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Downtime Activity: Fighting Crime
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<blockquote data-quote="Delazar" data-source="post: 7920506" data-attributes="member: 71130"><p>We're currently playing a Campaign in Sharn (<a href="https://eberron2.blogspot.com/" target="_blank">The Sharn Archives</a>), one of our players is "the Owl", a monk/rogue vigilante. He asked me to create a new Downtime Acitvity for him, to simulate his efforts to fight crime in Sharn. This is what I came up with.</p><p></p><p>Constructive criticism is welcome!</p><p></p><p><a href="https://drive.google.com/file/d/1wLXvW5tUXukHqbMMatSmeP_JPz8SqS_E/view" target="_blank">HERE </a>is the kewl GMBinder version</p><p></p><p><strong>Downtime Activity; Fight Crime</strong></p><p></p><p>The City Watch is just not good enough. Someone needs to take matters into their own hands. That someone is YOU!</p><p></p><p><strong>Resources</strong></p><p>A character must spend one workweek prowling the streets at night, gathering information on potential targets and intimidating them, sometimes resorting to physical violence.</p><p></p><p><strong>Resolution</strong></p><p>The character must make a series of checks, with the DC for all the checks determined by the Crime Level of the District he's patrolling that week. See later on the <em>Crime Levels Table</em></p><p></p><p>The results of the PC's efforts depend on the amount of successes.</p><p></p><p>To Fight Crime, the character makes three checks:</p><ul> <li data-xf-list-type="ul">Dexterity (Stealth)</li> <li data-xf-list-type="ul">Intelligence (Investigation</li> <li data-xf-list-type="ul">Charisma (Intimidation)</li> </ul><p></p><p>If <strong>none </strong>of the checks are successful, the character has bitten more than he can chew. He's beaten up and barely escapes with his life. Roll on the Injuries table (DMG 272) and apply the results.</p><p></p><p>If only <strong>one </strong>check is successful, the vigilante has met strong opposition, but he manages to escape unscathed.</p><p></p><p>If <strong>two </strong>checks are successful, the crime scene has been dealt a heavy blow. Next time within one month the vigilante tries to Fight Crime in the same Disctrict, one of his rolls (chosen by the vigilante) has advantage.</p><p></p><p>If all <strong>three </strong>checks are successful, the vigilante is on his way to lower the Crime Level of that District! Keep track of how many times you scored 3 successes (also called a “<strong>Victory</strong>”). When the right amount of Victories has been scored, the Crime Level of that District is lowered by one. If you successfully score 3 Victories in a Low Level District, you've eliminated organized crime from that district.</p><p></p><p>If the Vigilante neglects to keep watch on his District regularly (at least one workweek per month), the chance is high that the District will revert to its original Crime Levels. Many Vigilantes dedicate their lives to fighting crime, or they make sure to have a group of trustworthy allies that can help them in their fight.</p><p></p><p><strong>Table: Crime Levels</strong></p><p></p><table style='width: 100%'><tr><td><strong>Crime Level</strong></td><td><strong>DC</strong></td><td><strong>Victories Needed</strong></td><td><strong>Example District in Lower Dura</strong></td></tr><tr><td>Low</td><td>15</td><td>3</td><td>Precarious</td></tr><tr><td>Moderate</td><td>20</td><td>6</td><td>Malleon's Gate</td></tr><tr><td>High</td><td>25</td><td>9</td><td>Callestan</td></tr><tr><td>Extreme</td><td>30</td><td>12</td><td>Fallen</td></tr><tr><td></td><td></td><td></td><td></td></tr></table><p> </p><p></p><p></p><p><strong>Complications</strong></p><p>Life as a vigilante is filled with complications. Roll on the Vigilante Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.</p><p></p><p><strong>Table: Vigilante Complications</strong></p><p></p><p><em>d6 Complication</em></p><p>1 A crime lord swears to take revenge on you*</p><p>2 You beat up a popular criminal, drawing the ire of the district's people.</p><p>3 You are accused of using extreme methods. Wheter the allegation is true or not, your reputation is tarnished*</p><p>4 A crime boss put a bounty on your head (100 gp times your level)*</p><p>5 An unknown person contacts you, threatening to reveal your identity if you don't render a service.*</p><p>6 The Watch has had enough of you. Now they're hunting you.*</p><p>*Might involve a rival</p></blockquote><p></p>
[QUOTE="Delazar, post: 7920506, member: 71130"] We're currently playing a Campaign in Sharn ([URL='https://eberron2.blogspot.com/']The Sharn Archives[/URL]), one of our players is "the Owl", a monk/rogue vigilante. He asked me to create a new Downtime Acitvity for him, to simulate his efforts to fight crime in Sharn. This is what I came up with. Constructive criticism is welcome! [URL='https://drive.google.com/file/d/1wLXvW5tUXukHqbMMatSmeP_JPz8SqS_E/view']HERE [/URL]is the kewl GMBinder version [B]Downtime Activity; Fight Crime[/B] The City Watch is just not good enough. Someone needs to take matters into their own hands. That someone is YOU! [B]Resources[/B] A character must spend one workweek prowling the streets at night, gathering information on potential targets and intimidating them, sometimes resorting to physical violence. [B]Resolution[/B] The character must make a series of checks, with the DC for all the checks determined by the Crime Level of the District he's patrolling that week. See later on the [I]Crime Levels Table[/I] The results of the PC's efforts depend on the amount of successes. To Fight Crime, the character makes three checks: [LIST] [*]Dexterity (Stealth) [*]Intelligence (Investigation [*]Charisma (Intimidation) [/LIST] If [B]none [/B]of the checks are successful, the character has bitten more than he can chew. He's beaten up and barely escapes with his life. Roll on the Injuries table (DMG 272) and apply the results. If only [B]one [/B]check is successful, the vigilante has met strong opposition, but he manages to escape unscathed. If [B]two [/B]checks are successful, the crime scene has been dealt a heavy blow. Next time within one month the vigilante tries to Fight Crime in the same Disctrict, one of his rolls (chosen by the vigilante) has advantage. If all [B]three [/B]checks are successful, the vigilante is on his way to lower the Crime Level of that District! Keep track of how many times you scored 3 successes (also called a “[B]Victory[/B]”). When the right amount of Victories has been scored, the Crime Level of that District is lowered by one. If you successfully score 3 Victories in a Low Level District, you've eliminated organized crime from that district. If the Vigilante neglects to keep watch on his District regularly (at least one workweek per month), the chance is high that the District will revert to its original Crime Levels. Many Vigilantes dedicate their lives to fighting crime, or they make sure to have a group of trustworthy allies that can help them in their fight. [B]Table: Crime Levels[/B] [TABLE] [TR] [TD][B]Crime Level[/B][/TD] [TD][B]DC[/B][/TD] [TD][B]Victories Needed[/B][/TD] [TD][B]Example District in Lower Dura[/B][/TD] [/TR] [TR] [TD]Low[/TD] [TD]15[/TD] [TD]3[/TD] [TD]Precarious[/TD] [/TR] [TR] [TD]Moderate[/TD] [TD]20[/TD] [TD]6[/TD] [TD]Malleon's Gate[/TD] [/TR] [TR] [TD]High[/TD] [TD]25[/TD] [TD]9[/TD] [TD]Callestan[/TD] [/TR] [TR] [TD]Extreme[/TD] [TD]30[/TD] [TD]12[/TD] [TD]Fallen[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [B]Complications[/B] Life as a vigilante is filled with complications. Roll on the Vigilante Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks. [B]Table: Vigilante Complications[/B] [I]d6 Complication[/I] 1 A crime lord swears to take revenge on you* 2 You beat up a popular criminal, drawing the ire of the district's people. 3 You are accused of using extreme methods. Wheter the allegation is true or not, your reputation is tarnished* 4 A crime boss put a bounty on your head (100 gp times your level)* 5 An unknown person contacts you, threatening to reveal your identity if you don't render a service.* 6 The Watch has had enough of you. Now they're hunting you.* *Might involve a rival [/QUOTE]
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