Superstitions

Superstitions Mystic Basic 20 hours each Although not exactly a skill, this is a pattern of learned behaviour that may be advantageous. Learning this 'skill' is somewhat different than most; superstitions must be paired, and the first two don't count against your skill levels for a starting character. Further superstitions are gained at the rate of two per skill slot. They are paired because for each superstition that has a definite game mechanic there is one that may or may not work—only the Game Master knows for sure. If you want to select additional superstitions without one of them having a game mechanic, then there is no cost at character creation at all and the 'must be paired' guideline does not apply. In addition, non-game mechanic superstitions do not require time or effort to learn: if your character won every fight where she was wearing her purple socks, then simply make a note on the character sheet about 'lucky purple socks'. Superstitions may have a basis in science (eating uncooked pork is unclean) or completely nonsensical (shouting "tinga-linga-loo" drives away ghosts). Some further examples of superstitions:
 * Crossing under a ladder / going through a triangle is bad luck (gains +1 on skill checks or attacks against anyone you see going under a ladder)
 * Must wake early to greet the dawn (gets +1 to saving throws for the day when you do this)
 * Step on a crack; break your mother's back… best not to even try this one…
 * Won't move or even touch a dead body, it disturbs their spirit (+2 to saving throws against disease or necromancy)
 * Spare the rod and spoil the child (you actually know that this means 'teach' not 'beat;' your children get +2 to Knowledge—no you can't take this one and say that your parents had this superstition)
 * Sitting hunched over the steering wheel makes traffic move faster (we won't dignify this one with a game mechanic)