The Grimms are a changeling seeming. Those of this seeming play the role of fairy tale characters, effectively turning into them for a time.
Overview[]
“ | That’s it, my love, call me it again. Call me your princess just one more time. Your love will make it true, and we, you and I, we’ll live happily ever after. Won’t we? | ” |

Drawn from the ranks of the painfully uncreative and dull, these changelings walked into the Hedge blindly. Their escape came from understanding the beat of their own story — reading in their own story their way to freedom.
The Grimms’ appearance is inevitably drawn from books and stories, with words and illustrations scrawled across their bodies, the smell of paper drifting about them. Most of all, though, they will be changed by their current role, taken from some local story or another. This is not enough to alter their Attributes or Skills, but their behaviors and appearances may shift radically.
Seeming Blessing[]
The Grimms, in their escape, made a promise to the Hedge to play out the stories that humanity tells. In so doing, they may remain safe.
Once per story, if a character other than the Grimm treats the Grimm as he would anyone in her role, without being directly asked to do so, the Grimm regains a point of Clarity for free. If the Grimm is not currently playing a role, she cannot gain Clarity in this way.
Seeming Curse[]
Just as the Grimms may fulfill their promise to remain safe, denying it is a great risk.
When playing a role, taking an action that runs counter to that role for personal benefit is an immediate Clarity breaking point. Further, when the Grimm is not within a role, she must re-roll all successful dice in rolls made to evade Huntsmen and the Gentry. Only dice that succeed twice actually count as a success.
References[]
- CofD: Chronicles of Darkness: Dark Eras, p. 414-415
Beasts · Darklings · Elementals · Fairest · Grimms · Ogres · Wizened |