NPFTH: Vice Incarnated (collected) - Encounters for OSE, Mörk Borg, and NPFTH
Game Design Log #35
This is a compilation of the previous posts of “Vice Incarnated”, so you can see them all together in the same place.
Under the presence of the Chasm, the vice that took hold of the priest on life, exudes from the skin of the now dead man, to mold his flesh into a nightmare shaped by his beliefs and fears.
Thus are born the “Vice Incarnated”.
These creatures are meant to be used in NPFTH, but you can also use them in your OSR/NSR game by applying the simple conversion that is below (written for OSE and Mörk Borg).
If you use them in your game (and/or in a different setting), “ Vice Incarnated” fits well in shrines and sacred places that have been affected by magic, curses, or any kind of strange energy that could make a vice come “alive”.
CONVERSION FOR OTHER OSR GAMES
“Vice Incarnated” make references to something call “Grief” and sometimes to another tactic/attribute/stat of the PCs, so if you want to use them in your OSR game…
…for something like OSE you can use this:
Grief → XP or Treassure carried by PCs or sum of both (divided by 1000).
Blood → HP (this is for mortal creatures)
Strong → STR
Agile → DEX
Imposing → CHA
Resilient → CON
Sneaky → DEX
Observant → WIS
Shields dies d4/d6/d8/d10 → AC +1/+1/+2/+2
…for something like MÖRK BORG you can use this:
Grief → Omens, or Silver dived by 100, or the sum of both.
Blood → HP (this is for mortal creatures)
Strong → Strenght
Agile → Agility
Imposing → Presence
Resilient → Toughness
Sneaky → Agility
Observant → Presence
Shields dies d4/d6/d8/d10 → Damage reduction -1/-1/-2/-2
…In the case of Sentient Relics (for Mork Borg and OSE)
Imposing → stat for everything
Chasm → HP (because they are fed by the Chasm)
Dominance → A cumulative modifier that is aplied to all combat roles (when doing a stutnt or anythig that could give them an adventage in combat, they winn dominance).
…for both you could also add this:
Let the PCs spend “X” HP to increase their roll by “X”.
Let PC to sacrifice a weapon/shield to prevent damage.
Allows PCs to gain Dominance (added to all combat rolls, represented by any kind of token) by doing something that gives them an advantage → They need to roll to acquire it, it is cumulative and on a failed roll they lose it all.
Conditions modify the rolls of anything that make sense (spring ankle will hinder jumping, confused will hinder perceptions, anger will hinder interactions, etc…). Conditions stack.
If you dont want to use Conditions, then make them do as much d4 damage as their mnodifiers (ex: Sorrow -2 → 2d4 damage).
“Tags” are word that accompany a weapon/shield. In a NAT 20, you can give that word as a condition to your adversary, or apply any special rules pecified by the tag.
If anything has just one stat, it can use it for everything.
If anything make reference to number of Compulsions, you can remplace it with number of weapons or valuable belongings
If there is reference to advantage/disadvantage roll twice and use best/worst result.
How to build a “Vice Incarnated”
To build a “Vice Incarnated” follow these steps:
Choose the vice they incarnate, which defines their innate power.
Set their Chasm and Imposing (HP and stat-for-everything).
Roll for each piece that makes its body (Body, Head, Extremities) and its Oddity —or choose these pieces without rolling. Each piece may bring a new element, puzzle, or strange character into play. If the things that each piece brings to the table are too much to track when combined, you can choose your favorite and use the others just as aesthetic and flavor.
BONUS AT THE BOTTOM!
“Surrender to the Vice” (feeding Grief/XP to weapons by “defeating a Vice Incarnated”).
1) Choose the vice
As an embodiment of a vice, a “Vice Incarnated” has an innate power coming from the vice it incarnates.

2) Chasm and Imposing (HP and attribute)
The Chasm of the “Vice Incarnated” is its blood (HP). Its value is the sum of the Grief of those who are in the same room with it.
The “Vice Incarnated” does everything with its Imposing. Its Imposing is equal to the minimum Grief of those in the same room with it.
Remember that...
…for OSE:
Grief → XP or Treassure carried by PCs or sum of both (divided by 1000).
…for MÖRK BORG:
Grief → Omens, or Silver dived by 100, or the sum of both.
3) Body parts and Oddity
Roll a d20 or choose one from each column (below the table it is explained what each entry means):
1) A HEAD WITH THREE HUMAN FACES,
one with a long serpent tongue, one with fire in its eyes, the other with its mouth with sewn lips.
The head rotates continuously, changing the protagonist that each face has.
What can it do and what can affect it?
The head of the serpent tongue can extend and use its tongue as a whip that can drag anyone toward the head (they must be in the same room). It speaks with mockery of the things the PCs desire.
The head of the flame eyes can burn any red, black, or white blood of anyone they look at (Resilience or Imposing DC 10 + “own Grief”). It speaks with judgment of the things the PCs have done.
The head with the sewn lips looks in pain and tries to open its mouth. Its tears create pools where the cities of the northern empire can be seen.
Freeing the lips of the third head, make them speak of the places they remember. The “Vice Incarnated” stops fighting and just wonders about the past. The third head now takes the protagonism and may become useful and will act as a person that is always wondering of the new things they see and of the things other people can do or desire.
2) A HUGE CANDLE,
burning, with the face of the priest.
He speaks calmly, talking of the imminence of the end and the judgment of his god.
His words feel as if cold restricted the muscles of those who hear them.
What can it do and what can affect it?
Vomits hot wax to those nearby. Agile DC 10 + “Own Grief”. 2d4 direct damage on failing and body gets locked on place by the wax. Agile or Strong to scape DC 8 + “Own Grief”.
It can give a discouraging speech to those who have dominance. Imposing DC 8 + “own Grief”. On a fail, the victim loses all their Dominance.
If the flame of the candle is extinguished, a strange wick made of flesh that moves with the words of the “Vice Incarnated” is revealed. Cutting this wick makes the Vice paralyzed. Putting it on a new wax, make the wax contains the face and the mind of the priest, but not his powers.
3) A HUMAN HEAD,
broken in three, one piece with the mouth, one with the nose and one eye, the last with just one eye. Floating near each other, with strings of blood moving around it and between them, pulsing.
What can it do and what can affect it?
Each piece can move to any location in the room.
They are always connected by a string of blood.
Whenever the Vice desires it, inside the triangle of blood between the tree pieces will grow a net of blood. Agile DC 10 + “own Grief” to avoid being caught by it.
Whoever is caught inside the blood net will be drained of all its red blood.
If someone is caught by the net of blood, but they don't have red blood, then their blood will be replenished to full by white blood and they will win the stained white blood -0 /+0 condition.
This condition endures until all their white blood is drained out of their body.
Whoever has the stained white blood will do everything at a disadvantage against the Vice.
The Vice will offer anyone with stained white blood to become their follower, and promise power. He offers to be full by its blood to anyone. Whoever agrees gains the condition stained white blood -3/+3 and whenever they do something against/following the Vice command they do it with -3/+3.
This vice desires to make an army of followers and become the indisputable avatar of the Vice and the antonym of the Vice on the island.
If someone pours all their red or white blood upon any of the pieces of the face, they gain the vice master +2. And they can command that vice face’s piece with Imposing using this condition. If anyone controls all three pieces in this way, they can command the vice incarnated while maintaining the condition vice master +6. This condition can be drained out by losing an amount of blood equal to the modifier of the condition.
4) A LARGE THICK GOLDEN BELL.
What can it do and what can affect it?
It can be sacrificed to absorb damage.
When doing so, there is 1 in 6 chances that the hit makes the bell ring, and whoever hit it, will drop to the floor with visions of those who die in the town and the lives for whom the bell toll when it was part of the shrine of the town. There is only 1 in 20 chances that it breaks.
If it breaks, it reveals the burned face of the priest, which has a hole on the top of his head, inside his brain there are scrolls with the words of his god.
In the town there is a shrine with a missing bell, this bell is the missing bell. If anybody has the red velvet string ending on a golden mass, when hitting the bell they hit with advantage and there is 3 in 6 chances that the hit will break the bell.
5) AN ETHEREAL IMAGE OF MULTIPLE EYES,
floating in planetary nebula,
and the feeling of looking into a vertigo inducing maze.
The number of eyes is equal to the max Grief between the PCs.
What can it do and what can affect it?
Eyes will try to lock their gaze on the PCs.
Every time a PC is hurt by the “Vice Incarnated” can decide to lock their gaze o the PC’s eyes instead of making the PC lose blood. The PC can try to avoid the gaze by rolling Imposing or Resilient DC 5 + “the blood they should have lost”. On a fail their lock in place and their mind is lost in the maze.
The maze has a beast, an old man, and a well with a grate.
When entering the maze for the first time you do it beside a well that is closed with a grate.
The old man has lost his mind. The beast will hunt you relentlessly.
The old man talks about being charged with the guilt of the end of times, of being the unwilling weapon of their god, of being the spear that will kill everyone under the wrath of the god-man-king.
You will encounter clues of both, a trail of big hooves tracks, some crumbs and torn pages of a book.
Every turn on the maze, while other are still fighting the Vice outside, you can do two things, and “Moving and finding a new way” is one thing.
At every turn roll d20, you can modify the roll with your blood
If you get bellow 5 + “your Grief” you encounter the Beast. If you followed the torn book pieces you find the old man below 25 - “your Grief”.
If you get bellow 20 - “your Grief” you encounter the old man. If you followed the hooves you find the beast below 10 + “your Grief”.
Instead of attacking, the Vice can decide to act in the maze as the beast. To hunt you → oppose roll, the best roll + your grief.
The beast attacks with your Grief as stat and its horns and hooves are weapon 3d6. It has 30 blood.
The old man wants to escape, if he is brave enough, when looking into the eyes of the beast the beast can’t move.
The book contains the words; “on the eyes of the one with time there is the necessary calm to tame the brutality of the vice that eats our own souls” these words can be found by collecting the torn pieces or reading what is left of the book on the hands of old man.
The key to the well is on the old man's neck, he does not know what they are for.
On the well there is a small tunnel, by crossing it you escape from the maze. If you cross it without closing the well behind, then the beast and the old men will run out, the beast will become free outside of the limits of the holy town, and he will hunt as a ravenous beast, becoming stronger with each victim, the old man will apear from the stomac of the “Vice Incarnated”, killing them. The old man has the knowledge to make a holy canon that can be carry on a holy town and that can make an entire village explode and burn with just one shoot.
6) GIANT BRONZE BULL HEAD.
Meaty tongue hangs from the mouth, on it the face of a man with three eyes.
What can it do and what can affect it?
The bull is the representation of the Vice and will act following it.
The tongue face is the memory of the priest, he is hungry for knowledge and desires to become a god.
The priest commands the bull but the bull will always show its desire to act as the Vice.
The priest can be negotiated with. He will accept any trade for power or knowledge.
If the tongue is destroyed, the bull will act feral, following the Vice.
7) IS ONLY EXTREMELY LONG DENSE HAIR,
the head is invisible under its density. It floats mysteriously, in slow motion.
What can it do and what can affect it?
The body below is not there, is an illusion, and trying to hit it is futile.
The strands of hair will crawl and elongate to try to cover the eyes of those in the room. Resilience or Agile DC 15 to resist it.
Whoever is blinded by a strand of hair, will see the room as it really is, and the headless body of the Vice in its real position.
The head wants to free itself from thr “Vice Incarnated”, and if the Vice is killed it will float away to roam the island. It eats blood by piercing the body of the newly dead with its hair, like a mosquito.
When the head is free, it can create localized illusions. Only those who cover their eyes with their locks of hair can see through its illusions.
If the head is willing, and you cut a strand of its hair, when covering your eyes you can discern if something is an illusion. If you cut it against its will, the hair will show you random fake information about the world.
8) LARGE BABY-LIKE FACE, NO NECK.
The mouth and eye holes are opened from the inside by smaller hands and baby-like faces peak to the outside.
Each of these smaller faces with eyes and mouths that are also open from the inside by smaller hands.
What can it do and what can affect it?
His voice is deep, soft and calm. It sounds like comming from everywhere.
Specters of sleeping people lie around him.
He speaks of eternal beginnings and the miracle of the resurrection of the kings as god, as all will become one with the man-god-king.
He enjoys the tales of cosmology that in their poetry can teach by sensation but no logic.
He collects tales, and he will behave peacefully towards those sharing them.
He says that his dreams become real, and asks if he is allowed of deaming about the tales that have been shared with him.
If someone says yes, they will "Surrender to the Vice” (see below), and they gain the vice as a compulsion if they fail an Imposing or Resilient check DC 15 + “own Grief”.
Who accepts will be united to the story, and will dream of what the beings in the story experience when they become real.
If the tale is destroyed, whoever gave it to Vice will fall into a deep lethargy.
Whoever falls into a deep sleep will become one of the specters that sleep around Vice.
To free someone from being a specter you have to place his body in the place where his specter is.
If someone takes a specter away from him, the Vice will get angry and cry out of fear of being left alone. Then its actions will follow the Vice he represents.
Whenever a new tale is offered to him to dream about, he may become peaceful again. DC 5 + “Own Grief”.
9) LARGE DODECAHEDRON FRAME,
enclosing a pulsating light.
What can it do and what can affect it?
The light of the become can be commanded by the Vice to create any kind of object. It can maintain as many objects as the max Grief between the PCs.
Anyone can try to create objects using the light from the dodecahedron. Imposing DC 20 - their “own Grief”. They can maintain two objects at a time.
Anyone who creates an object for the first time gains as a condition the vice represented by the “Vice Incarnated” (-d4/+d4).
Touching the light at the center of the dodecahedron it feels like touching warm water. This light can be stolen in any container. This light can be used as described above.
10) MUMMIFIED REPTILE HEAD,
crowned by a candelabra with as many candles as the PCs' Grief.
Bellow each candle, a small bell rings with the movements of the Vice Incarnated.
What can it do and what can affect it?
Ringing the small bell below a candle can make it brighter or dimmer.
When dim a random PCs can move nor breathe.
When brighter a random PC is blinded.
When a candle has affected one PC, that candle will always affect that PC.
If the candle that affects a PC is cut, the PC will suffer the damage.
If the candle that affects a PC is stolen, or the bell below it, then the PC will be immune to the effects of the candle.
Any candle that is not tied to a PC (it has as many candles as the sum of their Grief and only there is one of them for each PC that is tied to them) can be used as a weapon once. It behaves as a d12 weapon with the tag burned -2.
If all the candles are destroyed, the “Vice Incarnated” falls to ashes.
11) A CAPSULE,
contained in liquid the heads of those persons that are/were important to the PCs (two or more for each PC).
What can it do and what can affect it?
They can compel one PC by name, if they fail a Resilient/Imposing check DC 8 + “own Grief”, a ghost of the person whose face call by name the PC appears.
The ghost of memory, can teleport and can be use by the Vice as shield d4.
The ghost of memory can be sacrifice as common shields, when hitting a shield that is being sacrifice the person to whom the ghost is important decides whether the ghost is killed, and then the memory of this person face with it, if they lose d4 blood or if they get the open wound -1 condition.
The silver threads if cut by a silver weapon, or any weapon in some way related to the the light of the moon, or bath on the blood of the owner, makes the ghost disappear and also its face on the capsule. IFfinstead the silver thread is cut by any other weapon, the ghost is free as a feral specter, that has as stat the Grief of those they attack and has silver claws +2d6 and white blood 6. If the feral specter dies, its face on the pot disappears.
12) A CEACK ON REALITY,
from where Chasm leaks.
What can it do and what can affect it?
Every time the “Vice Incarnated” is harmed, there is “your Grief” in 20 chance that the Chasm create an aberration fed by your Grief.
A “grief aberration” is a copy of a PC, its stats and blood are half and half of the Grief of the PC.
When killing a “grief aberration” the Chasm crack flickers, and is full of potentiality (it begins to produce mirages of the things the PC are thinking). It can be use to create weapons or ways to tame, attack or subdue the “Vice Incarnated”. The difficult to use the Chasm energy is imposing 10 + “own grief”. On a fail the PC gets a scar of the chasm, and something in them change physically (roll for chasm scar).
13) A HUMAN HEAD,
proportional to its body, with an inverted crown, piercing it. To every human the faces of the head is their own.
It wails of despair.
What can it do and what can affect it?
When attacking the Vice, whoever damage it, receive half of the damage they inflict.
The face is the only place where this does not happen.
Removing the crown, makes the face of the Vice melt. Without the crown, when attacking the Vice now the attacker does not get hurt.
The crown shrinks to normal size when removed. It can be used to produce the same effect that produce on the head of the Vice.
Whoever wears the crown will hear the voice of the those that die on the city, they offer more power. If whoever wears the crown accepts is considered that they are “Surrendering to the Vice” (at the bottom of the post), and they gain the vice as a compulsion.
14) A TOWER OF HUMAN HEADS,
impaled by a golden spear.
What can it do and what can affect it?
They sing a chorus of desolation.
They slowly rotate on the axis that is the spear.
Every time the Vice attack there is a 2 in 6 chances that all the heads are looking forward, making any damage done at that moment to take double as much blood. (also the Vice can lose twice as much blood at this moment).
15) AN INVERTED AND ENLONGATED HEAD,
with an eye on the mouth and a mouth in each eye. Its skin is brittle and looks like plaster
What can it do and what can affect it?
Its gaze, a beacon of light, and beneath it, in shadows the projection of the possible actions of those shine by its light.
The mouth, speak tempting those on the light, to do what is best for them, each time anyone follow their advice, the follower gains the condition puppet +1/-1.
Whenever someone does something following the advice of the mouth they do it using the positive modifier of the puppet condition. When they don't follow the advice, they do it with the negative modifier of the condition.
The beam of light can get thinner, into a ray of black light. Agile DC 10 + “Own Grief” to don be touch by it. On a fail, the victim loses as much blood as its puppet modifier.
Mirror and very reflecting surface can make the beams and the light to bounce toward the Vice incarnated. The light and mouths will affect the Vice in the same way as does it for other creatures.
16) GIANT FLY’S HEAD,
with multiple human eyes.
What can it do and what can affect it?
It breaths a green mist.
With its mouth can attack, instead of making lose blood it always, in a successful attack, give the condition fly infected wound -1.
Anyone on the mist, when moving though it, lose as much blood as the modifier of the condition fly infected wound. If they don't have the condition they aren't affected.
The mist can be gather on any contaminant. It is bind to the spikes of the mouth of fly, any wound made by this spikes will be affected by the mist as describe above.
The fly head is afraid of fire.
17) LARGE DODECAHEDRON FRAME,
enclosing a pulsating light.
What can it do and what can affect it?
The light of the become cam be commanded by the Vice to create any kind of object. It can maintain as many objects as the max Grief between the PCs.
Anyone can try to create objects using the light from the dodechahedron.
Anyone that creates an object for the first time gains as condition the vice represented by the Vice Incarnated (-d4/+d4).
18) PORCELAIN DOLL-LIKE FACE,
it has cracks filled with gold.
What can it do and what can affect it?
It can detach, living behind a coral where small ethereal glowing worms —the souls of the inhabitants of the village— live.
When detached move slowly, floating, leaving a trial of dark smoke. The smoke choke anyone behind the mask, making them to do everything at disadvantage.
On the inner side of the mask there is soft skin, if hit on there the “Vice Incarnated “lose double as much blood when hurt.
The ethereal worms if shine with the light of the sun or burn with fire become ash. If all of them are turn to ash the “Vice Incarnated” also become ash.
When the “Vice Incarnated” is slay, by loosing blood, the mask shrink to the size of a normal human face.
If someone uses the mask, they don't need to breath, but the sun hurt their skin as a close fire were touching their skin. Even people that do not normally get hurt by fire are affected by this.
19) THE HEAD OF THE PRIEST OF TOWN,
but extremely large and slowly swelling.
What can it do and what can affect it?
He complains at every blow and anyone who can hear him will feel the weight of the townspeople's guilt. Roll 1d20, if you get under your Grief you lose 1 blood point.
Every time that the “Vice Incarnated do damage”, it head swells with the blood that makes other lose. The GM rolls 2d10, if its smaller than the amount of blood that the victim of the “Vice Incarnated” lose, the head explodes, and anyone close to it gets bathe on its boiling blood; Agility DC 20 to escape from it. After the explosion what is left is a normal size head, that with every attack begins to swells again. Before it swell three times its considered of normal size.
When the head is of normal size, if attacked, there is a 3 in 6 chance to be destroyed, and so the “Vice Incarnated”.
20) THE PRIEST OF THE TOWN.
He has glowing eyes and his chest open from neck to belly in a wound with teeth.
What can it do and what can affect it?
Eyes shut beams of light that burn at touch (resilient DC 10 + “own grief”) making all black blood to be burn away (moving the beam is one attack).
The wound/mouth on his belly bites as 1d8.
If the head of the head is cut, the Vice is destroyed → DC 17 to reached it with an attack (you have to roll first to get in a good position to cut it DC 5 + “own grief” ). It will be cut off wit any damage of a weapon with a edge, or will be crushed when loosing 4 or more blood when hit with a staff, hammer or any weapon of the style.
1) DOESN'T HAVE ANY BUT…
Its body is carry by a swarm of hand size worms.
The worms can fuse to create large snake-like creatures with multiple human arms.
The swarm can create as many of these large snakes as the maximum of the Grief of those in the room.
Only two of these creatures are needed to carry the Vice Incarnated.
What can they do and what can affect them?
The snakes have as much blood as the lowest Grief between those in the room.
The snakes do everything with hunger, which is equal to their blood (HP). Their blood is red and feeds their hunger.
The snakes are blind by they have extremely advanced hearing senses.
They can consume any light that is around them, and if there is any flame they can consume it to restore their blood to full.
They get confused by loud noises and are paralyzed.
They have as many hands as the lowest Grief of those in the room.
They attack with their bare hands, four at a time, using 4d4.
They can sacrifice any hand as a weapon.
They are extremely sensitive to cold, and when they are cold anything they do they do it at disadvantage.
2) DOESN'T HAVE ANY BUT…
The Vice floats inside a cloud of incense smoke.
What can it do and what can affect it?
Trying to hit the Vice inside the cloud is difficult and is done at disadvantage.
Anyone inside the cloud, if they breathe, the smoke will burn the inside of their chest with their own Grief → Resilient DC 5 + “their Grief” or they lose as much blood as their Grief down to a minimum of one point of blood.
The smoke comes from small cracks in the walls, ceiling, and floor.
There are as many cracks as 2 + the maximum Grief between the PCs.
From the cracks where the smoke comes, flames will grow to fight anyone who gets close. Agile DC 10 + “own Grief” to evade the flames.
Trying to get the cracks to extinguish the smoke from afar can be done as a ranged attack DC 17 (the cracks are small and the floor around them is warm enough to evaporate the water).
Inside cracks, embers filled the room with smoke.
If all the embers are extinguished, the cloud disappears and the Vice Incarnated falls and can’t move.
3) DOESN'T HAVE ANY BUT…
Winged human figures, with melted faces, carry the Vice on a throne.
There are as many as the 2 + the minimum Grief between the PCs.
What can it do and what can affect it?
The winged creatures have as much blood and tactics as the maximum Grief between the PCs/NPCs that are at the sight of them.
Two of them can carry the “Vice Incarnated”.
All of them carry shields d6, swords d6.
And they have armor d6.
Whoever is on the throne can control the winged creatures and can see through their eyes.
The winged creatures feed from drinking blood from the body of their master sitting on the throne. They eat once a day. Each drains 2d4 points of blood every time that they feed.
4) EXTREMELY LARGE EXTREMITIES,
shaped like the limbs of a normal human, but made up of human bodies fused.
The bodies merge and move around maintaining the overall shape.
Each extremity is composed of 2d4 bodies.
What can they do and what can affect them?
The limbs can extend elastically, to reach anyone. This is an action.
“The bodies” can extend their hands to grab anyone close enough.
Each body has three tactics: Manipulation, Oppression, Sensation.
All these stats start at 0.
When fuse on the extremities “the bodies” can be attacked directly, each one of them is an armor d6. If they get broken as armor they dissolve into blood and die.
“The bodies” will call for touch and affection in voices that sound broken and as if spoken by multiple people.
All of them have dark red eyes, their hands and feet are eternally stained with dark red blood and their skins are almost translucent. They have no gender.
To resist the call, a creature can make a Resilient or Imposing roll, DC 10 + “their own Grief” + Manipulation of the body.
If someone who resists the call also pets “the body”, “the body” falls into a deep sleep and disappears by fusing into the extremity.
If a creature can’t resist the call, they let themselves carry away by the embrace of “the bodies” and get grappled.
To escape a grapple a creature can roll Strong or Agile DC 10 + “their own Grief” + Oppression of the body
Someone who is grapple can be kissed by one of “the bodies”:
The first kiss will give the bewitched -1 condition.
The second kiss the aroused -2 condition.
The third kiss the in love -3 condition.
Each condition remplace the precious one.
To resist the effects of a kiss a creature can decide to lose 1 point permanently in any tactic.
Someone with the in-love condition will get obsessed with “the body” that kissed them and they will try to free this body.
Any of “the bodies” on the extremities can be freed by voluntarily losing two points of any tactic (two of the same tactics or one of two different tactics).
The points of tactics that are lost due to voluntary loss or by the kisses are fed to the tactics of “the body” that gives them the kiss or the one they are trying to free.
The blood of a body when freed is as many d4 as the sum of its tactics.
To be free from the conditions of “the bodie”s, someone has to kill “the body” that imparted these conditions, put a gag on them, or cut their blood-stained hands.
“The bodies” eat eyes, their blood is half red and half black.
“The bodies” are sadistic and enjoy it when the people in-love with them do cruel things in their name.
“The bodies” love to own the clothes of those who are leaders and beautifully adorned weapons. Better if these were obtained by violent methods.
“The bodies” can lend their tactics points to whomever they wish. They do this most commonly with those who bring them the most precious gifts and do the most extreme things for them.
“The bodies” can become blood, and crawl in this form. They can inhabit inside any living creature as blood. When inhabiting a creature like blood they lend their tactics points to the creature they are inside of.
“The bodies” don’t age.
“The bodies” die if they touch sea water.
5) EXTREMELY LONG COMMON HUMAN ARMS.
2d4 of them.
What can they do and what can affect them?
They can attack two at a time with a d6.
Every time that someone hurts the “Vice Incarnated” it can choose to sacrifice an extremity as if they were a weapon.
If the attack was done with a weapon that can cut the flesh (swords, knives, scythes, glaive, etc…) the extremity is cut clean.
When an extremity is cut clean, there is 3 in 6 chances that 1d4 new extremities will sprout from the place where it was.
6) EXTREMETIES MADE OF BLACK VINES.
It has 2d6.
What can they do and what can affect them?
They are wet and immune to fire.
They attack together, each with 1d4 weapon die.
Their material is an armor d8. They can be used as a shield d8.
If their armor becomes broken (or they break as a shield), they can be cut in one hit with a slashing or piercing weapon and become dry, and if burned, are consumed in ashes.
When hitting anyone, if they succeed, they will feed the Vice as much black blood as their victim.
This blood isn't drained for the victim.
If they attack someone who does not have black blood, they will deteriorate, and their armor die will step down one-tier.
7) HUMAN SHAPED CLAY ARMS AND LEGS COVERED IN MARBLE,
broken, pieces float maintaining their original form but they can move independently
What can they do and what can affect them?
Each extremity is initially broken into two pieces.
The Vice can break any piece in two more.
The pieces each can attack as weapons d8.
Each piece has armor d8 (their marble cover).
When the Armour of a piece breaks the piece breaks.
When the armor steps down one tier also the weapon die steps down one tier.
The pieces are vulnerable to water, and when wet the armor die steps automatically one tier.
The pieces get locked in space if they are heated by a flame.
The marble covering the clay if does not break can be used as armor. This marble under water or fire can be molded to any shape.
8) ROPES MADE OF TANGLES WET HAIR.
It has 2d6.
What can they do and what can affect them?
They hit like whips d6.
They are immune to fire.
Instead of attacking they can try to grapple and absorb a creature. Resilient, Strong or Agile DC 10 + their own Grief to resist being grappled.
Anyone that is grappled, will hear a soft voice singing from the inside of the tangled hair, in an extinct language. The singing is inviting and somehow like a lullaby.
They can use one action to absorb one part of the body of someone they have grappled, head, extremities, or trunk.
To resist being absorbed; Resilient, Strong, or Agile DC 8 + their own Grief.
If someone fights against being absorbed but fails, they become choked by the hair, and they will see many dead corpses inside the tangled wet hair (they are bigger in the inside).
If someone doesn't resist being absorbed, and they are totally absorbed, they will see a being floating in a dark space, their hair, the source of the encompassing cocoon of wet tangled hair. This is a fairy, or the memory of it, trapped in the mind of the dead priest that became the Vice Incarnated.
The fairy is shackled with black iron manacles. The manacles will dissolve at the touch of black blood or the tears of someone with black blood. Alternatively, they can be opened with Agile or Strong, DC 12 + own Grief.
The fairy is a being akin to the spirits of the land but from an old-time and a faraway land.
If someone frees the fairy, the extremities will disappear, and the fairy will escape to wander on the island, stealing locks of hair of those sleeping, and giving on exchange nice dreams set to music from their singing.
The fairy may learn the language of the people of the island in a few months, and when they are able to speak it, they will search for the PCs that free them to thank them with a lock of their hair. Wearing the lock as a bracelet makes their black blood feed anything they desire but makes someone easily spotted by those who use magic.
9) SKELETAL ARMS,
proportional to its body, wrapped by scrolls containing the words of god-mad-king.
What can they do and what can affect them?
Arms attack with claws d4 + Grief of the target of the attack.
Whenever they damage someone the name of its victim is inscribed on the scroll that wraps around it.
The hands can scrap and cross out the letters of the name written on their scrolls. Each time that this happens, the owner of the name feels a weight upon them, and they gain one Grief.
The letters vanish if someone escapes from the gaze of the Vice Incarnated, or if they haven't been damaged by it in one hour.
If the last letter of a name on a scroll is crossed out the Vice can write a new name, when it completes the new name (can write one letter each time) it can use 2d4 of its blood to, in some way, make the owner of the new name to morph into something akin to its new name.
If someone writes the name of the Vice Incarnated in any of the scrolls (leaving it on the body of the Vice, or wrapping their arms or weapons with torn pieces of these scrolls), they can do the same that the Vice with the scrolls (this creates a Grief stat for any creature that does not have one).
10) EXTREMETIES MADE OF THOUSAND WRAPPED GOLDEN COILED WIRES
They are 2+d6 extremities.
Each ends on 2d4 needles.
The wires are carved with symbols of the man-god-king .
What can they do and what can affect them?
They can attack using as stats the Grief of their target.
They have natural armor d8.
If their armor breaks the extremity breaks.
Their armor steps down one tier automatically if they get damaged by acid, salty water or any corrosive liquid.
They attack as daggers d4 with the tag “gold on veins” -1.
Every time that a extremity makes someone lose blood the victim has to roll 1d4 for each needle. For each 1 the needles inject on them more gold and they gain the “gold on veins” -1. condition.
If they are attacked with fire each needle adds a d4 for the attack but they can’t inject gold in their victim.
Someone with the “gold on veins” -4 condition gets locked in place, as their blood has become liquid gold that is slowly becoming hard.
To take someone out of being paralyzed by the gold inside them other creatures can: heat them close to a flame, warm them with their own heat, cut their veins and extract the gold.
Alternatively the victim of the “gold on veins” -4 conditions can accept the blood of gold. Doing this requires them to roll Imposing or Resilient DC 5 + own Grief.
If they succeed their white blood becomes gold blood (cross out white and write gold in the character sheet). Their nails become of gold and also their irises. They will become hungry of gold and if they don’t eat gold, their 1d4 of their blood becomes of gold each night. As white blood, gold blood feds nothing.
11) MECHANICAL SPIDER LEGES,
adorned with golden filigreeing and the faces of the martyrs of the north.
It has 2d6.
There are 2d4 faces in each leg.
What can they do and what can affect them?
When attacking the legs, instead of making the Vice Incarnated the PC can choose to destroy one of the faces.
The faces vomit golden blood every time the Vice Incarnated is damaged. Everybody close to the Vice will be bathe in its golden blood if they fail a DC number of non-destroyed faces + their Grief Agility roll.
Anyone bathe on the golden blood of the Vice Incarnated will hear the voices of the martyrs. Every time that they choose to attack the Vice Incarnated, they will have roll 1d20 against their Grief. if they roll under their Grief they instead choose to hurt themselves, loosing 1d4 blood.
Anyone can clean themselves from the golden blood if they have a way of doing it. Covering themselves with any other kind of blood also work to counter the effect the golden blood has on them.
12) SMOKE TENTACLES
It has 2d8.
What can it do and what can affect it?
Each of them can move independently and attack independently.
They can fuse to become stronger an attack as one.
Each one of them attack with the stats of the Vice Incarnated.
They behave as weapons 1d4.
They smoky form make them immune to all hits except those made with fire.
If they are hit with fire they become a flame that will burn forever. No water or anything can extinguish them. The flame burn from the smoky tentacles are portals randomly connected between them, transverse them burns all black blood. If you don't have black blood you cant use them as portals and they just burn you, making you loose 2d4 points of blood.
They can be contained in a jar of the size of a human head or larger. When trying to contain them the person that is trying has to roll Imposing DC 5 + current blood of the Vice Incarnated.
13) DOESN'T HAVE ANY BUT…
Can transform itself into any liquid.
As a liquid can crawl like a snake.
What can it do and what can affect it?
When in liquid form gains all the benefits of that liquid.
Example: as water is immune to fire, as acid it burns the skin of those he touch, as a poison can give the poison condition to whoever is drown in its body.
Its liquid shape is considered having natural armor d10.
When attacking or inflicting direct damage as a liquid, it does so with 1d6 die.
When it inflicts a condition onto someone as a liquid, the condition modifier is -1.
As a liquid it the Vice also gains all the possible disadvantage that make sense to the liquid the Vice is made from.
Any disadvantage of being a liquid is translate in advantage to anything against the liquid or direct step down of the armor die.
If the armor die of the liquid form gets to 0 (the armor is broken), the Vice looses the possibility of take a liquid form.
14) CHAINS BOLTED TO THE ROOM.
They are 2d6 + max Grief between the PCs.
What can they do and what can affect them?
The Vice can extend and attack with the chains as if they where whips. They attack with 1d12.
They material makes them natural armor d12.
With one action, the Vice can make any of the chains glow bright.
When a chain is glowing, one extremities of one creature is paralyzed, and lock in the place where it is.
A glowing chains steps down its armor one tier.
Any attack to a creature with two or more paralyzed extremities is at advantage.
The chains can be attack at advantage if any corrosive substance is used against them.
If the a chain’s armor is broken, the chains brakes, and the Vice Incarnated gets 2d6 + the Grief of whom broke the chain of direct damage.
15) TWO WINGS AND TWO PRAYING MANTIS ARMS.
Both are covered with tattoos representing the holy objects and avatars of the god-man-king.
When hit, they bleed through the tattoos.
What can they do and what can affect them?
The wings can push creatures against the walls. Strong or Resilient DC 10 + own grief.
The mantis arms attack as sword d6.
The mantis arms can attack fast, and so even if they fail their first attack they can attack a second time.
The wings can fold over the Vice incarnated, and enclosed it in an iron hard cocoon that works as a shield d8. When doing so, every moment the Vice incarnated is attacked but not damaged it recovers d8 blood.
In the cocoon for the arms can extend from it to pray or attack
When praying a chant of multiple voices can be heard on the room and undead creatures, made of the material of the room, rise to follow the command of the Vice. They are as many as the max Grief between the PCs. They stats and blood is the the same max Grief. All are full of red blood. They attack as if they had daggers d4.
The praying mantis arms have natural armor d8. If the armor is broken, they are destroyed an all the undead crumble to ashes.
The mantis arms’ armor die steps down one tier automatically if hit by attacks that use any holy idol, of the finger or other representation of the god-man-king, or if the person attacking them cover its body or weapons with depictions of these symbols. Alternatively if someone does anything else inspired by the the tattoos, and is thematically interesting, it also works.
16) WOODEN HUMAN_SHAPED ARMS AND LEGS.
Faces are carved all around them. The eyes of the faces are embers.
What can they do and what can affect them?
They attack as 1d8 hammers. Two at a time.
If burn they attack as 1d4 hammers and they will burn those they attack → burned -1 condition.
If the extremities are under fire, with every quarter of the blood that the Vice loses, one of the crumbles to ashes.
Instead of attacking, the Vice can use two of the extremities to put a wooden mask on the face of a creature. Resilient, Agile or Strong DC 10 + own grief.
Someone with a wooden mask will see only the fire on the room and nothing else.
The mask can be open if bath on water, blood or if is burn away.
If a mask is burned, it leave scars on the face and there is 2 in 6 chances that person wearing it they will loose one eye or ear (-2 to observant +1 to Imposing).
17) HUMAN ARMS, SCISSORS HANDS, AND NORMAL LEGS.
What can they do and what can affect them?
The hands attack each as double swords 2d6.
From the blood they make creatures loose, small creepers are sprout. They are heads resembling the head of the owner of the blood, but they have spider legs make of the same blood.
The small creepers have as much blood as the blood that create them. They attack without modifier and 1d4.
The small creepers can fuse with one action, becoming larger, and adding their dice; 2d4, 3d4, 4d4 , etc…
When kill the blood from which their bodies are made evaporates.
18) GOAT LEGS, HUMAN ARMS WITH SWORD AND SHIELD.
What can they do and what can affect them?
The hands have a large sword, d8 and a large iron shield d6.
The goat legs allow the Vice to jump and fall with a kick over anyone on the same room. This is a 2d10 attack that can be avoid by evading instead of fight back with Agile DC 8 + own Grief.
The goat legs can jump nor run from a slippery surface.
19) DOESN'T HAVE ANY BUT…
The ghost of a giant carries him.
The giant ghost has one large eye that takes almost all of its head.
No neck.
No mouth
Long, thin muscular legs and arms.
It flickers from ethereal to material constantly. Its flickering lights the room from an ethereal blue to a strong orange light.
What can they do and what can affect them?
Every turn of anyone on the room, including the Vice and the giant ghost. There is 2 in 6 chances that it is in a material state.
When the ghost takes on a material:
Every fire that has been extinguished is lit again.
Every door closes, every thing that was broken becomes whole, and all material things become twice as heavy.
Someone using a Weapons and shields that are twice as heavy loose one expertise weapon die, to a minimum of 1.
If someone is using armor, while in a combat, and while the armor is twice as heavy, it moves slowly and they can do one attack, even if their attack is a success.
When the ghost has an ethereal form.
He become the source of light and any other light becomes magically contained to its source.
The ghost becomes immune to any attack that isn't done with a silver weapon or a weapon bath on blood.
There is 1 in 6 chances that while attacking the ethereal ghost a blue flame will take upon something made of wood or fabric that the attacker is carrying (the attacker decides what).
The blue flame on contact with the skin burns cold, and does 1d4 of direct damage.
Some that loses blood by a blue flame has to roll Resilient or Imposing DC 10 + their Grief. If they fail one part of their body (one extremity, head, or trunk) begins to flicker between ethereal and material. This flickering stops if the giant ghost is destroyed. If someone gets all their body affected by the blue flame, they stay in this flickering state forever. Anyone that has their entire body or part of it in a state of flickering can decide to control the flickering, deciding for ethereal or material, for 1 hour by expending 2d4 points of blood.
The giant ghost has as much Blood as the max grief between the creatures on the room and its Chasm is equal to the lower Grief of those in the room with him. He does everything with Chasm. Its hand and fits are legs daggers d4.
20) DOESN'T HAVE ANY BUT…
It crawls in the floor like a slug.
It expels a sticky substance that is lef behind the Vice when this moves.
What can they do and what can affect them?
Anyone stepping on the path where the sticky substance has to make a Strong or Agile roll, DC 5 + “their Grief,” to avoid it or avoid get stuck on place.
When hitting the Vice there is 2 in 6 chances that all PCs that are in close combat with him will get splashed by the sticky substance. Anyone splashed by the sticky substance gets stuck on place and they will do any kind of movement at disadvantage. To get out of the place any creature have to succeed on a Strong or Agile check DC 10 + “their Grief”. To clean the substance from their body any creature can do it with any kind of liquid in just one action. If anyone stay covered by the sticky substance will continue doing their movements (including attack) at disadvantage.
The substance tastes and smells like honey. if it is consumed, it makes people immune to its sticky properties. If is consumed on a hot drink makes the person to exudes the sticky substance when it moves, this exuded substance act as if exuded by the Vice incarnated.
1) IT CAN CONTROL ANY FLAMES.
With one action can make them float to any part of the room.
It can move as many flames as the lowest Grief of those in the room.
If a flame is thrown against a creature, the creature will receive the flame -1 condition and will lose d4 point of blood if they fail an Agile check DC 10 + “own Grief”.
2) BLINKING EYES,
that makes every part of the floor bathe on the Vice’s blood become a void toward a dimension of Grief.
DC 8 + “own Grief” Agile to don't fall in.
Inside the dimension of Grief, your Grief is your Blood and your Blood is your Grief.
The dimension is just the same room, with saturated and inverted colors, shadows are stronger and they seem to buzz.
Here there are only the creatures that have fallen to the dimension and are filled with the bodies of those who have died here.
The “Vice Incarnated” exists in both dimensions at the same time.
Anyone that dies here, feeds with its max blood the missing Chasm of the “Vice Incarnated”.
The wounds made to the “Vice Incarnated” glow with the light of the “normal” dimension.
To escape the Grief dimension the “Vice Incarnated” has to be defeated, or you have to open a large enough wound to transverse the Vice as a portal. Alternatively, entering through its mouth also works as a portal.
3) CONSTANTLY SWEATS,
a greasy, slippery material
The greasy substance is flammable.
Always close to the Vice the surface is so slippery that there is a 1 in 6 chances that someone moving through it or attacking the Vice will fall to the ground.
Stand up from the greasy floor requires an Agile DC 15 check.
Anyone that falls on the grease gets the condition grease stained -1/+1.
Any idea that the PC has to avoid the slippery has to be considered.
If they set the grease on fire all the room where the grease is will be set on fire. Anyone in a place with grease can escape the flames, Agile DC 17.
If someone is caught by the flames they get the burned -1 condition and they lose d4 points of blood. Extinguish the flames requires an action.
If someone is grease-stained -1/+1 and is caught by the flames they get the burned -2 condition and they lose 2d4 points of blood.
Extinguish the flames requires an action.
Water can’t extinguish their flame.
If the grease is in flame, and is the turn of the Vice, the flames reach to it, and the Vice begins to glow, from now on, in its turn there is a 1 in 6 chances the Vice will explode.
If the Vice explodes anyone in the room could be hit by the explosion. Avoid the explosion is an Agile check DC 17.
Finding a clever way to hide or change the narrative before the explosion can decrease the DC for the PCs.
Whoever is caught in the explosion has 1 in 6 chances of get the burned -4 condition and additional gets a scar on their body because of the burns
Scars: Part of your body is scared by the burn and additionally roll 1d4:
1) Loose the noose, +1 Imposing, -2 perception.
2) Loose the eye +1 Imposing, -2 perception.
3) Loose d4 fingers in both hands, -1 Agile or -1 Strong.
4) Just all your cloth is burn.
4) EVERY WOUND,
that is made to the Vice
has a 1 in 6 chances to sprout a beam of darkness.
This darkness, when touching the walls, and when the Vice is attacking, makes portals that bring to the room d4 random “Colonist Spirits”.
Alternatively, if the beams touch the floor they can make holes that will make any creature failing an Agile check DC 15 to fall to a random location on the “dead holy wheeled town”.
5) IN EVERY WOUND,
d4 common side human extremities grow.
They will try to grab and immobilize who made the wound.
Escape from their grasp requires a roll DC 5 + the “Grief of whom is trapped by them”.
6) IT IS AN ETERNAL BLUR.
Of blinking images and illusions, but it has a pungent intense odor of lilies and ashes
When attacking the “Vice Incarnated” there is a 4 in 6 chance that you are hitting the air.
If anyone fights to close their eyes and follow their smell, there is only 1 in 6 chance that they hit the air.
7) THE WOUNDS
of the Vice’s body expel poisonous gas.
Any attack that damages the Vice has 2 in 6 chances to expel this gas.
The creature that made the wound is poisoned if it fails a Resilient check DC 8 +their own Grief.
When poisoned, a creatures get the Poisoned -2 condition.
If anyone gets the Poisoned -10 condition, they fall unconscious.
The poison can be removed from the body by making the body bleed as much blood as the modifier of the condition.
8) TIMES FLOW SLOWLY ON THE PRESENCE OF THE “VICE INCARNATED”,
at the rhythm of its heartbeat, which makes the room tremble. The beating of the heart is at the same rhythm as a pulsating yellow crystal on the ceiling.
The “Vice Incarnated” isn't affected by it.
Everyone being slowed does everything at disadvantage.
If someone actively lowers their heartbeat to match the heartbeat of the “Vice Incarnated”, then they can move normally.
If someone breaks the crystal (this is a change of narrative DC 11 + “Own Grief”) makes the effect end, and now everyone moves normally.
Except the “Vice Incarnated” who becomes slowed.
9) WHEN ATTACKING THE “VICE INCARNATED”,
every hit, sounds like hitting a large collection of string instruments.
Every sound follows the other like they were part of the same strange symphony played in broken steps.
The sounds make people who attack the “Vice Incarnated” unable to hit him more than once, as they get confused by the sound.
Anyone who hits while singing another melody does not feel the effect.
Anyone singing the expected next sound of the symphony, rolls with advantage when attacking.
10) WHEN ATTACKING,
if the Vice hurt someone, he can get into their minds.
In the mind of his victim. the Vice is represented by the human form of the Priest.
The scenery around will be a place of comfort for the PC.
The priest will try to convince them to become a follower of their God.
If the PC accepts, he promises to let them live and give them power that they can use for their revenge, as the god-man-king is a vengeful god, and it is godhood was forged under treason.
If they accept the power offered to them, is considered they are “Surrendering to the Vice” (at the bottom of the post), and they gain the vice as a compulsion.
11) HE CAN BE CALLED UPON,
as if he were a spirit of the land.
His Mystery is their innate power.
He has 3 miracles. Two are random magical mutations of the blood from the fifth secret of blood magic. The third one is their Tag Rule that can be given to any weapon 1 hour.
12) FROM HIS WOUNDS,
vines are born to cover his body.
DC 8 + “Own Grief” using Agile to don't fall in.
There is 3 in 6 chances that the vines becomes a proto-armor.
An armor covers all the portion of the body where the wound was. Extremity, head or trunk.
A proto-armor protects just that portion of the body as a an armor d6.
When 6 wounds have sprout vines that have become proto-armor the vines cover all the body of the “Vice Incarnated”, and they behave as an armor d12.
The vines can be burn by fire and they will burn for a little while (the turn of whoever burn it). If the vines burns for 3 consecutive turns then the armor steps 1 tier because part of the vines burn away.
Any thing that can keep the vines burning, like oils, can work to maintain the fire burning the vines.
13) FROM THE WOUND MADE BY THE “VICE INCARNATED”,
a swarm of 2d6 flies sprouts.
The flies will attack the closer mortal to the creature with the wound.
They attack using as weapon their number (result of 2d6).
They die with one hit.
14) HAS A CHESBOARD IN FRONT OF HIM.
He will invite anyone who approaches him to play.
As they play his disposition will be to fight verbally, arguing why his existence should be preserved and why those who have come before him should serve him.
To emulate the game all players can either play chess against the Vice (the Vice can be represented by the GM who can use their knowledge of chess or any chess simulator) or they can solve the game with oppose rolls, move by move.
The rolls can use Imposing, Observant or Sneaky.
When in their turns, and getting the same result that the other side, they are considered to have captured a random piece.
As always, blood can be expended after rolling.
Roll 2d8 to knwo what piece you captured
2 King
3 Bishop
4 Horse
5 Tower
6 Pawn
7 Pawn
8 Pawn
9 Pawn
10 Pawn
11 Pawn
12 Tower
14 Horse
15 Bishop
16 Queen
Each side has 8 pawns, 2 bishop, 2 horses, 2 towers, 1 Queen, 1 King.
Whoever captures the king wins.
If one of the sides captures something that the opponent does not have, they can modify their roll with a +1.
Whoever gets a Nat 20 can transform any of their Pawns on the Queen (if they still have pawns and they haven't loss their Queen).
In top of the chess there is a social combat, from which the result can be: 1) a PC will get persuade to become a champion of the vice represented by the “Vice Incarnated” or, 2) the “Vice Incarnated” will be persuade to become friendly and act under the terms of the PCs.
Each time that a piece on the chess mach is captured, whoever took the piece gains dominance on the social combat.
The combat and the chess mach are played following the social combat loop. Doing a chess move is part of the social combat, when doing a chess move then is turn of the other side on the loop of the social combat.
(If you are playing a game without “social combat loop” you can asign a pool of Social HP for each character and the Vice. This pool can be equal to their HP/Blood. Then use the same loop of combat that the common combat uses, but instead of fight with Strenght, STR, DEX, or any kind of physical attribute, use social attributes, Presence, CHA, WIS, etc… The idea is describe what topics, ideas, manipulation, the character use in their “social combat”, and then roll to see what happen with these exchange of words. This is a very simple —¿naive?— way of modeling a “social combat” for those that prefer not to role-play this kind of encounters or what the result of the social compat to be determined by the dice and not the GM. In NPFTH there will be something a little more elaborate with some kind of Dominance.
15) HE INSTINCTIVELY CAN USE 3 MAGICAL MUTATION OF THE BLOOD,
from the fifth secret of blood magic
Fifth secret – Magical mutations of the blood (a witch can know as many of these magical mutations as their Imposing):
Breeding of Ivunche (construct) → Protector of the caves: Broke the leg of a child, tied it in their back. Make a paste with earth and 1d10 of your blood. Spread the paste in the child’s back. Cut their tongue so they speaks the language of the snake. Feed it with cats milk for six moons. Then let it hunt its food.
Blood Goliath (construct) → With your flesh under the pale moon glow feed 1d10 of your blood to a clay bowl full of mud. Then engrave a face on the outside of the clay bowl and a name on its inside. Whenever you speak this name a Blood Goliath will rise. It will rot and die when the sun crosses the horizon.
Blood shift → Transmute the white blood of any creature into black blood. You have to spill on their face 1d4 of your blood.
Blood thread → A thread of blood connects you to a person of your choosing. At any moment, while the thread of blood connects you, they can add 1d6 to they roll by taking from you 1 point of blood. If all their blood is black they add 2d6 instead of 1d6 to their roll.
Vicissitude → Alteration and augmentations of flesh, blood and bone. You have to bleed 1d6 of blood on a bone knife to work the flesh and bone with it. Any alteration that you make to create something that works as a weapon do 1d4 damage. If you work upon any previous alteration that can be used as a weapon they now do 1d6 damage. These alterations when use depend on the tactics of the being to whom the altered body belongs.
Blood and flesh patchworks (construct) → Magical mutations and fusion of creatures. You can merge animals with your blood. You have to sew the animals together with thread bathed in 1d10 of your blood. The animals will fuse into a mutation. All of their blood will became black blood and will stay black forever. They will behave as wild animals.
Memory of the death → If you eat the brain of the dead you can experience their memories back to 1d6 days.
Blood weapon → You can make a weapon out of your blood. The amount of blood you use determines the weapon die: 4 blood → d4, 6 blood → d6, 10 blood → d10, 12 blood → d12, 20 blood → d20. To use this weapon you use your imposing.
The weapon crumbles to dust when the sun crosses the horizon.
Resurrection → You can stole a soul from death itself. You must sacrifice six animals each night for six nights, and bath in their blood the body of the one you desire to resurrect. At least one of the animals has to be of the same species as the dead. All of them have to be of comparable size to the one you desire to resurrect.
When the dead awakens, you and the awaken have to roll 1d4 and add the results:
2 → Your fates are intertwined; every time one of you loses blood, the other loses the same amount.
3 → You share compulsions; each receives a compulsion from the other.
4-6 → Nothing additional happens.
7 → You share memories; each receives a tactic specialization from the other.
8 → Your minds have become intertwined; you can now speak telepathically to each other.
For the next six nights you have to feed 1d6 of your blood to them or they will became a ghoul.
Blood metamorphosis → If all your blood is black, you can have your body permanently changed by offering your body to the spirit of flesh and blood. At dusk, you must bleed into a river 2d6 point of your blood. Then you will fall into a deep sleep. Out of the river will come a spider that will weave a cocoon that will cover you completely. At dawn, your body will have changed.
Roll 1d20 to know what has changed. If you get twice the same change, you bleed out all your blood.
Your eyes become entirely black and you can see in darkens.
You get horns and they do damage as two daggers.
Your skin becomes scales and it protects you as studded leather armor.
Your legs become goat legs, and you can jump twice as high and your hooves do damages as hammers.
Your skin becomes purple. People becomes more easily afraid of you, and animals more susceptible to your command.
Your nails become thick and long, made of gold, they do damage as swords.
Your face expands into a muzzle, your sense of smells increases when hunting, and you can smell fear.
You get extremely long pointy ears, your have keen hearing and you can sense the slightly changes on the wind.
Your eyes iris become purple, and they glow in the dark. You can read minds.
Your hands grow in size, and you can conjure flames in their palms.
Your teeth grow thick and large, they do damage as swords.
Your breath becomes a green mist, it can corrode armor.
Your eyes become cat eyes, and you can see trough mist.
When you speak, whispers repeat what you said, you easily can scare any animal.
You get a long tail ended on a ball with spines, it does damage as a sword.
Your body gets extremely long and gaunt, you can move two times faster.
Your torso elongates and become flexible as a snake. You can transform your body into mist.
Your skin gets covered in fur. You can become a cat, a wolf, or a bat.
Your eyes iris become red, and you can charm anyone that looks to them directly.
You grow in seize and your muscles become thicker, you are twice as big as before and twice as strong.
If you use any of these secret to do damage, your are using Imposing as a tactic, as it is you presence that determines the strength of your magic.
Constructs of your magic do everything with your Imposing. If you use a construct in combat they behave as weapons d4.
16) HIS SOUL CAN FRAGMENT,
in many parts as the lowest Grief of those in the room.
Each piece of his soul can inhabit one object.
An object that is possessed by a soul fragment from the “Vice Incarnated” can:
Fly.
Become invisible.
Do anything with Chasm equal to the highest Grief of those in the room.
All other objects have an armor die that is magically sustained by the soul fragment. They armor die is d8.
However, if the object is a weapon, shield or armor, which die is on a higher tier than a d8, then their armor die is their weapon, shield or natural armor die
This possessed objects can be destroyed by lowering their armor die to 0.
If an object possessed by a fragment of soul is destroyed, the “Vice Incarnated” receive 2d4 direct damage.
If a possessed object isn't destroyed, but the Vice is.
It will maintain its magically sustained armor, and will have a d8 or higher die that works as a shield.
If the objects is an armor the die can be used as an armor die (or if the PCs creatively transform the object on an armor).
When using a possessed object, if destroyed, the creature that was carry them will suffer 2d4 of direct damage and the soul fragment will become lock in them, and they will get the vice that the Vice incarnated as a compulsion.
17) IT MAKES THE TOWN FLOAT IN THE AIR,
and his will maintains the lives of those who die on the town after he was born of the Chasm.
Anyone that dies on the town while the “Vice Incarnated” is alive will stay alive, recovering 2d6 points of black blood when they reach blood=0.
If the “Vice Incarnated” is destroyed, the black blood of all those that are in the town is consumed and burns them from the inside, making them receive as much direct damage as black blood they have lost.
Anyone that dies in this way has 1 in 20 chances of becoming the bearer of the soul of the “Vice Incarnated”.
The soul of the vice incarnated will talk in the dreams of his host, and he may try to take control of the body when they sleep.
Their stats is the “Grief” of his host and he can use the white and black blood of his host to add to his roles.
The spirit can be spelled by trickery, as making him believe the host is dying or by making other “Vice Incarnated” to absorbe its soul.
Other ideas that the players have of how may be the soul of the “Vice Incarnated” expelled from the body of the host may work.
The spirit can be persuaded/manipulated/forced to give information about Prime and the holy towns, it has a vast knowledge about this two things.
18) HIS WOUNDS PRODUCE WHITE SMOKE,
that smells like candles.
The smoke fills the room when it looses half its Chasm.
When the room is filled with the white smoke, the Vice Incarnated can appear anywhere on the room.
19) SOME EXTRA ARMAS SPROUTING FROM HIS BELLY.
One with an open book or scroll. The Vice Incarnated isn't affected by it.
The other with a quill writing.
The writings are all about what has happened to the players.
The Vice, if consistent with the head, will offer to rewrite anything, in exchange of the PC becoming their champion and bringing to him more followers to rebuild the town, and make it whole again, to transform the town in a dead moving city (un-dead wheeled vice town), a paragon of the vice and is antonym.
If they accept, a new “Vice Incarnated” will be born, representing the antonym, it will be the opposite in every sense, but both will want more followers an to move trough the land gathering more and more people to live in their dead town.
Anything rewritten by the “Vice Incarnated” on the book, will cause the chasm to rewrite it in reality as perceive by the the PCs and anyone they meet, but in reality the thing do not change.
The PCs will continue dreaming about what in reality has happen but they will think of it as just a dream
Witches may perceive that the PCs are under the effect of a spell.
20) THE “VICE INCARNATED” IS INVISIBLE,
and can only be seen if a red light is used to illuminate the room or if a creature uses any type of red crystal to see through it.
Upon entering the room where the Vice is, everything that is red becomes invisible.
Feeding grief to weapons by defeating a Vice Incarnated or a Sentient Relic
When facing a “Vice Incarnated” or a “Sentient Relic”, PCs will feel their Grief weighing on them more than ever before, as those beings are an extension of the Grief of the world of colonists.
If they defeat a “Vice Incarnated” or a “Sentient Relic”, one of the PCs can make their weapon bear the Grief they carry in themselves by bathing their weapon with the blood of the fallen being.
To make PCs aware of the possibility of feeding to their weapons the Grief they carry, you can give them clues on the behavior of the blood of the “Vice Incarnated” or “Sentient Relic”. Maybe with something like this:
“Your blood gets warmer, you feel a tug from your weapon, it buzzes with desire, and when looking at it, you see how the blood from the Vice-Incarnated/Sentient-Relic is attracted to it, in small threads it moves like roots on the search of water toward your weapon.
And then you fill the weight of your Grief, it burns in its darkness, it makes your shoulder slack, you feel retching, and the only thing that maintains you from fading is the weight on your hands, your weapon, it keeps you here, it wants you to give one more steps, to share the pain, to be exalted by it, with its sturdy support it tugs from your hands toward the blood on the floor.”
Only if they feed at least 10 points of Grief into them, then the weapons will change, becoming something akin to the being with which blood they bathe it (they can feed more Grief if they desire, but the effect will be the same).
This you can communicate directly to the players or give them some clues, maybe only the ones that have Grief greater than 10 feel the calling written above in cursive. Or perhaps all of them feel it, but anyone with less than 10 Grief is taken aback by the brutality and violence of the desire, and they sense the darkness of their being bound to the blood of the dead creature, and those that have more than 10 Grief can’t control themselves, and one of them (by decision of the players or by rolling) pours 10 Grief without control of their actions.
When changing, the dice of the weapon will step up one level (d4→d6→d8→d10→d12→d20) and now the weapon is considered a relic.
If the weapon changes when fed by a “Vice incarnated” it will also get as a tag the Vice (see table below)
There is a 3-in-6 chance for the PC to become burdened by the Vice and get it as a compulsion, when this happens, the PC can surrender to the Vice, and become a champion of it. If they decide to do it, they earn the innate power of the “Vice Incarnated”, and they can’t escape Isla Grande. Make this decision an evident one (see table below).
If you want to inform the consequence of surrendering to the Vice in a narrative way you can narrate how they feel the spirit of the Vice at hand, as if they were able to grasp it and eat it, empowering them with what they were. But that they are certain that if they do so, they will be chained to the Chasm of Isla Grande. And that the only way to break this chain will be destroying all the holy towns or by destroying the stronghold of their god; Prime. → This can be translated in one extra “mission” characters feel they have to accomplish to find Isla Chica, the mythical safehaven out of the reach of colonizers.