Funny Farm Psionics

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

Epigraphs

“ 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"

What this is

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.AcronymPowerEffect
1ADAttachment DisorderEject one target from your group. SL Enemies take a parting
shot on that target. That target can’t be grouped this rd
2ADHDAttention Deficit Hyperactivity DisorderOne 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)
3ARNDAlcohol-Related Neurodevelopmental DisorderOne target vulnerable alcohol and hydrocephaly, -1 size,
can't use Psi29 or breath weapons (SL saves)
4ASDAutism SpectrumOne 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 )
5BPADBipolar Affective DisorderOne target +1 Alternate personality oppositely aligned
controlled by the DM, +1M action, and random SL*10% chance/segment of
alternate personality to become dominant
6BPDBorderline Personality DisorderOne target (SL* 10)% attacks
nearest enemy or 100-(SL*10)% attacks self
7CAPDCentral Auditory Processing Disorder1bM, 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
8DIDDissociative Identity DisorderOne 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
9EBPEvidence-Based PracticeOne target gets can act and survive with a negative Wis of
up to -SL
9GADGeneralized Anxiety DisorderOne target SEL=3 Exhausted physically and mentally, SEL=2
Fear of objects and self not real/losing control/dying, and can't memorize
spells
10IEDIntermittent Explosive DisorderForce one target to act hostilely (SL saves)
11LDLearning DisorderOne target can’t pick unspent kits, feats, skills,
proficiencies, etc. SL*10% no response
12MDDMajor Depressive DisorderOne 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
13NMDNeuronal Migration DisorderOne target -SL Str, head -1 size, SL*10% each segment
can’t take P actions, SL*10% each segment Feeblemind as spell
14OCDObsessive-Compulsive DisorderOne target (SL* 10)% Suggestion as
spell or 100-(SL*10)% repeat their last action each segment
15ODDOppositional Defiant DisorderOne target acts hostilely toward a [B], [SB], [NPC], etc (SL saves)
16OSDDOther Specified Dissociative DisorderOne 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 )
17PLMDPeriodic Limb Movement DisorderOne 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
18PTSDPost-Traumatic Stress DisorderOne 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 )
19QPDQuebec Platelet DisorderOne target SEL=1 Wounded, can’t regenerate, and all
physical dmg is multiplied by SL
20RMDRepetitive Motion Disorder1bM, 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
21SPDSensory Processing DisorderOne target’s actions cost SL times as many to act and
this effect can’t be cured (magic/psionic/innate)
22TMJTemporomandibular Joint DisorderOne target can’t use its mouth’s P action (SL
saves)