More Vice Incarnated!
For first-timers or those who need a reminder; these creatures are incarnations of the vice that overtook the priest of the wheeled holy town. Morphing him into a nightmare shaped by his beliefs and fears.
The idea is that 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 (at least that’s how I’m thinking about these dungeon-like locations on the draft of the game)
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 second 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 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?
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 kill, and then the memory of this person face with it, if they loose 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. IF instead 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.
A crack in reality, from where Chasm leaks.
What can it do and what can affect it?
Every time the Vice Incarnated is hurt,, 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).
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” (page X), and they gain the vice as a compulsion.
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)..
An inverted and elongated 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. 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.
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.
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).
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 mas, making them to do everything a 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.
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 loose. The GM rolls 2d10, if its smaller than the amount of blood that the victim of the Vice Incarnated loose, 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.
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 (this is a change of narrative roll). 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.
Extremities
Mechanical spider legs 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.
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.
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.
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.
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.
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).
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.
Goat legs normal 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.
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.
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 get 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.
Oddity
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.
From his wounds vines are born to cover his body.DC 8+Own_Grief 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, and they behave as an armor d12.
The vines can be burn by the fire will burn for a little while (the turn of whoever burn it). If the vine burn 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.
From the wounds 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.
Has a chessboard 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 opposite 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 eaten a random piece.
As always, blood can be expended after rolling.
Roll 2d8
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 eats the king wins.
If one of the sides eats 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 the their Queen).
In top of the chess there is a social combat, from which the result can be a PC will get persuade to become a champion of the vice represented by the Vice Incarnated or 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 eaten, 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 fro 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 simpl —¿naive?— way of modeling a “social combat” for those that prefer not to role-play this kind of encounters. In NPFTH the idea is have something a little more elaborate with some kind of Dominance.
He instinctively can use 3 magical
mutations 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.
His soul can fragment in as many parts as the lowest Grief of those in the room.
Each piece of its soul can inhabit one object.
An object that is possessed by a soul fragment from the Vice can:
Fly.
Become invisible.
Do anything with Chasm equal to the highest Grief of those in the room.
All other objects have an armor dies 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 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.
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 is alive stays alive,
recovering 2d6 points of black blood when they reach blood=0.
If the Vice 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 their host and they 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 to absorbe its soul.
Other ideas that the players have of how may be the vice expelled from the body may work.
The spirit can be pushed to give information about Prime and the holy towns, it has a vast knowledge about this two things.
its 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.
Some extra arms sprouting from its belly.
One with an open book or scroll. The Vice Incarnated isn't affected by it.
The other with a quill writing.
The writing are all that has happen 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, 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 on the book, will cause the chasm to rewrite it in the 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 spell.
The Vice 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.