Grimm Game
You find out what it means to be a Grimm
You are a Homicide Detective of the Portland Police Department and learn you are descended from a line of guardians known as Grimms, charged with keeping balance between humanity and the Wesen, or mythological creatures of the world (Wesen is the German word for being or creature). Throughout the series, you must battle against an assortment of dangerous creatures with help from the first wessen you meet because your aunt who raised you died before you could really learn. For creatures that aren't Wesen, see Non-Wesen. Wesen (VES-sən; Ger. "a being" or "creature") is a collective term used to describe the creatures visible to the Grimms. They are the basis not only of the fairy tales that the Brothers Grimm have compiled, but also of the many legends and folklore from many cultures (i.e. Anubis, Aswang, Chupacabra, and Wendigo). When Wesen woge, they are able to recognize a Grimm by looking into their eyes. They can see an "infinite darkness" in a Grimm's eyes that allows a Wesen to see their reflection, where they can see their true Wesen nature. Many Wesen find it unsettling to see themselves reflected, and the Grimms eyes turn black to the wessen. Grimms are also naturally inclined to be a better and faster fighter than average. Wesen were once worshiped as gods in Egypt, hence why many Egyptian gods, such as Anubis, Bastet, Tefnut, Ammit, and Khepri, are depicted with animal-like features. A few thousand years ago, thousands of slaves were tortured in search of Anubis, and a few of them were successfully mummified fully woged. The Beati Paoli are a group of Wesen that formed in the 17th century who are fully against the display of deceased Wesen for the world to see, and they go after things like museums, archaeological digs, antique auction houses, and sometimes private Wesen collectors if the collector is trafficking stolen Wesen antiquities. Most Wesen do not condone their methods, but they often have the same disapproving opinion of deceased Wesen being on display. While there are practical concerns of exposing the modern Wesen world by allowing woged remains to be examined by human science, the deceased is considered to be not just a part of Wesen heritage, but an ancestor to all Wesen and deserving of respectful final rest, whether by something like a ceremonial burial of the deceased's culture or a funeral pyre. During and before the Fourth Crusade, Wesen were used to fight in the armies of the Royal families, who used the Grimms to control and police their Wesen armies. Over the years, the Royal families either lost so much global power and influence that they could no longer use the Wesen as armies, or they had no need for Wesen soldiers and let the creatures spread across the world. Over the centuries, carnivals have been known to house shows that force Wesen to fully woge for the act. These carnivals date back to Circus Maximus in Rome but have since become much more uncommon. Despite knowingly showing Wesen in full woge to humans, they technically do not break the Gesetzbuch Ehrenkodex due to the carnivals in question passing the Wesen off as magic tricks. There have also been several events throughout history that were related to some sort of Wesen problem but have long been thought to be caused by a completely separate issue amongst Kehrseiten. For instance, the majority of street riots have been and are instigated by Wesen; the Réveillon riots, the Boxer Rebellion, draft riots during the Civil War, and the Boston Tea Party were all started by Wesen. Specifically during the Réveillon riots in Paris in 1789, Wesen who worked for a Kehrseite factory owner named Réveillon were targeted and killed by other Wesen factory owners who looked down on Réveillon, but because he treated his workers well, many of his Wesen workers were loyal to him. Characteristics To date, if there has been a study on Wesen origins, it has not surfaced. Wesen are liminal, that is, they display two states of existence simultaneous within one physical body. Physiologically, Wesen are parahuman, exhibiting two distinct sets of DNA within the same system. When in human form, Wesen are, by all accounts, physiologically that way and thus, can pass as human. However, certain aspects about them still sets them apart from the rest of humanity, such as the addictive effects that Jay has upon them (which would otherwise be fatal for humans) and their susceptibility to the Yellow Plague, or the mushroom Völlige Verzweiflung that is fatally toxic to Blutbaden when cooked. Gelumcaedus for example, can live perfectly in dark and severely fetid conditions without any noticeable health problems even in human form. Certain species are also susceptible to specific Wesen diseases, such as a rare blood disease that affects canid Wesen and turns them into Wældreór, as well as a rare genetic disease affecting Indole Gentile called Kallikantzaroi. There is also a rare genetic disease affecting only Blutbaden that turns them into Lycanthropes during the three nights of the full moon. The community consists of both good and bad creatures ranging from Blutbaden to Bauerschwein to Mauvais Dentes. Individually, Wesen generally behave stereotypically in accordance to their own kind (i.e. the Blutbaden being fierce and vindictive, Siegbarste being dangerously vengeful, or Mellifers having a hive-like mentality and penchant for sending messages). Some Wesen follow ritualistic practices passed down through history (i.e. the Aseveracion and the Roh-hatz). Other than the Grimms keeping the Wesen in check, only the Seven Houses are aware of the real workings of the world, as the majority of humanity is blissfully unaware of their existence. Ziegevolk, Musai, and Cracher-Mortel all have abilities that allow them to influence or have complete control over people. Ziegevolk use their pheromones to control and manipulate whoever they want, usually women. The lips of Musai secrete a psychotropic substance, making their kiss known to be very euphoric and addictive. After they kiss someone, they are able to easily manipulate their victims. Who will do whatever they have to, in order to prove their love for the Musai, even kill someone or die themselves.Cracher-Mortel have the ability to create an army of zombie-like victims by spitting tetradotoxin on to the face of a victim. Which seeps into the skin of the victim or is inhaled by the victim and shuts down the neurosignals of nerves and heart cells, causing suspended animation. Atropine and scopolamine toxins reanimate the victim in a zombified state. In this state, the victim is in a trance and will perform whatever task is asked of them by the Cracher-Mortel. Despite being parahuman themselves, many Wesen eat humans (ex: Blutbaden, Schakals, Wendigo, Coyotls, and Mauvais Dentes) or other Wesen (ex: Blutbad eat Bauerschwein and Seelengut, while Lausenschlange eat Mauzhertz). Some Wesen, like Raub-Kondors, hunt other Wesen, such as Glühenvolk, for their skins. They use a potion called Sauver Sa Peau to keep them woged after death for up to 8 hours so they can skin them. The Leporem Venators use a similar method to keep the foot of a Willahara woged so they can sell it for the illegal practice of Spedigberendess. Vibora Dorada use their sharp fangs to inject a neurotoxin into their victims. It paralyzes them, and if the victim is woged when they are bit, the neurotoxin will keep them in that state. If you get a hexinbeastto injest your blood you can take away their powers. A few seconds later, the Hexenbiest spirit inside of the hexinbeast leaves her body causing her to become a normal person and lose all of her powers. So far, this is the only time that a Wesen became a human, and it's unknown if Grimm blood affects other Wesen types the same way. However, it is possible for the Hexenbiest to regain her powers if she completes the Contaminatio Ritualis, which results in the creation of a red paste that must be rubbed on the stomach of the Hexenbiest. If a Hexenbiest is pregnant during the performing of this ritual, once she gives birth, her powers and ability to woge return to her, and the infant also will have enhanced abilities It may also be possible to turn Wesen into normal humans via drugs. Konstantin Brinkerhoff pioneered a series of medicines that would supposedly remove the ability to woge. While the experiments were undoubtedly a failure, it must be pointed out that Brinkerhoff insisted that the drugs would work if he'd been given the time to perfect the dosage and delivery system. It was also unclear as to whether the drugs interfered with other Wesen abilities, such as enhanced smell (Blutbaden) and increased bone density (Siegbarste). As far as humans turning into a Wesen, it is possible, but it requires dangerous magic and may not be repeatable, as when a woman can be turned into a Hexenbiest as a side effect from sleeping with a grimm in the form of a turning into someone else in order to restore a grimm's powers as a Grimm. Other than this instance, it appears that humans can only become Wesen in face only by wearing a Wesen mask that has been imbued by a Santeria priest with the ability to transfer the Wesen attributes onto its owner. Behavior Some species, such as Blutbaden and Fuchsbaus, will perform an action called Vertrautheiten, which is a way for two different species to start trusting each other more, as being very close to another being is a special and sacred thing for Wesen. They let another Wesen get close enough to "memorize" their scent. To complete the action, the Wesen involved woge and then smell and rub up against each other on both sides of the other's face. If Wesen force their woge too many times and too often, their Wesen side can eventually start to take over, a situation known as the Umkippen (Ger. "tip," "upset"). If a Wesen is suffering from the Umkippen, their Wesen side could get out of control and completely eclipse any shred of humanity left if one does not go through some form of intervention. The suffering Wesen experiences blackouts and doesn't remember anything during the time that they lose control. Wesen are affected slightly differently by dementia than humans are, but the symptoms can be quite serious. As the condition worsens, their behavior grows increasingly restless, and they start to woge unpredictably and can be become prone to attacking others at random. Wesen suffering from this are not aware of what they are doing when they are in this type of state. A caretaker or family member will typically contact a Gevatter Tod, who uses their Wesen ability to euthanase the dementia-stricken Wesen and help them pass on in a more peaceful and dignified manner than what might otherwise occur. This responsibility of the Gevatter Tod to protect the Wesen community from becoming exposed to the public is taken very seriously, and some couples make a promise to each other to contact a Gevatter Tod if either spouse is ever suffering from dementia. Genetics The complexity of Wesen genetics can be hard to understand. In a grundfalsch (GROOND-fawlsh; Ger. "fundamentally flawed") or grundverschiedene (groond-vair-SHEED-nuh; Ger. "contrasting styles") mixed-Wesen relationship, there is a Vorherrscher (FOHR-hair-shuh; Ger. "prevalence"); the offspring will be the "more dominant" Wesen type. There are health risks for the developing offspring, of course. ("Stories We Tell Our Young") Hybrids In some cases, genetics can get more complicated when it comes to hybrids. It is possible for the offspring of a human and a Wesen, such as a Hexenbiest, to not be able to woge fully and only have parts of their face and/or other body parts woge as with the case of a zuarerbeast. It is also possible for the DNA of one Wesen species to be spliced with the DNA of another while in utero. However, since this transformation was the result of scientific intervention, it is left unclear what would happen if the two species had bred naturally. There has been only one documented case of Wesen body parts being successfully transplanted to a human body, but this operation was only successful in the sense that the resulting being did not reject the transplanted tissue and could stay alive. These hybrid creatures are likely better off being dead, however, as they reject what they've become and, as a result, become vengeful, prone to extremely violent behavior and seeking to kill those who are responsible for creating them. They are able to woge each transplanted limb individually. It is unknown if these types of hybrids could survive for very long in their new state. In Grimm, a Grimm is a human descended from a long line of hunters who can see the true nature of supernatural beings (called Wesen). They’re not monsters themselves—but they exist slightly outside normal human limits, which is why they interact with the supernatural world. Core Nature of a Grimm A Grimm is biologically human, but with a latent ability tied to their bloodline. This ability usually awakens suddenly (often triggered by stress, danger, or proximity to Wesen). True Sight (“Woge Sight”): Grimms can see Wesen in their true form even when they’re disguised as humans. This vision cuts through illusions automatically—no activation needed. Fear Aura: Many Wesen instinctively recognize a Grimm and react with fear, aggression, or submission. It’s almost like a passive intimidation effect. Hunter Instincts: Grimms develop heightened awareness, reflexes, and pattern recognition when dealing with supernatural threats. Physical & Mental Enhancements Grimms aren’t superhuman in the flashy sense, but they’re quietly enhanced: Faster reflexes and reaction time Above-average strength and durability Resistance to fatigue and pain Sharper senses (especially sight and situational awareness) Over time, experienced Grimms become extremely efficient fighters, especially against Wesen. Resistance to Afflictions This is where Grimms stand out in a game system: Toxin Resistance: Many Wesen venoms, diseases, or magical afflictions have reduced or altered effects on Grimms. Mental Resistance: Mind-control, fear-based powers, or hallucinations often don’t work as intended—or require stronger doses. Accelerated Recovery: Grimms tend to recover faster from supernatural injuries or conditions than normal humans. Instead of being immune, they’re more like harder to break. Adaptive Evolution (Post-Affliction Growth) One of the coolest mechanics you can lean into: When a Grimm is exposed to a powerful Wesen ability or survives a unique affliction, their body can adapt and permanently change. Examples from the show you can turn into mechanics: Surviving a toxin → permanent immunity + ability to sense or neutralize it Near-death or coma → enhanced senses (like hearing or smell upgrades) Exposure to specific Wesen → partial resistance or even mimicry-like traits Think of it as: “What doesn’t kill a Grimm rewires them.” This makes Grimms feel like evolving hunters rather than static characters. Weaknesses / Limits To keep balance in your game: Still fundamentally human—can be injured or killed Overexposure to supernatural effects can overwhelm them Emotional strain (fear, anger, trauma) can affect judgment Their reputation makes them targets in the Wesen world Game Flavor Summary A Grimm is: A human hunter who sees truth, resists corruption, and evolves through survival. They start strong—but become dangerous the longer they live and the more they endure.
By @samjer579
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