Restoration and Vice in Arbor | World Anvil
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Restoration and Vice

Long Rest and Vice in the World of Arbor

 

Summary:

In Arbor, a dark steampunk world with class politics and danger, the Long Rest mechanic is revamped to incorporate Vices. Characters must indulge in their personal Vices during the 8-hour rest period, gaining benefits based on their choices. This new mechanic adds roleplaying depth and risk to Long Rests, requiring players to make strategic decisions during indulgence. A player may indulge in their vice once for free after which the player may do so again but at a cost of 100 leaves per character level.  

Vices and Indulgence:

  Choose a Vice from the list below or create your own. During the 8-hour Long Rest, characters must indulge in their Vice, engaging in related activities. Roleplay these moments to enhance immersion. A characters vice may change as the campaign advances and as that character grows.    

Vice List (Example):

  • Alcohol
  • Drugs
  • Knowledge (Obsessive pursuit of forbidden knowledge)
  • Luxury Goods (Indulgence in opulent items and experiences)
  • Religion (Fanatical devotion to a deity or religious order)
  • Fighting (Thrill-seeking through combat and duels)
  • Carnal Pleasures (Indulging in excessive pleasure and hedonism)
  • Magic (Experimentation with dangerous or forbidden spells)
  • Sensory Deprivation (Seeking altered states of consciousness through deprivation)
  • Greed (Unyielding desire for wealth and material possessions)
  • Power (Obsession with gaining and maintaining influence)
  • Revenge (Relentless pursuit of vengeance against enemies)
  • Fame (Seeking fame and adoration at any cost)
  • Secrets (Compulsion to uncover and control hidden knowledge)
  • Chaos (Delighting in causing havoc and mayhem)
 

Points to Restoration:

  Indulging in a Vice allows characters to regain various resources. Roll a d10, adding an appropriate saving throw modifier based on the vice in question for example alcohol would be a Constitution Saving throw but Knowledge would be an Intelligence once. Allocate the points rolled into the following categories:  
  • HP: 2 Points
  • Hit Dice: 1 Point
  • Class Features: 2 Points
  • Racial Features: 2 Points
  • Spell Slots: 3 Points
 

Overindulging:

If a character has leftover points after indulging in their Vice, they may have overindulged. Depending on the Vice, the DM determines an appropriate saving throw (10 + the amount overindulged). Failing this saving throw results in facing the consequences of excessive hedonism. The severity of these consequences varies, from a simple cutoff by the purveyor of their Vice to more dangerous encounters with formidable organizations like the Green Cloaks  depending on the level of notoriety the character has earned.
 

Entanglements

  In the world of Arbor, a character's Vice may attract trouble based on the number of enemy companies they have. Each ally cancels out an enemy, and by default, the game begins with one enemy company. Players can roll on the Entanglements Table (using a d6) to determine the type of trouble they attract based on their Vice and the number of hostile companies they have.  

Entanglements Table:

1 Hostile Company 2 Hostile Companies 3+ Hostile Companies
1 The Usual Suspects or Diplomatic Incident Gang Trouble or Enraged Citizenry Interrogation or Helping the Poor
2 Squanderers or Unexpected Expenses Search Warrant or Accosted by Spirit Guards Robbery or Overambitious Lackey
3 Gang Trouble or Pushy Friends Questioning Crisis of Faith or Haunted Claim Flipped or Tax Evasion Charge
4 Rivals or Cohort Tension  Unquiet Dead, Casual Racism or Unfair Competition Demonic Notice, Crew Trouble or Hostile Magistrate
5 Unquiet Dead or Crisis of Vice Reprisals, Civil War, Settling of Scores Show of Force, War!, Ambitious Lackey
6 Cooperation or Unexpected Complication Show of Force or Arrested Cohort Arrest, Mayhem!, Incarcerated Cohort

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