Predation
Unlike standard SATI guards, SATI higherups tend to believe strongly in the work they're doing, and they've been well equipped to do it. Especially when that work is keeping riffraff and nefariouslooking individuals and groups out of SATI's labs, information vaults, and other important places.
They typically wear SATI-issued armor and carry high-tech weapons. Even though their equipment is likely hand-me-down and refurbished, it still gives them a unique advantage. They are more likely than most to carry an artifact or to be accompanied by an upgraded creature companion. They tend to have higher clearance, and thus more knowledge, than most SATI workers. SATI higherups include officers, head guards, bodyguards, leaders, some field scientists, and so on.
Motive: Protect and serve; do the work they believe in
Health: 18
Damage Inflicted: Moderate wound (6 points)
Armor: 2 or 3
Movement: Short
Modifications: Resist persuasion, seduction, and bribery as level 7
Combat: SATI higherups aren't just hired off the street. They've been trained for this, possibly since the time they were very small. "Once a SATI family, always a SATI family," as the saying goes.
They carry high-tech weapons designed for quick, clean kills and are well protected. They tend to work together in groups of twos and threes and may also have a companion.
Interaction: As a general rule, SATI higherups are hard to bribe, persuade, or influence. They aren't unhelpful, however, since part of their job is to protect the community that they are part of.
Use: SATI higherups are less likely to be allies than they are to be obstacles. However, PCs who are aligned with SATI—or at least with SATI's goals—might find themselves the recipients of the knowledge and protection of a higherup.
Loot: A higherup typically has SATI-issued medium armor and weaponry, as well as basic gear, a remnant, and 1d20 nautils. Rarely, they might also be carrying an artifact.
GM Intrusion: The SATI higherup seems like they're about to help the PCs work toward a common goal, but something spooks them and they change their mind.