In a land where the forces of Evil rule openly and the Good is fragile and precarious, even the most shining heroes may be tempted to resort to evil methods, take shortcuts and exploit the innocent to keep up with their ruthless opposition - or even to switch sides and become part of the evil winners. And there is indeed power to be gained from corruption - but for a terrible
price.
Unseen by mortals, the Dark Powers sit in judgment of all that occurs within their realm and silently watch countless worlds as well. Whenever a mortal performs an evil act in Ravenloft, there is a chance that the Dark Powers will react, bestowing them with a dark gift - accompanied by a corresponding punishment. If a character continues down the path of corruption, they may eventually become a monster, or even a Darklord themself.
Making a Powers CheckWhenever a player character
willingly performs an evil act, the DM will resolve the powers check by making a percentile roll. No spell, class feature, feat or any other ability can ever modify or re-roll this dice roll.
A percentage chance of attracting the attention of the dark powers will be assigned based on the severity of the transgression. Some acts are so trivial that they are beneath the attention of the Dark Powers (such as attacking monsters or stealing apples from strangers). Others are such severe Acts of Ultimate Darkness (such as sadistic torture of innocents) that they automatically succeed.
The nature of the victim also affects this percentage. Crimes against innocents and loved ones are more dangerous than those committed against strangers or enemies. Be prepared to explain (not justify) your character’s mindset when committing a morally questionable act, motivation can also affect this chance.
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, Mayor | 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% | 3% | 5% |
Breaking an Oath | * | 2% | 5% | 10% |
Breaking a Vow | * | 5% | 10% | 50% |
Defilement | * | 1% | 10% | ** |
Desecration | * | 2% | 50% | ** |
Supernatural EvilLaying a Curse:
- Embarassing: 1%
- Frustrating: 2%
- Troublesome: 4%
- Dangerous: 8%
- Lethal: 16%
Casting an Evil or Necromantic Spell: 1% per effective spell level
Casting an Evil and Necromantic Spell: 2% per effective spell level
Using an Evil Magic Item: as casting equivalent spell
Bearing an Evil Magic Item: as using item's most powerful ability
Crafting an Evil Magic Item: total percentage of prerequisite spells, plus 10% of XP costs