38. FOLKLORE

Knowledge of superstitions, festivals and popular beliefs. It covers a large area of knowledge most of which is termed as trivia by many people, but many do not even realize that they themselves follow these beliefs and superstitions. This skill enables the user to observe, predict, respond to and explain many items of folklore.

Linked with Occult, Psychology, Con, Herbalism, Sail, Fish, History, Astronomy, Anthropology, Alien races and Cultures.

Considered by many a dead profession and of little use in modern times. It effectively replaces occult in ancient times. Based more on natural phenomenon than on spiritual or magic influences, it never the less can help prevent upsetting some individuals and even save grace.

In situations where a superstition may benefit the character, that character may make a MYSTIC roll and add to the difference of Rating to roll ÷ 10 (round up) to their Folklore Rating. However a critical failure (either in the MYSTIC roll or the skill roll being used), means that the character suffers bad luck for a time equal to the severity of the superstition penalty in rounds, (i.e. a critical failure in trying to not smash a mirror, results in 7 rounds of bad luck). Critical success after using the Folklore bonus, however, results in their static MYSTIC score bonusing from a +1 permanently.

1-45 = Typical superstitions and beliefs known.
46-60 = General knowledge of most world folklore, and concentrated knowledge of local folklore.
61-80 = In-depth knowledge of and origins of global folklore.
81+ = "Whats this about sitting on Welsh hedgehogs on Mondays being good for your Karma?"