Insane Power
Insane power [minor] By Iczer
'Angry? ANGRY!!! I'm not angry Boys....I'm MAD!!'
The character derives strength and power from his state of being. When calm, this power is almost nonexistent; when agitated, it begins to rear it's head. It's when the character dips into insanity that he becomes dangerous.
1) Dip into insanity: The character can voluntarily send himself crazy. When he spends an action doing so, and the madness builds, he rolls for a random insanity. This random insanity needs to be relevant to his current situation and be able to immediately affect him. If a random insanity would have no current effect, the character must reroll. (Phobia of darkness is rarely relevant in a day time fight.) The character can cure himself of insanity at any moment.
2) Power of madness: When the character is insane, either through dipping into insanity, or through natural madness (includes the crazy hero) he gains the following bonuses: -6 to MA, -2 to IQ, +4 to save vs psionics and HF, +6 to PE, +6 to PS, +2 to PP and double Spd. Gains +1 attack per melee.
3) Other benefits: The character is immune to madness (he can end it at a moment's notice) If previously afflicted with any form of insanity, he can turn it on and off at will. Given the close association of fear with madness, the character has a 60% chance (+5% per level) of gaining the above bonuses while suffering from a failed Saving throw Vs HF.