We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

Gullibility

From The Vault - Fallout Wiki
Jump to: navigation, search
Gullibility
GULLIBLE.png
 
Gametitle-FO1.png
Gametitle-FO1.png

Gullibility is one of Fallout GURPS disadvantages. See: Fallout GURPS.

Overview

There's one born every minute, and you're it. A gullible person naturally believes everything he hears; he'll swallow even the most ridiculous fish-story, if it's told with any conviction. In order to not believe a lie - or an improbable truth, for that matter - a gullible character must make a roll against IQ, modified by the plausibility of the story. A lie well-told, or involving something the character has no familiarity with - "My father is the chief of police in this town, and he won't stand for this!" - calls for a -6 penalty to the IQ roll. A lie concerning a topic the gullible character is familiar with - "Didn't you know they bred ducks in your village, Torg?" - calls for a -3 to the roll; and even a totally outlandish tale - "Of course the Eskimos are descended from Spanish conquistadors; everyone knows that" - will be believed if the character fails a roll against unmodified IQ. Furthermore, a gullible character suffers a -3 penalty on any Merchant skill roll, or in any situation in which his credulity might be exploited. A gullible person can never learn the Detect Lies skill.

— Steve Jackson Games GURPS sources

In Fallout

With the abandonment of GURPS, Gullibility was removed from the game