Hugo Pennywort

"Don't look so worried. We're not gonna die, I promise you that."

Hugo Pennywort is a character introduced in God Eater 3. He is an Adaptive God Eater that belonged to the port of “Pennywort” located in the Ashlands. He has since been officially transferred to the "Crysanthemum" port along with Zeke, Keith and the Protagonist.

Biography
Hugo is an Adaptive God Eater belonging to the Port Chrysanthemum. Little is known about Hugo's history aside from the fact that he and the protagonist became AGEs at a very young age and grew up together. He is quick-witted, responsible and is an essential leader among his comrades. Throughout the events of the game Hugo shows a kind and compassionate nature towards his friends and newfound family. In the field, Hugo usually takes a somewhat supportive role when facing an aragami, providing Link Burst rounds to the player whenever possible. Hugo is also shown to have an interest in business and especially running his own port where AGEs, humans and God Eaters alike can live peacefully. This was mostly shown from his interactions with Hilda and Ein during the course of the main story.

NORN
Hugo

Hugo Pennywort (20 years old) An Adaptive God Eater belonging to Pennywort.

Identification Number: PW-01407 Authorized Ash Density Level: 3

Hugo: 2

Hugo Pennywort (20 years old) An Adaptive God Eater.

Picked up when a large-scale Ash Storm formed near Pennywort, then granted sanctuary according to Ashland Navigation Law.

Note: Granted free access to limited sections of the Chrysanthemum as a special case.

Hugo: 3

Hugo Pennywort (20 years old) An Adaptive God Eater belonging to the Chrysanthemum.

Born: May 27, Height: 180 cm God Arc: Long Blade/Shotgun In charge of commanding and managing the Hounds, Hugo is a well-rounded, highly-skilled God Eater talented in support.

Hugo: 4

Hugo Pennywort (20 years old) An Adaptive God Eater belonging to the Chrysanthemum.

God Arc: Long Blade/Shotgun ''In addition to command and management of the Hounds, he also works in a business development capacity by securing new clients. He is studying Port management, but it seems that sitting still and hitting the books does not suit his personality. He appears to relieve study stress by going out on missions and hitting things.''

Hugo: 5

Hugo Pennywort (20 years old) An Adaptive God Eater belonging to the Chrysanthemum.

''With the goal of long-term growth and expansion of the Hounds, he seeks new business opportunities. Currently closely in contact with Dusty Miller regarding the commercialization of Adaptive Armor technology, he strives to secure the required materials and financing. He has fully entrusted the field command of the Hounds combat unit to Protagonist.'' God Arc: Long Blade/Shotgun

Hugo: 6

Hugo Pennywort (20 years old) ''An Adaptive God Eater and the Hounds' representative, he also holds their Port authority rights. A talented leader and strategist, the partnership with Chrysanthemum and Ein have spurred him to plan further expansion of the Hounds' businness ventures. Under his direction, their long-term objective is to build a Port and use it as a base to launch transcontinental voyages across Eurasia. He is currently seeking support from other Ports for this venture. God Arc: Long Blade/Shotgun''

Memory Data
1) It was our first Vajra hunt. Despite the dense ash being more difficult to operate in than we'd imagined, we managed to complete our objective. However, the assault by a single Vajra that slipped past our radar threw things into chaos and took the lives of two of our teammates.

2) They were from a different block than me and Protagonist, but we'd often hear stories about those two. They were always grinning mischievously in their gloomy cells, helping to give hope to everyone around them. They were the heroes of the prison. The vision those two had of creating a place where dreams could come true had been brought to a sudden and premature end. I felt I had to do something to turn that dream into reality.

3) I thought we could turn it all around if we just got out of prison. I was put face to face with just how naive of an idea that was. I knew there'd eventually be a formal request to have us returned. All I needed to do was come up with a way to secure our freedom before then, but it was taking everything I had just to survive day to day. If I put those kids back in cages after giving them a taste of freedom, it'd be worse than if we had never left. We couldn't go back.

4) In the end, we were only able to stay with Chrysanthemum by relying completely on Hilda's kindness. It wasn't thanks to skilled negotiation or bargaining. No, nothing nearly so impressive. We could have easily lost everything. Our only option was to gamble, but I felt we had to show them we stood a chance of succeeding, or else it was all over for us anyway.

5) I had a plan for rescuing Phym, one based on the premise that we could defeat or at least fight off the Ashborn. There was no question that simply approaching the transport ship in the ash would put a significant strain on my friends, but if we didn't do it, we would lose much more than just Phym. We had no choice but to move forward.

6) Our gamble paid off. In addition to rescuing Phym, we also got our ticket to the Fenrir HQ Reclamation Initiative. If we could produce results there, we could publicly claim our freedom. We'd be one step closer to achieving our dream. But if we failed, it was clear that this time there would be nothing left. I agonized for three days and three nights, haunted by nightmares the whole time, but ultimately signed the contract to join the initiative.

7) When the initiative ended, I was filled with a sense of relief. "We're finally safe," I thought. "None of the things we hold dear can be taken from us anymore." But when I heard the governor-general's announcement, I realized those faint hopes of mine were nothing more than wishful thinking. I started to think it'd be better to give up dreaming altogether than to keep losing the people dear to me.

8) Back when I was a kid, the dreams I envisioned in prison seemed no different from the far-off stars glistening in the night sky, but after leaving prison, those same dreams were suddenly within reach. With that, though, I learned a cold, harsh reality: the closer you come to your dreams, the more things there are that you start to hold dear. And the more of those there were for me, the more scared I became of losing them. Before I knew it, I'd grown afraid of pursuing my dreams.

Personality
Hugo is a natural born leader and an older brother-like character for people around him. He cares deeply for his friends and family, often supporting and providing comfort during their hard times. He is proactive and often expressed his desire for a world where AGEs can live harmoniously with people and God Eater. Despite his positive outlook on the world, Hugo is also shown to be a stubborn and reckless individual, insisting on taking challenge even in the face of danger. This attitude is most prominent during the events of the extra story, Another Devil, where he insist to fight the Ash Storm Aragami despite his injuries.

Hugo is also an opportunist, consistently making bargain for the work his team provides, even to the governor-general himself. His dream of opening his own port also proves his determination to make money and maximizing every profit possible, which is shown during his discussion on the royalties split with Hilda Henriquez and when he sold the Hounds' intel on Ash Aragami to Ein.

Character Relationships

 * Protagonist (God Eater 3)
 * Zeke Pennywort
 * Keith Pennywort
 * Neal Pennywort
 * Hilda Henriquez
 * Claire Victorious
 * Lulu Baran
 * Phym
 * Ricardo Sforza
 * Amy Chrysanthemum

Trivia

 * The name Hugo is of Germanic origin, meaning intelligence while Pennywort is the common name of a herbaceous, frost-tender perennial plant often used as a medicinal herb.
 * The names of Hugo's Long Blade and the name of the outfit he wears (as shown by being craftable by the player) imply that Hugo is of Latino descent.
 * Unlike other characters in the game, Hugo's eyes lack highlights on his in-game model, and he has notably smaller highlights in the animated cutscenes.

Aragami Interactions

 * Ogretail: - "Watch that thing's tail."
 * Kongou: - "Think you're strong, huh? Wanna wreste with us?"
 * Vajra: - "An Aragami with speed and power. Stay sharp."
 * Chrome Gawain: - "Fast with incredible reach... Watch your timing."
 * Quadriga: - "There'll be a hail of fire. Don't rush in blindly."
 * Axe Raider: - "They're tougher than they look. Keep crackin' at 'em!"
 * Blast Spider: - "They explode when they die. Keep away from 'em."
 * False Idol: - "I don't know much, but that thing is kinda like a god."
 * Fallen Nemain: - "Keep your guard up when facing an agile opponent."
 * Ra: - "Get too close and you'll be roasted!"
 * Dromi: - "Look at those turrets... I hope they don't fire at us."
 * Balmung: - "Watch out for charges. Wait for an opening."

Map Interactions

 * Valley: Lower Reaches: - "The Ashlands seem to have swallowed everything."
 * Old City: Chapel: - "I bet this place was pretty lively a long time ago."
 * Restricted Ash Zone: Depths: - "We don't know where the enemy could be hiding. Be careful"