Chapter 6: Superstitions |
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A Mysterious World |
Superstitions in Game Terms |
Using Superstitions in Play |
The Superstitions |
All humanoid player characters should have two or more superstitions that can affect play during the course of their adventures and campaigns. The first superstition is racial or tribal, common to all members of a particular humanoid race or tribe. (Suitable superstitions are listed in the humanoid racial entries in Chapter Two.) The second type of superstition is personal. A personal superstition can be selected by the player or rolled randomly on Table 18: General Superstitions, located in the table section.
To determine how many personal superstitions a humanoid PC has, first find that character's prime requisite on the table below. Select or roll that many more superstitions from the General Superstitions table (as approved by the DM). Of all the PC's superstitions, one may be positive; the rest must be negative.
Prime Requisite Score |
Number of Additional Superstitions |
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9-11 | 1 |
12-15 | 2 |
16+ | 3 |
Superstitions have two functions. First, they provide more hooks for building a humanoid PC's personality, thus providing more fuel for good role-playing. Second, they help or hinder a character in play, giving bonuses or penalties to dice rolls in encounters in which the superstition has manifested itself.