Wild Talents (CPsiH)

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==Wild Talents==
A wild talent is someone from any other character class who has natural, latent psionic potential. This potential can be present in any character, regardless of class, alignment, or race. Wild talents can never approach psionicists in skill, but they do boast at least one psionic power - which is known as a "wild power" among psionicists.
Any character can test for wild powers (the character should be forewarned: such efforts are not without risk, as explained below). A character can test for wild powers only at specific times: when the character is first created; when the character's Wisdom increases to a higher point than it has ever been; the first time the character goes to a psionicist who can perform psychic surgery on him; when psionics is first introduced to the campaign.
Every character (and NPC and monster, if the DM wishes) has a base chance of 1% to possess wild powers. This is modified as shown below:
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-8th level 	+1
Character is 9th level or higher 	+2
Mage, cleric, or nonhuman* 	x
: * Round fractions up. Apply this penalty only once, even if more than one of these descriptions fits (e.g., a "nonhuman mage").
Once you've determined the character's chance to be a wild talent, roll percentile dice. Subtract 2 from the roll if the character is under the guidance of a psychic surgeon (see "psychic surgery" in Chapter 8). If the result is less than or equal to the modified chance, the character has at least one wild power. If the number is 97 or higher, the character suffers dire consequences. See "The Risks" below.
Example: Consider a 3rd level dwarf cleric with a Wisdom of 17, intelligence of 9, and Constitution of 16. His chance to be a wild talent is 1 (base chance) + 2 (Wis 17) + 1 (Con 16) x 0.5 (because he's a dwarf). The final result equals 2%. The dwarf has a 2% chance of being a wild talent. The player rolls a 3 on percentile dice. The dwarf has no talent.
Determining Powers: If a character is a wild talent, the player should roll percentile dice again and consult Table 12, "Wild Devotions" to determine exactly what the character's psionic powers are. Most wild talents have only one power. A lucky few (those with high-rolling players) boast more than one. Furthermore, if a character gains any power with a prerequisite, he automatically gains the prerequisite, too. For example, if the wild talent knows a telepathic power which requires contact (an important telepathic power), he automatically knows contact, too.
Strength Points: Like an actual psionicist, a wild talent has psionic strength points. He receives the minimum number of PSPs necessary to use the power (or powers) once. If a power can be maintained, he receives enough additional points to pay the maintenance cost four times. Afterward, the character receives four additional PSPs every time he gains a new experience level (he receives no bonus for levels he already has).
The Risks: Characters who attempt to unlock their psionic potential are tampering with things they cannot begin to understand. If the dice roll is 97 or higher, the character suffers the following consequences:
DiceRoll	Result
97 	Save vs. death or Wisdom reduced by 1d6 points-permanently
98 	Save vs. death or Intelligence reduced by 1d6 points-permanently
99 	Save vs. death or Constitution reduced by 1d6 points-permanently
00 	Save vs. death with -5 penalty or Wisdom, Intelligence, and Constitution are all reduced to 3-permanently
 Table 12: Wild Devotions
Clairsentient Devotions 	Clairsentient Devotions
01 	All-Round Vision
02 	Combat Mind
03 	Danger Sense
04 	Feel Light
05 	Feel Sound
06 	Hear Light
07 	Know Direction
08 	Know Location
09 	Poison Sense
10 	Radial Navigation
11 	See Sound
12 	Spirit Sense
13 	Choose any clairsentient devotion above
14 	Choose any clairsentient devotion above
Psychokinetic Devotions 	Psychokinetic Devotions
15 	Animate Object
16 	Animate Shadow
17 	Ballistic Attack
18 	Control Body
19 	Control Flames
20 	Control Light
21 	Control Sound
22 	Choose any psychokinetic devotion above
Psychometabolic Devotions	Psychometabolic Devotions
23 	Absorb Disease
24 	Adrenaline Control
25 	Aging
26 	Biofeedback
27 	Body Control
28 	Body Equilibrium
29 	Body Weaponry
30 	Catfall
31 	Cause Decay
32 	Cell Adjustment
33 	Chameleon Power
34 	Chemical Simulation
35 	Displacement
36 	Double Pain
37 	Enhanced Strength
38 	Ectoplasmic Form
39 	Expansion
40 	Flesh Armor
41 	Graft Weapon
42 	Heightened Senses
43 	Immovability
44 	Lend Health
45 	Mind Over Body
46 	Reduction
47 	Share Strength
48 	Suspend Animation
49 	Choose any psychometabolic devotion above
Telepathic Devotions 	Telepathic Devotions
50 	Attraction
51 	Aversion
52 	Awe
53 	Conceal Thoughts
54 	Daydream
55 	Empathy
56 	ESP
57 	False Sensory Input
58 	Identity Penetration
59 	Incarnation Awareness
60 	Inflict Pain
61 	Invincible Foes
62 	Invisibility
63 	Life Detection
64 	Mind Bar
65 	Phobia Amplification
66 	Post-Hypnotic Suggestion
67 	Psychic Impersonation
68 	Psychic Messenger
69 	Repugnance
70 	Send Thoughts
71 	Sight Link
72 	Sound Link
73 	Synaptic Static
74 	Taste Link
75 	Telempathic Projection
76 	Truthear
77-78 	Choose any telepathic devotion above
Psychoportive Devotions 	Psychoportive Devotions
79 	Astral Projection
80 	Dimensional Door
81 	Dimension Walk
82 	Dream Travel
83 	Time Shift
84 	Time/Space Anchor
85 	Choose any psychoportive devotion above
86-87 	Roll two times
88-89 	Roll three times
90 	Choose any two devotions
91-99 	Roll on Table 13: Sciences
00 	Choose any devotion. Then roll again and consult Table 13.
 Table 13: Wild Sciences
Clairsentient Sciences 	Clairsentient Sciences
01-02 	Aura Sight
03-04 	Clairaudience
05-06 	Clairvoyance
07-08 	Object Reading
09-10 	Precognition
11-12 	Sensitivity to Psychic impressions
13-16 	Choose any clairsentient science or devotion
Psychokinetic Sciences 	Psychokinetic Sciences
17-18 	Detonate
19-20 	Disintegrate
21-22 	Molecular Rearrangement
23-24 	Project Force
25-26 	Telekinesis
27-30 	Choose any psychokinetic science or devotion
Psychometabolic Sciences	Psychometabolic Sciences
31-32 	Animal Affinity
33-34 	Complete Healing
35-36 	Death Field
37-38 	Energy Containment
39-40 	Life Draining
41-42 	Metamorphosis
43-44 	Shadow-form
45-48 	Choose any psychometabolic science or devotion
Telepathic Sciences 	Telepathic Sciences
49-50 	Domination
51-52 	Fate Link
53-54 	Mass Domination
55-56 	Mindwipe
57-58 	Probe
59-60 	Superior Invisibility
61-62 	Switch Personality
63-64 	Mindlink
65-68 	Choose any telepathic science or devotion
Psychoportive Sciences 	Psychoportive Sciences
69-70 	Banishment
71-72 	Probability Travel
73-74 	Summon Planar Creature
75-76 	Teleport
77-78 	Teleport Other
79-82 	Choose any psychoportive science or devotion
83-85 	Roll two times
86-88 	Roll three times
89-92 	Choose any science or devotion
93-96 	Choose any science and two devotions
97-99 	Choose any science and three devotions
00 	Choose any two sciences and four devotions
Category:The Complete Psionics Handbook