Gullibility

#disadvantage #character_option #rules_analogue
Disadvantage, Mental, -10 points*
*Requires self control roll.

There’s one born every minute, and you’re it. You believe everything you hear. You’ll swallow even the most ridiculous story, if it’s told with conviction. Make a self-control roll, modified by the plausibility of the story, when- ever you are confronted with a lie – or an improbable truth, for that matter. If you fail, you believe what you were told!

A lie well told, or involving something you have no familiarity with (“My father is the chief of police in this town, and he won’t stand for this!”) gives -6 to the self-control roll. A lie concerning a topic you are familiar with (“Didn’t you know they bred ducks in your village, Torg?”) gives -3. You believe even a totally outlandish tale (“Of course the Eskimos are descended from Spanish conquistadors; everyone knows that!”), if you fail an unmodified self-control roll.

You also suffer a -3 penalty on any Merchant skill roll, or in any situation in which your credulity might be exploited. You can never learn the Detect Lies skill.

This can also be found on B137.