Para-psychic is an entirely possible role for an FSB agent. They do have them.
The FSB's mandate is to deal with cults. The OIS's mandate is to deal with the supernatural. Unfortunately, if a cult gets enough power, it tends to invite the supernatural over for a cup of tea. (And the Special Service's mandate is to deal with 'This is way over your heads, because we said so.')
That's why the FSB tends to have mostly sensory para-psychics and investigative sorcerors on the payroll, while the OIS tends to snap up 'combat' para-psychics and sorcerors. (And the SS is almost entirely hard-hitting para-psychics and sorcerors). This is also why the OIS gets SPAT instead of SWAT.
I created Moth the way I did because the last FSB game I was in had a bunch of detectives and nobody with any firepower. At the time I started work on her, nobody had posted anything that suggested we'd have a ton of firepower. I figured (wrongly) that it'd be a bunch more investigators who wanted to do CSI, and I thought it would be a good idea to bring along someone who could deal with 'what happens if the cult succeeds in summoning something bad, or there's a hardcore psyker or sorceror involved.' And I got to thinking about that and happened to re-watch the original French LFK a few nights ago and thought it would be interesting to take a White (who are by default flipping mutants with psyker capabilities) and have her be an experimental 'How to have someone undercover who nevertheless can bring a lot of force to bear that an eldritch monstrosity might pause at.' I went MPs with GP:SMG, again going with the assumption that she might have to hold the line if the other players didn't have monster-level weaponry.
Unfortunately, instead it seems to've created an arms-race.
Would you prefer I created a different character?
I will mention that SMG Cascade seems really OP from my standpoint given what you can do with it. I mean it has the most moves of any of them, not to mention some of the most unrealistic moves ever.
Actually, I think
the one with the most is Eldritch Society Ninjutsu
. And all of them are supposed to be cinematic Hong Kong Gun-Fu. Not realistic. They explicitly say so.
EDIT: Nope, it's Handgun. Funny that, given how it's "weak."
Cascade move counts (not that this particularly affects OP-ness, since you still can only use 2 or 3 actions in total depending on your character's actions):
Hun-Zuti: 7/9 Special moves: Fast-draw, Move opponent, trip opponent, opponent loses action
NEG UC: 6/9 Special moves: Fast-draw, Move opponent, entangleNinjutsu: 6/10/6/8
Special moves: disappear, disengage, fast-draw, move opponent, opponent loses action
NEG Kendo: 7/11 Special moves: reduces attacker Reflex, reduces attacker Defense, opponent loses action, double attackHandgun: 11/17
Special moves: move to cover while shooting, double-fire without splitting dice, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, use handgun as melee weapon
Rifle: 9/12 Special moves: move to cover while shooting, extra damage on attack, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, attack target to your rear at no penalty, lay down suppressive fire in a 180' arc, three-round burst, use rifle as melee weapon
SMG: 13/12 Special moves: Suppress in two 180' arcs (overlapping or not), 3 round burst (either hand singly), instant reload, 3 round burst (both hands), 3 round burst two targets within 180' of each other.
Please explain to me how Handgun is horribly weak when you can move to cover while shooting accurately and negate cover with bullet ricochets, neither of which is available in SMG. Is SMG more offensively oriented? Yes. It's using weapons that can do burst fire.
I don't think they should've used double-tapping to describe what rifle is doing there. Doubtle-tapping is an element of handgun ROF/controllability and skill. Previous to Vade Mecum I'd always thought that was why designers tended to have the big-bores with the lower ROF (even when the slide on a Desert Eagle cycles just as quickly as the slide on a 10mm).