Rogue Psion
A psychic who broke containment -- escaped from a Core research facility, a Legion conditioning programme, or a Rim cult that pushed too hard.
A Rogue Psion is a human with genuine psychic ability who is no longer under the control of any institution that could contain them. Some escaped Core research labs. Some were Legion assets who snapped under conditioning. Some were Rim cultists who opened a door in their mind that should have stayed shut. What they share is power that exceeds their ability to control it, a mind that is slowly being eroded by the Fold energy flowing through it, and the knowledge that every institution in the verse wants them contained, weaponised, or dead.
The Rogue Psion is a boss-tier encounter: unpredictable, powerful, and dangerous to everyone in the room -- including themselves. They do not fight like soldiers; they fight like a natural disaster with a grudge. The lever is their instability: push them hard enough and the power turns on them.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 14 |
| Abilities / Con | 14 |
| Abilities / Dex | 14 |
| Abilities / Int | 16 |
| Abilities / Str | 8 |
| Abilities / Wis | 18 |
| Armor Class | 15 |
| Base Attack Bonus | 5 |
| Creature Type | Humanoid (Psychic) |
| Flat Ac | 10 |
| Hd Count | 7 |
| Hd Sides | 8 |
| Hit Dice | 7d8+14 |
| Hit Points | 46 |
| Hp Bonus | 14 |
| Immunities | Mundane fear, sleep, and conventional mind-affecting effects |
| Initiative | 5 |
| Languages | Trade Cant; Core Standard; one Rim dialect; telepathic communication (no language barrier within 100 ft) |
| Role Tags | Boss, Psychic, Ranged, Unstable |
| Saves / Fort | 6 |
| Saves / Ref | 5 |
| Saves / Will | 11 |
| Size | M |
| Skills / Concentration | 14 |
| Skills / Deception | 9 |
| Skills / Intimidation | 10 |
| Skills / Knowledge Fold | 12 |
| Skills / Notice | 14 |
| Skills / Sense Motive | 11 |
| Skills / Stealth | 8 |
| Speed | 30 |
| Threat Rating | 7 |
| Touch Ac | 15 |
| Xp | 2400 |
| Dialogue Path | game/dialogue/npc-rogue-psion.yaml |
Notes
Full Attack: Psychic Bolt ranged +9 (2d6+3 psychic; range 80 ft; ignores cover/armour; targets Touch AC) or Telekinetic Slam +9 (3d6+2 bludgeoning; range 40 ft; DC 16 Fort or prone; 1/round) or Psychic Scream (4d6 psychic; 30-ft burst; DC 17 Will half; 1/encounter)
Habitat: Fold-tainted sites, abandoned research facilities, Rim cult compounds, and anywhere the barrier between reality and the Fold is thin. Found alone (the Psion's presence disrupts electronics and unnerves allies) or in the company of a cult or cell that worships or fears them. Roll 1d6: 1-2 = Psion in a Fold-tainted ruin, meditating (aware, preternaturally calm), 3-4 = Psion in the middle of a psychic episode (unstable, dangerous to everyone), 5-6 = Psion cornered by a containment team (fighting for freedom, Fold Surge imminent).
Morale: Fanatic-adjacent (13); the Psion does not flee from physical threats but may disengage if Unstable Mind causes catastrophic backfire (3+ failures in one encounter)
Psionics: Full psychic; see attacks and special abilities above. The Psion's powers are Fold-derived and manifest as telepathy, kinetic force-shaping, and psychic assault.
Resistances: Psychic shielding (included in Touch AC; kinetic deflection redirects incoming attacks), Fold-touched electronics malfunction within 10 ft (1-2 on d6 per round)
Senses: Psychic awareness: tremorsense 60 ft (detects living minds), low-light vision, +8 to Notice vs hostile intent; passive Perception 20
Tactics: The Psion opens with Psychic Bolt from range, uses Telekinetic Slam to control geometry (knocking prone, throwing into hazards), and saves Psychic Scream for when enemies cluster. They use Psychic Domination to turn the party's strongest member, and Fold Surge only when cornered or when the fight must end now. The Psion is aware of Unstable Mind and will pace their power use -- but desperation overrides caution, and a cornered Psion will burn themselves alive to take the room with them.
Treasure: Nothing material (the Psion owns nothing; possessions are a liability when every electronic device within 10 ft malfunctions). Psychic residue on the Psion's body can be harvested with a DC 15 Fold Lore check: worth 1,000-5,000 rek to Core research labs or Rim cults. The Psion's body itself, if recovered intact, is worth 10,000-50,000 rek to the right buyer (Core research, Legion containment, or a cult that wants their prophet back).
Vulnerabilities: Unstable Mind (every special ability risks backfire; push the Psion to burn power and the power burns back), Fold Surge burnout (the Psion's most powerful state is also self-destructive; survive the surge and the Psion is weakened), Containment conditioning (the Psion may still carry trigger-words or conditioning from their origin facility; a DC 18 Fold Lore or Bureaucracy check can identify and exploit these)
Attacks
Psychic Bolt
| Field | Value |
|---|---|
bonus | 9 |
category | ranged |
damage | 2d6+3 |
damageType | psychic |
name | Psychic Bolt |
rangeFt | 80 |
notes: Wisdom-based; ignores cover and armour (targets Touch AC); on a critical hit the target must make a DC 16 Will save or be Dazed for 1 round
Telekinetic Slam
| Field | Value |
|---|---|
bonus | 9 |
category | ranged |
damage | 3d6+2 |
damageType | bludgeoning |
name | Telekinetic Slam |
notes | Lifts and throws the target or a nearby object; DC 16 Fort save or be knocked prone; 1/round |
rangeFt | 40 |
Psychic Scream
| Field | Value |
|---|---|
bonus | 0 |
category | ranged |
damage | 4d6 |
damageType | psychic |
name | Psychic Scream |
notes | 30-ft burst centered on the Psion; DC 17 Will half; all living creatures in the area are affected; 1/encounter |
rangeFt | 0 |
Special Abilities
Fold Touched
| Field | Value |
|---|---|
actionCost | passive |
name | Fold Touched |
description: The Psion's body is saturated with Fold energy. They are immune to mundane fear, sleep, and conventional mind-affecting effects. They glow faintly in the dark (no concealment from Stealth within 10 ft). Their presence causes electronic equipment within 10 ft to malfunction on a 1-2 on a d6 each round. Player-visible: the air around the Psion hums, the lights flicker, and the slug pistols in your hands feel wrong.
Psychic Domination
| Field | Value |
|---|---|
actionCost | Standard (1/encounter) |
name | Psychic Domination |
description: The Psion targets one living creature within 60 ft. The target must make a DC 17 Will save or be dominated for 1d4 rounds: the target acts on the Psion's initiative count and follows the Psion's mental commands (defend the Psion, attack allies, or stand down). The target can repeat the save at the end of each round. If the target takes damage from an ally the save is immediate. Player-visible: the target's eyes glaze, their body stiffens, and they turn.
Psychic Feedback
| Field | Value |
|---|---|
actionCost | Immediate (when damaged) |
name | Psychic Feedback |
description: When the Psion takes damage from any source, the attacker must make a DC 15 Will save or take 1d6 psychic damage (feedback through the attack). This does not work against area effects or environmental damage. Player-visible: you hit the Psion, and your head fills with static and screaming.
Fold Surge
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Fold Surge |
description: The Psion opens themselves to the Fold fully. For 1d4+1 rounds the Psion's psychic abilities are enhanced: Psychic Bolt deals +1d6 damage, Telekinetic Slam gains +10 ft range and +1d6 damage, and the Psion can fly (telekinetic levitation) at 30 ft. At the end of the duration the Psion must make a DC 15 Fort save or take 2d6 damage (Fold burnout) and be Stunned for 1 round. Player-visible: the Psion's eyes go white, the air tears, and for a moment the room is somewhere else.
Unstable Mind
| Field | Value |
|---|---|
actionCost | passive |
name | Unstable Mind |
description: The Psion's mind is fraying. Each time the Psion uses a special ability (Psychic Domination, Psychic Scream, or Fold Surge), they must make a DC 12 Power Check. On a failure the Psion takes 1d4 psychic damage and the ability's effect is centred on the Psion instead of the intended target (or the Psion, if no target is specified). Player-visible: the Psion screams, the power turns inward, and for a moment the monster is afraid.