Wild Talents (POSP)

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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* 	
: * 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.
 Table 83: Wild Talents
Roll1d100 	Wild Devotion 	Roll1d100 	Wild Devotion
— Clairsentient Devotions —	— Clairsentient Devotions —	— Psychometabolic 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 —	— 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
Roll1d100 	Wild Devotion 	Roll1d100 	Wild Devotion
— Psychoportive Devotions —	— Psychoportive Devotions — 	— Clairsentient Sciences — 	— 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 — 	— Telepathic Devotions — 	33–36 	Sensitivity To Psychic<Br>Impressions
82–84 	Conceal Thoughts 	— Psychokinetic Science — 	— Psychokinetic Science —
85–87 	Empathy 	37–44 	Telekinesis
88–89 	ESP 	— Psychometabolic Sciences —	— 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 andone science	64–72 	Metamorphosis
 	 	72–80 	Shadowform
 	 	— Psychoportive Sciences — 	— Psychoportive Sciences —
 	 	81–83 	Probability Travel
 	 	84–86 	Teleport
 	 	— Telepathic Sciences — 	— Telepathic Sciences —
 	 	87–92 	Mindlink
 	 	93–95 	No science gained
 	 	96–100 	Roll two sciences