Funny Farm/Insane Asylum Psionics (Psi. Freq. Illogicilion)

 


Fit me for a straitjacket; Put me in a padded cell; I'm a danger to you all; And I'm a danger to myself”

-Five Finger Death Punch “My Own Hell”

“Today, up on this hill, I'm counting all the killers; They sway as they swarm, a look of gluttons in their eyes; They mutter as the body loses warmth; They pick your bones like locks inside a tomb; And take great care to not take care of you”

-Slipknot "Solway Firth"

This frequency evolved from the frothing raving lunatics that make the Funny Farm/Insane Asylum their home. Somebody got the bright idea to weaponize mental illness and this was born from that. If you thought sharing a psilink with a mental patient from there wasn’t unnerving enough, now there is a whole family of DSM-5 worthy powers to sigh at. 😊

 

General PsiIllogicilion Information

To access to these powers, you must be voluntarily SEL=1 Insane. Whenever you lose insanity/become sane, you lose access to these powers until you jump back down the rabbit hole, Alice.

You have an “inSanity” score = 100-Wis*5. You may use these powers even if you have a negative wisdom. Negative wisdoms will give a higher score due to double negative math (-- = +). Note that negative wisdoms themselves carry their own host of problems.

PillPs = Your “inSanity” score.

There is only one list of powers, but these powers exist at each category (minor, major, grand, etc.). The powers have "SL" (Spell Level) built into their descriptions, so higher level powers are more effective. For purposes of SL, minor=2, major=5, grand=8, super=11, ultra=14.

Whenever SL is divided by something, you round down (so a Major of "+SL/2 Str" would give +2 Str, not +2½). If the fractional part is actually meaningful to the Collective (e.g. +2½M actions is better than +2M actions), you can retain the fraction.

All powers require 1M to use unless noted.

All powers cost it's SL in PillPs to use. If it's a maintained effect, the cost permanently lowers the max PillP pool until the effect is lowered. Heh, Pill-Points! A lovely little coincidence.

Some powers list "(SL saves)". This requires the target to make the SL in saves against the effect, failing any is failure.

PillPs do not translate into P0Ps.

Wild Talents must buy these using Alternate Personality slots or Instances of permanent SEL=1 Insane status effect (1 for Minor, 2 for Major, 3 for Grand, 4 for Super,etc.). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super,etc. You may take lesser types if desired.

Material Componenting Additional Effects

If you material component these powers, there are additional affects you could choose from:

1.       You can choose to ignore any enforced/unenforced friendly fire rules for the power.

2.       You can choose to have your power resisted using Sanity instead of PR. Sanity = Wis*5. This is especially useful for targets with Wis below 20.

 

Funny Farm/Insane Asylum Powers

 

No.

Acronym

Power

Effect

1

AD

Attachment Disorder

Eject one target from your group. SL Enemies take a parting shot on that target. That target can’t be grouped this rd

2

ADHD

Attention Deficit Hyperactivity Disorder

One target can't make concentration skill checks, can't maintain any effects requiring concentration and can't attack the same being more than once a segment (SL saves)

3

ARND

Alcohol-Related Neurodevelopmental Disorder

One target vulnerable alcohol and hydrocephaly, -1 size, can't use Psi29 or breath weapons (SL saves)

4

ASD

Autism Spectrum

One target is - minor: SEL=2 Fascinated, major: SEL=5 On the Spectrum, grand: SEL=8 As you Are, super: SEL=11 Full of Fail (all actions taken are countered; saves/skills autofail)

5

BPAD

Bipolar Affective Disorder

One target +1 Alternate personality oppositely aligned controlled by the DM, +1M action, and random SL*10% chance/segment of alternate personality to become dominant

6

BPD

Borderline Personality Disorder

One target (SL*10)% attacks nearest enemy or 100-(SL*10)% attacks self

7

CAPD

Central Auditory Processing Disorder

1bM, in response to a wishoid/command/word spell: Change the intent of target wishoid/command/word spell of spell level = SL or less to a different one

8

DID

Dissociative Identity Disorder

One target gets +SL alternate personalitys each differently aligned controlled by the DM. Each segment, there is a random 100/(1+SL)% chance for any personality to become dominant

9

EBP

Evidence-Based Practice

One target gets can act and survive with a negative Wis of up to -SL

9

GAD

Generalized Anxiety Disorder

One target SEL=3 Exhausted physically and mentally, SEL=2 Fear of objects and self not real/losing control/dying, and can't memorize spells

10

IED

Intermittent Explosive Disorder

Force one target to act hostilely (SL saves)

11

LD

Learning Disorder

One target can’t pick unspent kits, feats, skills, proficiencies, etc. SL*10% no response

12

MDD

Major Depressive Disorder

One target SEL=3 Slowed, SEL=3 Exhausted physically and mentally. Each segment, there is a random SL*10% chance that target is SEL=3 Paralyzed

13

NMD

Neuronal Migration Disorder

One target -SL Str, head -1 size, SL*10% each segment can’t take P actions, SL*10% each segment Feeblemind as spell

14

OCD

Obsessive-Compulsive Disorder

One target (SL*10)% Suggestion as spell or 100-(SL*10)% repeat their last action each segment

15

ODD

Oppositional Defiant Disorder

One target acts hostilely toward a [B], [SB], [NPC], etc (SL saves)

16

OSDD

Other Specified Dissociative Disorder

One target - minor: +1 alternate personality never dominant controlled by the DM, major: Modify Memory as spell, grand: SEL=3 Paralyzed(xSL), super: SEL=5 Unaware(xSL)

17

PLMD

Periodic Limb Movement Disorder

One target SL*10% SEL=4 Sleep if daytime and 100-(SL*10)% can’t sleep if nighttime, and V actions cost SL times as many actions to complete

18

PTSD

Post-Traumatic Stress Disorder

One target SEL=1 Stopped and SEL=2 Fear for trauma related cues for SL time periods (seg, rd, turn, hr, etc). Can only be cast after that target was exposed to psychological trauma (death, violence, etc)

19

QPD

Quebec Platelet Disorder

One target SEL=1 Wounded, can’t regenerate, and all physical dmg is multiplied by SL

20

RMD

Repetitive Motion Disorder

1bM, in response to a repetitive action sequence (for example acting twice in one segment, Mental Fury, Step out of It, etc): One target who took the repetitive action sequence is minor: SEL=2 Enfeeblement, major: SEL=5 Burned Out, grand: Set, super: Broken

21

SPD

Sensory Processing Disorder

One target’s actions cost SL times as many to act and this effect can’t be cured (magic/psionic/innate)

22

TMJ

Temporomandibular Joint Disorder

One target can’t use its mouth’s P action (SL saves)