Friday, 13 June 2025

The Other OSR: Vast Grimm – Blood Altared

It has been over six hundred years since the First Prophecy of Fatuma came to pass. The SIX, the Disciples of Fatuma, who following the prophecies put down in the Book of Fatuma, made a pilgrimage to the Primordial Mausoleum of THEY and deployed the Power of Tributes to decrypt the Mystical Lock sealing the Mausoleum. It was then that the They drew in the stale air of the Mausoleum, becoming one with the THEY and breathing out the parasites. The Six scattered, bringing the word and the infection of THEY to every corner of the ’verse. Then the Gnawing began. The parasites of THEY gnawed their way out of the infected. They spread. They gnawed their way out of planets. They spread. The infected split open. The planets split apart. Now mankind clings to life, looking out for any signs of THEY or hiding it inside them in the hope that it never erupts and spreads… The Earth is gone. Shattered into large pieces. There are places and planets where the remnants of Mankind survive, squabbling over resources and power, fearing the parasitical infectious word of THEY, but not without hope. There are whispers of a means to escape the end of this universe by entering another, one entirely free of THEY. It is called the Gate of Infinite Stars. Yet time is running out. The First Prophecy of Fatuma came to pass and so has every other Prophecy of Fatuma since. Except the last Seven Torments. Will the last Seven Torments come to pass and allow the Würms and the Grimm to consume the ’verse and with it, the last of Mankind? Or will the lucky few find their way to the Gate of Infinite Stars and at last be free of the Würms and the Grimm in a better, brighter future? That is, of course, if everyone fleeing through the Gate of Infinite Stars is free of the gnawing…

This is the set-up for Vast Grimm. Published by Infinite Black, it is a pre-apocalypse Science Fiction roleplaying game compatible in tone and structure with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Yet there is news of an incident that threatens the future of the survivors even as the ’Verse is abuzz with word of another Torment about to come to pass. Doctor Hellina Hazel, lead quantum scientist working on the Gate of Infinite Stars, has been kidnapped! Although multiple factions have claimed responsibility, the abductors have been identified as members of an elite sect of the Devout. Worse, rumours over the Netwürk suggest that she has been transported to the Mausoleum of They where she will be sacrificed to a giant würm. Without Doctor Hazel’s knowledge, the likelihood is that the Gate of Infinite Stars will never be completed and thus all hope will be lost for mankind.

This is the set-up for Vast Grimm – Blood Altared, a scenario and setting supplement that expands the future depicted in Vast Grimm. The setting is the planet of K2-116B, a bare red-oxide rock renowned for its highly toxic atmosphere. The kidnapping of Doctor Hazel is not necessarily the only reason for the Player Characters to make the trip to the hellhole that is K2-116B—several other reasons are given, which makes the journey much more personal. These can be backed up with Netwürk chatter, but either way, the Player Characters find themselves on a Fatumite colony at the foot of the monolithic Mausoleum of THEY, surrounded by a Rotting Forest. Guile or stealth is required to get past the Devout of the colony and climb the giant würm bones of the tower temple. This is a race against time, a brutal brawl and trawl against fanatics dedicated to preventing anyone from stopping their divine purpose from coming to pass. Should the Player Characters fail, the ramifications are quite literally colossal and campaign changing… The Mausoleum of THEY is linear in structure, and so straightforward to run. Ultimately, the play of the scenario will vary upon how the players and their characters decide to approach it, stealth or out and out attack…

Interestingly, there is another way of running the scenario—and that is defence. There is no scenario for this given in Vast Grimm – Blood Altared, but it is difficult to imagine quite what to do otherwise with the new options for Player Characters given in the supplement. They include the Devoibot, reprogrammed to protect the Fatumites on K2-116B, though they are actually quite cynical about doing so. The character type includes reason why the Devoibots are on the planet and suggest skills such as a Big Databrain which has greater knowledge of THEY, a Blaster Bot with the blaster in its hand, or a Jammer Jaw that emits a high frequency signal that blocks all nearby electronics. The Disciplined Devout is a host to a würm and so might be able to smell the blood of those also infected by the würm, gain a temporary adrenal boost, or have it act as a back brace to increase his armour. The Rotter are descendants of the early missionaries who came to the poisonous world of K2-116B who are inured to its toxic environment, but must take and imbibe the red oxide of the world with them to survive. The Rotter might have toxic spores in his lungs that he can cough at others, an understanding of Tributes so deep that he might be able to understand encrypted tributes, or even possess his father’s skull and talk to it for advice! The Sword of Fatuma is a trained soldier of THEY, who might be tough as nails and survive situations that would kill others, wear a gauntlet made from the plated skull of a würm and bearing the mark of Fatuma, and possess battery-powered that make his eyes shine in a bioluminescent blue and thus look like one of their to the Grimm.

Numerous weapons like the Body Burner—a flamethrower fuelled by decomposing bodies, and Sonic Scream Sticks which cause the blood vessels of victims to pop when struck are detailed, as are cosmic treasures, including Fatuma’s Mitre and the Fang of Fatuma. Stats are provided for Fatumites as monsters as are the Fiendhünds, invisible hounds that hunt the wastes of K2-116B, and Rocnars, insectoid creatures that paralyse prey with a stinger, often multiple times, and then feed on their decaying flesh.

The Mausoleum of THEY, the Fatumite colony, and the surrounding Rotting Forest, are not the only places of interest on K2-116B—or rather under it. A network of caverns is home to the Rotters, those who were born and have adapted to the harsh environment of K2-116B and Teginoids, genetically and necromantically engineered humanoids. The cavern network and its Rotter colony are described in some detail, as some quite nasty weapons, like a blow gun used to target victims with the pellets of compressed Rotting Forest tree bark which causes the terrible, terrible itching, known as the ‘Scratch & Sniff’, that becomes increasingly difficult to resist… The Teginoids are the descendants of experiments which combined Würm and human DNA which live alongside the Rotters and which worship their Würm ancestors and all Würms. They are hostile to non-Rotters.

The caverns are not somewhere that the Player Characters are likely to visit readily. Though that might change by ‘Rotters on Board’, a scenario triggered by the landing of the Player Characters’ ship on K2-116B. Four Rotters board their vessel, perhaps attempting to stow away, steal parts and cargo, or even steal the ship. This could happen whilst the Player Characters are attempting to assault the Mausoleum of THEY, adding a complication to their attempts to get off world, likely in a hurry whether they have saved Doctor Hazel or not.

Physically, Vast Grimm – Blood Altared adheres to the Artpunk aesthetic of both Vast Grimm and Mörk Borg, with its use of vibrant, often neon colours and heavy typefaces. It looks amazing, a swirling riot of colour that wants to reach out and infect everything, but where the core rules were not always the easiest to read, the simplicity of the content in this supplement make it easier to read and use.

There is a weird dissonance in terms of scale in Vast Grimm – Blood Altared, with a big, bruisingly desperate strike mission against the clock to rescue an important scientist at one end of that scale, and the minor, irritating matter of potential stowaways or thieves getting aboard the Player Characters’ starship at the other end of the scale. If the Game Master runs the first mission, there is relatively little reason for the Player Characters to return and potentially encounter the second. There are a handful of adventure sparks which the Game Master can use to get the Player Characters to K2-116B, but will need to develop. Then are the Fatumites as Player Characters, just what is the Game Master to do with them when it is difficult for many of them to even leave K2-116B due to their need to inhale the planet’s toxins? Let alone the fact that they are normally the enemy in the world of Vast Grimm? Ultimately, whilst rescue mission into the Mausoleum of THEY is the selling point of Vast Grimm – Blood Altared, it really should have come at the back of the book and thus be the last thing that the Game Master sees and runs from it, enabling a campaign to build up to its momentous nature and giving to a chance for the Player Characters to explore the vileness of K2-116B a little bit first…

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