Wild Talent Discussion (new ideas!)

Post/Author/DateTimePost
#1

ultimate_cap

Aug 27, 2010 12:02:20
Hey All,

I have two purposes for this thread.  Determining Wild Talents and New Wild Talents. 

Determining Wild Talents
First, I am going to be running a DS game, but one thing I am going to do with Wild Talents is the old school DS approach that they are VERY rare, even among player characters.  Thus, with that in mind, what would be a good "random mechanic" for determining if a player has a random talent?  I'm open to suggestions on this one.  Just curious to see what other ideas folks may have.  Even be interested for someone to post the old DS 2e rules for wild talent generation. 

The method I am currently planning to use it to roll percentile and you gain a random wild talent if the total on the roll is less than your intelligence score.

Note: the Wild Talent Feat in the Campaign Guide will either not be used in my game, or will be altered to give you 1 wild talent, and you get to pick what it is (otherise, it's all random).

New Wild Talents
The next part of this thread is creating NEW wild talents.  There are only 10 wild talents given in the campaign book.  Surely we can come up with some more. 

See Wild Talent Powers from the DS Campaign Book for comparison

Updated Inital post Aug 30
OK, here is the collected list of ideas so far (least the ones I like/approve of in thier current state).  Keep any ideas for new wild talents coming gang and thanks!!

Break Object
You destroy a small object with a burst of psychic hatred.
At Will, Psionic
Minor Action, Ranged 5
Target: One unattended, non-magical object weighing 10 pounds or less that you can see. 
Effect: The object breaks.  Note:  the object must be something you could break normally, without a dice roll/attribute check.


Eye See You
When you cannot see your enemy, you can still zero in on his psychic imprint
At-Will, Psionic
Minor Action Close Burst 5
Target: One target
Effect: You feel the psychic emanations coming from monsters or enemies you cannot see (such as invisible).  Until the start of your next turn, you may attack such targets with a -3 penalty (instead of the standard -5)


Iron Constitution Wild Talent Cantrip
With a quiet concentration, you put aside your physical struggles
At-Will Psionic
Minor Action Personal
Effect: You gain a +1 to Endurance checks


Mind over Matter Wild Talent Cantrip
Through mind over matter, you convince your body it requires less to keep it functioning.
At-Will Psionic
Minor Action Personal (requires a survival days’ worth of supplies)
Effect: When you spend a survival day, you are considered "supplied" for the next two extended rests (or 24 hours).


Psionic Resonance Wild Talent Cantrip
You can manipulate your targets senses, causing him to hear things that aren’t there
At-Will, Psionic, Illusion
Standard, Ranged 5
Target: One target
Effect: You can produce sounds such as the clashing of weapons and armor, scraping stone, or scurrying insects.   You can also produce sounds of indistinct conversation as well as whispers that only the target creature can hear.


Psychic Eavesdropper Wild Talent Cantrip
You listen in on the telepathic conversations of others
At Will, Psionic
Free Action, Personal
Trigger: A creature with 10 squares of communicates telepathically.
Effect: You know what the creature communicates.


Root Wild Talent Cantrip
At-Will, Psionic
Move Action, Personal
Target: Self
Effect - You become immobilized until the start of your next turn.  You may ignore 1 square of forced movement effects (such as slides) and gain a +2 to any saves vs prone or being pushed into a hostile square (such as off a cliff).

Sensory Manipulation Wild Talent Cantrip
You can manipulate your targets senses, causing him to hear or smell different sounds or oders
At-Will, Psionic, Illusion
Standard Action Ranged 5
Target: One target
Effect: You cause the target to experience a harmless sensory effect (a light breeze, faint music or a strong odor).


Shifting Mind Wild Talent Cantrip
A glimps of the immediate future allows you to act a bit faster
At-Will, Psionic
Minor Action, Personal
Target: Self
Effect: When you spend an action point to take an action, you may shift 1 square

Stabilizing Mind Wild Talent Cantrip
You channel some of your very essence into a fallen comrade to bring him back from the brink
At-Will, Psionic
Standard Action, touch
Target: 1 target
Effect: You spend a healing surge and an unconscious ally goes to 1 Hit Point.


Telekenetic Bootstraps Wild Talent Cantrip
You channel psychic energy to perform powerful physical feats
At Will Psionic
Move Action - Self only
Effect: Make an athletic check with a +10 bonus.   You are always considered to have a running
start.  You may not exceed your normal movement range.

Telekinetic Draw Wild Talent Cantrip
With your mental strength, you draw an object to you
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect :  You pull the object 4 squares.


Telepathic Revival Wild Talent Cantrip
You enter a fallen comrades mind and attempt to jumpstart his will to live.
Psionic, at-will
Standard action, range: touch
Effect: The target unconscious character gains a +1 on his next death saving throw


Telekinetic Thrust Wild Talent Cantrip
With your mental strength, you can repel an object
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect :  You push the object 4 squares.



 

#2

ultimate_cap

Aug 27, 2010 13:19:44
 OK, here's a couple I came up with based off the existing powers...

Telekinetic Thrust Wild Talent Cantrip
With your mental strength, you can repel an object
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect   You push the object 4 squares.


Telekinetic Draw Wild Talent Cantrip
With your mental strength, you draw an object to you
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect   You pull the object 4 squares. 

#3

teamfireyleader

Aug 27, 2010 13:26:59
Don't post the actual powers, just summaries.

However, I think that Psionic Spark's wording allows for one to set a fellow mage's clothes aflame. Or, you know, any flammable clothes. Also, it has other uses for various things to catch fire. In combat as well.

Also, Mental Tool seems to be abuseable at the moment. For one, while it cannot attack, nothing says that it cannot be magical, though simple implies it, and it doesn't give boundaries to the task that it is a tool for. For instance, if the task is to open the door in front of you, then it should be able to give you a matching key. Or thieves tools. Preferably a key.

Also Object Attraction: opposite of Object Projection.
#4

ian.thomson

Aug 27, 2010 13:41:13

... I'd've thought posting the whole section of wild talents verbatim would be against some site rule.

Wild talents were standard for DS characters, even unnamed NPCs that noone gave a tari's butt about had at least a defence mode.  Ir was outside of Athas in the rest of the 2e universe that wild talents were rare.  Also, how are you going to balance out if only one player gets a wild talent and noone else does?

I think in a non-DS campaign, I'll allow a character to take either a wild talent or a cantrip.

Psionic spark doesn't affect attended objects, but "a hut" isn't carried and that's where stuff gets munchkiny.

I'd probably rule that mental tools could be used to make a duplicate of a key that the character knew about, or could be used to make lock picks, but couldn't just do the right key.

#5

Wolf505

Aug 27, 2010 13:41:17
Actually, in 2nd Ed Dark Sun every PC had a wild talent, which was rolled randomly.  It was only in other campaign settings that it was super rare to have a wild talent.  I agree that randomness is a good idea so that people don't just pick powers they can figure out how to min-max and it keeps the "wild" part of wild talents more authentic.

I don't think making them any more powerful is really a good idea.  Right now they're all situationally useful, but not as ridiculous as they were in 2nd Ed.  Anyone ever have a player roll something like Disintegration as a wild power?  Whooo boy....  Right now it gives the players the feel that in this setting psionics are more powerful without them being broken.
#6

teamfireyleader

Aug 27, 2010 13:44:54
Also, CARRIED, not attended. Now I have been informed on the optimisation forum that they are the same thing in combat terms, so I am wrong wither way. However, if there is a way to make something not carried..... like oil that has been thrown on someone. Or namptha, which you then throw (and fast). I'm thinking of Wild Talents in all settings however.
#7

ultimate_cap

Aug 27, 2010 14:01:27
Also, CARRIED, not attended. Now I have been informed on the optimisation forum that they are the same thing in combat terms, so I am wrong wither way. However, if there is a way to make something not carried..... like oil that has been thrown on someone. Or namptha, which you then throw (and fast). I'm thinking of Wild Talents in all settings however.

Thanks for the discussion.  gotta admit, some of those wild talents are on the border of abusive.  Going to have to be careful of those. 

@ Wolf505, you know, your right.  They did ALL have some wild talent.  Dang, been a while.

You know, I'm wondering if wild talents would not have been better off as encounters with minor actions to use.  Some of those can be abused pretty easy.

Heck, now that I think of it, I may just exclude wild talents all together (they are optional after all).
#8

teamfireyleader

Aug 27, 2010 15:40:02
I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win!

Also, tools is very loose. Just clarify it in your game and a lot of the abuse is destroyed.

This game is fun. Cantrips can make it more so. Wild Talents should do the same.
#9

Wolf505

Aug 27, 2010 15:59:05
I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win!

Also, tools is very loose. Just clarify it in your game and a lot of the abuse is destroyed.

This game is fun. Cantrips can make it more so. Wild Talents should do the same.



I have to agree.  If I was playing, instead of running, I'd be very tempted to pick up the Wild Talent Master feat.  I'm probably going to house rule that anyone that picks that feat can pick the Wild Talents they get with it instead of rolling randomly like they will for their first one.
#10

teamfireyleader

Aug 27, 2010 16:15:53
I'd just allow them to pick in the first place. PCs are ridiculously lucky already. They get to pick who they are, which in dark sun isn't always the case, and all of them are freakishly excellent at something. Your average fighter is going to have 12 strength really, but there are PCs running around with 20 at first level. They are the best, and so with this luck on their side, who says that they don't also have the power they want. Statistically it may be unlucky, but PCs are, by their very definition, abnormal. They are the exception. Let them choose.
#11

ultimate_cap

Aug 27, 2010 16:16:24
I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win!

Also, tools is very loose. Just clarify it in your game and a lot of the abuse is destroyed.

This game is fun. Cantrips can make it more so. Wild Talents should do the same.



Oh yea, I mention maybe not using them as an option, but the fact is, I plan on using them, which leads me to this thread, trying to come up with more of the, so...to get us back on target, here's one a friend of mine submitted via email...


Telekenetic Bootstraps Wild Talent Cantrip
#12

ultimate_cap

Aug 27, 2010 16:41:41
Here's two more offerings...thoughts?


Iron Constitution Wild Talent Cantrip
With a quiet concentration, you put aside your physical struggles
At-Will Psionic
Minor Action Personal
Effect: You gain a +1 to Endurance checks


Mind over Matter Wild Talent Cantrip
Through mind over matter, you convince your body it requires less to keep it functioning.
At-Will Psionic
Minor Action Personal (requires a survival days’ worth of supplies)
Effect: When you spend a survival day, you are considered "supplied" for the next two extended rests (or 24 hours). 

#13

teamfireyleader

Aug 27, 2010 17:07:23
Here's two more offerings...thoughts?


Iron Constitution Wild Talent Cantrip
With a quiet concentration, you put aside your physical struggles
At-Will Psionic
Minor Action Personal
Effect: You gain a +1 to Endurance checks


Until when?


Mind over Matter Wild Talent Cantrip
Through mind over matter, you convince your body it requires less to keep it functioning.
At-Will Psionic
Minor Action Personal (requires a survival days’ worth of supplies)
Effect: When you spend a survival day, you are considered "supplied" for the next two extended rests (or 24 hours).


Cool, but what about outside Dark Sun? I have to admit to wanting to be able to use these in any setting.




#14

ultimate_cap

Aug 27, 2010 18:56:09
Here's two more offerings...thoughts?


Iron Constitution Wild Talent Cantrip
With a quiet concentration, you put aside your physical struggles
At-Will Psionic
Minor Action Personal
Effect: You gain a +1 to Endurance checks


Until when?


Mind over Matter Wild Talent Cantrip
Through mind over matter, you convince your body it requires less to keep it functioning.
At-Will Psionic
Minor Action Personal (requires a survival days’ worth of supplies)
Effect: When you spend a survival day, you are considered "supplied" for the next two extended rests (or 24 hours).


Cool, but what about outside Dark Sun? I have to admit to wanting to be able to use these in any setting.







On the first question...for that one roll (assuming you have a minor action to use).

On the second...outside of Dark Sun...use 'em.  It's your game world Cool
#15

teamfireyleader

Aug 27, 2010 20:48:21
I meant that survival days don't exist outside of DS, but then the cloaks that give bonuses to save against sun disease (forgot the name) are useless as well, so... guess it doesn't matter.
#16

ultimate_cap

Aug 27, 2010 23:14:38
I meant that survival days don't exist outside of DS, but then the cloaks that give bonuses to save against sun disease (forgot the name) are useless as well, so... guess it doesn't matter.



Ah yes, didn't even think about that when I replied, doh!!  Sorry!

Any other ideas out there for Wild Talents?  Or feedback on the ones submitted?
#17

sirkaikillah

Aug 27, 2010 23:56:22
Actually, in 2nd Ed Dark Sun every PC had a wild talent, which was rolled randomly.  It was only in other campaign settings that it was super rare to have a wild talent.  I agree that randomness is a good idea so that people don't just pick powers they can figure out how to min-max and it keeps the "wild" part of wild talents more authentic.


I am going to let my players decide to pick or roll on the table for a wild talent.  IMO, if I were born with an innate psionic power, I would grow up learning to maximmize that advantage in what ever career, class, theme or endeavor I take up.  Besides some of my players are dedicated power gamers and enjoy min/ max in building Pcs.




I don't think making them any more powerful is really a good idea.  Right now they're all situationally useful, but not as ridiculous as they were in 2nd Ed.  Anyone ever have a player roll something like Disintegration as a wild power?  Whooo boy....  Right now it gives the players the feel that in this setting psionics are more powerful without them being broken.


I rolled disintergration as a wild talent for a Templar of the Oba Queen, Durius X in a 2e game.  I used it every chance I got, as I recall it only worked twice.  I was disappointed.  In the end, it was more fun to say my pc had disintergration, than it was in actual play. 
#18

ultimate_cap

Aug 28, 2010 17:53:07
Had another friend offer up this...

Thinking back to the old cantrips....
#19

Sarlax

Aug 28, 2010 18:49:01
Break Object
You destroy a small object with a burst of psychic hatred.
At Will, Psionic
Minor Action, Ranged 5

Target: One unattended, non-magical object weighing 20 pounds or less that you can see.
Effect: The object breaks.

Paralyze Foe
You focus all of your attention on your enemy, rooting it to the ground.
At Will, Psionic
Standard Action, Ranged 5
Target: One enemy
Effect: The enemy loses its normal move action.

Psychic Eavesdropper
You listen in on the telepathic conversations of others
At Will, Psionic
Free Action, Personal
Trigger:
A creature with 10 squares of communicates telepathically.
Effect: You know what the creature communicates.
#20

ultimate_cap

Aug 28, 2010 21:43:42
Break Object
You destroy a small object with a burst of psychic hatred.
At Will, Psionic
Minor Action, Ranged 5

Target: One unattended, non-magical object weighing 20 pounds or less that you can see.
Effect: The object breaks.

Paralyze Foe
You focus all of your attention on your enemy, rooting it to the ground.
At Will, Psionic
Standard Action, Ranged 5
Target: One enemy
Effect: The enemy loses its normal move action.

Psychic Eavesdropper
You listen in on the telepathic conversations of others
At Will, Psionic
Free Action, Personal
Trigger:
A creature with 10 squares of communicates telepathically.
Effect: You know what the creature communicates.



Thanks Sarlax, appreciate the offerings.  Some neat ideas there I will certainly take under advisement.
#21

ultimate_cap

Aug 29, 2010 0:02:11
OK, check out these two I created based off existing Wizard power cantrips.  I tried to keep them "original" in psychic nature and actually had two more that I dropped, because I didn't think they fit the psychic theme well enough (or felt they ventured to far into the arcane arena, and didn't want to step on the wizards toes)...
#22

ultimate_cap

Aug 29, 2010 0:12:07

One more offering (yes, the D&D geek juices or flowing tonight! heh, heh).


Eye See You
When you cannot see your enemy, you can still zero in on his psychic imprint
At-Will, Psionic
Minor Action Close Burst 3
Target: One target
Effect: You feel the psychic emanations coming from monsters or enemies you cannot see (such as invisible).  Until the start of your next turn, you may attack such targets with a -3 penalty (instead of the standard -5)


 


 

#23

sinless

Aug 29, 2010 2:20:58
I have come up with an interesting rule on Wild talents that don't break the balance of the game and that my players really like. I have simply made my world have no magic items and have instead given them Wild Talents and the inherent bonuses rule from the DMG2. 

For instance all players at first level start with 1 wild talent. I use a random magic item generator I found on the internet to pick a 2nd level and 3rd level magic item. I then come up with a Psionic sounding name for powers the item gives and let the characters select which of the 2 powers they want.

So for an item like a Floating Lantern, I would rename it Light Manipulation and give the player the At-Will powers described under the item.

As the players raise in level they unlock more Psionic powers where they would generally get more magic items.
Heroic - Level 1(2-3 level item), 3(4-5 level item), 6 (6-8level item), 8 (9-10 level item)
Paragon - Level 11(11-13 level item), 13(14-15 level item), 16 (16-18level item), 8 (19-20 level item)
Epic  - Level 21(21-23 level item), 23(24-25 level item), 26 (26-28level item), 8 (29-30 level item)

The rules for using magic items apply to the player's Psionic abilities.
#24

ultimate_cap

Aug 29, 2010 9:01:26
I have come up with an interesting rule on Wild talents that don't break the balance of the game and that my players really like. I have simply made my world have no magic items and have instead given them Wild Talents and the inherent bonuses rule from the DMG2. 

For instance all players at first level start with 1 wild talent. I use a random magic item generator I found on the internet to pick a 2nd level and 3rd level magic item. I then come up with a Psionic sounding name for powers the item gives and let the characters select which of the 2 powers they want.

So for an item like a Floating Lantern, I would rename it Light Manipulation and give the player the At-Will powers described under the item.

As the players raise in level they unlock more Psionic powers where they would generally get more magic items.
Heroic - Level 1(2-3 level item), 3(4-5 level item), 6 (6-8level item), 8 (9-10 level item)
Paragon - Level 11(11-13 level item), 13(14-15 level item), 16 (16-18level item), 8 (19-20 level item)
Epic  - Level 21(21-23 level item), 23(24-25 level item), 26 (26-28level item), 8 (29-30 level item)

The rules for using magic items apply to the player's Psionic abilities.



That's a really interesting concept Sinless.  I may have a adopt something similiar.  I was already thinking about somethig that would come up every 4 levels, this may was be something I could use to that effect.
#25

claytoniantomb

Aug 29, 2010 10:47:25
Yo, posting the copy written stuff ain't cool.
#26

Pennarin

Aug 29, 2010 12:17:20
Ulti, you should remove the first post's copy righted material unless you want to be flagged.
#27

Crimson_Concerto

Aug 29, 2010 12:29:55
Yo, posting the copy written stuff ain't cool.

Ulti, you should remove the first post's copy righted material unless you want to be flagged.

Could somebody show this to me in the CoC or ToS? I've actually looked for it and couldn't find it...
#28

ultimate_cap

Aug 29, 2010 14:15:24
OK, to avoid offending anyone, I removed the Wild Talent stuff from the initial post.  Not sure if it "could" or "should" be there or not, but to avoid any concern on the matter, it's removed.

Now, back onto a subject that's supposed to be a fun collaberative experience among fellow D&D players...any other submissions or critiques?

I came up with a couple of additional ones...


Shifting Mind
A glimps of the immediate future allows you to act a bit faster
At-Will, Psionic
Minor Action, Personal
Target: Self
Effect: When you spend an action point to take an action, you may shift 1 square

Stabilizing Mind
You channel some of your very essence into a fallen comrade to bring him back from the brink
At-Will, Psionic
Standard Action, touch
Target: 1 target
Effect: You spend a healing surge and an unconscious ally goes to 1 Hit Point.
#29

ultimate_cap

Aug 29, 2010 22:08:32

Another offering by a friend of mine...


 


Root
At-Will, Psionic
Move Action, Personal
Target Self
Effect - You become immobilized and can ignore 1 square of forced movement

#30

rothe

Aug 30, 2010 1:46:52

I had an idea of a wild talent that can be used to power a silt skimmer (the ones without wheels).
Is there already a ritual or something that does that?

If not, it could be a good wild talent, to explain why some psions can power the skimmers.

#31

Pennarin

Aug 30, 2010 2:27:33
Powers are used in combat, rituals outside of combat. Either shooners/dromonds are levitated by psionic rituals, or exclusively levitated by NPCs, aka plot device land.
#32

rothe

Aug 30, 2010 5:14:08
Well, my point was kind of to have a wild talent that brings the power to levitate them to PC hands if they get the wild talent (or choose it).
I don't think there is any explicit need to have all the talents be in "power format".

At least then there would be an explanation for why some people can levitate them and others cannot.

I think it should be a ritual to build a vessel that can levitate (kind of acts as a power amplifier for the talent), and then you'd just use the talent to steer it around.

And my previous use of the word "power" was referring to "supplying power to the craft", not in any way related to the game term "power".
#33

ultimate_cap

Aug 30, 2010 7:45:40
I'm intrigued by the idea Rothe.  I'll have to read up on that Salt Skimmers and the Sea of Silt, but may see what we can come up with (haven't read that part in the book yet). ;)
#34

edwin_su

Aug 30, 2010 12:26:25

i roled wilf talents for each player and told them what wild talent they had.
chosing race and class after that 

so players could work wit the idea i was born with this talent that led me to that class

have a rougue with the power to make small tools, never out of lockpicks 
#35

cudmaster

Aug 30, 2010 16:30:49
Well, my point was kind of to have a wild talent that brings the power to levitate them to PC hands if they get the wild talent (or choose it).
I don't think there is any explicit need to have all the talents be in "power format".

At least then there would be an explanation for why some people can levitate them and others cannot.



Eh, I'd say any character with the psionic power source can do it, but I wouldn't let a heroic tier character do it for more than say an hour without having to make endurance checks (and possibly arcana checks just to figure out "what to do"), kind of just an "able to jump in if there is an emergency" kind of thing.

You could of course allow certain NPCs with particular wild talents or training do it for longer/easier and even allow this training/power to pcs if you want.

In the PP novels Agis seemed to suck at it pretty bad, but Tithian seemed to think it fairly trivial, neither of them had any previous experience and honestly it is a bit of a toss up whether Tithian or Agis was the more powerful psionicist at the time (I'm betting Agis though)... Also Tithian was screwing with Agis while he was trying to float the boat, so maybe that alone explains why Agis was so bad at it. 

I'd probably call the helm itself a paragon tier (maybe level 16 or so) artifact.  And allow any paragon tier character with the psionic power source to float it for an 8 hour shift without problems...  calling for endurance checks if they do naval combat (or other stressful stuff) or try to push it past 8 hours.

Generally the ships were described as being powered by wind and/or slaves with poles, you could have higher level helms be able to provide propulsion as well... I guess (though I'd say no 25th level psionic helms exist, unless the characters make them).

Other similar stuff to consider was the Spelljammer helms that drained spells from the mind of the helmsman,  the higher the level, the longer it would power the craft, or the Halruaan airships in forgotten realms, that use magic for lift, but still need sails & wind to actually go anywhere.

You could also consider the floating to be a psionic ritual, and the helm to be part of the (reuseable) component cost... and have people use healing surges to power it, an arcana check (or possibly endurance check) would tell you how long the ritual lasts, and thus how long before they have to burn another surge.

Could also run it as some sort of Skill Challenge, allowing them to burn healing surges for failed checks (rather than just sinking).
#36

ultimate_cap

Aug 30, 2010 21:08:32
I like the Skill Challenge idea cud!  I also really like your idea edwin.  I think I am going to steal that.  May help shape the character, may not, but it's certainly intriguing.  Maybe at least roll race first, then pick class after you know your wild talent.

Also considering rolling a chance (again, maybe leve then or equal to your int score) to develop a new wild talent every four levels.
#37

ultimate_cap

Aug 30, 2010 21:24:53

Here's the list so far (also added to the first post for quick reference). 
Keep the ideas coming, and thanks for any participation!  And, as always, let me know if you think any of these current submissions are to tough or to weak or potentially "broken".

Later!

Break Object
You destroy a small object with a burst of psychic hatred.
At Will, Psionic
Minor Action, Ranged 5
Target: One unattended, non-magical object weighing 10 pounds or less that you can see. 
Effect: The object breaks.  Note:  the object must be something you could break normally, without a dice roll/attribute check.


Eye See You
When you cannot see your enemy, you can still zero in on his psychic imprint
At-Will, Psionic
Minor Action Close Burst 5
Target: One target
Effect: You feel the psychic emanations coming from monsters or enemies you cannot see (such as invisible).  Until the start of your next turn, you may attack such targets with a -3 penalty (instead of the standard -5)


Iron Constitution Wild Talent Cantrip
With a quiet concentration, you put aside your physical struggles
At-Will Psionic
Minor Action Personal
Effect: You gain a +1 to Endurance checks


Mind over Matter Wild Talent Cantrip
Through mind over matter, you convince your body it requires less to keep it functioning.
At-Will Psionic
Minor Action Personal (requires a survival days’ worth of supplies)
Effect: When you spend a survival day, you are considered "supplied" for the next two extended rests (or 24 hours).


Psionic Resonance Wild Talent Cantrip
You can manipulate your targets senses, causing him to hear things that aren’t there
At-Will, Psionic, Illusion
Standard, Ranged 5
Target: One target
Effect: You can produce sounds such as the clashing of weapons and armor, scraping stone, or scurrying insects.   You can also produce sounds of indistinct conversation as well as whispers that only the target creature can hear.


Psychic Eavesdropper Wild Talent Cantrip
You listen in on the telepathic conversations of others
At Will, Psionic
Free Action, Personal
Trigger: A creature with 10 squares of communicates telepathically.
Effect: You know what the creature communicates.


Root Wild Talent Cantrip
At-Will, Psionic
Move Action, Personal
Target: Self
Effect - You become immobilized until the start of your next turn.  You may ignore 1 square of forced movement effects (such as slides) and gain a +2 to any saves vs prone or being pushed into a hostile square (such as off a cliff).

Sensory Manipulation Wild Talent Cantrip
You can manipulate your targets senses, causing him to hear or smell different sounds or oders
At-Will, Psionic, Illusion
Standard Action Ranged 5
Target: One target
Effect: You cause the target to experience a harmless sensory effect (a light breeze, faint music or a strong odor).


Shifting Mind Wild Talent Cantrip
A glimps of the immediate future allows you to act a bit faster
At-Will, Psionic
Minor Action, Personal
Target: Self
Effect: When you spend an action point to take an action, you may shift 1 square

Stabilizing Mind Wild Talent Cantrip
You channel some of your very essence into a fallen comrade to bring him back from the brink
At-Will, Psionic
Standard Action, touch
Target: 1 target
Effect: You spend a healing surge and an unconscious ally goes to 1 Hit Point.


Telekenetic Bootstraps Wild Talent Cantrip
You channel psychic energy to perform powerful physical feats
At Will Psionic
Move Action - Self only
Effect: Make an athletic check with a +10 bonus.   You are always considered to have a running
start.  You may not exceed your normal movement range.

Telekinetic Draw Wild Talent Cantrip
With your mental strength, you draw an object to you
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect :  You pull the object 4 squares.

Telepathic Revival Wild Talent Cantrip
You enter a fallen comrades mind and attempt to jumpstart his will to live.
Psionic, at-will
Standard action, range: touch
Effect: The target unconscious character gains a +1 on his next death saving throw



Telekinetic Thrust Wild Talent Cantrip
With your mental strength, you can repel an object
At-Will Psionic
Minor Action Close Burst 3
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect :  You push the object 4 squares.