Vigilante

Characters can spend their downtime taking the law into their own hands. Vigilantism involves investigating a target, tracking them down, and a final confrontation to bring them to justice.

Resources

A character must spend 7 days and at least 25sp gathering information on potential targets before being able to confront them.

Resolution

The character must make a series of checks, with the DC for all the checks depending on the target's social status, occupation, and daily habits. The DC can be 10, 15, 20, or 25. Successful completion of the vigilantism activity results in the successful capture of a target.

To attempt vigilantism, the character makes three checks:

  • Information Gathering: Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion)
  • Surveillance: Dexterity (Stealth), Intelligence (Investigation), or Wisdom (Perception),
  • Arrest: Dexterity (Acrobatics), Dexterity (Stealth), Strength(Athletics), or a Spell;
Bonuses

A character can spend additional silver to increase their chances of succeeding on the first check. For each 5 sp spent, the character gains a +1 on their Information Gathering roll.

Evidence gathered by a character prior to the downtime activity confers up to a +5 bonus (at the DM's discretion) to their Information Gathering roll.

If the character has assistance from another person, they can add the other person's proficiency bonus to the roll. For each additional person helping, the chance of complication rises by 5%.

Failure

Roll on the Vigilante Complications table (or create a complication of your own) if the character fails a check. A complication can occur only once per downtime activity. How each complication affects the activity is dependent on the DM, for example prematurely ending the downtime activity or increasing the DC for subsequent checks. After failing a check, the check can be repeated, but the DC or outcomes may be affected by the complication.

Complications

A life as a vigilante is filled with complications. Each downtime day spent has a 2.5% (17-in-100) chance of resulting in a complication. Roll on the Vigilante Complications table (or create a complication of your own) if the character fails a check. A complication can occur only once per downtime activity.

Vigilante Complications
1d10Complications
1False Lead: The target turns out to be innocent or a scapegoat. You’ve wasted time and resources, and someone might be suspicious of your inquiries.
2Witnessed: An ally, associate, or someone important to the target spots you during your investigation. They might inform the target or take action on their own.
3Bounty Hunters: Your investigation has attracted the attention of professional bounty hunters who are also after your target and now see you as competition.
4Undercover Guard: Your target is protected by a bodyguard or member of the city watch in disguise. They confront you during your pursuit.
5Unexpected Allies: The target belongs to a larger criminal network or influential group. Their associates now know someone is investigating their operations.
6Trap: The target sets a trap for you, suspecting they are being hunted. You are ambushed at a critical moment.
7Wrong Identity: You mistake another person for your target and confront them, leading to unnecessary conflict or an awkward encounter.
8Target Fights Back: The target becomes aware of your intentions and confronts you first, ready to defend themselves.
9Political Backlash: Your investigation disturbs a local authority figure who protects or is in league with the target. You now risk being wanted by the law.
10Compromised Identity: During your investigation, a crucial piece of evidence or a witness reveals your identity to the target, making further pursuit more difficult and dangerous.