Kid Grimm Character in The Freedomverse | World Anvil
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Kid Grimm

Bo Carlson was never a particularly successful outlaw. His crimes never made the newspapers, and his profits were barely enough to keep him in whiskey. As the Civil War raged across the States, Carlson began to make his way north in an attempt to avoid the conflict. He began to hear tales about Fort Emerald, a burgeoning town where he decided he may be able to make a name for himself.   A new start needed a new name, and after half a bottle mulling it over, he finally settled on Kid Grimm.   For days he travelled across the wilderness before stop­ping off at White Peaks, a small town on the other side of The Atlas Mountains from Fort Emerald. As he slowly rode towards town, a small wagon with a man and woman huddled against the cold passed by. Initially, he dismissed them as just another poor family making their way west, but for some reason he glanced back as it rolled by. Through the open back he saw two children playing with what appeared to be gold coins—more money than Grimm had seen in a long while. Grimm knew he couldn’t pass up such easy pickings.   He drew a pistol from his belt, pulled his scarf across his face, rode up, and threatened the weather-worn, elderly driver. Grimm demanded he turn over the coins the children were playing with in the back. Frightened, the driver pulled back on the reins and the wagon slowed. Then Grimm noticed the woman sitting next to the driver had pulled a shotgun from beneath her blankets and pointed it towards him. She fired the gun, narrowly missing Grimm, and he responded with a blast from his own pistol, which caught the woman in the chest. Screams came from inside the wagon, but Grimm wasn’t done. He sent a second shot into the man and then three more through the covering of the wagon until everything was quiet. Then he reached into the wagon and gathered his spoils, thirteen gold coins larger and brighter than any he had seen before. As he admired them in the morning light, he heard a murmur from the driver’s seat. The woman was still alive and her eyes were fixed upon him as she said something in a language Grimm couldn’t under­stand. As she finished, the winds kicked up and he felt ... something become part of him—almost like it had invaded his soul. Then the woman was dead, so Grimm shrugged, and rode off.   He continued on to White Peaks, the strange words echoing in his mind. Little did he know that a marshal heading to White Peaks stumbled across the wagon and discovered the children inside were still alive. With their description, the marshal found and arrested Grimm as he sat, drunk, in a White Peaks bar. Shortly thereafter, he was sentenced to die by hanging. As the trapdoor opened beneath his feet, the words of the woman thun­dered through his mind, and this time he understood their meaning. “The cost of our lives was thirteen coins; you shall not rest until the coins are returned.”   Grimm’s body was buried unmarked outside of town, but thirteen nights later his spirit returned, his black heart reforged into two obsidian black six-guns. He strode back into town, his spine-chilling voice calling for the coins to be brought to him, but all the sur­viving townsfolk delivered were bullets. An hour later when the gunfire had finally died down and the townsfolk had fled into the wilderness, Grimm grabbed the dying sheriff and demanded to know where the coins were and was told they’d been sold to a man heading to Fort Emerald.   Unfortunately, within days of arriving in Fort Emerald he came to the attention of Black Crow, Earth-Prime’s Master Mage at the time. A battle ensued, and although Black Crow believed he had destroyed the spirit, thirteen days later he returned to cause more destruction. Seeing that it may be impossible to destroy Kid Grimm, Black Crow bound the spirit to a gold ring—where he hoped he would stay forever.   Over the next 160 years, the ring was passed from person to person, and its significance was soon forgotten. Eventu­ally, it found its way back to Emerald City where someone decided to melt it down. Upon melting, the magical binding was broken and Kid Grimm returned. His senses sang with the knowledge that some of his coins were nearby, and he once again set off to collect them.

Physical Description

Special abilities

Kid Grimm’s senses allow him to detect the general pres­ence of the cursed coins, but he is unable to pinpoint their location until he is very close. Using his Spectral Form creates a brimstone odor that police and heroes have been able to use to link his murderous crimes together. His Graveyard’s Grasp ability visibly drains it’s victims, making them look sickly and ill.

Mental characteristics

Intellectual Characteristics

Kid Grimm is as arrogant and unlikable as a spirit as he was when he was alive. His drive to recover the coins is now his main obsession. He misses the pleasures of the flesh, but nothing distracts him from recovering the coins for long.

Social

Contacts & Relations

Kid Grimm has tangled with several supernatural heroes in his quest for vengeance, including Dragoneye and Seven.
Children

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