Ruins of Adventure
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 Willpower increases to a higher point than it has ever been; or when a psionicist performs psychic surgery on him.
Every character has a base chance of 1% to possess wild powers. This is modified as shown below:
- Each point of Willpower, Health, or Reason over 15: +1% (cumulative)
- Every 5 levels the character possesses (round down): +1% (cumulative)
- Character is undergoing Psychic Surgery: +5%
- Character is already psionically active: 1/2 total (round up)
Once you’ve determined the character’s chance to be a wild talent, roll percentile dice. 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.
Determining Powers: If a character is a wild talent, the player should roll percentile dice again and consult the Table below 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. A wild talent automatically receives enough PSPs to pay the initial cost of his power(s) once each. In addition, he gets 1d4+10 PSPs and any bonuses granted for high Willpower, Reason, and Health scores. Afterward, the character receives 4 additional PSPs every time he gains a new experience level (no die rolls or other modifiers apply after the initial PSPs gained).
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:
Die Roll | Result |
97 | Save vs. death or Willpower is reduced by 1d6 points permanently |
98 | Save vs. death or Reason is reduced by 1d6 points permanently |
99 | Save vs. death or Health reduced by 1d6 points permanently |
00 | Save vs. death or Willpower, Reason, and Health are all reduced to 3 permanently. |
Random Wild Devotions
d100 Roll | Power | Prerequisites |
Clairsentient Devotions | ||
01 | All-Around 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 from 01 to 12 | |
14 | Choose any from 01 to 12 | |
Psychokinetic Devotions | ||
15 | Animate Object | Telekinesis |
16 | Animate Shadow | |
17 | Ballistic Attack | Telekinesis |
18 | Control Body | Telekinesis |
19 | Control Flames | Telekinesis |
20 | Control Light | |
21 | Control Sound | |
22 | Choose any from 15 to 21 | |
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 from 23 to 48 | |
Telepathic Devotions | ||
50 | Attraction | Contact, Mindlink |
51 | Aversion | Contact, Mindlink |
52 | Awe | Contact, Mindlink |
53 | Conceal Thoughts | |
54 | Daydream | Contact, Mindlink |
55 | Empathy | Contact |
56 | ESP | Contact |
57 | False Sensory Input | Contact, Mindlink |
58 | Identity Penetration | Contact |
59 | Incarnation Awareness | Contact |
60 | Inflict Pain | Contact, Mindlink |
61 | Invincible Foes | Contact, Mindlink |
62 | Invisibility | Contact, Mindlink |
63 | Life Detection | |
64 | Mind Bar | |
65 | Phobia Amplification | Contact, Mindlink |
66 | Post-Hypnotic Suggestion | Contact, Mindlink |
67 | Psychic Impersonation | Contact, ESP, Probe |
68 | Psychic Messenger | |
69 | Repugnance | Contact, Mindlink |
70 | Send Thoughts | Contact |
71 | Sight Link | Contact, Mindlink |
72 | Sound Link | Contact, Mindlink |
73 | Synaptic Static | Contact, Mindlink |
74 | Taste Link | Contact, Mindlink |
75 | Telempathic Projection | Contact, Mindlink |
76 | Truthear | Contact, Mindlink |
77 | Choose any from 50 to 76 | |
78 | Choose any from 50 to 76 | |
Psychoportive Devotions | ||
79 | Astral Projection | |
80 | Dimensional Door | |
81 | Dimension Walk | |
82 | Dream Travel | |
83 | Time Shift | Teleport |
84 | Time/Space Anchor | |
85 | Choose any from 79 to 84 | |
86-87 | Roll again 2x | |
88-89 | Roll again 3x | |
90 | Choose any 2 from 01 to 85 | |
91-99 | Roll on “Random Wild Sciences” | |
00 | Choose any from 01 to 85, then roll on “Random Wild Sciences” |
Random Wild Sciences
d100 Roll | Power | Prerequisites |
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 from 01 to 12 | |
Psychokinetic Sciences | ||
17-18 | Detonate | Telekinesis, Molecular Agitation |
19-20 | Disintegrate | Telekinesis, Soften |
21-22 | Molecular Rearrangement | Telekinesis, Molecular Manipulation |
23-24 | Project Force | Telekinesis |
25-26 | Telekinesis | |
27-30 | Choose any from 17 to 26 | |
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 from 31 to 44 | |
Telepathic Sciences | ||
49-50 | Domination | Contact, Mindlink |
51-52 | Fate Link | Contact, Mindlink |
53-54 | Mass Domination | Contact, Mindlink, Domination |
55-56 | Mindwipe | Contact, Mindlink |
57-58 | Probe | Contact, ESP |
59-60 | Superior Invisibility | Contact, Mindlink, Invisibility |
61-62 | Switch Personality | Contact, Mindlink |
63-64 | Mindlink | Contact |
65-68 | Choose any from 49 to 64 | |
Psychoportive Sciences | ||
69-70 | Banishment | Teleport |
71-72 | Probability Travel | |
73-74 | Summon Planar Creature | Teleport |
75-76 | Teleport | |
77-78 | Teleport Other | Teleport |
79-82 | Choose any from 69 to 78 | |
83-85 | Roll again 2x | |
86-88 | Roll again 3x | |
89-92 | Choose any Science (01 to 78) or Devotion (01 to 85) | |
93-96 | Choose any Science (01 to 78) and 2 Devotions (01 to 85) | |
97-99 | Choose any Science (01 to 78) and 3 Devotions (01 to 85) | |
00 | Choose any 2 Sciences (01 to 78) and 4 Devotions (01 to 85) |