Wild Talent
You can simply do things without knowing how. Once per game session per level of this advantage, you may attempt a roll against any skill, using your score in the appropriate attribute: IQ for IQ-based skills, DX for DX-based skills, etc. You do not incur any default penalties, but situational and equipment modifiers apply normally, as do any modifiers for advantages or disadvantages. Tech level is irrelevant: a TL3 monk could make an IQ roll to use Computer Programming/TL12!
Wild Talent does apply to skills that normally have no default, provided you meet any advantage requirements. For instance, you could cast unknown magic spells provided you had Magery, or use unknown cinematic martial-arts skills provided you have Trained By A Master.
Wild Talent has no effect on skills you already know.
Special Enhancements
Retention: You can learn the skills you use! To do so, you must have one unspent character point available when you attempt the skill roll. On a success, you may buy the skill at the one-point level. You cannot improve a skill learned this way for one month, during which time you use it at -2. On a critical success, you can start improving the skill immediately, and there is no -2. On a failure, you cannot learn the skill; on a critical failure, you also lose your unspent character point! Regardless of success, if you lack any of the skill's prerequisites, your skill is at -4 until you acquire them, and you cannot improve the skill in the interim. This enhancement does not let you learn skills from a TL higher than your own. +25%.
Special Limitations
Emergencies Only: Your Wild Talent only works in life-threatening situations, such as mortal combat. To use it, you must ask for a particular result related to your predicament. Your request must be specific (e.g., "Get him away from me."), but you cannot specify a skill (e.g., "Use Judo" or "Cast the Command spell"). The GM will then choose a skill that could bring about the desired result. He is not limited to mundane skills; he may choose a spell if you have Magery, a cinematic martial-arts skill if you have Trained By A Master, and so forth. Once the GM has chosen, roll against the governing attribute, as usual. If the GM feels you already have skills equal to the task, he will advise you on which skill to use. This still counts as one of your uses of Wild Talent! -30%.
Focused: You can only use (and if you have Retention, learn) one specific class of skills. Options include Mental (mundane skills based on IQ, Perception, or Will), Physical (mundane skills based on ST, DX, or HT), Magical (spells), and Chi (cinematic martial-arts skill). -20%.
Martial Arts
This ability is especially suitable for individuals who've achieved "harmony with the Tao" – the putative goal of many Chinese martial arts. A warrior can use this advantage to attempt unmastered techniques at full skill instead of at a default penalty, if he knows the underlying skill. A martial artist who also has Trained by a Master or Weapon Master can even attempt unknown cinematic skills. If your Wild Talent only works for these two purposes, add the -20% limitation "Focused, Martial Arts."