Consortium Psi-Hunter

Human Elite · 3 XP The Orvain Consortium The Ash Belt
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.