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Grimm

Archduke Grimm Bloodstone (a.k.a. Troupe Master Grimm, Nightmare King Grimm, Master)

Physical Description

General Physical Condition

In his regular appearance, Grimm is a slender, dark being. His face is pale with red eyes, and underneath his cloak, his body is scaled and red.   As the Nightmare King, Grimm body turns entirely red. His face remains pale and his limbs remain black.

Special abilities

Vampirism: Grimm has sharp, pointed, retractable fangs that extend beyond his human teeth. Grimm mainly bites his victim's neck, extracting the blood from there.   Superhuman Speed: Grimm is extremely quick, moving faster than the human eye can possibly see. He can run in excess speeds and in his human form out run many beings such as ghosts and demons. His sheer speed, combined with his unnatural stealth, makes it impossible for the his prey to detect or escape from the him until it is too late. Grimm is able to dodge arrows, and react with unnatural quickness to any threat, due to his superhuman reflexes. In order to attain more speed, he can take the form of a bat.   Superhuman Strength: Grimm posses strength equivalent to that of 100 or more strong men, sufficient to single-handedly lift heavy boulders with ease. He can single-handedly lift a grown man off the ground and throw him across a room with enough speed and force to send him through a wall or across an alley, he can also knock them unconscious with a single chop, snap their necks with one hand, and crush their bones, all with little to no effort. His strength increases to a degree as he ages.   Superhuman Agility: Grimm posses supernatural agility, he can nimble enough to scale sheer surfaces with amazing speed, vertically or horizontally, much like a spider. This ability would allow him to access places that would be otherwise impossible for a human to reach. He can jump further than any normal human, such as from roof top to roof top or building to building.   Superhuman Stamina: Grimm is able to move at great speed for long periods, and it is nearly impossible to tire him, due to his preternatural degree of endurance. He does not need to sleep and does not require food or oxygen. It means that drowning will never kill him.   Superhuman Senses: Grimm’s senses of sight, smell, hearing, and touch are of supernatural keenness, comparable on many levels to a bat’s. He can see with perfect clarity in the darkness of the night, to the point of being able to detect the bodily heat emanations from his victims. Grimm’s hearing is comparable to a bat or an owl, possessing a level of sensitivity on par with the bat’s own echo-sensitivity and he even has a sonar system just in case he is blinded. His sense of smell is as acute as that of a wolf or a dog’s, enabling him to track his prey for miles by the scent of the victim’s blood alone. His sense of touch is amazingly acute, as he can feel the heartbeat of a potential victim through thick walls, or he can detect the vibrations of footsteps and the direction of the footsteps. In addition to his five senses, Grimm posses several preternatural senses. He can instinctively sense impending danger, usually posed by Humans. He can feel the heartbeat of a person and see the blood and brain activity, allowing him to save lives of people.   Superhuman Durability: Grimm is incapable of being slain by most forms of conventional injury, including firearms, blades or lesser spells. Furthermore, he cannot feel the pain that would result from such attacks. Arrows have no effect on the immortal waiter, serving only to slow him down. Likewise, blades don’t affect him at all, unless a silver blade pierces his heart or removes his head. He also is immune to cold and poison and frost spells do no damage to him. He heals instantly when blood is present otherwise he heals slowly.   Immortality: Grimm being already dead cannot die again. His lifespan multiplies very fast rendering his immortal in life and his immunity to mundane weapons and instant healing renders him invulnerable to most weapons and his part dead bodies can make others mistake for him as dead men when he falls on the ground.   Healing Factor: Grimm has supernatural regenerative capabilities, which allows him to recover from injuries that would permanently incapacitate or even kill a human. Poison, suffocation, extreme cold, aging, drowning, or disease cannot kill him, as he is already dead.   Hypnosis: Through the use of hypnosis, Grimm is able to dominate the mind and will of a person by simple eye contact, soft speech or a simple wave of the hand. His bite seems to have an anesthetic effect on the victim; giving him the time he needs to feed and also instantly seal the cut to prevent loss of blood and keeping no memory of it. To dominate a people, he needs only make eye contact with its victim for a few seconds and then bite to spread vampirism. However, the stronger the person’s will, the longer hypnosis takes. If necessary, Grimm can completely crush the mind or destroy the individual’s sanity, leaving little more than a drooling lunatic. In the same manner, he can create a slave. This slave is totally obedient to his will, to the point of being willing to sacrifice everything for his safety, including his or her life. Such individuals inevitably lose their minds due to Grimm’s power over them.   Scaling Walls: Grimm can scale walls like a spider and still act like he was walking on the ground with his capes and clothes falling towards his feet instead of the soil. He can detach at will to land on the ground and carry on his work from there.   True Face: Grimm's true face is the appearance he is hiding under his normal human face. When his true face is revealed, the sclera of both of his eyes turn blood-red, dark veins appear under his eyes as the blood pumps forcefully through them, and his canine teeth extend into razor-sharp fangs. His true face can be revealed whenever he wishs, but it will appear against his will whenever he is aroused by the scent of blood, or are feeling intense emotions such as fear, anger, lust, sadness, etc.   Shapeshifting: Grimm can fly as a cloud of bats, mist or a single giant or small bat. He can take the form of rats, bats, mist or smoke in cloud form (whole body or occasionally part of his body) or a single giant or regular bat, wolf (or a werewolf-looking creature), giant or regular rat or a bat-like demon. Grimm can call upon bats to do this will and can transform into a swarm of bats at will. His clothing and anything he holds, like swords, etc. also dematerializes into bats with him. This enables him to fly. Bat powers give him a lot of new qualities like the ability to move very fast, turn invisible for some time, and actually fly.   True Form: Grimm has the ability to turn into what is called his "true form," which is said to be a reflection of his soul. The results of a vampire's transformation vary; however, most seem to acquire a pair of bat-like wings. This form is his Nightmare King state and is ables him to use very powerful blood magic spells.   Pyrokinesis: Grimm has control over fire and can summon heat and fire with his mind and hands.   Dream Manipulation: Grimm can mentally create and control dreams of people.   Command of Vampires and Monsters: Grimm's supreme power is respected by every vampire and monster. When he calls, demons answer without disobedience, and Vampires must at least heed the call.   Levitation: Grimm has the ability to defy gravity and hover above the ground. He can move through the air at vast speeds.   Charisma and Master Leader: Grimm due to centuries of experience and knowledge, is still an excellent leader who is able to command and rule over his troupe, at one point leading them to easily decimate an entire town and seemingly maintaining their absolute respect and loyalty for decades while leading them from the shadows. Grimm also proved to be quite charismatic.   Levitation: Grimm has the ability to negate gravity and float through the air through magical means or pure willpower.   Teleportation: Ability to teleport himself, the clothes he is wearing, and within limits a certain amount of additional mass which is in contact with him. Although Grimm controls his teleportation ability with his conscious mind, his power to teleport is not psionic. Rather it is the result of an unknown biochemical/biophysical reaction which he triggers mentally. When he disappears in teleporting, Grimm leaves behind smoke. His teleportation is invariably accompanied by the muffled sound of imploding air rushing to fill the vacuum left where Grimm's body was.

Apparel & Accessories

In his regular appearance, Grimm wears a multicolored cloak, with a gray exterior and a red interior.   As the Nightmare King, Grimm cloaks becomes a maroon color.

Mental characteristics

Gender Identity

Cisgender

Sexuality

Unknown

Education

Hogwarts Student in House Slytherin

Employment

Circus Master of the Grimm Troupe

Intellectual Characteristics

Debate, Innovation, Creativity, Energetic, Argumentative, Boredom, Curious, Logical, Quick thinker, Fiercely independent thinker
Alignment
True Neutral
Current Location
Species
Honorary & Occupational Titles
Twisted Spectre of Scarlet Flame, Travelling God of the Troupe, God of Nightmares
Age
428 (Immortal)
Date of Birth
14th of Onirodrago 1078
Birthplace
Unknown
Children
Current Residence
His tent
Pronouns
he/him
Sex
Male
Gender
Man
Presentation
Masculine
Eyes
Blood red
Hair
None
Skin Tone/Pigmentation
pale, black-white
Height
1.93 m
Weight
71 kg
Aligned Organization
Known Languages
Human Language, Draconic, Orcrun, Elfara, Dwarfian

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