Fenrir
*Guardian Force*

Name: Fenrir

Primary Element: Space

Secondary Element: Time

Enhancements:

Strength-Junction- Fenrir is a very strong guardian force, so strong that every attempt to bind him, no matter how tough the ties, he was able to break them. It took a magical ribbon to finally fetter him and hold back his destructive tendencies. Since then, he may have mellowed in his confinement, but he has not grown any weaker. It is this strength that he is unable to use that he infuses his chosen with, and such an individual can life upwards of eight-hundred pounds without being encumbered.

Speed-Junction- With the swiftness of a wolf and the preternatural, alien enhancement of a guardian force, Irvine can move at speeds nigh to fifty miles an hour if he chooses to. This is for a limited amount of time, for it eats up energy at an alarming rate, but it is still a sight... or blur, to behold.

Vitality-Junction- Fenrir requires that his chosen remain healthy, and difficult to wind. Infusing his lifeforce into Irvine, this does not mean he can take more damage so much as it is difficult to tire or wear him out. He needs less sleep than usual and is much more immune to disease and illness.

Specialties:

Wolf's Senses: Irvine's sense of smell, sight and hearing are all increased while junctioned to Fenrir. Essentially, he has gained the abilities of a wolf. Though this is advantageous in most situations, bright and sudden lights, excessively loud noises and noxious odors make him that much more vunerable too.

Fenrir's Chains: Fenrir is the mythological wolf of the Norse people. No fetters, or chains could bind him, until the magical bindings of Gleipnir were created specifically to hold him back from his destructive tendencies. As such, so long as Irvine is junctioned, no fetters of mundane origin will bind him. Doesn't matter if it's steel chains or ordinary hemp rope, he'll break it. Fetters of magical quality can hold him, but even with time he may yet break them, if given the opportunity. (Of course, something created of high magicks will certainly hold him as fast as Gleipnir holds Fenrir.)

Spells Granted:

Demi, Gravity, Meltdown, Slow, Stop, Haste, Dispel, Esuna

Taboo: Fenrir is ever curious about everything, minor details most wouldn't care to notice or take for granted, are fascinating to him. Often he requires that Irvine stop and stare at things, or inspect something a little more closely, for his benefit, so that his curiousity is satiated. He also wants travel, and if Irvine is too long idle, he will gradually become grumpy. He also prefers the outlook of one who is inexperienced. Eventually, if one becomes as jaded or apathetic as he is, he will abandon such an individual. This is not a pairing that can last forever, unless one can somehow maintain such a youthful, green attitude.

Avatar/Summons:
The avatar for Fenrir comes in the form of a huge black storm cloud that billows forth with a red, flashing lighting within. It appears above Irvine's head and then enaminates outward toward the enemies he points at, swallowing several of them within a Demi spell that crushes opponents under the press of time and space to steal about one quarter of their life force. This is no different from the Demi spell, except that it is able to strike more than one target.
Fenrir himself manifests as a huge wolf, at least five times the size of a wolf one might find in the wild. His teeth are yellowed yet sharp, the blood of Tyr's hand still dripping from his fangs, and his fur is black and mottled. Snout lifting into the skies, be it day or night, he howls in a manner that could easily curdle the blood in a man's veins and sends forth a shower of Gravity down on those who have caused his chosen such terrible distress as to warrant his Summoning. This can easily cause distortions in time and space for even those who are not targeted by the spirit, though not for damage. Deja vu is a common side effect.

Manifestations: Not as overt as some Guardian Forces, Irvine's eyes will glow with an irridescent quality in low lighting. Also, there is the odd phenomenon of Deja Vu others might experience if around Irvine for any given period of time. This is due to the space/time continuum being momentarily disrupted by the Guardian Force residing within.

Psyche: Questing, curious, yet old and embittered. Fenrir has been chained for centuries without the ability to touch the world. He sees his opportunity for a shot of youth to bring him back from the brink of his apathy and jadedness. He wants one still young, still slightly naive, and still inexperienced, both to influence and to be influenced by.
Hosted by www.Geocities.ws

1