[hider=Fenn] [center] [img]http://team-dignitas.net/uploads/article_images/guide-smite-fenrir-front.png [/img] [/center] [b]Theme Song:[/b] [url= https://www.youtube.com/watch?v=kRm3vYF2BQw ]Iron[/url] [b]Name[/b]: Fenn ("Chained Hound") [b]Gender[/b]: Male [b]Age[/b]: He lost track in the arena, and that was centuries ago. [b]Race[/b]: Demon (Hellhound) [b]Appearance[/b]: Fenn’s species hails from the hotter, fiery areas of the underworld, and bears a striking physical resemblance to the Stalkers native to the Forge Lands, with a large torso, broad shoulders, and long, thick arms with four-fingered hands ending in razor sharp claws. Their lower bodies tend to be smaller, with a thinner waist, comparatively sleek and short back legs, and a reptilian tail. As with Stalkers, most of their bodies are covered in hardened scales that armor the beasts against most kinds of cutting weapons. This is where the similarities end, however. Unlike with Stalkers, fur covers their forearms, lower legs, and upper head and back, forming a kind of mane. Moreover, their heads have a distinct canine look, with an elongated muzzle, short, triangular ears, and maws full of sharp teeth. Fenn is a particularly large specimen, near doubling the height of most humans when on all fours and easily tripling it when standing upright. His body is covered in dull, soot-colored scales and black fur. His amber, slitted eyes have a sharp, cunning gleam belied by his bestial appearance. Several scars crisscross his whole body, clearly visible among his fur and scales by their whitish coloration. The only thing in terms of clothing or adornment worn by Fenn are two sets of thick, heavy chains stemming from manacles on his wrists. The lengths of chain are typically wrapped around his forearms. [b]Faction[/b]: Lily [b]Personality[/b]: While at first glance Fenn seems like little more than a mindless beast, he is perfectly capable of speech, and possesses an intellect on par with most sapient creatures of the three realms. Like many demons, Fenn has long resigned himself to the idea that might makes right in all worlds, but has lived long enough to reach the contradicting conclusion that one day any who chooses to wield such power will be crushed under its weight. This has left Fenn with an ill-tempered, sardonic demeanor that seems to be characterized by three moods: Boredom, varying degrees of anger and irritation, and a form of caustic amusement levelled at anything and everything around him like a burr’s thorns. Nonetheless, he derives much enjoyment from combat, and sees it as his sole reason for being. It is the one thing he can fully devote himself to. Fenn tends to be distrustful of most other beings. He shares other demons’ dislike of heaven’s forces, seeing them as uptight, self-righteous, hypocritical bastards, sees many demons as deceitful cowards, and considers humanity to be largely inconsequential, their lifespans too short for them to amount to anything. One of the few ways of earning his respect is to stand up to him in battle. [b]Bio[/b]: Tribes of Hellhounds typically choose their leader through trials in combat meant to find the finest warrior among them. Once such a warrior is chosen, challenges can be issued forth by other warriors in the tribe to contest this position if they believed such a one to be unworthy. Should a leader turn away from such a challenge, tradition dictated they would be killed on the spot as a matter of honor. In his younger days, this is how Fenn rose to become his tribe’s leader, slaying his predecessor and slaughtering all that tried to contest his rule. Under his leadership, other tribes were eradicated or absorbed into theirs, their borders within the realm were settled for the first time, and his tribe saw a kind of prosperity and growth that had been previously unheard of. All in all, a land ripe for rebellion. Once the tribes had been unified, many of the younger warriors sought to expand into other territories of the underworld, fighting the demons there. Such was the warlike nature of their culture. Up until then, this incessant battle had been confined to spats between the tribes, but now the warriors found themselves without an enemy. Fenn refused to send them out, however, completely preoccupied with consolidating his power among the remaining tribes. It was then that a nascent Demon Lord approached some of the younger warriors with a proposition. Should the Hellhound tribes become a part of his army, they would gain power, see riches as never before, and would never run out of enemies. The young warriors brought this proposition to Fenn, but at the time he was proud and ambitious, and failed to recognize the dissatisfaction spreading amongst his followers. He refused to fight under someone else’s banner. Angered by this rejection, the finest warriors under his command gathered in secret, and made the choice to depose him. However, many had seen their leader fight, and none of them thought to be his equal, so they sought the help of the Demon Lord. Amused by their desire to join him, the Lord acquiesced to their request, and granted them a debilitating poison, with the instructions that they should mix it into Fenn’s food, and the condition that, once he was defeated, he was brought to him alive. The warriors agreed, and poisoned their leader. The following day, the strongest among them issued forth a challenge. Weakened by the poison, Fenn was brought low by the chosen warrior, and brought forth to the Demon Lord. As punishment for denying him, the Demon Lord sentenced Fenn to fighting for his amusement, and was pitted against various other criminals and dissenters in that realm in an arena built at the Demon Lord’s castle. Meanwhile, the Hellhound tribes came into the Demon Lord’s service to work as the front lines of his forces. In time, the Demon Lord fell, defeated by other demons and their own armies, and Fenn managed his escape. He found that, in the time of his imprisonment, the Hellhound tribes had suffered horrible loses and became fractured. With no Demon Lord to battle under, they had turned against each other again, the tribes brought even lower than the depths from which he had lifted them. Fenn was disgusted by this, and chose to wash his hands off the whole mess. Vengeance meant little at that point. He had learned that the ones who had betrayed him had long since died in battle, and the Demon Lord had his head stuck in a pike clearly visible from the castle’s entrance. Instead, he became the demonic equivalent of a mercenary, uncaring of his employers’ aims as long as he was allowed to fight. In time, he came into the service of several other Demons and monsters seeking to assert dominion in whatever areas of hell were not under the direct control of Mundus or Sheba. So far, he has managed to outlive all of his masters. [center][b][Combat][/b][/center] [b]Powers and Abilities[/b]: -Physical strength: Fenn is strong even among others of his kind, capable of lifting beings and objects that far surpass him in size. -Keen senses: Fenn’s sense of smell and hearing are like those of a predator, able to pick up and distinguish the quietest of noises and of tracking subtle scents when focused. -Armored skin: The scales that cover a Hellhound’s body are hard as armor, and can easily deflect all but the sharpest of blades. This defense can be circumvented by attacking exposed areas such as articulations or his throat. Crushing weapons tend to have better results in general. -Fire Manipulation: All Hellhounds are born with the ability to create fire and manipulate it to some extent. When agitated, or when making direct use of this power, Fenn’s fur turns into wreathing, orange flames. As one may surmise, Hellhounds themselves are completely impervious to all but the strongest infernos. -Devil Trigger: Fire completely envelops Fenn’s body, making it difficult for enemies to approach him. As an expression of a Hellhound’s spirit and power, this cloak also serves to revitalize him, healing wounds and increasing his speed and strength. It also serves as a shield against magical (or otherwise not entirely physical) threats, dampening their effects or blocking them out entirely should they be weak enough. [b]Style[/b]: Roaring Furnace [Lvl-1]: “Hellhounds are hulking beasts that seem to take their most recognizable traits from wolves and drakes, with large, sturdy arms similar to those of Stalkers, which make their hind legs seem small in comparison. While capable of speech and reasoning, their ability for aggression seems to have been drawn from all three of these monsters, with the non-insignificant addition of being perpetually set aflame. A battle-lust will descend on these beasts when in conflict, leading them to pummel and tear into their pray with no reservations, trusting on their thick hides and hardened scales to mitigate any resistance. As creatures whose station in life is tied to their combat prowess, decisive victories through overwhelming force are often preferred. Whichever the case, few things are as terrifying as having a direwolf-dragon hybrid bearing down on you while [u]on fire[/u].” [Lvl-2]: “In a manner similar to ectothermic reptiles of the Third Kingdom, Hellhounds have been observed to move and behave sluggishly in colder climates, while displaying enhanced reactions, strength, and even improved healing in hotter climates. The reason for the creatures’ predilection for the volcanic areas of Hell is made obvious due to this fact. However, this choice is made largely due to convenience. Unlike common reptiles, Hellhounds have the ability to generate heat within their bodies at will, and an excited hound will often raise its temperature by hundreds of degrees in the face of a hunt. If there is a difference between the hound who hunts in the cold and the one who hunts in the heat is that the former shall be all the more ravenous due to excess energy consumed. The upper temperature bound tends to vary from individual to individual but there exist those hounds that may bring the heat of their bodies, and thus their natural vigor, beyond that of the hellish landscape they populate. “Ever enhancing their deadliness, a Hound’s reflexes, strength, and the intensity of their flame continue to grow throughout their life. Relying on animalistic aggression, the haze over the hounds’ minds seems to prevent the use of abilities other than the more innate fire breathing and flame cloaks.” Flash Fire [Lvl-1]: “Where a Hellhound’s innate ability to control flame are rarely of use against the denizens of their fiery domain, clanless Strays who have left their fiery domain often find practical use for this power. While it may take decades for hounds to master this poorly practiced skill, it often opens new avenues for them to cause mayhem. Hounds seeking to maintain the focus to use these abilities, typically against creatures who proved resistant to their brute strength or capable of piercing their hide, may choose to fight with flames, even going as far as to stand upright and make use of tools and weapons. “Those who practice with these skills may see their proficiency at handling flames steadily improve, but even among Strays, it is rare for them to put effort into such a pursuit.” [b]Equipment[/b]: -Fangs and Claws [Lvl-1]: The fangs and claws of a Hellhound. Harder than steel and able to be heated up to ludicrous temperatures. -Chains[Lvl-1]: The same chains used to imprison him by the Demon Lord. These are attached to manacles on his wrists, and are typically wrapped around his forearms. Made to be resistant to heat and nigh unbreakable, and enchanted to be impossible to remove. The chains were not particularly effective at restraining Fenn (the chains were made for him, but the walls of the dungeon they were attached to were not nearly as sturdy), but they were the clearest symbol of the Demon Lord’s power over him. [Lvl-2]: Fenn’s control over the chains is such that he can move them solely through will. The chains can be used in their normal state, or woven into simple shapes. [Lvl-3]: If the chains can move as though of their own volition, any objects fashioned from the metal links may do so as well. Limbs may be fashioned and moved as though they were flesh and blood appendages. Other constructs may be fashioned as well depending on the user’s creativity and ability to deal with the added complexity. With time, these chains seem to have become just another aspect of the demon, seeming to change lengths at will, able to channel flames as easily as any other part of Fenn’s body, and able to be moved with a precision almost impossible to achieve by a wielder’s hands alone. These chains have become synonymous with the demon, earning Fenn the moniker “Chained Hound.” [b]Techniques[/b]: Fangs and Claws: -Claw [Lvl-1]: He will swipe his claws at the enemy. They can be super-heated for extra damage. -Hell’s Maw [Lvl-1]: He will bite at his opponent with white-hot teeth. -Pummel [Lvl-1]: Being hit by one of Fenn’s arms is like being struck with a tree trunk. -Grapple [Lvl-1]: Fenn is large and strong enough to grab and lift most opponents single handedly. Should he succeed, he will then proceed to throw them, crush them, or use them as impromptu weapons to club other enemies with. -Tempest Blows [Lvl-1]: A monster among his kind, Fenn’s blows can cause noticeable disturbances in the air around them as the wind rushes to fill the void left behind by his tree-trunk arms. An unwary opponent confident in their ability to evade the beast’s arms may find their organs crushed by a near-miss, and enemies standing at a distance may still find themselves being knocked off their footing by the wind rushing from the hound’s motions. Chains: -Sweep [Lvl-1]: Fenn swings his chains in a low, wide arc in front of him, aiming to knock enemies off their feet. This move is best used at a certain range. -Pull [Lvl-1]: Fenn is able to use his chains as a kind of lasso, wrapping them around opponents and swinging them to bash enemies against walls or, if particularly heavy, simply knock them off balance. -Scourge [Lvl-1]: He will bring his chain down in wide, overhead swings like a whip. The chains are heavy enough to break bones if struck by them. -Choke [Lvl-1]: Against beings his size, the chains can be used in close-combat to restrain enemies, choke them by wrapping the chain around their throats, or as leverage to throw them. -Shield [Lvl-1]: Fenn’s chains can be woven into a circular shield over an arm, which can be used to block attacks or bash opponents over the head. -Club [Lvl-1]: Fenn’s chains can be woven into a large, cylindrical club that widens slowly widens until it reaches its end. The simple weapon is intended for equally simpleminded brutality. -Flail [Lvl-1]: The ends of his chains can be wrapped up into large spheres and used as flails. The chains’ links make the surface of the spheres anything but even, capable of delivering crumpling blows that wreak havoc on bone and armor. -Asura [Lvl-1]: The chains wrap around Fenn’s torso, forming a harness and a pair of arms that protrude over his shoulders, mimicking his real limbs. These arms aid the hound in pummeling and holding down prey. -Bandersnatch [Lvl-1]: Being able to form moving constructs from the chains affixed to him means Fenn can perform relatively delicate tasks without needing to be near a given target with the use of his chains. That said, the hound is anything but delicate, and may well use this ability launch a facsimile of a hand to grasp and pull targets closer. Hellfire: -Fire Breath [Lvl-1]: Fenn is able to breathe out a stream of flames. One can tell when he is preparing to do so as his scars and the space between the scales in his chest will begin to emit an orange glow. -Fire Ball [Lvl-1]: Flaming spheres that can be formed and lobbed at enemies. Basic fire magic. [Lvl - 2]: These flaming spheres can be detonated at the whim of the caster, and the blast of the explosion funneled in a specific direction. -Fire Pillar [Lvl-1]: Placing an arm on the ground, Fenn can direct energy under his opponent until it explodes in a pillar of fire. The ground glowing under one is a simple way of telling this is about to happen. [Lvl - 2]: Practice and affinity with the element allows the caster to create and maintain multiple pillars of fire at a time. A more potent application of this magic requires Fenn to slam his fist to the earth to cause multiple spouts to erupt at once. Given the forcefulness of the spell, the one visible warning before the firestorm erupts is the winding back of the hound's arm. -Heat Haze [Lvl-1]: A hellhound’s ability to raise their bodily temperature. Fenn takes advantage of this during encounters to generate an aura of overbearing heat around him. This is visible even from a distance by the haze of the air shimmering around the dog’s black scales. Touching the hound at these temperatures may set the offending limb aflame, and weapons without special protection may quickly become blunted and fragile as the heat of his hide begins to soften the metal. [/hider] [hider=Picker] Theme Song: [url=https://www.youtube.com/watch?v=2ueZo5i6GPg]Cheshire Kitten[/url] [b]Name:[/b] Picker/Samantha Kipper [b]Gender:[/b] Female [b]Age:[/b] 358, but who’s counting? [b]Race:[/b] Demon [b]Appearance:[/b] When blending in with humans, Picker takes on the guise of Samantha Kipper, an unassuming woman pushing her forties. Samantha stands at the petite height of 4’11’’ (1.50m), and combined with a modest bust and a thin frame that pushes the limits of what can be considered healthy and an exceedingly pale skin tone, she gives off the delicate appearance of one that tends to stay inside and forget her meals. She is possessed of back-length, straight, black hair which she parts at the center. Bright gray eyes that brim with curiosity peer from behind a pair of thick, square, black glasses. Her pale features have a hint of mixed European descent, and are often softened by an easy smile. Her demonic form shares a few themes with her human disguise, but the creature is far too different from humans for one to draw connections without actively looking for them. Picker shares a similar height to Samantha when standing with her usual posture, but this takes into account a slight forward hunch, and digitigrade legs finishing in reptilian claws that are often kept at a slight bend. While as Samantha she dons pale skin, Picker is covered from head to toe in moss green scales which occasionally darken to form a striped pattern. While her thin build remains relatively unchanged from her disguise, Picker has four, delicate looking arms rather than the usual two. That said, all end in hands with claw-tipped digits. A long, prehensile tail also sways behind her. Her smiles come just as easily as in her human disguise, but rather than pearly whites, Picker’s long smiles are threaded with a multitude of needle-like teeth, tending to give any reassuring expression much the opposite effect. Her face is flat, similar in a sense to a human’s, but rather than a full nose, she has two small gashes that work as nostrils. Similarly, her ears are divots at the sides of her head, though these often remain covered. Her eyes, in turn, are larger and rounder than a human’s, consisting of two, completely white spheres with no discernible iris or pupil which seem to glow even in the dark. Perhaps fortunately, her features are typically obscured by a swath of black hair, which retains the length from her disguise, but takes on a drab, slightly frayed appearance. A number of small, horn-like protrusions peek out from between the dark strands, forming a ring around her head in the vague shape of a crown. The most distinguishable article of clothing she wears is the brown, cloth knapsack she often keeps fastened to her back. She also tends to wear a simple silver ring on her left hand’s middle finger when disguised as a human. Dresses feel too restrictive for her, and often get in the way of her pursuits, so more often than not she will wear plain polo shirts and cloth pants. She is also a fan of lab coats, but she only wears them when she isn’t afraid of drawing funny looks. These clothes change to fit her undisguised form when she changes, even if they tend to look severely out of place on the demon. [b]Faction:[/b] Gilgamesh [b]Personality:[/b] Any who has met Picker can attest to her voracious curiosity, and her—some would say excessive—talkativeness. A self-taught, self-proclaimed scholar and researcher of the realms, rare are the times when a question is not dancing on her lips, or failing that an excuse to make herself scarce when she senses she’s overstayed her welcome. She is ever eager to jot down any new knowledge she comes across in one of her scrolls. Picker is hardly a fighter, being lighter and weaker than your average human, and where her natural weapons may give her some purchase where she to be accosted by men, the same cannot be said when facing the creatures native to the other realms. Keenly aware of this and cowardly at heart, it still does little to quench her inquisitive nature, often leading to all manner of trouble for the demon. When asked how she handles her fear, Picker glibly answers that the more she smiles and the more she talks, the less she time she can spend thinking about it. Considering her usual mannerisms, it would not be odd to conclude that Picker must live in a constant state of terror. [b]Bio:[/b] The demon that came to be known as Picker has no recollection of any time she may have spent as an infant. Rather, her memories begin from the single point of her waking one day, confused and alone. With none other to guide her, yet with no place where she belonged, the small demon took to roaming. Time taught her of the realm she inhabited, of the dangers inherent to its landscape, and the viciousness of its inhabitants. Many a time she fled with her tail between her legs, but rarely without collecting something of note from the experience. A shiny pebble, a leaf. A large insect, a dropped scale. For days she would cling to these baubles, fascinated… at least until the novelty wore off or, if the opportunity presented itself, she could offer them as a token of peace. It was such encounters that awakened language in her, as though the talent had been forgotten and was merely waiting for the time she would recall it. In time she began to trade these baubles she collected for others, and for her habit for collecting random objects, she earned herself the name Picker. Trades like these brought her word of what happened in other corners of Hell. She learned more of the powers that ruled her world, of the vast territories held by those such as the Prince of Darkness, and their bid to extend their control. She also learned of demons who were praised not only for their power, but for their knowledge. The demon Buer served as an inspiration for the inexperienced Picker, and soon she had begun trading her baubles for books and scrolls, rare as those were in a realm of demons. Those she pored over with a voracious appetite. Soon enough, specific interests arose within her. There were an uncountable number of questions to be asked about the realms, but there were two she had held since the moment of her awakening. “What am I?” and “Where did I come from?” Simple questions in and of themselves—she did not dare pursue the ‘why’ of the matter given the lack of concrete answers she expected from such a query—but difficult to answer, given the lack of demons with her appearance and drive. She continued collecting baubles and books, but since then she also armed herself with paper and ink and, she took to studying her fellow inhabitants of Hell as her primary avenue of research. This research further extended to those of the human realm and Heaven after learning of their existence, until, near 50 years from the present time, she managed to properly cross over to the realm of man. Little of note happened immediately after that crossing, beyond an increase in the reported sightings of ‘Chupacabras’ in alternating countries in the Americas for a few years afterwards. SInce then, none have seen hide nor hair of the lesser demon, Picker. However, only a few decades ago an eccentric scholar with unparalleled knowledge about hellish creatures going by the name Samantha Kipper was hired on to Gilgamesh Incorporated as an expert. [b][Combat][/b] [b]Powers and Abilities:[/b] -[b]Invisibility:[/b] The main reason for her early successes at staying alive. Picker can vanish from sight on a whim, clothing included, and should the need for it arise, she can extend this to someone else, provided they are near her size. It is unclear if this also masks her presence to Demon sensitive to others’ auras, or if she simply packs too little innate power for her to be sensed. Sound carries through just fine, however, and while practice has made her good at slithering away quietly, creatures with keener ears may not be fooled quite as easily. -[b]Medicinal knowledge:[/b] Anatomical knowledge of hundreds of creatures, as well as of flora of the realms makes her particularly qualified to tend wounds of creatures humanoid or otherwise, and she can always be counted to carry medicinal herbs and salves with her. Poisons and acids as well. Just in case, you understand. -[b]Language Mastery:[/b] With an extraordinary affinity for other tongues, Picker has mastered dozens, perhaps hundreds of languages both alive and dead, to the point where she seems capable of strained communication with some hellish creatures commonly thought to be entirely mindless. She is a capable translator, and has on occasion deciphered old manuscripts and transcribed them into more contemporary contexts. -[b]Learned Magic:[/b] A skill she picked up from her studies. A kind of sorcery that makes use of energy sources outside of the caster, typically to compensate for a caster with small reserves. Often takes the form of rituals and sacrifices which gather power for a given effect. Picker’s particular brand of magic is akin to an enchantment, using rituals and ingredients she has collected in order to give items special properties. These tend to take the form of spatial tricks, such as connected amulets that echo the voice of the wearer on their twin, or small trinkets which, when broken, allow one to transport themselves to the spot they broke at. Or, say, rings which, when worn, alter the appearance of the wearer. Equipment: [b]Scholar’s Baggage[LV1]:[/b] A brown knapsack that Picker carries at all times. Rather than traveling light, this object is, in fact, enchanted with her magic. It is far larger on the inside, having been turned into an object much like a bag of holding. Remarkably, there is no limit to what it can hold, given that it can fit through the bag’s mouth, and the weight of stored objects has a lessened effect on the weight of the bag itself, making it possible for her to carry heavier burdens than she would normally be capable of bearing. She uses this to store her books, travel supplies, ingredients for her enchantments and, notably, vasts amounts of paper and ink. Several of her scrolls of parchment and inkpots have been enchanted to make them more resistant to wear and tear, and to move them seemingly telekinetically. While this was done largely for convenience, one would be surprised by how useful floating rolls of parchment and gallons of ink can be when it comes to distracting disgruntled monstrosities. It is unfortunate that without time to make preparations, most enemies can tear their way out in seconds. [b]Style: [/b] -[b]Blank Sheet[LVL1][/b]:It is essentially what she uses when confronted with something that means her harm. In order to defend herself, she will use the floating parchment she has enchanted to bind others or form protective walls. Sadly, even if enchanted to be made somewhat more durable, parchment is still parchment, and cannot take much abuse before it breaks. Combined with the liberal and sadly wasteful use of ink to blind and disorient hostile creatures, this is a combat style only useful for purchasing breathing room to flee. [b]Techniques:[/b] -[b]Octopus Coils[LVL1]:[/b] Use the parchment from multiple scrolls to bind others. The paper can handle some strain, but will yield rather easily to sharp implements. -[b]Octopus Gunk[LVL1]:[/b] Throwing ink at others from her inkwells. Try to aim for the eyes. Or simply pelt them with the whole bottle. -[b]Octopus… Turtle[LVL1]:[/b] Bar the way with sheets upon sheets of paper. Good for obscuring someone’s view or as a momentary delay. [/hider]