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Old 09-14-2018, 01:41 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Disadvantage of the Week: Fanaticism

Fanaticism [-15] is a mundane, self-imposed, mental disadvantage. You are dedicated to a cause – a belief, deity, nation, or philosophy – and put it ahead of everything else. If this demands obedience or loyalty to a leader or a code of behaviour, you do this unquestioningly, and can’t take them as separate disadvantages. Fanaticism dates from GURPS 1e, in much the same form as today.

Fanaticism is a state of mind, not of morality. One can be fanatical about a worthy cause, or an evil one. Extreme Fanaticism is a variant, where you won’t hesitate to die for your cause, and view suicidal missions calmly. You also get +3 to Will rolls to resist Brainwashing, Interrogation and mind control if yielding to them would endanger your cause. This is still only worth [-15].

Fanaticism isn’t rare as an option on published templates, although it’s usually limited to character types where it’s either dramatically appropriate (Examples in Action, Discworld, DF, Horror, Madness Dossier, Infinite Worlds, Monster Hunters, and Supers) or culturally appropriate (Banestorm, Fantasy, Britannica-6, Mars Attacks, Martial Arts, Reign of Steel, Space, and Tales of the Solar Patrol). Banestorm Hashishin all have Extreme Fanaticism, but many serve for years as “sleeper” agents, showing that the disadvantage doesn’t demand precipitate action. Banestorm also shows us that Christian fanaticism wasn’t all that rare before the Enlightenment; Crusades has further examples. Bio-Tech has only a very crude way of removing this disadvantage, while Boardroom & Curia shows what an organisation needs to have fanatical followers. Powers allows Fanaticism as a disadvantage for maintaining the use of powers based on moral certainty; Social Engineering allows refocusing Fanaticism via Brainwashing, more easily than creating a fanatic. Extreme Fanaticism can be remarkably like a 15-point Zombie Motivation.

Fanaticism can be a surprisingly playable disadvantage, if it’s aligned with the campaign objectives. I’ve played it as never willing to give in, even if you’re terrified, but not keeping you from making plans or using appropriate caution to accomplish the objective. It doesn’t keep you from having dependents or loved ones, but they do take second place. It’s pretty easy to manipulate a fanatic, but in a setting with clear friends and enemies, that doesn’t happen constantly. Monster Hunters plays Fanaticism (The Mission) in much this way, and Special Ops and SEALs in Vietnam regard it as an acceptable disadvantage for special operators.

Have your players been fanatical?
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