Using Superstitions in Play (CBOH)

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A humanoid PC who encounters a manifestation of a superstition must make a Wisdom check at a -2 penalty. (The DM may increase the penalty depending on the nature of the manifestation. A particularly frightening superstition combined with a particularly powerful manifestation might have a penalty as high as -6.) Success or failure of the Wisdom check determines the effects on the PC, depending on whether the superstition is positive or negative.
Positive superstitions are manifestations of good luck. Using charms or gestures, the humanoid receives the benefits of benevolent forces. Negative superstitions, on the other hand, are manifestations of bad luck, ill will, and outright malevolence. Charms and gestures allow the humanoid to ward off these forces. Even if the charm or gesture works, however, the fear generated by a dose call with harmful forces may cause the humanoid to suffer some lesser penalties.
Positive superstition checks are made when the PC chooses when to call upon the power of his charm or gesture ritual.
Negative superstition checks must be made every time the superstition manifests itself.
Penalties and bonuses for superstitions are not cumulative. Only one type of penalty or bonus can be in effect in any given hour.
Success, Positive Superstition: A humanoid PC succeeding at a Wisdom check when a positive superstition manifests will receive a +2 bonus to all proficiency and ability checks, and a +1 bonus to all attack rolls. These benefits last for one hour and can only be gained once per day, no matter how often the superstition manifests itself.
Failure, Positive Superstition: A humanoid PC failing a Wisdom check receives no bonus or penalty. After one hour has passed, if the superstition manifests itself, the PC can make a Wisdom check, at a -4 penalty. If the check fails a second time, the PC can make one final attempt an hour later, at a -6 penalty. If this check also fails, the PC cannot try to gain the benefits of his positive superstition until 24 hours have passed — no matter how often the superstition manifests in his presence.
Success, Negative Superstition: A humanoid PC making a successful Wisdom check when a negative superstition manifests receives a -2 penalty to all proficiency and ability checks, and a -1 penalty to all attack rolls, due to the fear a negative superstition generates (failure is much more debilitating). These penalties last for one hour.
Failure, Negative Superstition: A humanoid PC failing a Wisdom check receives a -4 penalty to all proficiency and ability checks, and a -2 penalty to all attack rolls. These penalties are in effect for one hour.
Important Note: The superstitions suggested on Table 18: General Superstitions are presented in broad categories. They should be refined to a specific type of manifestation, a specific ritual for calling upon or warding off its effects, and an accompanying legend to make the superstition make sense.
For example, Hegral the female bugbear rolls a superstition dealing with noise. Her player decides that the superstition will be negative. It manifests itself as thunder. Whenever Hegral hears thunder, she must blink three times and spin once counterclockwise to ward off its evil effects. This superstition of thunder relates to the sound the bugbear God of Fear makes when passing from the Abyss to the Prime Material plane in search of a bugbear to carry off.