There's no rest for the wicked. While you are enjoying a period of Downtime, your rivals are out there scheming, advancing, and continuing their antagonistic activities. You forgo your well-earned peace to thwart your enemies’ plans.
You can undertake this Downtime Activity to thwart characters you have an antagonistic relationship with or against [[Allies, Contacts, and Rivals|Rivals]].
Work with your GM to establish whose plans you are foiling, where you are thwarting them, and exactly how you throw a spanner in the works. This Downtime Activity comes in two stages: thwarting and escaping.
#### Thwarting
Disrupting a [[Allies, Contacts, and Rivals|Rival]]'s plans is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 15. Over the course of one week, you must make three DC 14 Tests with a Skill or Tool appropriate to the situation.
**On a success**, their schemes are unsuccessful. They fail to make any progress towards their goal and begin searching for the culprit. You have a brief window to make your getaway with no one being the wiser, moving on to the next stage. **If you succeed by 5 or more**, you have Advantage on the following Extended Test.
**If you fail**, their scheme proceeds as intended, but they feel your presence and search for you. Move on to the next stage. **If you fail by 5 or more**, you have Disadvantage on the following Extended Test.
#### Escaping
To escape unscathed, make a DC 14 Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]), Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Deception|Deception]]), or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) Test. Your GM may specify which Test you should make depending on your method of escape.
**If you succeed at this Test**, you get away without too much trouble. **If you fail**, the [[Allies, Contacts, and Rivals|Rival]] knows you were personally involved and will likely act against you.
#rival #incognito