T
The Ways of the World
here are two ways to escape suffering... The first is easy for many: accept the inferno and become such a part of it that you can no longer see it. The second is risky and demands constant vigilance and apprehension: seek and learn to recognise who and what, in the midst of the inferno, are not inferno, then make them endure, give them space.
—Italo Calvino, Invisible Cities
Innocence
Innocence is a soul completely free of the taint of evil. It is a supernatural quality, easily lost to experience. Most people lose their innocence by their early teens, although some unfortunates may lose it far earlier, and some cloistered souls may keep it far longer than is usual.
An Innocent must be humanoid, of good alignment, and have never committed an act worthy of a Powers check.
An Innocent gains a +2 divine bonus to all saving throws against any spell-like or supernatural ability that either requires a Powers check or is used by an evil creature. However, your naiveté causes a -2 competence penalty to Sense Motive checks and Horror saves. Innocence can be made the target of magical abilities that affect alignment (which would otherwise be blocked or obscured in Ravenloft). Some spells in Ravenloft target Innocence, and many supernatural creatures are perversely attracted to it. Innocence can also prevent xenophobia from nonevil humanoids.
You lose your Innocence if you fail to meet the above prerequisites, if you are cursed, or if you suffer a moderate or major Horror or Madness effect. You may also voluntarily lose your Innocence at any time. Once lost, Innocence can never be regained.
Intelligent undead, fey and outsiders are able to detect Innocence with a Sense Motive check (DC 20 – target’s HD). This is a standard action which does not provoke an attack of opportunity, usable at will. It has a range of 30 ft.
Xenophobia
The people of Ravenloft are isolated and superstitious, unwilling to accept strangers. Few travel more than about 10 miles from their place of birth in their entire lives. Anything that is different, has supernatural powers, or an evil reputation provokes fear and hatred.
For that reason, the starting attitude of any NPC (except those who, at the GM’s discretion, have travelled widely enough to overcome their xenophobia) is unfriendly towards anyone who is of a different race or nationality. While they won’t try to actively hurt you, they won’t interfere with those that would and could easily be convinced to conspire against you.
For example, a dwarf or gnome in any human settlement will encounter some hostility. Likewise, a Falkovnian will suffer the same in Dementlieu, despite being human. Half-elves, giomorgo and dhampirs lack communities of their own, and so are always received with unfriendly stares.
There are some exceptions to this rule. Halflings are common and (somewhat patronisingly) seen as harmless; their starting attitude is generally indifferent, not unfriendly. Conversely, calibans are regarded with horror; starting attitudes towards them are generally hostile. The GM should note that this does not mean that people will attack them wherever they go. Calibans are believed to be able to curse those who harm them, and are famous for disproportionately avenging any slight, real or imagined, so fear will keep many people civil,
if obviously antagonistic. They will, however, try to cheat you, refuse to help you, keep you from safety, use violence if they think they can get away with it or at the slightest provocation, and try to convince you to move on as quickly as possible.
Many classes also provoke xenophobia. Villagers are frequently unfriendly towards those they believe are alchemists, inquisitors, oracles, wizards, witches or magi, but those who make an effort to disguise their ability to cast spells can avoid this. This does not stack with xenophobia due to race or nationality, and different cultures may vary in which classes provoke xenophobia; elves and dwarves, for example, are much more comfortable with magic than humans, and so are not as afraid of arcane spellcasters, while worshippers of any gods other than the Lawgiver are likely to be treated with suspicion in Nova Vaasa and Hazlan.
Some characters also project an aura of menace. Changelings, sorcerers, those with the Hollow feat and the eidolons of summoners have an aura that provokes an unfriendly attitude in humans and halflings. The victims of this aura may not even be consciously aware of this instinctive revulsion; they simply know there something wrong with that character. Unlike other forms of xenophobia, this is not typically culturally specific. Almost all humans and halflings, regardless of their background, will be unfriendly at first.
Innocence improves the attitude of nonevil humanoids by one step, to a maximum of Indifferent. An Innocent caliban, for example, would provoke a starting attitude of Unfriendly.
Xenophobia can be avoided with a Disguise check. Matters of nationality typically count as minor details only (+5 to the check). A giomorgo or dhampir can disguise himself as a normal human without penalty. Disguising oneself as a member of another race suffers a -2 penalty (-12 if they are of different size categories). An aura of menace or Innocence can’t be disguised.
Note this list is not exhaustive. Regional (for example) variations may exist.
Condition Starting attitude Disguise?
Halfling, half-elf (Integrated ability) Indifferent Y
Other nationality Unfriendly Y
Other race Unfriendly Y
Caliban, elf (N Core) Hostile Y
Nonhuman appearance Hostile Y
Innocent One better (nonevil) N
Aura of menace (sorcerer, eidolon, changeling, Hollow feat)
Unfriendly or worse N
Deformity (scarring, curse etc) One worse than normal Y