Escaped Mental Patient

Level

KXP

1

0

2

5

3

10

4

20

5

40

6

80

7

150

8

300

9

500

10

750

11

1000

12

1250

13

1500

14

1750

15

2000

16

2250

17

2500

18

2750

19

3000

20

3250

21

3500

22

3750

23

4000

24

4250

25

4500

26

4750

27

5000

28

5250

29

5500

30

5750

31

6000

32

6250

33

6500

34

6750

35

7000

36

7250

Requisites:

Wis 18, Must have been admitted to Insane Asylum

Alignment:

AC (absolute Chaotic)

HD/level:

1d(number of filled class slots)

Weapon Prof.:

SN+SN/4

To Hit Table:

SN*LVL

Save Table:

0+SN^2

Groups:

Psi, Rand

Complexity:

CF=5, GF=5

 Reference:

 RDM

 

See [Q1200C] for rules and powers. You know all the powers, if you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.

CPP’s = summation of all insanity totals.

Each Level: Choose a form of Insanity: you have it and +1 inSanity score total for that insanity = 100-Wis*5.

Each Level: Roll a random Mania/obsession/philia from the online Phrontistry: you have it in a level*5 ft field.

Level 1¶: + # of insanity totals to CL.

Level 1: Immune to your own effects.

Level 1: 1 resets worth of F actions, 1/d: Escape from insane asylum by being declared sane after doctoring the required paperwork.

Level 1: Free straight jacket of holding (|AC| 10+SN, acts as a bag of holding, Can’t take P actions.)

Level 2: 1P, say “Here, try this on.”: Target gets put into your straight jacket of holding.

Level 3: 0, 1/s: redirect a damaging effect to one of your inSanity totals as long as that total is positive.

Level 792¶: 1 Months worth of F actions: Empty the insane asylum by declaring all patients sane after doctoring the required paperwork.

CF=6: Each Level: Pick an ability on your character with an activation cost. Reduce its action cost one step. (G to X, X to F, F to M, M to P, P to V, V to 0. 0 limit LVL/r)

CF=7: Level 9: Pick an ability on your character that uses a 0 (free) action for a cost. Reduce it one step. (0 to 1N, limit 1/half segment.)

CF=7: Level 1: Pick a restriction on a class of yours with the words "cannot" or "can't". Replace those with "can".

CF=8: Level 36: Pick an ability on your character with an activation cost. Reverse the cost and effect.

CF=9: Level 54: Pick two numbers on your character. Swap those two numbers. (examples: hp and AC, STR and # of attacks, Th and Level, Total dmg bonus and ML, Lowest stat bonus and a Level :'s level)

CF=10: "Other kids' games are all such a bore! They've gotta have rules and they gotta keep score! Calvinball is better by far! It's never the same! It's always bizarre! You don't need a team or a referee! You know that it's great, 'cause it's named after me!"