
Revision as of 15:13, 26 September 2024 by GiverOfThePeace (talk | contribs) (clean up and re-categorisation per CFD)
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My favorite weapon is a whip, but it's heavy. I have mastered the axe and manipulated magic, bringing in almighty abilities.
~ Sid Belmont describing himself

Background

Sid Belmont is the direct descendant of Trevor Belmont from an alternate timeline, from the 1990 choose-your-own-adventure novel, called The Legend of Satanic Castle: The Vampire Hunters. Hailing in Transylvania much like his ancestors, Sid quickly became partners with the descendants of the Three Legendary Heroes from Trevor Belmont’s era; Row Danasty (descendant of Grant Danasty), Zouk Belnades (descendant of Sypha Belnades), and Leila (descendant of Alucard).

The clear distinction right off the bat between this timeline and the original, would be not only that Alucard had children, but that Trevor and Sypha never got married. Eventually, with these four heroes allied together, they began to travel Transylvania and slay powerful monsters.

As their adventure continued forwards, defeating creatures such as dragons and cyclops, they noticed that the resurrection of Count Dracula was at hand. Finding a map that led them to a sunken haunted pirate ship, they witnessed the resurrection of the Dark Lord and challenged him.

Using the power of the Vampire Killer passed down by his ancestors, Sid was able to strike down Dracula while his allies held the Count down. With the world saved once again and Dracula defeated for the next century, Sid Belmont and his friends returned home.

Codex Statistics

Tier: 2-C

Name: Sid Belmont

Origin: Castlevania

Sex: Male

Age: Unknown, looks around 18 years old

Classification: Vampire Hunter

Alignment: Neutral Good (Embarks on a selfless quest to save the world from Dracula)

Dimensionality: 3-D

Attack Potency: Universe level (Although Sid takes place in an alternate timeline, we know the Castlevania multiverse is linked through Judgement, as Cornell appears in it despite also being from a separate timeline game; Thus, the characters should be similar in power between timelines. Sid fought a resurrected Dracula, who should be superior to regular 15th Century Dracula due to Dracula getting more powerful every resurrection; Dracula is above Galamoth, let alone the Time Reaper, who Galamoth controls. The Time Reaper was going to destroy the entire Castlevania Timeline)

Durability: Universal level (Could take hits from Dracula, who is above the Time Reaper; the Time Reaper's power was going to destroy the Castlevania Timeline)

Striking Strength: Universal Class

Lifting Strength: Unknown

Travel Speed: Superhuman (Should be comparable to Trevor Belmont, who is above Leon Belmont; Leon was able to escape Walter's Castle by running from the top floor to the entrance, before the entire structure collapsed)

Attack Speed: Faster Than Light

Reaction Speed: Faster Than Light (Should be above Trevor Belmont, who was able to outpace Nuculais, a being composed entirely of light, as well as Dracula, who generated a light beam. Scales above Leon Belmont, who outpaced Medusa, who could produce beams from her eyes on several occasions; these beams were confirmed to be comprised of light. Should scale to Soma Cruz, who could outpace Paranoia; Paranoia can generate beams of energy from its hands, confirmed to be comprised of light. Defeating Death should put him about Count Olrox as well, who could generate a beam, which was confirmed to be light-based)

Stamina: Peak Human (Went on a large journey, making several acquaintances and fighting supremely powerful monsters such as a Cyclops, Skull Knight, Dragon, and Count Dracula himself, all without rest)

Range: Standard Melee, Extended Melee with Vampire Killer, Tens of Meters with axe

Intelligence: Genius Intelligence (Despite being quite a bit younger than his ancestor, Trevor Belmont, when he went on a nearly identical quest, Sid is able to complete it just as efficiently. He is able to defeat a resurrected Count Dracula in combat, who should be even more dangerous than he was in Trevor’s time)


Powers and Techniques

Belmont Clan Physiology, which includes:

Superhuman Physical Characteristics (Every Belmont is capable of performing feats such as casually moving large blocks, and defeating monsters without any stat enhancers), Acrobatics (Every Belmont is able to leap from platform to platform without much difficulty and are able to perform front and backflips. They can even do platforming while simultaneously fighting monsters), Weapon Mastery (All members of the Belmont Clan are naturally gifted in wielding several different types of weapons. This ranges from their proficiency with a whip, to their perfect aim with throwing knives and axes. They're also incredibly skilled with cross-shaped boomerangs, and jars of holy water), H2H Proficiency (The Belmonts are trained fighters who have shown the ability to fight even without a weapon. They have shown the ability to deliver powerful punches at blinding speeds), Non-Standard Interaction, Metaphysics Manipulation (Soul Manipulation), & Immortality Negation (Type 7; The Belmont Clan is capable of harming ghosts and other undead enemies, such as zombies. They can even harm and kill Death himself), Magic (The Belmont Clan wield magical powers. This power was granted by Rinaldo Gandolfi, who bestowed it upon Leon Belmont; from then on, magic was passed down through the Belmont family. However, their magical power is partly derived from the Fernandez Family as well), Extrasensory Perception (Members of the Belmont Clan could naturally sense that people such as Joachim Armstair were vampires. They can also all sense the Vampire Killer's reaction to vampires), Holy Manipulation (Members of the Belmont Clan receive great sacred power during the ceremony that marks their adulthood), Fire Manipulation & Damage Boost (The Belmonts can engulf themselves in flames in order to increase the damage of their physical attacks), Light Manipulation, Aura, & Afterimage Creation (The Belmonts can enshroud themselves in an aura of light. They have also shown to possess a passive aura that leaves afterimages), Statistics Amplification, Power Bestowal, & Empowerment (It is shown that the Belmont Clan greatly increase the power of the weapons that they hold, simply through having them in their possession. For instance, Rinaldo confirmed that the Whip of Alchemy is not complete, and yet Leon Belmont caused for it to strengthen to the point that Medusa thought it had reached its complete form), Accelerated Development (The Belmonts can learn things at a much faster rate than regular people. For instance, when Leon Belmont was granted the ability to use magic by Rinaldo Gandolfi, he was then able to perform magic spells without any knowledge of how the spells themselves worked), Social Influencing (The Belmont Clan was feared by society for their powers, and as such were ostracized from civilization. Later, when Simon Belmont rescued Transylvania from Count Dracula, the people were so moved that they formed a village around him), Dimensional Storage (Can hold tons of equipment and items in their pouch), Telekinesis (Belmonts are able to control the arc of their weapons and how they move around. For instance, Soleil Belmont could control the movement of his thrown swords), Adaptation (As Dracula grows stronger with ever resurrection, the Belmont Clan has had to reactively grow stronger to keep up with him), Corruption Negation (Type 3; The Belmont Clan can undo Dracula's magical corruption of humans. For instance, Trevor Belmont reverted Grant Danasty back into a human after defeating him, who had been transformed into a monster by Dracula's magic), Metaphysics Manipulation (Soul Manipulation) & Power Mimicry (When a Belmont defeats an opponent of equal or greater strength, they will harness their soul and use their abilities as sub-weapons. Only Sonia Belmont has previously-captured spirits, though every Belmont should have this ability), Invulnerability (The Belmont Clan is able to make themselves temporarily invincible with Burning Mode. Although only Sonia Belmont has shown this ability, it's described as an inborn ability, meaning the other members of the Belmont Clan should possess it)

Belmont Clan Physiology, which grants Resistance to:

Extreme Colds (Can fight within snowy forests and icy waters without any negative effects), Extreme Heats (Can casually fight within the Alchemy Laboratory, which is surrounded by molten lava), Sleep Manipulation (The Belmont Clan can resist succumbing to sleep, as shown when Leon Belmont fought off Walter Bernhard's sleeping magic), Petrification (The Belmonts can break out of Medusa's petrification, which was shown to normally be permanent), Death Manipulation (Can consistently fight and withstand both physical and magical attacks from Death, who is the embodiment of death and uses his powers to bring death upon the living), Empathic Manipulation (The Belmonts remained unchanged by Dracula's curse over Europe, which shrouded people with misery and torment and filled them with bloodlust), Ice Manipulation (The Belmonts have been frozen by attacks before, from enemies such as Ice Demons and Frost Elementals, but can break out of it), Fire Manipulation (Constantly withstands fire attacks without any serious burning)

Wields the Vampire Killer, which grants: Metaphysics Manipulation (Soul Manipulation) & Adaptation (The Whip of Alchemy absorbed Sara Trantoul's vampiric soul, and used her soul to develop the ability to harm vampires), Adaptation (As Dracula grows stronger with each resurrection, the Vampire Killer will adapt and grow stronger to slay him. It can adapt itself to make people unfit to wield it before it recognizes them as its rightful owner), Life Manipulation (If it is wielded by someone it does not consider a rightful owner, it will take life from them), Conceptual Manipulation (The Vampire Killer whip can destroy anything related to the vampires, including concepts such as the night, and death), Memory Manipulation (The whip can summon memories of its past wielders to fight for it), Personal Domain (The Vampire Killer contains a realm within it, in which it houses memories of its previous wielders), Extrasensory Perception (Due to containing Sara's soul, the whip can sense the presence of anything related to the vampires), Fire Manipulation (The whip's Item Crash engulfs it in flames. It can shoot projectile fireballs), Power Nullification (Sealing the Vampire Killer within Dracula's Castle caused for Dracula's spirit and magic powers to weaken tremendously), Regeneration Negation (Low-High; The Vampire Killer can kill Dracula, who is capable of fully regenerating from just blood. Mid-Godly; Can also kill the Dracula Wraith, who came back after his soul is obliterated), Immortality Negation (Types 3 and 7; Whip of Alchemy can destroy the undead)


Equipment

Whips


  • Vampire Killer: The complete form of the Whip of Alchemy, infused with the soul of Sara Trantoul. It can slay anything related to the vampires. This whip would be passed down to the rest of the Belmont Clan, and used to slay Dracula countless times.

Sub-Weapons


  • Axe: An axe made with silver, which Sid uses to throw at his enemies. He is noted in saying that he finds this axe heavy to carry around.

Items


  • Cross: A gold cross necklace that Sid wears, blessed with holy powers. It repels the creatures of the night.
  • Map: A map of the Transylvanian countryside that Sid obtains, complete with location names, a compass, and the route towards Dracula’s location.

Other

Weaknesses: None notable.

Battle Records

None

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