The greatest danger to those who battle the horrors
of Ravenloft is not death, but the seductive,
corrupting force of evil. Indeed, most adventurers
pray for a chance to lie peacefully in a
consecrated grave. It is all too easy for even the most noble
and valiant of heroes to gradually become that which he has
devoted his life to destroying.
What is a Power Check?
In most cases, players run their characters in the
heroic fashion expected of them. From time to
time, however, a player opts to have his character
undertake an action of questionable morality. In
most game worlds, he could get away with such things
provided he did not perform an action so heinous as to
require an alignment change. On the Demiplane of Dread,
things are not so simple.
The dark powers keep a constant vigil over the actions of
every living thing in Ravenloft. Whenever someone commits
an evil deed, the shadowy gaze of the dark powers could
possibly fall upon the wrong-doer. In order to determine
whether or not a given act draws the attention of the dark
powers, the Dungeon Master makes use of a game
mechanic called a powers check.
A powers check is, quite simply, a means of prodding the
player characters away from acts of evil. If the players follow
the course of heroes and champions, they will never have to
attempt a powers check; the less pure of heart, who often
tread the gray edges of the Abyss, will make them constantly.
While the chance of failing a given powers check is
generally slight, those who must make them repeatedly will
surely fail sooner or later. When that happens, they begin to
sink into a quicksand of evil, and only the greatest of heroes
ever saves himself from that mire.
When to Make a Power Check?
Whenever a character undertakes an action that
might be considered evil, the Dungeon Master
should require a powers check. Exactly what sorts
of actions require powers checks, however, can be
the subject of some debate.
As a rule, a Dungeon Master should require a powers
check only when a character commits a premeditated act of
evil. If the character suffers from some form of mental
domination, no check is required. If the act is a necessity
forced on the character by his situation, no check is
required. A Dungeon *Master must decide on a case by case
basis whether or not an act requires a powers check.
How to Make a Power Check?
A powers check is nothing more than a percentile
roll. When the Dungeon Master decides to require
a check, he assigns a chance of failure and then
rolls 1d1OO. If the roll is above the chance of failure,
the attention of the dark powers was focused elsewhere,
and the character does not come to their attention.
If the roll is equal to or less than the chance of failure,
however, the character draws the attention of the
mysterious masters of Ravenloft. In recognition of the
character's misdeeds, they grant him a new special
ability - but not without a price. In addition to this new
ability, the character will be burdened with some manner of
disadvantage or weakness.
Determining the Chance of Failure
Once the Dungeon Master decides that an act requires a
powers check, he must assign a chance of failure. Evil acts
range from petty crimes to unspeakable deeds of
debauchery, and the nature of the action should mandate
the severity of the check.
Table 16: Recommended Powers Checks indicates the
chance of failure associated with some common evil acts. A
particularly vile example of these deeds should have its
chance of failure increased by half. If mitigating
circumstances played a part in the character's decision to
do evil, the chance of failure may be reduced. In all cases,
of course, the Dungeon Master has the final say.
Table 16: Recommended Powers Checks
Crimes or Acts of Violence
|
Evil
NPCs or
Monsters
|
Neutral NPCs
or Strangers
|
Good NPCs
or Friends
|
PCs, Family,
or Innocents
|
Assault, Unprovoked
|
-
|
1%
|
2%
|
3%
|
Assault, Grievous
|
1%
|
2%
|
4%
|
6%
|
Betrayal, Major
|
1%
|
3%
|
6%
|
9%
|
Betrayal, Minor
|
-
|
1%
|
3%
|
6%
|
Extortion
|
-
|
2%
|
5%
|
8%
|
Lying
|
-
|
-
|
-
|
1%
|
Murder, Brutal
|
3%
|
6%
|
10%
|
+
|
Murder, Premeditated
or Nonbrutal
|
2%
|
3%
|
6%
|
10%
|
Theft, Grave Robbing
|
-
|
1%
|
5%
|
7%
|
Theft, Major
|
-
|
1%
|
4%
|
7%
|
Theft, Minor
|
-
|
-
|
3%
|
6%
|
Threats of Violence
|
-
|
-
|
1%
|
2%
|
Torture, Routine
|
4%
|
7%
|
+
|
+
|
Torture, Sadistic
|
10%
|
+
|
+
|
+
|
Unholy Acts
|
Evil Faith
|
Neutral Faith
|
Good Faith
|
Own Faith
|
Breaking a Tenet
|
-
|
1%
|
2%
|
5%
|
Breaking an Oath
|
-
|
2%
|
5%
|
10%
|
Breaking a Vow
|
-
|
5%
|
10%
|
+
|
Defilement
|
-
|
4%
|
8%
|
+
|
Desecration
|
-
|
8%
|
+
|
+
|
Laying a Curse
|
Embarrassing
|
Frustrating
|
Troublesome
|
Dangerous
|
Lethal
|
Highly Justified
|
-
|
1%
|
2%
|
4%
|
8%
|
Justified
|
1%
|
2%
|
4%
|
8%
|
16%
|
Unjustified
|
2%
|
4%
|
8%
|
16%
|
32%
|
Other Evil Acts
|
Casting an Evil Spell (Nonnecromatic)
|
1% chance per level of the spell (halved If for good intentions)
|
Casting an Evil Spell (Necrornantic)
|
2% chance per level of the spell (halved if for good intentions)
|
Using an Evil Psionic Science
|
5%
|
Using an Evil Psionic Devotion
|
3%
|
- |
|
No powers Check is required for such an action.
|
+ |
|
These acts almost certainly draw the attention of the dark powers.
See "Acts of Ultimate Darkness" later in this chapter.
|
Crimes or Acts of Violence
In some cases, these are the least risky of evil deeds. While
the dark powers may occasionally take notice of a thief
cutting the strings on a purse, they are generally
uninterested in such matters. Usually, only those violent acts
of a particularly cruel or brutal nature attract the attention of
the dark powers.
Assault, Unprovoked: Unprovoked assaults are those in
which the perpetrator has no actual intent to murder or
cause lasting harm to the victim. Such actions are often
unwarranted manifestations of malice, spite, or bigotry.
Violent crimes like muggings fall into this category.
Assault, Grievous: A grievous assault is one in which
lasting damage is inflicted on the victim. In general, the
assailant employs a deadly weapon and cares little for the
survival of his victim. A particularly barbaric unarmed
beating can also fall into this category, however.
Exceptionally violent crimes like attempted murder fall
under this heading.
Betrayal, Major: Few acts are as difficult to define as
betrayal. As a rule, however, betrayal can be defined, as the
breaking of a trust or promise. This should not be confused
with violations of holy oaths or tenets, which are described
below. Actions that violate the spirit of a promise, even if
they adhere to the letter of it, still count as betrayals. In
order to qualify as a major betrayal, the act must lead to the
long-lasting harm or death of the victim.
Betrayal, Minor: A minor act of betrayal causes the victim
to be publicly humiliated or forces a change in his lifestyle.
Exposing an embarrassing secret entrusted to you by a
close friend or lover qualifies as a minor betrayal.
Extortion: This category covers many criminal areas,
including blackmail and armed robbery, in which the
perpetrator uses the threat of violence to deprive someone
of something which is rightfully his. It also includes forcing
someone to commit evil acts, violate a law, or otherwise
undertake an undesirable action.
Lying: The dark powers are said to hear every word
spoken in the Demiplane of Dread. A whispered untruth,
whether in the middle of a public market or in the darkness
of a hidden lair, can potentially draw their attention. The act
of lying includes both the telling of untruths and the
omission of facts, but unless the lie has a directly negative
effect on the hearer, no powers check is required.
Murder, Brutal: To define any murder as less than brutal
is obviously inappropriate. In game terms, however, this
category includes all acts of homicide in which the victim is
made to suffer for an extended period of time. For example,
beheading someone would not fall into this category, but
strapping them down beneath a slowly descending, razoredged
pendulum would. Especially brutal murders may well
fall under the heading of torture, which is described below.
Murder, Premeditated or Nonbrutal: This category
encompasses both nonbrutal (as defined above) and
premeditated murders. Premeditated murder includes any
act of homicide which is committed in the name of personal
gain or vengeance.
Theft, Grave Robbing: Grave robbery is one of the most
universally despised acts that any human being can
undertake. This includes everything from the violation of
ancient tombs for scientific inquiry to the exhuming of a
corpse for the construction of a golem or zombie. Pilfering
the belongings of fallen companions is also deemed to be an
act of grave robbing. In places like Har'Akir, where the
natives especially revere the tombs of the dead, grave
robbing might even count as the desecration of a holy place
(as described in the "Unholy Acts" section below).
Theft, Major: The distinction between major and minor
theft is not based upon the value of the stolen items, but on
its effect on the victim. Stealing a purse of gold from a
wealthy noble will do little more than anger him and, thus,
should be considered minor theft. Alternatively, stealing a
few silvers from a poor family could cause them to go
hungry and should be considered major theft.
Theft, Minor: Any theft that does not fall into the previous
category counts as minor theft.
Threats of Violence: Unless it becomes habitual, this
offense seldom draws the attention of the dark powers.
Threats fall into this category only if they greatly intimidate
the victim and if the offender has both the means and intent
to follow through on his words.
Torture, Routine: Anyone who engages in torture is
certain to run afoul of the dark powers in short order. Even
when used to gain information that might result in an
ultimate good, the use of torture is an evil act. Even torture
done out of necessity falls under this heading.
Torture, Sadistic: Those who regularly engage in torture
for sheer enjoyment number among the most vile and
heinous creatures in Ravenloft. Such folk are certain to be
consumed by the evil within them.
Unholy Acts
Violating a religious code can often attract the attention of
the dark powers. This is especially important if a paladin or
priest undertakes the evil act.
Unholy acts should require a powers check only if the
offender is aware of his transgression. A character who
enters a temple and fails to make a holy sign of respect
because he does not know about the custom has committed
no wrong. If the character still refuses after being informed
of the practice, he runs the risk of offending the powers.
Unholy acts depend on both the personal beliefs of the
character and the beliefs of those around him. A character is
expected to consistently uphold his own personal beliefs.
For instance, a worshiper of Thor must always follow the
teachings of his church, and if he fails to do so, his
transgression may be noticed by the dark powers.
Alternatively, a character can also commit an unholy act by
openly and maliciously violating the beliefs of those around
him. A character who mocks an important idol may well
offend more than the local townspeople.
Breaking a Tenet: Every religion has a number of rules
that its members must follow. For example, worshipers of a
sea god might be expected to eat fish or seafood at least
once a day. Anyone who knowingly violates one of these
practices is guilty of breaking a tenet.
Breaking an Oath: Deities often require their followers,
especially members of the clergy, to make promises of
loyalty and obedience. For example, priests who worship a
god of peace might swear an oath of pacifism forbidding
them to ever strike another in anger. If such a character is
goaded into throwing a punch, he violates this holy oath.
Even if the act was prompted by a desire for self
preservation or in defense of a helpless innocent, it still
requires the character to make a powers check.
Breaking a Vow: Usually, only members of the clergy take
holy vows. The violation of such a vow often carries
penalties even beyond the powers check. For the purposes
of powers checks, holy vows are lifelong commitments
designed to show the devotion of a priest to his deity. A
priest who breaks a vow betrays both his church and his
deity.
Defilement: A character commits an act of defilement
when he causes a sacred object, place, or person to lose its
blessing. Pouring lamp oil into a font of holy water, thereby
spoiling the holy water, counts as an act of defilement. By
the same token, opening a tomb in the domain of Har'Akir
also counts as defilement, because of the special reverence
that the natives grant to the dead.
Desecration: In many ways, desecration resembles
defilement in that it robs a holy place or item of its sacred
stature. Desecration, however, actually makes the object
offensive to the deity who blessed it.
Laying a Curse
Whenever a character calls upon the dark powers to curse
another, whether his actions are justified or not, he must
make a powers check. The chance of failing such a check
depends upon the final effect of the curse, as indicated on
the chart. While all curses have the potential for drawing the
attention of the dark powers, those laid without cause are
twice as dangerous.
A complete discussion of curses is presented in Chapter
Twelve: The Whispered Evil.
Other Evil Acts
Two other commonly attempted acts can mandate powers
checks as well.
Casting an Evil Spell: Most spells do not require a powers
check. Some, however, tap into sources of mystical power
best left untouched. Spells that require the player to make a
powers check are noted in Chapters Eight and Nine. In rare
cases, the Dungeon Master might feel that an evil spell is
being used with exceptionally altruistic motives. If so, he
may opt to halve the chance of failure on this powers check.
Using Evil Psionic Powers: When a character uses the
powers of the mind in the service of evil, he runs the risk of
having the dark powers overhear his thoughts.
Special Considerations
While the above guidelines allow the Dungeon Master to
handle almost any situation involving powers checks, a few
additional factors should be considered.
Acts of Ultimate Darkness
Some deeds are so evil that a normal powers check just is
not appropriate. These acts of ultimate darkness are so
terrible that they almost certainly draw the attention of the
dark powers.
Exactly what qualifies as an act of ultimate darkness is
left up to the Dungeon Master. Certainly, the betrayal and
murder of Sergei von Zarovich by his brother Strahd falls
into this category. Even if not committed for so unsavory a
goal as the possession of Sergei's betrothed, the act alone
reeks of evil. The fact that his actions drove an innocent
woman to suicide and resulted in the death of countless
others only magnifies the atrocity. It is no wonder that this is
the first recorded act to draw the attention of the dark
powers.
When a player commits an act of ultimate darkness, the
Dungeon Master is free to assign any chance of failure. As a
rule, the minimum value selected for such a check should
be 50%. In extreme cases, the Dungeon Master might even
mandate a 100% chance of failure.
Multiple Evil Deeds
Occasionally, a character will undertake an act that seems
to require more than one powers check (like using a chill
touch spell to murder an innocent person); both the casting
of this evil spell and the act of murder require powers
checks. Still, the character should make only a single
powers check when this happens. The chance of failing
such a check equals the total of all the lesser checks. In the
example above, the powers check would have a chance of
failure equal to 10% (for the premeditated murder of an
innocent) plus 2% (for the use of a 1st-level necromancy
spell) for a total of 12%.