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) |