Children of the Night
Guts is an important skill in Ravenloft. Some areas inflict penalties for Guts rolls, generally somewhere between -1 and -3, with some incredibly warped and evil places being -4 (the Garden of Lead), or terribly and obviously corrupt locations of extreme power being -5 (the site of the Whispering Tyrant's burial). Characters do not receive bonuses for each Rank they have attained. Finally, some creatures impose additional penalties (generally no more than -1 or -2, except in extreme circumstances). In this way, parties who know they hunt terrible creatures in evil locations can expect modifiers as steep as -4 or -5. In these cases, it is extremely useful to use magical means for aid, tell heartening tales to each other or listen to an inspiring flute, and invest in edge that may aid in resisting fear. Finally, after encountering a particular creature several times, characters may gain a +1 to Guts rolls vs. fear of these creatures.
Monster Lore and Occult:
Characters who wish to identify a monstrous creature and recall relevant and important details to combat the creature or understand its abilities may find it difficult to do so without special edges, exceptional skill, and/or investigation and observation. Such rolls are done as a specific version of the Occult skill (Monster Lore) with an exceptionally specific use of that skill – knowing such specific information. Those would each give a -2, for a total of -4. In addition to these modifiers, the character will need to spend an action, and at least have the chance to observe the creature's tells. Otherwise, the character may receive a -2 or even a -4 if there was absolutely no chance the character could observe the traits of the creature. Finally, a success would allow the character to gain one piece of useful information (as per the spell Scan in Ravenloft SW). A raise would allow two pieces of information. The GM may provide additional information, depending on the situation. In this respect, characters will find it useful to rely on Common Knowledge rolls, interactions, and other skills to investigate monsters before engaging in them.
Establishing Relations: (Example given is to establish long term trade relationships)
Attentive observers make an opposed Notice roll against your Persuasion (typically only once per scene unless something occurs to draw additional scrutiny), and if they succeed they notice that you're acting strangely. They can then make another opposed Notice roll against your Stealth to try and penetrate your disguise and determine your identity – or at the very least, they will recognize that you're trying to disguise your appearance, and notice any distinctive features.
If an observer beats your Persuasion but not your Stealth, they will only realize you're an imposter if you're impersonating a specific person, and they're familiar with that person. Otherwise they will remain attentive, and will consider the exchange to be a strange or noteworthy one, but may do nothing about it, or their response will be delayed. They may mention the interaction to another individual or enter the interaction in their logs if they are part of an organization, but they generally will not immediately exhibit alarm.
- Without the necessary tools (such as makeup and suitable clothing) you suffer a -2 penalty to your disguise rolls. (Disguise kits)
- Charisma bonuses from Attractive, Very Attractive and Noble do not typically apply to Persuasion when used for disguise rolls, except in specific situations (e.g., impersonating another attractive person when you have Attractive, or using your Noble manners and bearing to impersonate another nobleman).
- If you are wearing clothing that partially conceals your appearance (such as a deep hood, or a masquerade ball mask) you receive a +2 bonus to your disguise rolls, as long as such clothing doesn't appear out of place.
- If you attempt to imitate a specific person, anyone closely familiar with that person is automatically treated as an attentive observer, and receives a +2 bonus to their Notice roll against your Persuasion. This bonus increases to +4 for a lover or close family member.
- Anyone who is very familiar with you (such as a friend, relative, or sworn enemy) receives a +2 bonus to their Notice rolls against both your Persuasion and Stealth.
- Other situational modifiers may apply at the GM's discretion, (up to +2/-2)
- Access to a mirror and 1 hour of preparation provides +1.
- A week of preparation, including opportunities to study the subject or the people to be tricked by the disguise provides a +2.
- Feedback from someone who knows the subject of the disguise provides +1.
- If the disguise requires very specific clothing such as a captain's uniform or a noble's clothing, this requires a -1 or even -2.