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Welcome to Baron Von Grimm's Festival of Freaks and Circus Xtream (WIP)

01:30, 21st May 2024 (GMT+0)

Von Grimm

Baron Von Grimm



Age: 199 (Awakened at 32) Height: 6' 3" Weight: 228

Race: Awakened  Power Rank: 1d8

Description: Baron Von Grimm appears tall and lanky as most skeletons do. Because everything except his bones are translucent. As such Grimm often wears make up on his invisible skin and coats his hair and beard with tinted wax. He wears long coats and hats that are several centuries out of date. When dressed in this manner it becomes obvious that layers of thick corded invisible muscle rest atop his bone frame.

Personality: Grimm is a showman with a sharp wit and ample amounts of low key roguish charm. His demeanor walks the line between devil may care and being the actual devil. He is loyal, values this trait in others and always puts the well being (as he sees it) of his "family" first. He's witnessed first hand the worst of humanity, from slavery to the holocaust and has long ago written humans off save for a handful of select individuals.

Background: Eamon Ó Braonáin was born in 1822 in Dublin Ireland. At the age of 18 he was convicted of a crime he absolutely committed, was sentenced to transportation in the Americas. Where he spent over a decade as an indentured servant on various plantations in the south.

His life was various degrees of harsh and yet he was aware that relative to the various African slaves it could have been worse. In 1853 he was sold to Jedidiah Green, A slaver who ran a breeding plantation in southern Georgia. It was here where he experienced his harshest treatment, living side by side with African, Indian and Caribbean slaves as breeding stock. It was here that Eamon learned of the voodoo religion, the various Loa in it and truth be told had even prayed to a time or two. Mostly because Jesus had done fuck all to help his situation.

This was his life Until in 1854 during the evening of the starless night. A global event that caused the first awakening in hundreds of years. On that night hundreds of people around the world were changed by the Tenebris. Eamon became stronger and faster and gained the ability to heal but his body was twisted making everything except his bones invisible.

When he rose that morning transformed chaos ensued. Some slave began to shout in fear, other dropped to their knees thanking the Loa and in short order the overseers were in the mix. They shot him and when Eamon didn't die but rather the runes on his bones began to glow red and he could feel his body recovering from the wounds even if he could not see the recovery, he defended himself. Killing the Overseers, Jedidiah Green and the various gentlemen who had arrived that day, money in hand, to have a go at Jedidiah's breeding stock.

And while he murdered the so called Gentlemen out of vengeance rather than self defense, he took their money all the same. For years he lived on the outskirts of society. During his time on the breeding plantation he had picked up a variety of languages including a bit of Cherokee, Creek and Seminole. Eamon had always been good with words but now, after his awakening he was even better at it. Language came easy to him and he used this and the money he stole to get by. Staying on the move until the day he happened across Baron Von Grimm's Circus and Egyptian Caravan.

Eamon joined up, traveled the Americas and eventually bought the circus. Taking on not only the day to day operations of the Circus but also the very Mantle of Baron Von Grimm

Mutations:
Bone Man - Everything except Grimm's bones is invisible.
Bone Runes - Grimm's bones are adorned with magical ruins that sometimes glow based on the various powers that are active.

Powers:
1d8 Immortality: When Grimm dies he can be brought back from the dead by Crow so long as she has a has a single fragment of his bones.
1d6 Regeneration: Grimm heals from significant wounds at a fairly quick rate. Activating this power causes his bone runes to glow red.
1d6 Enhanced Physical Attributes: Grimm's strength, agility and endurance are moderately enhanced above that of an average Awakened.
1d6 Enhanced Perception: Grimm's senses are elevated well beyond that of a normal human.
1d4 Sense Magic: Grimm can sense magic in a way that is similar to ones sense of smell. The stronger the magic the further away he can sense it.