![User Image](https://i285.photobucket.com/albums/ll77/anime1984/TiH/mutig_skoll_zpsd9559461.png)
Name: Sköll Bregda Sér
Nicknames: Skull, Trickster, Moonlover, Mis or chief (for mischief)
Gender: Female
Age: Mentally she is 17, but physically is 170 years old.
Faction: Monster
Race: Hamrammr / Wereanimal
Natural Ability: Shapeshifting back-and-forth; anthro-wolf to limited animal shifting for year 1 (and expands into more animal each year progression).
Personality: Boy is she cocky! Sköll loves to test others and can get sassy when she sees others get defensive. Not only that but Sköll enjoys watching others get bent out of shape when she tricks them. The best feeling in the world is watching others running around like chickens with their heads cut off; oh the entertainment! She loathes the sun and prefers the moon as she can provide her own heat thank you very much. Skoll will try to avoid it--sun-- if she can but she will go out--grumpily--when needed. Skoll just prefers night time~ (pffft almost like a vampire). I will edit/add more if requested~! Lastly, she likes to test boundaries. Sköll wants to see how far she can go or what she can't do. When Sköll does receive something (ie. advice) that she doesn't want to hear or receive then Sköll turns form and ignores.
Why are they enrolled in Amityville Academy? Sköll wants to create a better future for herself through knowledge and connections via Halloween Town. Being stuck at home via home-schooling is not for this gal; no matter how much her parents try to persuade her otherwise! Independence and knowledge (for fun things/pranks wink ) is what she's after!
FEAR Ability: "Pursuing Hunt": Swift Strikes: This female has claws and try her best to use them, so watch out!
Sidenote: She is based off the norse wolf god Skoll in terms of theme (but isn't the actual god obviously as those things don't exist in our shop as playable characters @ gods and legends).
Coloured by Trundlebug/ AstaraeI!
Definition: (Found here)
The term “hamrammr” – which is an old, traditional, non-modern term in Icelandic writings for a shapeshifter, or someone that is able to change form or shape. The hamrammr is however not the traditional werewolf we think of in English, but is rather a wereanimal. The difference is that these creatures do not simply transform into wolves. Writings claim that the hamrammr is able to shift into any creature that it last consumed! Dinner last night was rabbit? Then the creature can shift into a rabbit! Deer? The creature can transform into a deer!
The hamrammr takes on not only the form, but also the characteristics of its shapeshifted self, meaning it can be as strong, mean, or kind as any of the animals it transforms into. In general, the hamrammr are known for being powerful, crafty, wise, and dangerous creatures. When provoked, they will attack.