Introduction

 

Appendix C: Revised Wild Talent Tables

This system of generating wild talents replaces the wild talent tables contained in The Complete Psionics Handbook. To determine your character’s wild talent, roll on Table I with a 1d100. This will indicate which discipline your character’s wild talent is in. Then make a second 1d100 roll on the indicated table. Your character may receive a bonus prerequisite power for the talent indicated; these are marked by an asterisk (*). A character may only roll three talents, but there is no limit to the total number of powers—talents requiring prerequisites could give the character as many as seven discrete powers.

Table I: Wild Disciplines

Roll

Discipline

Table

01-16

Clairsentience

II

17-35

Psychokinesis

III

36-61

Psychometablism

IV

62-70

Psychoportation

V

71-94

Telepathy

VI

95-00

Sciences

VII

Table II: Clairsentience

Roll

Wild Devotion

01-07

All-Round Vision

08-11

Bone Reading*

12-17

Combat Mind

18-25

Danger Sense

26-28

Environment

29-34

Feel Moisture

35

Feel Sound

36

Feel Light

37

Hear Light

38-44

Know Course

45-48

Know Location

49-56

Know Direction

57-60

Poison Sense

61-64

Radial Navigation

65

See Magic

66-68

See Sound

69-70

See Ethereal

71-76

Sensitivity to Observation*

77-78

Spirit Sense

79-81

Watcher’s Ward

82-87

Weather Prediction*

88-90

Choose from above

91-94

Roll twice on this table1

95-98

Roll again2

99-00

Roll again3

1 Ignore another result of 88 or better.

2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.

3 Roll one power on this Then roll on Table VII until a Clairsentient Science is indicated. Ignore additional rolls of 88 or better

 

Table III: Psychokinesis

Roll

Wild Devotion

01-04

Animate Object*

05-13

Animate Shadow

14-18

Ballistic Attack*

19-21

Compact

22-29

Concentrate Water*

30-33

Control Body*

34-39

Control Flames*

40-44

Control Sound

45-49

Control Light

50-52

Control Wind*

53-54

Cryokinesis

55-57

Deflect*

58-66

Levitation*

67-69

Magnetize

70-71

Molecular Bonding

72-76

Molecular Agitation

77-80

Return Flight

81-85

Soften

86-87

Static Discharge*

88-90

Choose from above

91-94

Roll twice on this table1

95-98

Roll again2

99-00

Roll again3

1 Ignore another result of 88 or better.

2 Roll one power on this, and then roll a second wild talent from Table I. Ignore rolls of 88 or better.

3 Roll one power on this Then roll on Table VII until a Psychokinetic Science is indicated. Ignore additional rolls of 88 or better.

Table IV: Psychometabolism

Roll

Wild Devotion

01-05

Absorb Disease

06-07

Accelerate

08-09

Adrenalin Control

10

Aging

11-14

Biofeedback

15-16

Body Control

17

Body Weaponry

18-22

Body Equilibrium

23

Carapace

24-28

Catfall

29-30

Cause Decay

31

Cause Sleep

32-39

Cell Adjustment

40-41

Chameleon Power

42-43

Chemical Simulation

44-46

Displacement

47

Double Pain

48-49

Ectoplasmic Form

50-55

Enhanced Strength

56

Expansion

57-61

Flesh Armor

62-65

Graft Weapon

66-69

Heightened Senses

70

Immovability

71-75

Lend Health

76-77

Mind Over Body

78

Pheromone Discharge

79-80

Photosynthesis

81

Reduction

82-84

Share Strength

85-86

Spider Touch

87

Suspend Animation

88-90

Choose from above

91-94

Roll twice on this table1

95-98

Roll again2

99-00

Roll again3

1 Ignore another result of 88 better.

2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.

3 Roll one power on this Then roll on Table VII Psychometabolic Science is indicated. Ignore rolls of 88 or better.

Table V: Psychoportation

Roll

Wild Devotion

01-05

Astral Projection

06-13

Blink

14-18

Dimension Blade*

19-26

Dimension Walk

27-37

Dimensional Door

38-40

Dream Travel

41-44

Duo-Dimension

45-49

Ethereal Traveler

50-57

Phase

58-59

Phase Object*

60-63

Pocket Dimension

64-69

Shadow Walk

70-71

Spatial Distortion

72-73

Teleport Lock*

74-77

Teleport Object*

78-81

Time Shift*

82

Time Duplicate*

83-87

Time/Space Anchor

88-90

Choose from above

91-94

Roll twice on this table1

95-98

Roll again2

99-00

Roll again3

1 Ignore another result of 88 better.

2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.

3 Roll one power on this table. Then roll on Table VII until a Psychoportive Science is indicated. Ignore additional rolls of 88 or better.

 

Table VI: Telepathy

Roll

Wild Devotion

01-07

Acceptance

08

Amnesia*

09

Attraction*

10

Aversion*

11

Awe*

12-16

Conceal Thoughts

17-18

Daydream *

19-24

Empathy*

25-29

ESP*

30

False Sensory Input*

31-32

Identity Penetration*

33

Impossible Task

34-36

Incarnation Awareness*

37-38

Inflict Pain*

39

Invincible Foes*

40-43

Invisibility*

44-47

Life Detection

48-51

Mind Bar

52-59

Mind Blank

60

Phobia Amplification*

61

Post-Hypnotic Suggestion*

62-64

Psychic Messenger

65

Psychic Impersonation*

66

Repugnance*

67-70

Send Thoughts*

71

Sensory Suppression*

72-75

Sight Link*

76-78

Sound Link*

79-83

Suppress Fear

84

Synaptic Static*

85

Taste Link*

86

Telempathic Projection*

87

Truthear*

88-90

Choose from above

91-94

Roll twice on this table1

95-98

Roll again2

99-00

Roll again3

1 Ignore another result of 88 or better.

2 Roll one power on this table, and then roll a second wild talent from Table I again. Ignore rolls of 88 or better.

3 Roll one power on this table. Then roll on Table VII until a Telepathic Science is indicated. Ignore additional rolls of 88 or better.

 

Table VII: Sciences

Roll

Wild Science

Clairsentient Sciences

01-02

Aura Sight

03-06

Clairaudience

07-10

Clairvoyance

11-14

Detection

15

Object Reading

16-17

Precognition

18-19

Sensitivity to Psychic Impressions

20

Choose from above

Psychokinetic Sciences

21-22

Detonate *

23-24

Disintegrate *

25-26

Kinetic Control

27

Molecular Rearrangement*

28-29

Project Force *

30-34

Telekinesis

35

Telekinetic Flight *

36

Telekinetic Barrier *

37

Choose from above

Psychometabolic Sciences

38-42

Animal Affinity

43-44

Complete Healing

45

Death Field

46

Energy Containment

47

Life Draining

48-49

Metamorphosis

50

Nerve Manipulation*

51

Poison Simulation*

52

Regenerate*

53-55

Shadow-form

56

Choose from above

Psychoportive Sciences

57-58

Banishment*

59-62

Probability Travel

63

Summon Planar Creature*

64-69

Teleport

70-71

Teleport Other *

72

Time Travel*

73

Wormhole*

74

Choose from above

Telepathic Sciences

75-77

Domination *

78-84

Ejection

85

Fate Link*

86

Hallucination*

87

Mass Domination*

88-92

Mindlink*

93

Mindwipe*

94

Probe*

95

Superior Invisibility*

96

Switch Personality*

97

Choose from above

98-99

Roll again1

00

Roll twice on this table2

1 Roll one power on this table, and then roll a wild talent starting from Table I again. Ignore additional rolls on this table of 98 or better.

  1. Ignore another result of 98 or better.