Weregrem guide
◈Visual Reference◈
Here is a visual reference of what a Weregrem refsheet needs for approval.
Please read below to see what is available to you when creating your Weregrem!
▼
Visuals by @mrgremble and @snappy
Masterlist Reference Requirements:
◈ Clear full-body visual of the Weregrem in Standard Form and Wereform.
◈ An inner mouth visual is required showing the teeth and tongue.
◈A clear view of the moon sigil marking in both forms. (This can be shown either on the main fullbody refs, or as a separate diagram on the side.)
◈ Diagram of their Moon Sigil's projection ability in use (ONE PROJECTION ONLY).
◈ Identical traits on both forms. (Unless stated otherwise by the trait.)
◈ Celestial blood colour displayed in atleast 2 places on the body. (Required for Wereform. Optional in standard form.)
Choices Are: [Eyes | Inner Ears | Inner Mouth (optional Teeth) | Claws | Legs | Nails ]
Exclusive Traits and Trait Availability
Listed below are traits that weregrems are required to possess.
◈ Celestial Blood
◦ Including two areas showing the Celestial blood colour on the Weregrem form.
◈ Moon Sigil Marking
◦ Shown on both forms, including projection ability.
◈ Wereform Transformation
Here are some other Weregrem exclusive traits that are free to use for this affliction.
◈ Pharyngeal Jaw
◈ Cosmic Tear
◈ Beastial Paws
Additionally, the below traits are free to use for Weregrems!
◈ Harlequin
◈ Begemmed
◈ Fleck
◈ Primal Teeth
◈ Retractable Claws
How to Acquire Other Traits
Here are other traits that can be acquired through items found in our shops, events and other activities. You can read up on each trait category and learn where to acquire them in their descriptions.
Paid Mutations
Seasonal Traits
Afflictions
◈Anatomy◈
Height and Transformation
Visuals by @mrgremble and @snappy
Weregrems have both a Standard Form and a Wereform. The height of the Wereform can range between 8'-10' and is NOT dependent on the height of the Standard form.
Being afflicted with Wereism will completely reform a Grem's anatomical makeup in order for their body to be able to withstand transforming into their Wereform at will. Weregrems' Wereforms can possess one of two body types: the “Anthro type” and the “Feral Type” body type. (Cannot switch between the body types)
Anthro Type: This body type retains their usual upright stance, but has larger arms relative to their body size. Their legs are strong and sturdy, with posture and locomotion similar to a human's, or other primates like a chimp or gorilla. They have the ability to maneuver about on all fours, but this is very difficult to sustain for long periods of time as their gait is awkward and clumsy.
Feral Type: Weregrems with this body type naturally have both hands and feet placed firmly on the ground. Their torso, head, and neck are longer and larger, while their arms and legs are more stout to sustain their stance. This body plan most resembles that of a tiger, with anatomy that is long and low to the ground for better traversability. They do have the ability to stand upright but, due to their altered anatomy, will be off balance and unable to sustain such a posture for long periods. This upright position would likely only be primarily used for intimidation tactics if threatened.
Moon Sigils
The Moon Sigil also known as "The Mark of The Moons", is a permanent marking shown on the skin of a Weregrem in the shape of the one of the phases of the moon. Both forms of a Weregrem will have this marking shown somewhere on their body.
These markings can look faded when inactive, but as a Weregrem uses their ability or wishes to show off, this symbol will activate and one of 3 unique effects will occur.
Placement and Presentation
◈ A Weregrem must have at least one Sigil visibly present on their body.
◈ The Sigil must be depicted as one of the phases of the moon. Artistic interpretation is welcome as long as the shape is recognisable as a moon (no other planetary shapes allowed).
◈ Sigils can only be shown on the body, and/or in the mouth. They cannot be placed within the eyes or inner ears.
◈ Sigil cannot be use to encompass the entire body of the Weregrem
◈ Sigils cannot be touching one another or overlapping each other.
Size and Amount
- One Projection type only! (Cannot have multiple types or change types at will.)
- They can have up to 8 Sigils on their skin which can be any colour and shade. Gradients are allowed as well.
- Largest Sigil Size: Torso | Smallest Sigil Size: length of a finger
- Sigils CANNOT be used to mimic halos, wings, mutations, and other traits.
Projection rules
Both forms of a Weregrem have the ability to activate their moon sigils, which in turn displays a visual effect. This effect comes in one of 3 different display types. (This is a set effect and they cannot change the effect type at will.)
Ribbons | Glowing Markings | Floating Projection
◈ Floating Projection Rules:
◦ The Sigils projection is required to come from the general area where the original marking is present. (Does not have to be directly above it, but should be close enough to know where the projection originates from).
◈ Glowing Markings Rules:
◦ Glowing areas must follow existing markings on the design (ex. glowing stripes can't appear if the grem doesn't have stripe markings in that location).
◦ The entire marking must glow. It cannot partially glow.
◦ Glow can be any color and or shade. Does not have to match the marking color.
◦ Glow will only affect the sigil.
◈ Ribbon Projection Rules:
◦ When using the ribbon projection, you are limited to conjuring only one ribbon.
◦ Size of the ribbon can be a little over the length of the Grem's body.
◦ Moon Sigils must be present within the ribbon.
◦ Ribbon is required to be made entirely of stars with a faded look.
◦ Ribbons follow the Ribbon trait rules in shape and other allowances.
◦ Ribbons colour must match the colour of the Weregrem's Celestial Blood.
Celestial Blood
Weregrems have a special blood type called Celestial Blood. Everything from their organs to specific areas on the body are displayed in a celestial colour. This unique blood type is visually identical to the night sky, typically having a dark blue sheen with tiny star-like specks that flood within the nebulous liquid.
Weregrems use their blood as both a weapon and defensive mechanism, as it possesses toxic properties if injected into the body, ingested, or exposed to vital areas like the eyes. While in their Wereform, these grems have the ability to secrete blood from areas around their claws and teeth before biting or scratching. This secretion can come from either their gums or nail beds, fully saturating the area in Celestial Blood before their attack.
Those who are exposed to this blood will experience the following in said areas:
- Blood in the eyes = Temporary blindness
- Blood ingested or inserted into the blood stream = Extreme hallucinations, altered senses, disorientation, nausuea and vomiting, insomnia, and manic fear.
When a grem is afflicted with Wereism, Celestial Blood will entirely replace the Grem's normal blood. Because of this, these afflicted Grems will have slightly different blood rules than their unafflicted counterparts:
- In the Grem's Standard Form, areas like the eyes, inner ears, claws, paws, feet, and inner mouth can optionally be coloured with Celestial Blood.
- In the Were-Form at least 2 of the previously mentioned areas are required to display the celestial blood.
A Grem2 afflicted with wereism will no longer experience the blood changing shift known as "Recessive Rush." However they will still need to display "faux" recessive and dominant blood coloration in the usual areas while in either form if those areas are not covered by their Celestial Blood.
All Celestial Blood colours present on a Weregrem must be the same uniform colour. They are prohibited from being completely different colours and shades. Stars encompass the entirety of the blood surface area. Star styles can vary.
Shown below are some examples of blood colours to choose from. You are not limited strictly to these colors, but this is the primary point of reference. The blood shade cannot be so light that the stars can no longer be seen.
Hands
Weregrems can have paw pad markings in a variety of shapes, here are a few examples that you can choose from.

Teeth
The entire inner mouth of a Weregrem will display the Celestial Blood colour, but you can choose between whether you want the teeth to also be affected by the Celestial Blood, or if you'd rather have the teeth follow basic teeth rules.
*(If choosing basic teeth rules, you are limited to the original Grem2 teeth colour limitations UNLESS you have a teeth trait which allows for different coloured teeth)
Eyes
Though weregrems do not experience the blood color change known as "Recessive Rush." They will still show a "faux" dominant blood coloration somewhere in each eye.
When choosing to display the Celestial Blood in the Grem's eyes, if it covers the entire eye, then the "faux" dominant coloration no longer needs to be visible.
Below are some visual examples of a grem with Celestial Blood in different parts of their eye. The "faux" dominant blood color in this example is the white color. Notice how it is still present and visible in almost all of the examples with the exception of the one where the Celestial Blood covers the entire eye.
(The blood can also affect other eye traits like Cyclops and Spider Eye.)
◈ABOUT Weregrems◈
General Information
Lifespan
150 Years
Diet
Weregrems sustain themselves on a Carnivorous Diet (Consumes only meat).
Height Limitations
Original Form:
Shortest = 5ft (152.4cm)
Tallest = 7ft (213.36cm)
Wereform:
Shortest = 8ft (243.84cm)
Tallest = 10ft (304.8cm)
Lore
Grem-specific Wereism is an "Affliction type" mutation that occurs when a Grem has either been transformed by a Lunar Plane Warden, or more rarely, been bitten by God-like individuals who have the ability to pass on this affliction.
HISTORY
Wereism was first documented at the same time as the [Herald of the Eclipse Event.] To read more on this event, click the link above.
aBILITIES
Transformation
Able to transform between their primary form and their Wereform whenever. Transformation is directly linked to a Grem's concentration. If a rookie Weregrem is distracted or compromised, it makes changing forms very difficult and can disrupt them entirely from changing.
Celestial Blood Toxicity
As written above, a Weregrem's Celestial Blood has toxic properties, making it dangerous to come into contact with. Inhaling, ingesting, or introducing this blood into the nervous system can caused a myriad of side effects. The blood of a Weregrem is built to disorient, immobilize, and subdue an opponent, putting them into a state of inaction. This allows for Weregrems to more easily overtake whatever they're fighting against.
Energy Collection
Weregrems' sigils work similarly to solar panels, except they collect energy from moonlight. This stored energy can then be used to create flashbombs, which are able to stun an opponent. It can also be used to shift between forms quicker and more efficiently, as well as allowing the Weregrem to harvest these energy stores in order to boost their stamina and strength for a short period of time. When a Weregrem is about to use this energy, their sigils will project outwards and/or glow brightly.
Flashbomb
If all other options are exhausted for a Weregrem in terms of attack and defense, it has one last ability up it's sleeve which allows it to build up a huge amount of energy and disperse it outwards into a shield of light or darkness.
This ability appears in the shape of a "Dome" created in a small radius around the Weregrem, temporarily blinding opposing forces or concealing the Weregrem from prying eyes. This ability can be used to give a Weregrem the opportunity to escape undetected as their last ditch effort.
lIMITATIONS
- Transforming into Wereform can be a very energy consuming process, making their larger forms hungrier and more prey driven if not given an adequate amount of calories before tranformation.
- A Weregrem can transform at will, but their abilities, strength and venom potency is much weaker during the day as opposed to at night, where they gain a majority of their energy from the moons.
Wereism and Hybrids
In addition to standard Grem2 being able to be affected by this condition, the Hybrids listed below are also able to be afflicted with Wereism.
Mantagrem | Snowgrem | Growl
When afflicted, these hybrids will have access to all of the weregrem exclusive traits.
Snowgrem
An afflicted Snowgrem will additionally have all weregrem traits passed onto their animal form as well. Their animal counterpart can also optionally be drawn to be 1.5x larger than their original species size.
Growl
When transformed, a Growl's wereform will follow different height limitations.
Height Limitations
Original Form:
Shortest = 3ft (91.44 cm)
Tallest = 5ft (152.4 cm)
Wereform:
Shortest = 6ft (182.88 cm)
Tallest = 8ft (243.84)
Wereism and other Afflictions
Here are the afflictions that Wereism can affect:
◈ E-T and Predatory Affliction
Here is a list of Sub-types and afflictions that are unaffected by Wereism:
◈Cypherus
◈Witches
◈Staves
◈FAQ◈
Weregrem affliction applicators are currently only available to acquire by completing the Herald of the Eclipse Event Quest line.
Q: (In Lore) Can they be cured? Or is this permanent?
A: Weregrems cannot be cured of their afflictions currently.
Q: How does Gremcorps see them?
A: Gremcorps does have Weregrems on their "Watch List" to detect how much of a threat this new affliction can cause to society. This company should be avoided at all costs if you are a Weregrem.
Q: How do Wardens/ Demi-Wards see them?
A: Wardens will regard them as children of the moons. Demi-Wards see them just the same as long as their parent Warden regards them as such. If a Warden has a positive affinity with the Moons, then they will act with a bit more recognition... But only by a little.