A wild talent is a hero from any character class other than the psionicist class who has natural psionic potential. This potential can be present in any character, regardless of class, alignment, or race. The alignment restrictions of the psionicist class don't apply to wild talents.
Wild talents have one or two psionic powers, up to three psionic defenses, and up to three psionic attacks at their disposal once they've reached full power. The psionic defenses come naturally, one at a time, according to the Psionic Progression table.
Psionic attacks are only gained after the PC places the contact proficiency in an available nonweapon proficiency slot. A wild talent chooses one of the five attack forms at that time. He may select a second and a third attack form when slots become available according to his group proficiency progression (as outlined in the Player's Handbook).
Testing for Wild Talents[]
Testing for wild talents involves risk. The test must be performed when a character is created, when a character's Wisdom score increases, when psionics are introduced into a campaign, or the first time a character receives psychic surgery.
Every character and monster has a base chance of 1% to be a wild talent. This is modified as follows:
Each Wis, Con, or Int score of 18+ | +3% |
Each Wis, Con, or Int score of 17 | +2% |
Each Wis, Con, or Int score of 16 | +1% |
Character is 5th to 8th level | +1% |
Character is 9th level or higher | +2% |
Wizard, priest, or non human* | 1⁄2 |
- * Round fractions up. Apply this penalty only once, even if checking a non human wizard or the like.
Once a character's chance to be a wild talent is determined, roll percentile dice. Results are as follows:
- If the result is more than the modified chance and less than 97, the character is not a wild talent.
- If the result is less than or equal to the modified chance, the character is a wild talent. The player rolls percentile dice and consults the Wild Talents table. His character's PSPs are determined as under the Psionic Strength Points section.
- If the result is 97, the character must save vs. death or his Wisdom is permanently reduced by 1d6 points.
- If the result is 98, the character must save vs. death or his Intelligence is permanently reduced by 1d6 points.
- If the result is 99, the character must save vs. death or his Constitution is permanently reduced by 1d6 points.
- If the result is 100, the character must save vs. death at –5 or his Wisdom, Intelligence, and Constitution scores are all permanently reduced to 3 points.
Roll 1d100 |
Wild Devotion | Roll 1d100 |
Wild Devotion |
---|---|---|---|
— Clairsentient Devotions — | — Psychometabolic Devotions — | ||
01–02 | All-Round Vision | 28–29 | Absorb Disease |
03 | Combat Mind | 30–31 | Adrenaline Control |
04–05 | Danger Sense | 32 | Aging |
06–07 | Feel Light | 33–34 | Biofeedback |
08 | Feel Sound | 35 | Body Control |
09 | Hear Light | 36 | Body Equilibrium |
10 | Know Direction | 37–38 | Body Weaponry |
11–12 | Know Location | 39–40 | Catfall |
13 | Poison Sense | 41 | Cause Decay |
14–15 | Radial Navigation | 42–43 | Cell Adjustment |
16–17 | See Sound | 44–45 | Chameleon Power |
18 | Spirit Sense | 46 | Chemical Simulation |
47 | Displacement | 94–96 | Send Thoughts |
— Psychokinetic Devotions — | 48–49 | Double Pain | |
19–20 | Animate Shadow | 50 | Ectoplasmic Form |
21–22 | Control Light | 51–52 | Enhanced Strength |
23–24 | Control Sound | 53 | Expansion |
25 | Molecular Agitation | 54–55 | Flesh Armor |
26–27 | Soften | 56 | Graft Weapon |
57–58 | Heightened Senses | ||
59 | Immovability | ||
60–61 | Lend Health | ||
62–63 | Mind Over Body | ||
64–65 | Reduction | ||
66–67 | Share Strength | ||
68–70 | Suspend Animation |
Roll 1d100 |
Wild Devotion | Roll 1d100 |
Wild Devotion |
---|---|---|---|
— Psychoportive Devotions — | — Clairsentient Sciences — | ||
71–72 | Astral Projection | 01–06 | Aura Sight |
73–74 | Dimensional Door | 07–14 | Clairaudience |
75–77 | Dimension Walk | 15–22 | Clairvoyance |
78–79 | Dream Travel | 23–27 | Object Reading |
80–81 | Phase | 28–32 | Precognition |
— Telepathic Devotions — | 33–36 | Sensitivity To Psychic Impressions | |
82–84 | Conceal Thoughts | — Psychokinetic Science — | |
85–87 | Empathy | 37–44 | Telekinesis |
88–89 | ESP | — Psychometabolic Sciences — | |
90–91 | Life Detection | 45–49 | Animal Affinity |
92–93 | Psychic Messenger | 50-53 | Complete Healing |
94-96 | Send thoughts | 54–55 | Death Field |
97-98 | Roll two devotions | 56–61 | Energy Containment |
99 | Roll one science | 62–63 | Life Draining |
100 | Roll one devotion and one science |
64–72 | Metamorphosis |
72–80 | Shadowform | ||
— Psychoportive Sciences — | |||
81–83 | Probability Travel | ||
84–86 | Teleport | ||
— Telepathic Sciences — | |||
87–92 | Mindlink | ||
93–95 | No science gained | ||
96–100 | Roll two sciences |
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