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 Grimm (Sin-eater) (Guide)

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BlindedElegance
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Join date : 2013-09-29
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Grimm (Sin-eater) (Guide) Empty
PostSubject: Grimm (Sin-eater) (Guide)   Grimm (Sin-eater) (Guide) EmptyWed Jul 13, 2016 1:40 am

Grimm
Not to be confused with the Grim Reapers, or more simply, Reapers, Grimm are a rather new species emerging in the world. Known to many cultures as Sin-eaters, Grimm are a species that thrive by consuming the sins of other living beings. It's said to be a creature that can either damn or purify someone's soul once they've eaten their sins. However, that isn't entirely the case. The only time a Grimm truly purifies a soul is if it's also a Reaper appointed by Lord Death. Grimm simply eat the sins and darkness in one's heart and soul and leave space there for whatever may come next to fill the space. If it is more sin, then it just leaves another chance for a meal once again in the future.

These rare magical creatures have been worshiped in nearly every culture in history. Some cultures even dedicated rituals to offer sin to them to have the Grimm protect their villages, towns and cities. These rituals have mostly died out, but some underground cultures and cults still exist and practice these rituals today.

Symbols
* A gaping maw ringed with teeth.
* Scapegoat (goat or ram).
* A Blood droplet.
* The colors red and black.
* Cornucopia filled with skulls.
* A fanged skull.

What a Grimm Looks Like
A Grimm is typically a humanoid creature, having most features that a human does, however they can also be in the forms of other humanoid creatures such as vampires, werewolves, elves, etc. However, there are other monstrous forms of Grimm that are much more dangerous.

The monstrous Grimm are less common, but are incredibly dangerous because they're creatures that scour the earth in search of sinful souls to devour. Often compared to demons, these Grimm are the unevolved creatures that were left behind when the Grimm became a sentient creature.

The Nature of a Grimm
Destruction and redemption are closely related, more closely so than most people like to think about. All creatures that are developing and growing are in a state of continual destruction and renewal, and the same can be said of communities and cultures and entire civilizations. Grimm are the embodiment of the forces of change that keep individuals, communities, and civilizations strong through the purging of weaknesses and sin. Grimm have little tolerance for self-righteousness, self-pity, and can be horrifically vicious when presented with such mortal failures. Grimm can be inclined towards patience at times towards those who are actively trying to overcome their weaknesses, though this is hardly a guarantee, as Grimm have a notoriously short store of patience to share.

Types of Grimm
Grimm tend to fall into two major categories. The first and most common of these is the path of violent cleansing. These vicious crusaders are an overwhelming force, driven as much by their love of carnage as by their drive to purge weakness and sin from those unable to stop them. The other philosophy of the Grimm is less violent and more introspective, where those who take part in it focus on themselves rather than on others, seeking to purge weakness and sin from their own lives by any means necessary.

Familiars, Exploits, Religions, and Important Rituals
Familiars of a Grimm are chosen for their ability to sense the weaknesses and sins in others, as well as their tendency to exploit these weaknesses, forcing those who have this weakness to either overcome the weakness, or else be destroyed. To become a true familiar of a Grimm, an acolyte must meet that Grimm in a dream quest, and then let the Grimm eat their sins. Those who fail are found dead from shock, while those who succeed have gained deep insights into their own weaknesses. A Grimm's most devoted worshipers are themselves.

Grimm sometimes rely on churches and clergy that specializes in hearing the confessions of others' guilty thoughts and actions, and then providing instruction on how the sinner can be purged of their sins. These clergy can be followers of any deity, but all give at least some reference to the Grimm, and many are often less concerned with issues of the right and wrong of the actions needed to overcome weakness, and more with what will overcome the weaknesses of those who come to them in the most direct manner possible. These clergy members are easily identified by their long red robes, and by their concealed faces.

While Grimm do not have any temples of their own, Catholic churches, and it is considered appropriate to send a sinner who has committed horrible crimes into the arms (and jaws) of a Grimm as an act of purification.

Aside from regular acts of confession and sin cleansing, the ritual of the Scapegoat is the most important single act that a community can make to pay homage to the Grimm, and most communities across the world have some variation on this ritual. The Scapegoat is an animal, usually a goat, though another animal may be substituted depending on local availability and culture, on which a community places all its sins, every member of the community taking time to come forward, place their hands on the horns or head of the Scapegoat, and whisper their sins in its ears. At the end of the ceremony, the animal is either driven from the community, or else is killed and then burned outside the farthest boundaries of the community, depending on the temperament of the community in question.

Relations
The Grimm are often affiliated with the God of Death, also known as Lord Death or King of the Reapers. Many Grimm are employed under Lord Death as a Reaper as well as living a double life as a Grimm. They're hard to distinguish from any other Reaper and as such make excellent double agents under the command of the God of Death.

Grimm are also loosely associated with the Gods of Destruction and War. This loose affiliation is often only used as a means to control the Grimm during times of war and a means to force them to take which ever side the Grimm affiliated with either God happens to be taking during that war. Grimm left unclaimed by either of those three gods are often defected to associating with the God of Lust and Gluttony or Over Indulgence.

Classes

  • Wrath- Not to be confused with the demon of Wrath, this class of Grimm is the highest class and often a class of royalty and nobility. This class houses the strongest of the Grimm including the King and those who hold court as princes and princesses. While those of the noble class are all under one tier, the King himself is still in power over them all.

  • Decapitare- Meaning "one who decapitates", these Grimm serve in the middle and act as a sort of barrier between the lowest class and highest class of Grimm. They are the soldiers, the runners and the grunts. They're not weak by far, but certainly not the strongest.

  • Adepghagia- This class is named after the Greek goddess of Gluttony. Those in this class are the lowest class of Grimm, but that does not mean that they are weak at all. These Grimm are likely more dangerous than their sentient counterparts because they only think about food, gorging themselves, and killing.


Ranks

  • King- he Highest Rank any Grimm could ever dream of holding. Unlike many other types of King or ruler, one does not achieve this rank. Instead, the King of all Grimm is a True Original who is born in the position of King. The King governs and controls all other Grimm and keeps them from running amok.

  • Prince/Princess- They serve beneath the King. Their rank, although they may have the title of Prince or Princess, does not denote a blood relation to the King himself. As such, only the King knows who is directly related to him by blood.

  • Soldier- Grimm who are of the Decapitare class fall in this rank. These are the members of the Grimm army.

  • Clansmen- All "basic" or working class Grimm fall into this rank. This does not make them any less dangerous to deal with, it simply means that, the scheme of things, they are typically the more friendly of their species. However, provoking them is still ill advised.

  • Glutton- While those of this rank are of the Adepghagia class, these members of this rank are often all lumped together among non Grimm, but they have ranks among their own class. These are the monster and beast like Grimm that often plague one's nightmares. Their only concern if feeding themselves and will always over indulge.


Ranks of the Adepghagia

  • Vorace- Voraci (plural form of vorace) are those of the Adepghagia whose appetite are the most insatiable. Those of this rank have been known to eat and eat until their stomachs burst open, thus killing them.

  • Devourer- Their appetite is second only to the Voraci. These Adepghagia will search relentlessly for food until they've filled their stomachs in excess, almost until bursting.

  • Indulger- These Adepghagia like to indulge themselves, sometimes over eating. These Grimm are known to target smaller groups and will often use the same hunting rounds over and over until they've depleted the resource.

  • Gourmand- These Adepghagia is simply a who is fond of good eating, often indiscriminately. However, they're not known for over eating constantly, they simply love to savor their food.
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BlindedElegance
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BlindedElegance


Posts : 386
Join date : 2013-09-29
Age : 30
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Grimm (Sin-eater) (Guide) Empty
PostSubject: Re: Grimm (Sin-eater) (Guide)   Grimm (Sin-eater) (Guide) EmptySat Nov 19, 2016 3:19 pm

Abilities/Skills

  • Sin Eating- The user can remove the sins from a person or object and place it into themselves by means of drinking their blood, consuming their energy, consuming their soul, simply touching them, or, in extreme cases, eating their flesh. The user essentially drains the personal transgressions of others into themselves and feeds off the sins of other beings.

    Limitations:
    1. Cannot effect beings who have not "sinned" by supposed standards
    2. The user could be consumed/destroyed by the sins they remove and take into themselves.
    3. May not be able to feed off of their own sins.
    4. May be overloaded if the target has committed too many sins.

  • Sin Empowerment- Users become stronger, faster, more durable, etc. by sins, vices, etc. (Pride, Envy, Lust, Wrath, Gluttony, Sloth, Greed, etc) of oneself and others, possibly unlocking abilities related to the affinity and enhancing their existing powers. Some users may be able to draw sustenance from the sins or even slow or stop aging.

    Limitations:
    1. Virtue Empowerment and Virtue Inducement may weaken or even render the user powerless.
    2. May have to be in the area of the sins committed to be empowered.

  • Burden of Sin- The user can transfer any harmful affliction, condition, or spell effect from another creature to themselves (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by the Grimm and affects them differently than the original target. They can instead become empowered by the effect of this affliction.

    Limitations:
    1. There is a limit of one harmful affliction the user can absorb.
    2. Any permanent effects are still permanent. So if petrification is transferred, the user is now petrified and can't move.
    3. Lethal diseases are still lethal.
    4. Afflictions of holy divinity, or afflictions that have a positive effect on the original target are painful and can cause serious harm to the user.
    5. This ability is limited to only one use per day.

  • Sin Aura- The user can generate an aura of sin that can amplify sin in beings inside their aura and gain power from the sins.

    Limitations:
    1. User must be able to feel/experience sins.

  • Vice inducement-User can bring out the worst vices and sins in people. Doing so causes the person to completely forget everything around them to perform the Seven Deadly Sins. Usually this results in the victim's death or insanity.

    Usually performed by demons on "lesser mortals". More than likely Demons would target people who were well on their way to Hell in the first place.

  • Sin Energy Manipulation- User can create, shape and manipulate the energy that is created/generated by the sins of every all living things in existence capable of feeling them. They are able to increase, decrease or change it, manifest the energy to physical level, etc.

    Limitations:
    1. May have to feel sin/emotion in order to use this power.
    2. May have to rely on their own sins as fuel.
    3. Must be careful with a certain sins one is committing in order to control the power.
    4. Some sin energies are more effective/weaker against others.
    5. Using more than one emotion could result in violent mood swings.
    6. Must be able to keep emotions in check or risk an unwanted side-effect from having a dangerous aftermath for the user or those around them.
    7.Anything that effects users emotional balance/ability to emote may affect this power.

  • Sin Constructs- The user can change sin energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Each sin has certain advantages and disadvantages compared to each other, so a wise user chooses carefully which one to use.

    Limitations:
    1. Creatures created out of the User's emotions may be hard to control.
    2. User's creations may be useless against beings with no emotions at all such as machines.
    3. Empaths who can control emotions may be able to counter the User's creations.
    4. The construct's structural strength may be limited by the users will.
    5. In most cases constructs will return back into their original state if the User becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.
    6. May be limited on how complicated constructs they can create (ie. no/limited amount of moving parts).

  • Sin Control- User can sense and manipulate the sins and vices of themselves and others, whether increasing, decreasing, causing or otherwise chancing envy, even manifesting the emotional energy to physical level.

    Limitations:
    1. The user of Virtue Manipulation can counter this power.

  • Sin Negation- Users of this ability can suppress or negate sins, allowing them to cause others to ignore distractions and/or feeling from affecting their thinking-processes. They can also make others uncaring, detached, indifferent and even catatonic.

    Limitations:
    1. May be harder to suppress strong emotions.
    2. User may be limited to themselves or other beings.
    3. May be limited to certain sins.


Code:
[list]
[*][b]Sin Eating-[/b] The user can remove the sins from a person or object and place it into themselves by means of drinking their blood, consuming their energy, consuming their soul, simply touching them, or, in extreme cases, eating their flesh. The user essentially drains the personal transgressions of others into themselves and feeds off the sins of other beings.

[center][i][b]Limitations:[/b]
1. Cannot effect beings who have not "sinned" by supposed standards
2. The user could be consumed/destroyed by the sins they remove and take into themselves.
3. May not be able to feed off of their own sins.
4. May be overloaded if the target has committed too many sins.[/i][/center]

[*][b]Sin Empowerment-[/b] Users become stronger, faster, more durable, etc. by sins, vices, etc. (Pride, Envy, Lust, Wrath, Gluttony, Sloth, Greed, etc) of oneself and others, possibly unlocking abilities related to the affinity and enhancing their existing powers. Some users may be able to draw sustenance from the sins or even slow or stop aging.

[center][i][b]Limitations:[/b]
1. Virtue Empowerment and Virtue Inducement may weaken or even render the user powerless.
2. May have to be in the area of the sins committed to be empowered.[/i][/center]

[*][b]Burden of Sin-[/b] The user can transfer any harmful affliction, condition, or spell effect from another creature to themselves (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by the Grimm and affects them differently than the original target. They can instead become empowered by the effect of this affliction.

[center][i][b]Limitations:[/b]
1. There is a limit of one harmful affliction the user can absorb.
2. Any permanent effects are still permanent. So if petrification is transferred, the user is now petrified and can't move.
3. Lethal diseases are still lethal.
4. Afflictions of holy divinity, or afflictions that have a positive effect on the original target are painful and can cause serious harm to the user.
5. This ability is limited to only one use per day.
[/i][/center]

[*][b]Sin Aura-[/b] The user can generate an aura of sin that can amplify sin in beings inside their aura and gain power from the sins.

[center][i][b]Limitations:[/b]
1. User must be able to feel/experience sins.[/i][/center]

[*][b]Vice inducement-[/b]User can bring out the worst vices and sins in people. Doing so causes the person to completely forget everything around them to perform the Seven Deadly Sins. Usually this results in the victim's death or insanity.

Usually performed by demons on "lesser mortals". More than likely Demons would target people who were well on their way to Hell in the first place.

[*][b]Sin Energy Manipulation-[/b] User can create, shape and manipulate the energy that is created/generated by the sins of every all living things in existence capable of feeling them. They are able to increase, decrease or change it, manifest the energy to physical level, etc.

[center][i][b]Limitations:[/b]
1. May have to feel sin/emotion in order to use this power.
2. May have to rely on their own sins as fuel.
3. Must be careful with a certain sins one is committing in order to control the power.
4. Some sin energies are more effective/weaker against others.
5. Using more than one emotion could result in violent mood swings.
6. Must be able to keep emotions in check or risk an unwanted side-effect from having a dangerous aftermath for the user or those around them.
7.Anything that effects users emotional balance/ability to emote may affect this power.[/i][/center]

[*][b]Sin Constructs-[/b] The user can change sin energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Each sin has certain advantages and disadvantages compared to each other, so a wise user chooses carefully which one to use.

[center][i][b]Limitations:[/b]
1. Creatures created out of the User's emotions may be hard to control.
2. User's creations may be useless against beings with no emotions at all such as machines.
3. Empaths who can control emotions may be able to counter the User's creations.
4. The construct's structural strength may be limited by the users will.
5. In most cases constructs will return back into their original state if the User becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.
6. May be limited on how complicated constructs they can create (ie. no/limited amount of moving parts).[/i][/center]

[*][b]Sin Control-[/b] User can sense and manipulate the sins and vices of themselves and others, whether increasing, decreasing, causing or otherwise chancing envy, even manifesting the emotional energy to physical level.

[center][i][b]Limitations:[/b]
1. The user of Virtue Manipulation can counter this power.[/i][/center]

[*][b]Sin Negation-[/b] Users of this ability can suppress or negate sins, allowing them to cause others to ignore distractions and/or feeling from affecting their thinking-processes. They can also make others uncaring, detached, indifferent and even catatonic.

[center][i][b]Limitations:[/b]
1. May be harder to suppress strong emotions.
2. User may be limited to themselves or other beings.
3. May be limited to certain sins.[/i][/center]
[/list]
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Grimm (Sin-eater) (Guide)
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