Happy New Year!!
It has taken me longer than expected to write this post as I started the year being a victim of a damn and very intense flu.
But now I'm feeling better, almost completely, and I've got my hands back on “No Peace for The Heathen”.
What I want to show you here are some of the other creatures that inhabit the mysterious dead-holy-wheeled towns.
These creatures are called Vice Incarnated.
They are the incarnations of the vice that overtook the priest of the wheeled holy town. Morphing him into a nightmare shaped by his beliefs and fears.
After you build this location of doom (the dead holy wheeled town), you will build a Vice Incarnated that lures on the core of the dead town.
You can build the Vice Incarnated by rolling for each piece that makes its body or by choosing these pieces without rolling.
Each piece may bring a new element, puzzle, or strange character into play.
This is just the first half of the table, the second half will be here next week.
I'd love to know what you think of the entries on this table. do you think they have enough flavor?
If you want to use a Vice Incarnate in your game you can convert the effects of it by doing these conversions for OSE or Mork Borg:
For OSE:
Stats:
Strong → STR,
Agile → DEX
Imposing → CHA
Resilient → CON
Sneaky → DEX
Observant → WIS
Blood → HP
Grief → XP or Treassure carried by PCs or sum of both (divided by 1000).
Let the PCs spend “X” HP to increase their roll by “X”.
For Mork Borg:
Strong → Strenght
Agile → Agility
Imposing → Presence
Resilient → Toughness
Sneaky → Agility
Observant → Presence
Blood → HP
Grief → Omens, or Silver dived by 100, or the sum of both.
Let the PCs spend “X” HP to increase their roll by “X”.
This is the first half of the table (below the table you read each entry with all its effects), enjoy!
Chasm and Imposing (HP and attribute)
The Chasm of the Vice Incarnate is its blood. Its value is the sum of the Grief of those who are in the same room with it.
The Vice Incarnate does everything with its Imposing. Its Imposing is equal to the minimum Grief of those in the same room with it.
Heads
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 it tongue as a whip that can drag to them anyone 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 it 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.
A huge candle, burning, with the face of the priest.
It speaks calmly, talking of the imminence of the end and the judgment of his god.
Their words feel as if cold restricted the muscles of those who hear them.
What can it do and what can affect it?
Vomit 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 candle 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.
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.
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 its head, inside its 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.
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 the eyes can lock their gaze instead of making the PC loss 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 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 close 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. Moving and finding a new way is one thing.
At every turn roll d20 there is a 5 + your Grief chance of encountering the Beast, you can modify the roll with your blood. At every turn there is a 20 – your grief of encountering the old man, if you follow the torn book pieces there is a 25 – your grief chance instead.
Instead of attacking, the Vice, as the beast, can decide 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, crossing it is an 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 the holly town, and he will hunt as a ravenous beast, becoming stronger with each victim, the old man has the knowledge to m
ake a holy canon that can be carry on a holy town and that can make entire village explode and burn with just one shoot.
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.
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 Vice, 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 randomly fake information about the world.
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?
Its voice is deep, soft and calm. It sounds like it comes from everywhere.
Specters of sleeping people lie around him.
It 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.
It enjoys the tales of cosmology that in its poetry can teach by sensation but no logic.
It collects tales, and he will behave peacefully towards those sharing them.
It says that its dreams become real, and asks if it can dream 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.
Whoever accepts to make his tale come true, 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 gives it to Vice will fall into a deep lethargy.
Whoever falls into 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.
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.
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 the 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.
Extremities
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. 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.
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.
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.
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 skis 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 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.
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 loose 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 bodies, 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.
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.
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.
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.
Extremities 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.
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.
Ropes made of tangled 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.
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).
Thousand golden coiled wired, wrapped to form 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.
Oddity
It can control any flame.
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 condition -1 and will lose d4 point of blood if they fail an Agile check DC 10 + their own Grief.
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.
Vice Incarnated exists in both dimensions at the same time.
Anyone that dies here, feeds with its blood the missing blood 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.
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 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 will get a scar 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.
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 a random location on the dead holy wheeled town.
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.
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.
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 blood as much blood as the modifier of the condition.
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 they can move normally.
If someone breaks the crystal (this is a change of narrative DC 11 + Own Grief) this makes the effect end, and now everyone moves normally.
Except the Vice Incarnated who becomes slowed.
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 them 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.
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” (page X), and they gain the vice as a compulsion.