Glass Family
Monsters hunting monsters. The Glass family is composed almost entirely of psions, and every member knows exactly what they are capable of. They attract the dead. They warp the local grave. They can cause horrific entities to escape into the world and leave tragedy in their wake. The difference between the Glass and an uncontrolled psion is discipline, maintained with the rigid stoicism of people who understand that a single lapse could level a settlement.
The family deploys against Mortis Amaranthine anomalies, psionic outbreaks, and large Raider groups. Members use their abilities to draw out whatever is causing the disturbance, then destroy the target completely. They are among the most powerful psions in existence, but they exercise extreme restraint, unleashing their full capabilities only when a situation has become truly dire. The rest of the time, emotions stay in check and abilities stay leashed.
The leash is held by each other. When a Glass member loses control, the family eliminates them immediately, before the cascade can begin. There is no trial, no second chance, no appeal to years of service. A psion out of control is a threat to everything within range, and the Glass do not hesitate. That willingness to kill their own is what makes settlements trust them at all.
Initiation is the Awakening of the Ego. Recruits enter specially prepared meditation rooms lined floor to ceiling with crystals harvested from the minds of broken Aberrants, from the deep Mortis Amaranthine, and from stranger places still. The crystals are fed a low power source, and the resulting onslaught of impulses and stimulus either forges the recruit into something that can hold the line, or breaks them entirely. Not everyone walks out.
The family deploys against Mortis Amaranthine anomalies, psionic outbreaks, and large Raider groups. Members use their abilities to draw out whatever is causing the disturbance, then destroy the target completely. They are among the most powerful psions in existence, but they exercise extreme restraint, unleashing their full capabilities only when a situation has become truly dire. The rest of the time, emotions stay in check and abilities stay leashed.
The leash is held by each other. When a Glass member loses control, the family eliminates them immediately, before the cascade can begin. There is no trial, no second chance, no appeal to years of service. A psion out of control is a threat to everything within range, and the Glass do not hesitate. That willingness to kill their own is what makes settlements trust them at all.
Initiation is the Awakening of the Ego. Recruits enter specially prepared meditation rooms lined floor to ceiling with crystals harvested from the minds of broken Aberrants, from the deep Mortis Amaranthine, and from stranger places still. The crystals are fed a low power source, and the resulting onslaught of impulses and stimulus either forges the recruit into something that can hold the line, or breaks them entirely. Not everyone walks out.
Structure
The Glass Family operates within the Watch of the Bone Chapel faction of Murder Inc, composed almost entirely of psions. Members maintain rigid emotional and psionic control at all times, unleashing their abilities only when a situation has become dire. The family enforces its own discipline with lethal consequences: any member who loses control of their abilities is immediately eliminated by the family before they can destroy an entire settlement. New members undergo The Awakening of the Ego, a ritual in specially prepared meditation rooms lined with crystals harvested from broken Aberrants and the deep Mortis Amaranthine. Not all potential members survive the onslaught of stimulus.
Public Agenda
The Glass Family responds to threats that only psions can handle. Their mission is to deploy against Mortis Amaranthine anomalies, psionic outbreaks, and large-scale Raider incursions, using their abilities to attract whatever is causing the problem and then destroy it. They consider themselves monsters who attract the dead and warp the local grave, but trained monsters with control, purpose, and the discipline to hunt the things that only they can handle.
History
The Glass Family formed within Murder Inc to address threats that conventional operatives could not handle: Mortis Amaranthine anomalies, psionic outbreaks, and large Raider groups that overwhelmed standard approaches. By recruiting psions and subjecting them to extreme training focused on discipline and control, the family produced operatives who could use their abilities to attract the source of a problem and then destroy it completely.
The family's power came with an inherent danger that shaped its culture. Psions who lose control can cause catastrophic destruction, and the Glass Family's history includes instances where members had to be killed by their own family to prevent settlements from being leveled. This reality created a culture of stoicism and mutual accountability where every member understands that the leash they wear is held by each other, and the price of losing control is death at familiar hands.
The family's power came with an inherent danger that shaped its culture. Psions who lose control can cause catastrophic destruction, and the Glass Family's history includes instances where members had to be killed by their own family to prevent settlements from being leveled. This reality created a culture of stoicism and mutual accountability where every member understands that the leash they wear is held by each other, and the price of losing control is death at familiar hands.
Psions of extreme discipline who hunt psionic anomalies and destroy their own members at the first loss of control.
