Grimm is the protagonist in the Elderscapes, a flicker of light in a vast ocean of blanketing darkness and nightmares. Grimm's decade long survival within the nightmarish plane of existence is a story of "almosts", "close calls" and ultimately survival as he tries desperately to understand where he is and the nature of the new horrifying world he finds himself in. As he spends time in the Elderscapes he finds himself losing more of his humanity and sanity, a lost pilgrim in a terrifying new world.
Grimm is very much mortal, there are no superpowers or amazing magic abilities here, all he has is what he finds around him. This is not to say that he finds himself helpless, however. Grimm is a savant/genious at creating makeshift tools and devices from objects he finds, he has a very brilliant mind for mechanical know-how and engineering from the simple to the complex, this strong set of skills serves him well in his
survival. Physically Grimm is quite an imposing figure. Standing at almost 7 feet tall and a solid 260 lbs he certainly provides an imposing force.
Over time in the Elderscapes, Grimm's grasp on sanity has dwindled to say the least, for example, even though the tape recorder he found and decided to use to record his experiences has long lost it's battery life, he still talks to it and plays it back, perhaps it's some fragile thread of connection he
feels with the real world. Grimm's grasp on reality and his humanity is lost piece by piece as the need for survival calls him to occasionaly make frightening, sometimes morbid dark deciscions that a man normally wouldn't make. The struggles he faces are not only external but internal as well.
I wanted to make a character with no holds barred when I made Grimm, a character that shows the weaknesses and flaws man encounters when he is forced to survive and be concerned with the basic necessities. To show that no matter how good one may be, he would be forced to make deciscions he wasn't happy, possibly even disgusted with if he had to survive. For example alot of character ref sheets describe the personality of their characters, I won't do that. Grimm is very unpredictable, especially in the later stages of his time in the Elderscapes. Grimm is only as good as his survival allows him to be.
To explain what is shown in the image...
As mentioned, Grimm is a genious at creating things from whatever he may find, he has clothed himself in whatever shreds of clothing he could find, fashioning some tires into shoulder pauldrons to protect his arm after a nasty fall. His chest is shielded by a large lid of some sort he was able to salvage. As shown, he is carrying a large bag of objects he deemed useful back to his "sanctuary", chemicals, car batteries, segments of metal or pvc pipe, various motors and other electrically powered devices, things most of us would throw away. Across his back are two makeshift weapons he fashioned, one is a long circular saw like weapon powered by a small battery attached to it's base, the other is some form of crude blade fashioned from an axe handle and a long strip of thin metal. Upon his right arm are links of steel ending in a panel that he sharpened to fine edges and a point, upon the other is a reactive panel with charges that detonate if the movement sensor they are wired to picks up movement, it has a steel plate behind it to prevent serious damage to his own arm. Over his face is a mask of thick leather with sharpened edged bolts protruding from it.
Grimm is very much mortal, there are no superpowers or amazing magic abilities here, all he has is what he finds around him. This is not to say that he finds himself helpless, however. Grimm is a savant/genious at creating makeshift tools and devices from objects he finds, he has a very brilliant mind for mechanical know-how and engineering from the simple to the complex, this strong set of skills serves him well in his
survival. Physically Grimm is quite an imposing figure. Standing at almost 7 feet tall and a solid 260 lbs he certainly provides an imposing force.
Over time in the Elderscapes, Grimm's grasp on sanity has dwindled to say the least, for example, even though the tape recorder he found and decided to use to record his experiences has long lost it's battery life, he still talks to it and plays it back, perhaps it's some fragile thread of connection he
feels with the real world. Grimm's grasp on reality and his humanity is lost piece by piece as the need for survival calls him to occasionaly make frightening, sometimes morbid dark deciscions that a man normally wouldn't make. The struggles he faces are not only external but internal as well.
I wanted to make a character with no holds barred when I made Grimm, a character that shows the weaknesses and flaws man encounters when he is forced to survive and be concerned with the basic necessities. To show that no matter how good one may be, he would be forced to make deciscions he wasn't happy, possibly even disgusted with if he had to survive. For example alot of character ref sheets describe the personality of their characters, I won't do that. Grimm is very unpredictable, especially in the later stages of his time in the Elderscapes. Grimm is only as good as his survival allows him to be.
To explain what is shown in the image...
As mentioned, Grimm is a genious at creating things from whatever he may find, he has clothed himself in whatever shreds of clothing he could find, fashioning some tires into shoulder pauldrons to protect his arm after a nasty fall. His chest is shielded by a large lid of some sort he was able to salvage. As shown, he is carrying a large bag of objects he deemed useful back to his "sanctuary", chemicals, car batteries, segments of metal or pvc pipe, various motors and other electrically powered devices, things most of us would throw away. Across his back are two makeshift weapons he fashioned, one is a long circular saw like weapon powered by a small battery attached to it's base, the other is some form of crude blade fashioned from an axe handle and a long strip of thin metal. Upon his right arm are links of steel ending in a panel that he sharpened to fine edges and a point, upon the other is a reactive panel with charges that detonate if the movement sensor they are wired to picks up movement, it has a steel plate behind it to prevent serious damage to his own arm. Over his face is a mask of thick leather with sharpened edged bolts protruding from it.
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