Consortium Psi-Hunter
- HP
- 11
- Defense
- 10
- AR
- 2
- Mettle
- 2
Attacks
| Attack | Pool | WR | Tempo | Qualities | Notes |
|---|---|---|---|---|---|
| Repeater | 6 | 4 | 5 | — | — |
| Salt Grenades | 0 | 0 | 4 | — | Auto-Disrupts all Psionics in Near range; no save. |
| Null-Baton | 6 | 3 | 4 | — | +2 WR vs. Psionics; contact disrupts Channeling. |
Traits
- Psi-Sense: Can detect active Channeling within Far range. Passive — requires no action or roll.
- Null-Iron Aura: Psionics within Close range of the Psi-Hunter suffer −1 die to all Channeling rolls (Pool Penalty from the bracers' interference).
Abilities
- Coordinated Suppression (Tempo 4): If two or more Psi-Hunters act on the same Tick, their target suffers −2 dice to Focus checks against Disruption (stacks with other penalties).
Specialized agents from the Orvain Psi-Division, trained to locate, suppress, and capture rogue Psionics. They wear the black coat and carry enough salt to season a lake. The Consortium doesn’t want Psionics dead — it wants them registered, controlled, and profitable. A Psi-Hunter who brings one in alive gets a month’s bonus. One who brings in a corpse gets a reprimand.
Psi-Hunters travel in cells of three: one tracker, one suppressor, one binder. They are coldly professional and deeply unsettling to be around — something about the Null-Iron in their bracers makes the air taste metallic and wrong.
Gear: Consortium Vest (AR 2), Null-Iron Bracers (+2 Defense vs. Psionics), Salt Rounds ×10, Manacles (Current-dampening), Signal Crystal. Speed 7.
Tactics
Identify the Psionic first — always. Use Psi-Sense to locate them, then open with Salt Grenades to disrupt any active Channeling. Close to baton range. Capture alive if possible; kill if the target manifests Rank 3+ power. They never engage alone.
Morale
Professional (+2). Will retreat to regroup rather than die, but will return with more agents.