Delusion

#disadvantage #character_option #rules_analogue
Mental; -5 to -15 points

You believe something that simply is not true. This may cause others to consider you insane. And they may be right! If you suffer from a Delusion, you must roleplay your belief at all times. The point value of the Delusion depends on its nature:

Depending on your behavior, the same Delusion could be a quirk (-1 point) or worth -5, -10, or -15 points. Consider “Everything colored purple is alive.” If you pat purple things and say hello, that’s a quirk. If you won’t discuss serious matters with purple things in the room, it’s a Minor Delusion. If you picket the Capitol demanding Civil Rights For Purple Things, that’s Major. If you attack purple things on sight, that’s Severe!

Regardless of how insane you really are, you may not get more than -40 points, total, from Delusions.

A GM who wants to shake up his players can have a Delusion turn out to be true. This does not suit all Delusions. Of those listed above, for instance, the ones about squirrels, ice cream, and Napoleon seem unlikely. But the Illuminati might really exist, or Gypsies might really have stolen the heir to the throne of Fnordia . . . Have fun!

If your Delusion turns out to be true, you don’t have to buy it off until the other players realize it’s true. (And remember: the GM won’t tell you that you are not really crazy. You can be right and still be crazy . . .)

This can also be found on B130.