You take it upon yourself to stop a minor faction, such band of illegal poachers, a criminal gang, a corrupt city guard squadron, or a small cult.
This Downtime Activity is split into two stages. The first stage involves gathering enough information, equipment, or allies to take the faction down. This is a DC 13 Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation|Investigation]]) or Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) Test. On a success, you move on to the next stage. On a fail, you have alerted them to your intentions, and their trail goes cold until your next period of Downtime.
The second stage involves raiding their base, taking out their leader, disrupting their supply chain, or whatever action it takes to stop their activities. This is a DC 14 Test using an appropriate Skill or Tool, such as a Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]) Test to sneak into their base or an Intelligence (Tinker’s Tools) test to create a spring-loaded trap.
On a success, you quell this faction’s threat and significantly impede their activity. On a fail, the GM is free to expand upon this story, creating a rivalry or larger threat resulting from your defeat. For example, your face may be known to all faction members, meaning their eyes are always on you while in their territory, or your failed attempt may embolden them, leading to increased aggression.
#vigilanteJustice