TEXT: Campaign Worldbook
  Research Engineering And Crisis Team
  v1.1
  Requires the use of The Pathfinder® Roleplaying 
  Game Core Rulebook™ by Paizo Publishing and 
  Modern Path by Game Room Creations.
  
  What’s the R.E.A.C.T. World Source Book? 
  1
  The World of R.E.A.C.T. 
  3
   What Is R.E.A.C.T.? 
  4
   Membership Levels 
  6
   Divisions of R.E.A.C.T. 
  8
  Bases of Operations 
  12
  R.E.A.C.T. Timeline 
  16
  Character Creation 
  17
  Archetypes and Sample Characters 
  19
   Intelligence Division 
  19
   Logistics Division 
  26
   Research Division 
  30
   Security Division 
  34
   R.E.A.C.T.I.O.N. 
  38
  Missions 
  40
  Science 
  45
   Local Dimensional Instability 
  49
   Opening Wormholes 
  50
   Closing Wormholes 
  51
   Black Stones 
  52
  Enemies 
  54
  Equipment 
  60
   Applications 
  60
   Devices 
  62
   Standard Gear Issued by Role 
  65
  Cybernetic Implants 
  66
   Defective Cybernetics 
  74
  Psychic Abililities 
  77
  Mutations 
  83
   Mutation Trees 
  85
   Advantageous Mutations 
  86
    Detrimental Mutations 
  95
  Files included  
  in this Product:
  REACT_Worldbook 
  _v1_1.pdf
  SW_REACT_ 
  Worldbook_v1_1.pdf
  Fate_REACT_ 
  Worldbook_v1_1.pdf
  T20_Tablet_REACT_ 
  Worldbook_v1_1.pdf
  OGL_Tablet_REACT_ 
  Worldbook_v1_1.pdf
  MA_Tablet_REACT_ 
  Worldbook_v1_1.pdf
  MP_Tablet_REACT_ 
  Worldbook_v1_1.pdf
  Nik_Tablet_REACT_ 
  Worldbook_v1_1.pdf
  www.panikproductions.com
  e-mail any questions to: customerservice@panikproductions.com
  Table of Contents
  Table of Contents
  Modern Path Rules
  Pathfinder is a registered 
  trademark of Paizo Publishing, 
  LLC, and the Pathfinder 
  Roleplaying Game and the 
  Pathfinder Roleplaying Game 
  Compatibility Logo are 
  trademarks of Paizo Publishing, 
  LLC, and are used under the 
  Pathfinder Roleplaying Game 
  Compatibility License. See 
  http://paizo.com/
  pathfinderRPG/compatibility for 
  more information on the 
  compatibility license.
  
  1
  Authors:
  Nik Palmer
  M. Andrew Payne
  Contributing 
  Writers:
  Bion Neiderkohr
  Jason Bean.
  Editor:
  Grafton Swickard
  Cover Art:
  Bill Bricker
  Illustrators:
  Bill Bricker
  Timothy McClurg
  David Senecal
  M. Andrew Payne
  Graphic 
  Design:
  M. Andrew Payne
  Playtesters:
  Glen Cooney, Jr. 
  Tyler Gunn
  Adam Saris
  Zsuzsa Mitro 
  Christine Crabb
  What’s the R.E.A.C.T. 
  World Source Book?
  What’s the R.E.A.C.T. 
  World Source Book?
  The R.E.A.C.T. World Source Book is a poly-system campaign setting for the modern era.
  What’s a Poly-System Campaign?
  What’s a Poly-System Campaign?
  It’s a game-world that’s compatible with multiple rules systems. Rather than spending a lot of 
  time developing and testing a new set of rules, we’ve chosen to stick with tried and true 
  systems that we know work. This lets us focus on developing quality source books and 
  adventures, rather trying to fix what isn’t broken. You shouldn’t have to learn a whole new set 
  of rules just to try out a new story.
  Why Poly-System?
  Why Poly-System?
  I’ve got shelves and shelves full of obsolete game books. Some are good source books for a 
  given topic (such as cyberpunk or voodoo, for instance) but for one reason or another I never 
  seem to actually play with them. Usually it’s due to rules compatibility, but sometimes a given 
  game system just stops being popular. We don’t want that to happen with paNik products.
  Odds are, you’ve already invested a serious amount of money in game books and already 
  have your favorite rules system you like to play under. I know that I have. While I can’t say I’ve 
  found a perfect system, there are an awful lot of them that are really good. Some systems 
  may lend themselves to horror; some are better for four-color action, but they all work 
  more-or-less equally well. The strengths and weaknesses of a given system usually end up 
  being just a matter of personal preference. So when we were deciding what system to 
  develop for, the answer was “as many as possible.”
  By delivering a product that’s usable with many sets of rules, our books are more versatile 
  and you get the most value for your dollar. We also think it’ll help us to sell more copies, 
  make piles of money, and be able to quit our crappy day jobs.
  Modern Path Rules
  
  2
  Influences
  The following are 
  some of the media 
  that have partially 
  inspired the world of 
  R.E.A.C.T.:
  MOVIES & TV
  Bladerunner
  Buckaroo Bansai
  G.I. Joe
  James Bond
  Johnny Quest
  Kolchack:  
  the Night Stalker
  Max Headroom
  Tales of the  
  Gold Monkey
  Various Disaster 
  Movies
  Venture Brothers
  X-files
  LITERATURE 
  & Art
  Dan Brereton
  David Brin
  H.P. Lovecraft
  Neal Stephenson
  Philip K. Dick
  Pulp Adventure 
  Novels
  Steven King
  William Gibson
  Genres
  Genres
  Many stories span multiple genres. Alien, for instance is both hard science fiction and a 
  horror story. The recent Hollywood Sherlock Holmes movies are as much action/adventure 
  movies as they are mysteries with comedy thrown in. Similarly, your R.E.A.C.T. campaign 
  may straddle the lines separating multiple genres. Based on the rules-set and your personal 
  tastes, you may choose to emphasize some themes over others.
  The following are genres to which a R.E.A.C.T. campaign may apply.
  Action/Adventure
  R.E.A.C.T. campaigns should contain heavy doses of adventure. Traveling to exotic locales, 
  exploring far-off lands, and contending with confronting dangers both natural and man-made 
  are all par for the course. Conflict in a R.E.A.C.T. game tends to be straightforward and direct 
  – at least once the bad guys have been identified.
  The key element of Action/Adventure is risk. While the tone of the game is generally 
  optimistic, the players shouldn’t necessarily have an easy time or be guaranteed to prevail. 
  Without a chance of failure, success is nowhere near as thrilling and victory just doesn’t taste 
  as sweet.
  Espionage/Spy
  Espionage is an aspect that can be played up or down depending on you and your players 
  preferences.  Competition between major organizations, prominent use of technology, and 
  covert investigations are all part of the spy genre and R.E.A.C.T.
  Espionage is an aspect that can be played up or down depending on you and your players’ 
  personal tastes and preferences. If you enjoy a mystery, then espionage can easily become 
  the predominant element of your R.E.A.C.T. campaign. If so, the key element is secrecy. 
  While R.E.A.C.T. is open and forthright with the public its members need not be and private 
  corporations and world governments certainly are not. Controlling the release of information 
  to the players is crucial.
  Horror
  Horror is only a minor component of the standard R.E.A.C.T. campaign. Supernatural 
  elements have been severely limited and most of the “classic” horror motifs are absent 
  altogether. That being said, much of the metaphysics of the game world were inspired by the 
  works of seminal horror authors H. P. Lovecraft and Stephen King, so it’s entirely possible to 
  build the occasional horror story on that foundation.
  The key element to horror is suspense. True horror is about the moment of realization; the 
  sudden dawning that something is just plain wrong with the world (as opposed to merely 
  being frightening). Give the players too many clues and they’ll figure things out too soon, 
  muting the emotional reaction at that crucial moment. Give the players insufficient information 
  and they won’t have any reaction at all.  Balance is both crucial and difficult, but success can 
  be very rewarding.
  Modern Fantasy
  While not the primary aspect, R.E.A.C.T. campaigns contain plenty of fantastic elements. 
  Otherworldly powers, subterranean monsters, and psychic abilities are integral components 
  of the milieu. From a story-telling standpoint the difference between advanced science and 
  fantasy is usually one of perspective; most “magic” is often just poorly understood science 
  – at least from a scientific point of view.
  Modern Path Rules
  
  3
  While the majority of R.E.A.C.T. personnel adopt the above viewpoint, player characters don’t 
  necessarily have to. If it looks like a wizard, chants like a wizard, and seems to violate the 
  physical laws of the universe like a wizard... it might as well be a wizard.
  The key element of modern fantasy is realism. The modern world can only support a few 
  additional inclusions before it stops being the modern world and becomes a fantasy world.
  Science Fiction
  No R.E.A.C.T. campaign is complete without two heaping scoops of 
  sci-fi. Gadgets, technology, and innovation are significant aspects of the 
  game universe, but the underlying theme is that the world of R.E.A.C.T. 
  orbits in a knowable universe. True, there are wonders and mysteries 
  that mankind doesn’t understand – yet, but it’s only a matter of time 
  before they do. R.E.A.C.T. was founded on the principle that given 
  enough time, science and technology can solve any problem and fix all 
  of mankind’s ills.
  That said, certain technologies could, in the wrong hands, easily spell 
  the end of all life on the planet, the enslavement of mankind, or other, equally dire 
  catastrophes. R.E.A.C.T. must not only work toward the betterment of mankind, they must 
  also be its defenders and champions.
  The key element of science fiction is culture. How does new technology affect society? The 
  advent of the atomic bomb sparked ripples that are still felt in today's culture. As the potential 
  for unlimited energy battled with fears of giant insects and the potential end of civilization, 
  whole generations grew up alternately hopeful and terrified. Similarly modern 
  telecommunications and the internet are re-writing thousand-year old social protocols. The 
  line between public and private has never been so blurred. What would jet-packs do or 
  portable polygraphs? Will people be faster and more honest or just lazier and better liars? 
  With science fiction, you get to decide.
  The World of R.E.A.C.T.
  The World of R.E.A.C.T.
  The world of R.E.A.C.T. is much like our own, except perhaps more exaggerated. Good and 
  evil stand against each other in stark contrast and situations are more clear cut, with less 
  moral ambiguity. This is not to say that people usually make the right choices. If anything, the 
  opposite occurs. Compared to the real world, corporations are more exploitative, criminals 
  are bolder, and the governments responsible for protecting people are crooked, self-serving, 
  and ultimately impotent. Some third-world nations are controlled, if not outright owned, by 
  drug cartels and perfidious corporations. The “citizens” of these countries live in virtual 
  slavery, held captive by ignorance, apathy, and occasionally, machine-gun toting thugs.
  The world is a harsher place, beset by dangers everywhere both natural and man-made. It’s 
  a more polluted place, at least in certain areas where greed has sapped the people’s will to 
  resist. As if in retaliation, Mother Nature responds by lashing the coasts with hurricanes that 
  strike with a ferocity all the more terrifying for its regularity. She batters the mountains with 
  earthquakes slightly more often and just a little stronger than they are in the real world. Trade 
  and transportation are frequently disrupted making food shipments irregular and 
  unpredictable, a situation exacerbated by corrupt profiteers hoarding food and medical 
  shipments for their own personal gain. Food riots are an infrequent, but increasingly common 
  problem for even major cities of the world.
  Dr. Nik Says:
  One of my personal 
  favorite settings is 
  “Sci-Fi San Francisco.” 
  The bay area offers 
  great resources for 
  art and technology 
  while supporting an 
  international cast of 
  characters and plot 
  hooks. From Burning 
  Man to Hacker 
  Espionage to Venture 
  Capital, the options 
  for adventure 
  abound. Silicon 
  Valley and San 
  Francisco make a 
  great backdrop for 
  instilling gadgets & 
  culture.
  Modern Path Rules
  
  WHEN DISASTER
  STRIKES
  Devastating earthquakes seem like the end of the world 
  for those affected by them. They don't have to.
  Research Engineering And Crisis Team scientists are working around the clock 
  to find methods of earlier detection, faster mobilization, and safer rescues. 
  X-ray vision, robotic doctors, and laser saws may seem like science fiction but 
  they saved at least 104 lives in Pakistan last year.
  4
  While the poor languish in starvation and deprivation, more apathetic and disenfranchised 
  than ever, those responsible for creating the factors that brought the world to such a dire 
  condition lounge in luxury, sipping champagne in the comfort of their mansions.
  But even though the world is a darker, shadowy place and evil seems to have the upper 
  hand, the shadow makes the bright spots even brighter. Reporters work a little bit harder to 
  uncover the truth. Detectives are just a little more dedicated to solving crimes. Inventors are a 
  little more brilliant and technology is more advanced, at least in prosperous regions. Charities 
  have more to do than ever and their resources are spread thinner, but they also receive more 
  donations. All around the world, the greatest team of heroes the world’s ever seen have 
  banded together to try to fix everything. The odds are long, but maybe, just maybe that team 
  just might save the world.
  That team is R.E.A.C.T.
  What Is R.E.A.C.T.?
  What Is R.E.A.C.T.?
  The Research, Engineering, And Crisis 
  Team was founded in 1994 by Doctor Sunlil 
  Mehta, (a.k.a. “Dr. Meta”) to protect 
  humankind from crises all over the world, 
  be the crisis natural, accidental, or 
  economic in nature. Comprised of the most 
  intelligent, talented, and dedicated people 
  in the world, R.E.A.C.T. is devoted to 
  protecting the innocent and advancing 
  mankind using science and technology.
  R.E.A.C.T. is...
  A household name.
  R.E.A.C.T.’s existence is common 
  knowledge throughout the world. Whether 
  from the evening news, various blogs, or 
  just from using R.E.A.C.T. brand products, 
  nearly everyone has heard of 
  the organization.
  A think tank and  
  invention clearinghouse.
  As the first two letters of the acronym state, 
  R.E.A.C.T. is heavily involved in research 
  and engineering. Whether developing software or desalination technology, R.E.A.C.T. is 
  dedicated to improving mankind through science and technology.
  A charity.
  R.E.A.C.T. does a lot of what could be considered charity work. They intervene when 
  disasters, both man-made and natural, strike, providing relief to whomever needs it. But that’s 
  only the most public facet. R.E.A.C.T. actively works to prevent disasters from occurring 
  wherever possible and to build better early-warning systems when prevention 
  proves impossible.
  “I have taken the 
  Seven Social Sins of 
  Mohandas Gandhi to 
  heart when forming 
  R.E.A.C.T. They are, 
  above all, the prime 
  directive of the 
  organization. I 
  cannot envision the 
  organization 
  functioning with any 
  semblance of 
  success without the 
  Guidance of these 
  principals.”  
  - Dr. Meta 
   60 Minutes Interview 
   August 2004
  http://en.wikipedia.
  org/wiki/Seven_
  Blunders_of_the_
  World
  Modern Path Rules
  
  5
  A website.
  Through R.E.A.C.T.I.O.N., the R.E.A.C.T. Irregular Online Network, R.E.A.C.T. does have a 
  significant presence on the web. But, R.E.A.C.T.I.O.N. is more than just a popular social 
  network; it’s a massive hub for uploading data, distributing information, exposing corruption, 
  and coordinating activities.
  Whistle blowers.
  Wherever possible, R.E.A.C.T. exposes corruption and criminal or unethical behavior, 
  regarding this as a preventative measure against future crises. To the employees of a 
  company driven into bankruptcy by embezzlement, being laid off and having their mortgages 
  foreclosed is every bit as devastating as having their town demolished by a tornado.
  The good guys.
  It can’t be phrased any more simply; R.E.A.C.T. are the good guys. They’re out to save the 
  world without sacrificing values or making moral compromises. This may seem woefully 
  naive to a world accustomed to anti-heroes and jaded through constant exposure to endless 
  corruption, but R.E.A.C.T. demonstrates that it doesn’t have to be that way.
  What Isn’t R.E.A.C.T.?
  What Isn’t R.E.A.C.T.?
  A Law-Enforcement Agency.
  Although R.E.A.C.T. often works closely with local police, the Federal Bureau of Investigation, 
  and Interpol, it is not a law-enforcement agency and does not have arrest authority. 
  R.E.A.C.T. agents cannot detain criminals, nor prosecute crimes, but they can and do collect 
  evidence and help the prosecution build cases.
  Political.
  R.E.A.C.T. is often accused of acting to further some sort of political ideology, usually a leftist 
  agenda, but occasionally charges of extreme conservatism are levied against them as well. 
  Neither is true. Neither Dr. Mehta nor the other directors of R.E.A.C.T. have political 
  aspirations and most of the group could care less who holds office at any given time. 
  R.E.A.C.T. has made a conscious and deliberate choice to avoid confronting issues of 
  sovereignty and governmental involvement.
  The only time R.E.A.C.T. becomes involved in politics is when a criminal they’re working to 
  expose also happens to hold office. In such cases the criminal’s allies have denounced the 
  R.E.A.C.T. organization and used the media to spread misinformation about the group.
  Terrorist Anarchists.
  Some world governments have gone so far as to claim that R.E.A.C.T. is a terrorist 
  organization bent on undermining national sovereignty. These governments are all puppet-
  states fronting for drug cartels or are all-but-owned outright by a massive international 
  corporation with an ax to grind against R.E.A.C.T.
  Most of the world recognizes this propaganda for what it is, but every so often it can make 
  R.E.A.C.T. missions more challenging than necessary.
  Modern Path Rules
  
  6
  Membership Levels
  Fellows
  Membership Levels
  Fellows
  When the public thinks of R.E.A.C.T. agents, they’re usually thinking of Fellows. Only the best 
  and brightest are invited to become R.E.A.C.T. Fellows and only the most dedicated accept. 
  It’s a lifetime commitment.
  Fellows are expected to donate about half their time to R.E.A.C.T. projects and missions. 
  Some choose to give more, but many, especially those who aren’t independently wealthy 
  skate by with the already substantial minimum. How time is allocated is entirely up to the 
  individual Fellow. Some work part time each week, others commit to a few years on and take 
  a few years off.
  Fellows also have considerable leeway in how they spend the time they’re donating. Except 
  for very few “all hands on deck” disaster situations no one is forced to go on field missions, 
  although sometimes requests for help on a 
  mission can be strongly suggested though 
  internal peer pressure. Researchers are also 
  fairly autonomous in the type and scope of 
  research they conduct. Some areas of 
  research receive higher priority, especially 
  those involving medical advancements or  
  lines of inquiry that seem likely to result in 
  world-changing breakthroughs.
  Not all Fellows contribute by typing on 
  keyboards or pouring fluids into Erlenmeyer 
  flasks. Some prefer the adventure and 
  excitement of field work and never see the 
  inside of a lab unless they’re getting a medical 
  check-up. Some alternate between the two, 
  like ethno-botanist Ophelia “Orchid” Kittles, 
  who explores world rainforests for months at a 
  time then surfaces to spend the rest of the 
  year behind a microscope analyzing her 
  own finds.
  Still, R.E.A.C.T.’s budget does have its limits and no organization made up of humans is ever 
  100% free of politics. Some projects get put on indefinite back-burner or are deemed too 
  dangerous or impractical to risk exploration, but for the most part everyone cooperates and 
  works together.
  The key element in keeping everybody happy lies within the recruitment process itself. 
  Individuals who show signs of mental instability, or whose primary interests are in developing 
  chemical weaponry simply don’t get invited to join, regardless of how smart or talented they 
  may be. Similarly people who aren’t team players, aren’t interested in the greater good, or are 
  money-motivated also don’t get invited. A candidate has to be a good fit for the organization 
  on many levels before membership is even discussed.
  As a result of this extensive screening process, Fellows tend to be extremely satisfied with 
  their personal lives and careers. In most cases, if they weren’t working for R.E.A.C.T. they’d 
  be doing similar work somewhere else, but  with less funding and a worse dental plan.
  The exact number of active Fellows varies but there’s usually about a hundred active at any 
  given time.
  Modern Path Rules
  
  7
  Using the loosest of definitions, anyone who isn’t a Fellow is an Irregular. Some are aspiring 
  Fellows who aren’t quite ready. Others want to help out, but can’t spare the necessary time 
  for Fellowship or have other responsibilities that prevent fully committing themselves. Still 
  others are simply staff hired to perform essential duties or to fill any gaps in skills or expertise 
  on an as-needed basis.
  There are three main ways of joining R.E.A.C.T. as an Irregular. The first is simply to apply for 
  a job at one of the many R.E.A.C.T. facilities worldwide. The screening process is extensive 
  and thorough background checks are, regrettably, required for all applicants. Rejections are 
  common. Individuals who seem too greedy, too lazy or too compulsive to maintain a 
  successful work-life balance get rejected.  On the other hand, anyone who seems 
  excessively eager or has a record too spotless (not even a single traffic ticket?) could be a 
  plant from a rival (or governmental) organization and faces equal scrutiny. Most of the 
  Logistics department got their start simply by needing a paycheck and only later came to 
  relish the opportunity to improve the world around them.
  The second way to become an Irregular is through recruitment. Sometimes R.E.A.C.T. is 
  interested in a certain line of research but lacks the necessary talent or manpower. In such 
  cases, it makes sense to sponsor another person’s research. Sponsorship doesn’t 
  necessarily take the form of financial contributions. Sometimes all it takes to foster talent is to 
  lend lab space or equipment as was the case with Simon “Scooter” Scoffield. In exchange for 
  being allowed to mess around the Vancouver facility after school, the 16-year old Scoffield 
  discovered a method for reliably spinning carbon nano-tubes into thread-like strings, sparking 
  a revolution in material science. Most Irregular laboratory workers, Intelligence data analysts, 
  and Security personnel are recruited in this manner.
  The third way to become an Irregular is to be in the right place at the right time and to be 
  useful while you’re there. It’s rare, but every so often R.E.A.C.T. field agents find themselves 
  unable to get out of a tight spot. Anyone who steps forward with the necessary expertise to 
  bail them out is usually considered for Irregular status.
  Irregulars start out working on projects as temporary contractors (as defined by their nation’s 
  labor laws). Those who prove themselves are offered longer-term contract positions and in a 
  few cases, permanent jobs. For instance, Dr. Mehta’s longtime secretary/assistant-turned-
  Director, Ms. J. Batine is R.E.A.C.T. Irregular number one.
  Thousands of Irregulars have been part of an on-site or field project since R.E.A.C.T. went 
  public. Most of these Irregulars wait at an ‘on-call’ status, but are willing to help out however 
  they can when the need arises.   World-wide, there are usually 500-600 actively serving 
  Irregulars at any given time.
  Irregulars
  Irregulars
  R.E.A.C.T.I.O.N.
  R.E.A.C.T.I.O.N.
  The R.E.A.C.T. Irregular Online Network began in 2009 as a start-up social networking and 
  photo sharing website called fotoconnek.net. Unlike the competing MySpace or FaceBook it 
  never really took off and reached the critical mass necessary to succeed and was nearing 
  bankruptcy. That changed when one of the photos posted by an amateur photographer 
  proved to be critical evidence in prosecuting a major drug trafficking case. The media ran 
  with the story and fotoconnek.net’s user base doubled almost overnight as new members 
  began posting images of suspicious, and even overtly criminal, activities. Arrests based on 
  the site skyrocketed and the site grew increasingly popular. Fotoconnek was on the path to 
  success until an enterprising criminal defense lawyer sued the site, claiming that the 
  photographs of his client had been doctored.
  “It’s usually quiet out 
  here, so there I was, 
  just minding my own 
  business, when 
  these 4 people come 
  busting in the bar. 
  One of them shouts 
  out is there a 
  backdoor, another 
  one rushes the bar 
  and starts grabbing 
  the high proof, the 
  last two limped in, 
  supporting each 
  other. That was a 
  long evening. The 
  CLASSIFIED  
  were harassing the 
  joint all night. But we 
  ended up getting 
  them good just 
  before 4am. I’ve 
  been an Irregular 
  ever since. It’s an 
  honor to be a way 
  point and have 
  teams stop in for a 
  drink to relax or plan 
  their field exercises.” 
  -Bart “Tender” 
  Greene,  
  Proprietor of The 
  Tavern: Monowi, 
  Nebraska.
     CLASSIFIED
  Modern Path Rules
  
  DON’T    ACCEPT 
  DEALERS
  YOU
  HAVE 
  TO
  HAVE A
  The R.E.A.C.T. Information Online Network uploads and processes hundreds 
  of photos of suspicious activities daily. Most are innocent or inconclusive but 
  the rest have resulted in thousands convictions every year. 
  You don't have to share your neighborhood with criminals. Stay safe. 
  Stay anonymous. Join the R.E.A.C.T.I.O.N.
  8
  Although the lawsuit was eventually 
  dismissed as frivolous, the damage had 
  been done. Advertisers stayed away in 
  droves, for fear of being named in 
  expensive lawsuits and fotoconnek slid 
  back into bankruptcy.
  Realizing its potential, R.E.A.C.T. stepped 
  in and bought the site and underlying 
  technology, keeping the development 
  team on as adjunct Irregulars. They 
  reorganized as a non-profit group under 
  the name R.E.A.C.T.I.O.N. with the stated 
  mission to support R.E.A.C.T. public 
  safety operations. It also acts as an 
  unofficial dumping ground for information 
  on alleged criminal activities and trends 
  world-wide.
  R.E.A.C.T.I.O.N. is the eyes and ears or 
  R.E.A.C.T. While anyone can register for 
  free membership, it’s only a photo-sharing 
  site to the general public. For individuals 
  who have passed the necessary 
  background screening and vetting process 
  to become Irregulars, however, the site 
  allows communication with the entire 
  R.E.A.C.T. organization.
  R.E.A.C.T.I.O.N. has over 10,000 members across North America and at least three times 
  that throughout the rest of the world.
  Intelligence has the challenge of dealing with the mountains of data collected by 
  R.E.A.C.T.I.O.N. and millions of other data sources. The information necessary to prevent or 
  successfully prosecute thousands of crimes, political injustices, and terrorist attacks a year is 
  usually available, it’s just either unrecognized or buried beneath miles of irrelevant 
  information. R.E.A.C.T. hackers, forensic accountants, data analysts, and statisticians all 
  work to locate needles of fact amid the haystacks of useless chatter. Their first priority is 
  preventive care, but failing that, they often work hand-in-hand with Interpol or the F.B.I. to 
  suss out the necessary evidence to bring evil-doers to justice.
  A small splinter group of Intelligence agents work in conjunction with the Research division 
  analyzing weather patterns and seismograph reports in an effort to predict when and where 
  natural disasters may strike. Forces as mighty as earthquakes and hurricanes are too 
  powerful to be prevented, but by coordinating relief efforts in advance, thousands of lives are 
  saved every year by the men and women who squint at screens all day. Still, their methods 
  aren’t 100% accurate and generate as many false positives as valid predictions, causing the 
  other divisions to refer to them semi-sarcastically as “prophets.”
  Divisions of REACT
  Intelligence 
  Divisions of REACT
  Intelligence 
  Modern Path Rules
  
  9
  The Intelligence division is more than just 
  keyboard jockeys, however. The division 
  also includes daring undercover agents 
  who use more traditional methods of 
  gathering information. They maintain 
  surveillance on countless suspects, and 
  even infiltrate various organizations in an 
  effort to gather the necessary information. 
  After spending months or years 
  undercover, exposing corruption, many of 
  these agents have difficulty returning to 
  normal. Their lingering paranoia and 
  preoccupation with surveillance has 
  earned them the nickname of “skulks”.
  The highest ranked prophets are all Fellows and at the other end of the spectrum, everyone 
  who participates in R.E.A.C.T.I.O.N. is at least nominally affiliated with the Intelligence 
  division. In between, the lines tend to blur. Intelligence has the second-highest amount of 
  Irregulars working with them in an information-gathering capacity.
  Skulks are almost exclusively Irregulars. Many are offered full Fellowship status, but have 
  declined to protect R.E.A.C.T. If a skulk is ever caught doing something illegal, she wants the 
  agency to have plausible deniability.
  Logistics
  Logistics
  Logistics handles the day-to-day operations of R.E.A.C.T. Budgets, legal matters, 
  administration, transportation, and the like are the bread and butter of Logistics, an essential, 
  but unglamorous part of the organizations. The running joke is that if Research doesn’t have 
  time for it and Intelligence isn’t interested in it, it’s probably part of Logistics.
  Perpetually unsung heroes, Logistics personnel are no less intelligent or talented than their 
  counterparts in other divisions. Scientific geniuses from Research may be able to master 
  sub-atomic particles but freeze at the prospects of untangling international tax laws. 
  Intelligence agents with multiple doctorates had nervous breakdowns trying to 
  simultaneously coordinate hundreds of relief shipments and rescue operations. Logistics 
  handles both tasks efficiently and gracefully.
  Most logistics agents are happy to stick to bookkeeping and deal-brokering, but some agents 
  work full-time in the field. In wild or desolate areas, it’s Logistics that handles most of the 
  missions. Making sure that a grain shipment gets to the famine stricken region where it’s 
  Typical  
  Intelligence Jobs
  Data Analyst
  Infiltration
  Interrogation
  Meteorological 
  Prediction
  Police Liaison
  Psychological 
  Profiling
  Safehouse 
  Preparation & 
  Maintenance 
  Statistical Analysis
  Surveillance 
  Monitoring
  Modern Path Rules
  Prophets tend to have Investigator, Path 
  of Intelligence, or Path of Wisdom 
  archetypes. Most were scientists or 
  mathematicians before joining R.E.A.C.T. 
  and have the expected Academic, 
  Investigator, Technician, or White Collar 
  traits. Others have more colorful 
  backgrounds and more unusual traits.
  Skulks tend to have the Infiltrator archetype although there’s no shortage 
  of the Path of Dexterity and the Path of Charisma archetypes either. 
  Before they began investigating corruption, most skulks were “regular 
  people” with the Blue Collar, Rural, or Student traits although some have 
  the Criminal or Entrepreneur traits and use their skills for good.
  
  10
  Logistics has the fewest Fellows and more Irregulars than any other division. In part, this is 
  because Logistics is the most involved with disaster relief operations, which tend to draw the 
  most volunteers.
  The research division is the heart and driving force behind R.E.A.C.T. They delve into cutting 
  edge research in all areas of science, technology, and engineering. Medicine, cybernetics, 
  quantum physics, genetics, nanotechnology, and material science are just some of the 
  popular areas of research.
  Actually calling the division just “research” does it a disservice, since the department is also 
  responsible for developing practical applications for their discoveries. While some 
  experiments are “pure” research intended only to add to mankind’s body of knowledge, the 
  bulk of R.E.A.C.T.’s efforts go toward solving real-world problems.
  As part of the Fellowship agreement, R.E.A.C.T. owns 50% of any patents, inventions, or 
  discoveries. This is the source of most of the entire organization’s annual budget. The 
  development team and/or inventors (which are usually the same people) retain control over 
  the other 50%. However, not everything is patented. Scientific discoveries and breakthroughs 
  needed? That’s a Logistics issue. True, Research may send along someone to study the 
  allegedly intelligent apes that stopped the first shipment. Security may send people along to 
  fight them. But the core mission personnel are Logistics.
  Whenever there’s a task that needs done and no one else wants to do it, Logistics is the 
  group who makes sure it happens.
  Most of R.E.A.C.T. recognizes how utterly essential the Logistics department is but a few 
  overly-meticulous budget specialists are responsible for the division being called 
  “bean counters”.
  Research
  Research
  Logistics  
  Sub-Divisions
  Accounting
  Distribution/
  Warehousing
  Legal
  Marketing
  Medical
  Personnel/Human 
  Resources
  Record Keeping
  Sales
  Search & Rescue
  Shipping/
  Transportation
  Modern Path Rules
  Logistics embraces all archetypes, although those without organizational 
  skills and/or a low Charisma tend to be “encouraged” toward field duty. 
  Those with the Path of Charisma archetype tent to rise through the 
  Logistics ranks most quickly, although a surprisingly high percentage 
  have either the Military trait or Soldier archetype – the military is all 
  about moving people and equipment from place A to place B after all.
  Logistics agents come from all walks of life, making almost  
  any trait appropriate.
  
  11
  are shared with the world for the 
  betterment of the planet. Additionally, if 
  a given invention is deemed to be of 
  sufficient benefit to all of mankind, it’s 
  usually released “open source,” 
  although the decision to do so is up to 
  the invention/development team.
  The Research division rarely initiates 
  field missions unless it’s to test a new 
  piece of equipment, which, along with 
  their stereotypical preoccupation with 
  pure research rather than practical 
  application has earned them the 
  somewhat unjustified nickname of 
  “eggheads.” Despite this reputation, 
  research scientists are frequently 
  requested on missions by other 
  divisions for their technological 
  expertise, scientific knowledge, and 
  ability to improvise solutions on the fly.
  The research division is almost 
  exclusively made up of Fellows. Most 
  see no problem with donating their 
  precious research time to R.E.A.C.T. since they usually end up researching things they were 
  otherwise unable to study or planning to investigate anyway.
  Somebody has to protect the research laboratories, fend off the suicide bombers, and 
  prevent corporate espionage. That somebody is the Security division of R.E.A.C.T. 
  Paperwork might not be glamorous but at least it’s dry. Rain or shine, security stays on patrol 
  to ensure the integrity and safety of all R.E.A.C.T. agents.
  Every mission usually includes one or more members from the 
  Security division.
  Most Security agents have “take charge” personalities and tend to 
  start barking orders when the action begins to go down, earning 
  them the nickname of “sergeants”.
  Security
  Security
  Areas of Research
  Artificial Intelligence
  Astrophysics
  Chemistry
  Computers/
  Electronics
  Cybernetics
  Genetics
  Medicine
  Materials Science
  Nanotechnology
  Robotics
  Subatomic Physics
  Security 
  Assignments
  Anti-Surveillance
  Anti-Terrorist
  Body Guarding
  Digital/Electronic 
  Security
  Facility Security
  Transportation 
  Security
  Modern Path Rules
  As you’d expect, Eggheads are equally split between the 
  Engineer, Physician, and Path of Intelligence archetypes.
  Academic, Medic, Technician, and White Collar may seem like 
  the obvious traits to select but most Eggheads are more 
  interesting than mere stereotypes. Many have Adventurer, 
  Criminal, Entrepreneur, or Rural backgrounds. At least one 
  Egghead was a Celebrity musician before embracing science.
  Predictably enough, most Security agents have the Martial Artist, 
  Path of Strength, Path of Constitution, or Soldier archetypes, 
  although the occasional Infiltrator will sign on to lend their 
  security-thwarting insights proactively. Recent efforts have 
  focused on recruiting those with expertise in electronic security 
  
  12
  Security forces tend to consist of 2-3 Fellows per location who are in command of any 
  number of Irregulars, depending on the size of the facility. As a rule of thumb, the more “top 
  secret” a facility is the more Fellows and fewer Irregulars are present.
  R.E.A.C.T. is governed by a board of directors, consisting of the head of each of the four 
  divisions plus a chairman. Dr. Mehta has been the Chairman since the formation of the 
  organization. Directors are chosen by a general election of all Fellows, typically voted on in 
  each department. Usually only active members vote but there are no rules in place to prevent 
  inactive Fellows from voting while on sabbatical. Terms are five years and elections are 
  staggered so that every year one of the positions is up for a vote. All Fellows can vote, 
  regardless of department, when the Chair position becomes available. So far, Dr. Mehta has 
  been unanimously voted back into office each time, although the aging leader increasingly 
  seems to act only as a tie-breaker.
  The current board of directors and their dates of their next election are as follows:
  Research – Dr. Aimee Mink, Arecibo 2018
  Intelligence – Professor Thomas Clamino, Cambridge 2014
  Logistics – Ms. Kelsey Green, Vancouver 2015
  Security – Mr. Nathan Park, Buenos Aires 2016
  Chair – Dr. Sunlil Mehta, Cambridge 2017
  Every few years, somebody brings up the topics of term limits for Directors and giving the 
  Irregulars a voice during elections. Various strategies have been put forward from counting 
  each Irregular as a half-vote, quarter-vote, or some other fractional value to setting up some 
  kind of Electoral College but so far nothing has come of it.
  R.E.A.C.T. has four permanent locations around the 
  world located in Buenos Aires, Argentina; Cambridge, 
  Massachusetts; Vancouver, British Columbia; and 
  Arecibo, Puerto Rico. These facilities have dormitory-
  style housing, training facilities for field 
  teams, and high tech research 
  laboratories. Although each 
  predominantly focuses on one 
  division, all divisions maintain 
  personnel and are represented 
  in every permanent base. 
  The Board Elect
  The Board Elect
  Bases of Operations
  Permanent Bases
  Bases of Operations
  Permanent Bases
  Modern Path Rules
  and surveillance 
  countermeasures (i.e. ranks 
  in Craft[electronic], Disable 
  Device, and 
  Knowledge [technology]).
  
  13
  Typical Fellows on Site: 20
  Typical Irregulars on Site: 50
  The security division headquarters is in 
  Buenos Aires. All security personnel 
  are required to visit at least once a year 
  for training, testing, and psyche 
  evaluation. Many choose to use their 
  vacation allotment to extend their stay 
  a few extra days in the “Paris of South 
  America” and enjoy the countless 
  theaters and opera houses.
  Most R.E.A.C.T. Fellows and many 
  Irregulars also visit the Buenos Aires facility for intensive training before volunteering for field 
  duty, but this is only strongly recommended, not required.
  The security base has the largest dormitory of any of the permanent bases and has the 
  capacity to house upwards of 120 individuals although thanks to the modular architectural 
  design, the majority of the building is closed down and unused. The site also includes an 
  armory containing a stockpile of the latest weaponry and adventuring gear, most of it 
  developed by R.E.A.C.T.’s other branches.
  Research personnel assigned to Buenos Aires typically work on developing devices with 
  military applications due to the readily available trained security personnel to assist with 
  field testing.
  Cambridge, Massachusetts – Intelligence HQ
  Typical Fellows on Site: 30
  Typical Irregulars on Site: 45
  Home to Harvard and M.I.T., Cambridge 
  is also the site of R.E.A.C.T.'s primary 
  intelligence facility. The facility houses 
  R.E.A.C.T.'s mainframe computer and 
  primary server farm. Beneath the 
  unassuming ivy-covered walls work 
  some of the most paranoid and security 
  minded individuals in the world. All 
  R.E.A.C.T. buildings are routinely swept 
  for surveillance devices and virus scans 
  run every fifteen minutes.
  Because the vast majority of intelligence staff activities are so routine and ordinary in 
  appearance – a bunch of people typing away on computer keyboards –they've created “the 
  Big Board” to show visitors. “The Big Board” is a room with 30 foot ceilings whose walls are 
  laden with gigantic monitors showing a constant stream of data from all over the world. 
  Weather maps, stock market prices, and trending internet memes appear interspersed with 
  random columns of numbers in a bewildering spectacle. Although intended to be just for 
  show, “The Big Board” has also proven to be valuable as a decoy. Many would-be hackers 
  and spies have been deceived into raiding it instead of one of the more 
  unassuming locations.
  Buenos Aires, Argentina - Security & Field Operations HQ
  Buenos Aires, Argentina - Security & Field Operations HQ
  “Apparently, the 
  most difficult feat for 
  a Cambridge male 
  is to accept a 
  woman not merely 
  as feeling, not 
  merely as thinking, 
  but as managing a 
  complex, vital 
  interweaving of 
  both.”
  -Sylvia Plath
  Modern Path Rules
  
  14
  The Logistics division comprises a small but persistent minority at the Cambridge offices. 
  When they aren't arguing with the number crunchers over the applicability of virtual efficiency 
  vs. real world practicality, they partner to try to develop increasingly efficient 
  distribution models.
  The Centillion Corporation also has offices in Cambridge and the more mischievous 
  R.E.A.C.T. staff engage in an ever-escalating war of pranks against the rival organization, 
  each side always trying to outdo the other. Currently R.E.A.C.T. has control of the mutually-
  agreed-upon trophy: An original Computer Space cabinet video game.
  Vancouver, British Columbia – Logistics HQ
  Typical Fellows on Site: 15
  Typical Irregulars on Site: 50
  Vancouver's strategic importance 
  as a Pacific rim shipping and 
  transportation hub make it a 
  natural choice for the R.E.A.C.T. 
  Logistics division headquarters. 
  Civic planning has successfully 
  combatted urban sprawl, leaving 
  plenty of space in city outskirts 
  for R.E.A.C.T.'s numerous supply 
  warehouses. Emergency 
  provisions can easily be flown 
  anywhere in the world through 
  the airport in neighboring 
  Richmond. R.E.A.C.T. maintains a small fleet of oceangoing ships that dock in Vancouver 
  and three full flights of cargo planes housed in Richmond.
  Second to Logistics in terms of staffing levels, the Security division also maintains a major 
  presence in Vancouver. Their primary function is to guard the plethora of supplies, making it 
  the security assignment with the least stress. As a result, security agents who do poorly on 
  their annual psyche exam or who have recently had particularly horrific missions usually find 
  themselves assigned to Vancouver.
  This location has the highest rate of transience due to the ever flowing stream of people and 
  supplies coming in and out.  As a result of this high traffic volume and the sheer volume of 
  valuables, access to the Vancouver facility is almost as tightly restricted as a dangerous 
  bio-laboratory.
  Arecibo, Puerto Rico
  Typical Fellows on Site:  35
  Typical Irregulars on Site: 75
  Arecibo is the site of the main research division compound. In addition to pure research, they 
  also have facilities for the development and testing of new technologies of all kinds. The 
  compound includes full cross-spectrum R&D capabilities ranging from genetics research to 
  theoretical physics to experimental psychology.
  Astrophysics and astronomy are also prominent lines of research owing to the base's 
  proximity to the Arecibo Observatory, home of the largest single-unit radio telescope 
  ever constructed.
  “I’d rather walk than 
  drive a car. In 
  Vancouver, where I 
  am from, you can get 
  to just about 
  anywhere you need to 
  go on foot. Even if it’s 
  raining I’ll go out for a 
  stroll. I just love that.”
  - Kristen Kreuk, actress
  “I’m amazed every 
  time I come back to 
  Vancouver at how 
  much it’s changed. 
  You go away for a 
  month and there’s 
  three more 
  skyscrapers.”
  - Bryan Adams, singer
  00000010101010000000000
  00101000001010000000100
  10001000100010010110010
  10101010101010100100100
  00000000000000000000000
  00000000000011000000000
  00000000001101000000000
  00000000001101000000000
  00000000010101000000000
  00000000011111000000000
  00000000000000000000000
  11000011100011000011000
  10000000000000110010000
  11010001100011000011010
  11111011111011111011111
  00000000000000000000000
  00010000000000000000010
  00000000000000000000000
  00001000000000000000001
  11111000000000000011111
  00000000000000000000000
  11000011000011100011000
  10000000100000000010000
  11010000110001110011010
  11111011111011111011111
  00000000000000000000000
  00010000001100000000010
  00000000001100000000000
  (continued)   .
  Modern Path Rules
  
  15
  Arecibo is also home to a small 
  training facility for skulks. Initially 
  established as a gymnasium and 
  exercise facility for the research 
  staff, it was quickly appropriated by 
  the intelligence division who 
  expanded and adapted it for stealth 
  and evasion training.
  Arecibo is renowned for clement 
  weather year round (a major factor 
  in building the observatory there), 
  and is home to three universities. 
  Also notable is that Puerto Rico was 
  the site of the first reported cases of 
  chupacabra activity.
  Field Offices
  Typical Fellows on Site:  Variable, usually fewer than 5
  Typical Irregulars on Site: Usually fewer than 12
  In addition to its four permanent bases, R.E.A.C.T. maintains several field offices scattered 
  throughout the world. Field offices are intended to be temporary, quickly established facilities 
  for a particular mission. They are staffed as necessary, and closed down upon the completion 
  of the mission. The size of the base and number of personnel are likewise dependent on the 
  nature and length of that particular mission.
  The typical field office is set up in a rental space – usually a warehouse or office building with 
  an entire floor to let where R.E.A.C.T. can establish security checks to gain entry. Agents are 
  provided with secure communications, computers, and vehicles (usually inexpensive 
  rental cars) .
  Most field offices are established and staffed by the Logistics division, typically in response to 
  a disaster. When the crisis is over, the office is disbanded and any personnel reassigned. 
  However, a few offices, mostly research-oriented, have been in place for several years and 
  are likely to remain in place for the foreseeable future. For example, R.E.A.C.T maintains a 
  disease research facility in Atlanta, where they work in conjunction with the American Center 
  for Disease Control to cure AIDS and develop a cholera vaccine.
  Additionally, the Intelligence division maintains a several permanent safe houses in most 
  major world cities in the event that any agents need to lie low for a while.
  (continued)   .
  00001000001100000000001
  11111000001100000011111
  00000000001100000000000
  00100000000100000000100
  00010000001100000001000
  00001100001100000010000
  00000011000100001100000
  00000000001100110000000
  00000011000100001100000
  00001100001100000010000
  00010000001000000001000
  00100000001100000000100
  01000000001100000000100
  01000000000100000001000
  00100000001000000010000
  00010000000000001100000
  00001100000000110000000
  00100011101011000000000
  00100000001000000000000
  00100000111110000000000
  00100001011101001011011
  00000010011100100111111
  10111000011100000110111
  00000000010100000111011
  00100000010100000111111
  00100000010100000110000
  00100000110110000000000
  00000000000000000000000
  00111000001000000000000
  00111010100010101010101
  00111000000000101010100
  00000000000000101000000
  00000000111110000000000
  00000011111111100000000
  00001110000000111000000
  00011000000000001100000
  00110100000000010110000
  01100110000000110011000
  01000101000001010001000
  01000100100010010001000
  00000100010100010000000
  00000100001000010000000
  00000100000000010000000
  00000001001010000000000
  01111001111101001111000
  -The “Arecibo Signal” 
  broadcast into space 
  Nov 16, 1974
  Modern Path Rules
  
  Kruh Antiquities Scandal*
  16
  2011 –     MC GU ver 2.4.1 released.
  1994 –    
  Permanent base 
  established in 
  Cambridge 
  Massachusetts.  
  1997 –    Desalination technology released, 
  prematurely ending the drought in  
  Papua New Guinea.
  Arecibo base opened. First 
  generation of cybernetic lung 
  replacement released.
  1999 –    Buenos Aires base established. Massive 
  relief effort is dispatched to Turkey after 
  the devastating earthquake in Izimt.
  Prototype cybernetic limbs 
  tested. 88% of subjects regain 
  full mobility. 62% of subjects 
  reported some degree of  
  |tactile sensation.
  2002 –   
   
  2003 –   
  Facility opened in 
  Vancouver, British 
  Columbia.
  2008 –   
  * Charges were levied against R.E.A.C.T. by Kruh Antiquities, a respected European antiquities 
  broker, claiming corporate espionage and theft of documents in an effort to undercut prices 
  and destroy Kruh with unfair trade information. R.E.A.C.T. counter-alleged that Kruh was 
  smuggling drugs in their antiques. Some insiders claim the agent in question went rogue and 
  tried to blackmail the Kruh owners, others say she was framed. In any case, the agent and all 
  evidence disappeared before the scheduled trial.
  – 1995
  – 1998
  – 2001
  – 2004
  Master Contractor for 
  General Use ver 1.5 released 
  as smartphone application.
  – 2009
  Reverse-engineered 
  cybernetic  pain-blockers 
  appear on the black market
  – 2007
  2005 –   
  2006 –   
  R.E.A.C.T. Timeline
  R.E.A.C.T. Timeline
  Master Contractor for General 
  Use web application is released. 
  Dr. Meta’s TED talk on sothons 
  presented.
  Corrobia becomes economically 
  stable and slowly begins building 
  up military forces
  General Malvido seizes power in the 
  South American state of Corrobia
  Exposed toxic working 
  conditions in Panama copper 
  mines. Donated replacement 
  cybernetic limbs and organs to 
  injured/poisoned workers.
  Founded by Dr. Sunlil 
  Mehta a.k.a Dr. Meta.
  Modern Path Rules
  
  17
  Humans are the only race available for player characters. Characters may be psychic or have 
  mutant powers, but must still retain enough of their fundamental humanity to be considered 
  human for all  in-game purposes.
  Players are strongly encouraged to create characters that are R.E.A.C.T. Fellows but this isn’t 
  strictly required to have an enjoyable game. Characters could be a group of Irregulars, 
  frequent visitors to the R.E.A.C.T.I.O.N. website or simply citizens interested in doing the right 
  thing with no ties at all to R.E.A.C.T. We recommend that at least one character be a member 
  or, or have ties to, a law-enforcement group such as the F.B.I. or the local police force. 
  Alternately, any R.E.A.C.T. character could have been deputized by a local sheriff, giving 
  them the authority to make arrests locally.
  Character Creation
  Character Creation
  Modern Path Rules
  As a rule of thumb, R.E.A.C.T.I.O.N. members should have 1-2 levels in the Modern Hero 
  class or 3-5 levels in Ordinary. Irregulars should have 3-4 levels of Modern Hero and actual 
  R.E.A.C.T. agents should have at least 5 levels of Modern Hero. This applies to both players 
  and non player characters alike.
  A typical R.E.A.C.T. campaign uses the standard Pathfinder Roleplaying GameTM and 
  Modern Path rules. The primary distinction is that R.E.A.C.T. is set in a dimension of Dead 
  Magic (see the Planar Traits section of the Pathfinder GameMastery Guide). As a result, 
  spellcasting classes from any of the Modern Path sample campaigns are not available for 
  player characters.
  Setting Rules
  Setting Rules
  
  18
  Generally speaking, R.E.A.C.T. will issue agents all the equipment they’ll likely need to 
  complete a given mission. Sometimes though, a character feels they need additional gear 
  that they can’t (or won’t) pay for themselves. In cases like that, the players may be able to 
  requisition the item(s) in question from R.E.A.C.T.
  Requisitions:
  Requisitions:
  Modern Path Rules
  Requisitioning is represented in game terms as a pool of funds that each character can use 
  to “rent” items for the duration of a mission or research project. Each R.E.A.C.T. Fellow can 
  requisition up to $10,000 worth of equipment. Irregulars in good standing can requisition up 
  to $3,000 and members of R.E.A.C.T.I.O.N. would be lucky to get $500.
  A positive Charisma modifier doesn’t affect a character’s ability to requisition gear, but for 
  each negative point of Charisma modifier, reduce the amount of available funds for that 
  character by 10%.
  If the characters fail to return the requisitioned item(s) in working order, reduce the funds 
  available to that character on their next mission by the cost of that item. One-shot or 
  consumable items that are used up only reduce the available funds by 50% of their cost.
  Increasing the Requisition Amount
  The characters’ requisition total only increases as a reward for completing particularly 
  significant missions or completing significant research. What constitutes “significant” will vary 
  from campaign to campaign. At lower levels, capturing a new form of mutant for study may 
  be worth a 20% increase, exposing a corrupt corporation +50%, and saving the world 
  +100%. On the other hand, if the players are routinely saving the world every other weekend, 
  they’ll have to do something unimaginably great to gain even a $500 increase.
  
  19
  Archetypes and Sample Characters
  Intelligence Division
  The Archetypical Prophet
  Archetypes and Sample Characters
  Intelligence Division
  The Archetypical Prophet
  Prophet of Note:
  Lester Pfantz, despite 
  being only a member 
  of R.E.A.C.T.I.O.N. 
  (and therefore denied 
  access to really 
  sensitive information) 
  holds the record for 
  personally watching 
  and categorizing the 
  most surveillance 
  footage. Unemployed, 
  Pfantz lives with his 
  parents and devotes 
  at least 10 hours a 
  day, every day, to 
  R.E.A.C.T.
  Prophet of Note:
  Dominique Avery, a 
  former aircraft 
  controller, uses her 
  expertise with 
  transportation 
  systems to correlate 
  shipping records with 
  drug traffic. While so 
  far unable to predict 
  where drugs will next 
  appear, her methods 
  are effective in finding 
  proof of prior crimes 
  and have lead to over 
  a dozen corrupt 
  customs officials 
  being detected 
  and prosecuted.
  Modern Path Rules
  *Distances over 30’ 
  negate the +1 to hit 
  and damage bonus 
  from Point Blank Shot.
  “Am I making myself nearsighted from staring at a 
  screen? Probably, but that’s a pittance compared to what 
  I accomplish. You don’t catch serial killers chasing them 
  through the rain. You catch them by analyzing patterns 
  and looking at data. Today, I solved eight murders while 
  you were having lunch. Of course, the police don’t have 
  the confidence in my theories that I do so I’ll have to 
  catch him tonight, myself.”
  “Yeah, I am pretty buff, but that’s just common sense. 
  Physically fit individuals live 18% longer on average.”
  Male Human Modern Hero (path of intelligence) Investigator Archetype 5
  Lawful Good
  Init: +1; Senses normal; Perception +11
  DEFENSE
  AC 13,  touch 13, flat-footed 10 (+1 Dex, +1 class, +1 dodge)
  hp 27
  Fort +1, Ref +2, Will +7;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +4 (1d3+1 non-lethal)
  Ranged Pathfinder +5 (2d4+1)*
  STATISTICS
  Str 12, Dex 13, Con 10, Int 16, Wis 16, Cha 7
  Base Atk +3; CMB +4; CMD +5
  Feats Dodge, Educated (behavioral science, physical science), Point Blank Shot, Precise Shot, Throw Anything
  Archetype Training Networking
  Talents Savant, Trick
  Traits Academic 
  Skills Bluff +6, Climb +2, Diplomacy +2, Disable Device +3, Heal +7, Knowledge (behavioral 
  sciences) +14, Knowledge (business) +7, Knowledge (civics) +6, knowledge (earth and life sciences) +10, 
  Knowledge (geography) +6, Knowledge (local) +7, Knowledge (physical sciences) +12, 
  Knowledge (popular culture) +6, Knowledge (technology) +12, Linguistics +4, Perception +11, 
  Profession (driver)+5, Profession (statistician) +6, Sense Motive +6, Stealth +4, Swim +2
  Languages English, Spanish
  SQ none
  Equipment Masterwork Evidence Kit, Fingerprint Detector, Lock Release Gun, Masterwork Laptop, 
  Smartphone with Bonaf-ID; Eye Reckon, Pathfinder (2d4 20’ 6 ammo), Zip Tie Restraints
  Using the Archetype: Use the archetype whenever you need stats for a Prophet and don't 
  have time to create one. Prophets aren't generally front-line investigators players will most 
  often use them for research and intelligence gathering. (If you find your players abusing this 
  resource, start charging them for '”research favors” out of their Requisitions budget.) 
  
  20
  Modern Path Rules
  Instead, Prophets are most likely to contact the players, either to assign them a legitimate 
  R.E.A.C.T. mission or to ask for their help with a pet project that headquarters deems to be 
  too low a priority or too insignificant a risk. Prophets are nothing if not determined, and are 
  generally willing to accompany the party on a mission if it furthers their own goals or seems 
  likely to provide support for one of their personal theories. Interestingly enough, for a group 
  of people who spend most of their days calculating risk, they tend to blithely ignore personal 
  danger when it comes to furthering their own line of research.
  The archetype can also be used as a player character if you have a late joiner to your group, 
  or you're in a hurry to start play.
  “His head imploded? That’s so totally metal.”
  Even as a child, something always seemed to be a little “off” about Lloyd Greer. He never 
  seemed to look directly at people, always seemed distracted, and did poorly in school. Any 
  attempt to engage him in conversation provoked a nonsensical stream of random non-
  sequiturs. All that changed when he discovered heavy metal music at the age of 11. Instantly 
  adopting the dress and mannerisms of a metal-head, he suddenly became able to hold a 
  reasonable conversation and began to get perfect scores on every test.
  In fact, Greer had been born with a supercharged brain that made intuitive connections 
  between topics faster than his ability to articulate them. Something about heavy metal music 
  managed to occupy enough of his cognitive processes to enable him to effectively translate 
  his “hyperthink” into comprehensible words and phrases. Greer has often said that “I 
  understand everything. It’s explaining it to other people that’s difficult.”
  After graduating from M.I.T. with honors, Greer was immediately recruited by Centillion.com 
  where he developed a quantum uncertainty model for delivering more accurate results to 
  their popular search engine that was eventually discarded because the underlying math was 
  too difficult for the other Centillion developers to comprehend and modify. After solving 
  several other problems, he started getting bored, bought out his contract and started working 
  as a roadie for the metal band, Blakwatch. His holographic light shows soon became as 
  popular as the band, but he was asked to leave when they accidentally weakened 
  dimensional stability at a concert in Las Cruxes, Texas. The bizarre phenomenon was 
  dismissed as part of the light show or as hallucinations, but Greer became obsessed with 
  investigating this new line of research. It wasn’t long before his experiments began to 
  endanger entire cities and R.E.A.C.T. was forced to send a strike force to intervene. 
  Luckily for Greer, “endangering dimensional stability” isn’t a crime so, R.E.A.C.T. 
  did the only thing they could to keep an eye on him – offer him 
  a Fellowship.
  Since then, Greer has distinguished himself by developing a 
  22% more accurate model for predicting the type of global 
  weirdness that involves other dimensions and has 
  personally sealed 2 potentially planet-ripping dimensional 
  gateways.
  Greer is a gangly 6’ 4” man, seemingly in a state of 
  perpetual adolescence. His hair is 
  waist-length and usually held back by a 
  bandana. His front two teeth are missing 
  from a mid-concert fist-fight. He wears 
  fingerless leather gloves, studded 
  leather bracers, combat boots, torn 
  Lloyd “Headbanger” Greer
  Lloyd “Headbanger” Greer
  
  21
  Modern Path Rules
  Male Human Modern Hero (path of intelligence) Engineer Archetype 7
  Chaotic Neutral
  Init: +0; Senses normal; Perception +11
  DEFENSE
  AC 11,  touch 11, flat-footed 10 (+0 Dex, +1 class)
  hp 38
  Fort +3, Ref +2, Will +7;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +7 (1d6+1d4+2 non-lethal)
  Ranged Derringer +5 (2d6+2)
  STATISTICS
  Str 14, Dex 10, Con 12, Int 18, Wis 15, Cha 6
  Base Atk +5; CMB +7; CMD +7
  Feats Brawl, Catch Off Guard, Combat Expertise, Deft Hands, Improved Trip, Streetfighting
  Archetype Training Breakthrough, Engineering Improvisation, Superior Repair
  Difficulty Crude
  Talents Attentive, Damage Reduction 1, Extra Training
  Traits Creative 
  Skills Appraise +9, Craft (electronics) +15, Disable Device +6, Intimidation +5, Knowledge (arcana) +9, 
  Knowledge (local) +8,  Knowledge (physical sciences) +16, Knowledge (the planes) +9, Knowledge(pop 
  culture) +10, Knowledge (streetwise) +13, Knowledge (technology) +16, Perception +11, 
  Perform (percussion) +4, Perform (stringed) +4, Profession (driver) +7, Profession (laser technician) +7, 
  Sleight of Hand +6, Swim +4
  Languages English
  SQ DR 1 (talent)
  Equipment Derringer (2d6+2 20’ 2 ammo), Masterwork Electronic Tool Kit, Masterwork Mechanical Tool 
  Kit, Metal Detector, Night Vision Goggles, Portable Speakers, Smartphone w/ Bonaf-ID & Master 
  Contractor v2.4.1, Sothon Stabilizers (3x), Wireless Electronic Midi Player
  jeans, and T-shirts from currently popular metal bands. In fact, all this gear is embedded with 
  motion and position detecting electronics of his own design – allowing him to literally play air 
  guitar and produce music anywhere within range of a blue-tooth compatible speaker. His 
  incredible mind is capable of multitasking to the point where he can simultaneously play 
  drums and base, creating an entire virtual band.
  Using Greer: Greer works best as a colorful contrast 
  to his more stereotypical counterparts in the 
  Intelligence division. He is capable of all of the same 
  tasks as the archetype, while simultaneously bringing 
  “weird science” into the mix. As a specialist in the 
  extra-dimensional sciences, Greer could consult with 
  the players on any significant supernatural 
  phenomenon, even to the point of accompanying the 
  player characters on a mission. If the player characters 
  lack technical or scientific expertise, he can serve as 
  an adviser or even a field technician. On the other 
  hand, he also works as a support character, swooping 
  in with the cleanup crew to increase the dimensional 
  stability after the players complete a mission.
  
  22
  “And so we can expect another chilly day with some light 
  clouds...”
  A full-time meteorologist and part-time R.E.A.C.T. Irregular, 
  Tanaka can be seen nightly on the channel 14 six o’clock news 
  delivering the local weather forecast. Tanaka has a unique talent 
  for identifying wormhole-induced weather anomalies. Her 
  perceptive skills are honed to the point where she can pinpoint 
  the probable source of an irregularity to within a city block, 
  outperforming the “Big Room” computers by 12%.
  Tanaka has declined numerous invitations to join R.E.A.C.T. as 
  a Fellow, citing the need to raise her children and stay near her 
  extended family.
  Tanaka has two faces. Her on-screen persona is vivacious and 
  energetic.  Once the cameras are off she allows her exhaustion 
  to show. R.E.A.C.T., her career, and the stress of raising three children take their toll and 
  most of the time she seems listless and fatigued.
  Alison “Weathergirl” Tanaka
  Alison “Weathergirl” Tanaka
  Modern Path Rules
  Female Human Modern Hero (path of 
  intelligence) Engineer Archetype 3
  Lawful Good
  Init: +1; Senses normal; Perception +11
  DEFENSE
  AC 12,  touch 12, flat-footed 10 (+1 Dex, +1 
  dodge)
  hp 16
  Fort +1, Ref +2, Will +6;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +1 (1d3-1 non-lethal)
  Ranged – 
  STATISTICS
  Str 8, Dex 13, Con 11, Int 13, Wis 16, Cha 14
  Base Atk +2; CMB +1; CMD +2
  Feats Dodge, Educated (physical 
  sciences; technology), Skill 
  Focus (profession [meteorologist])
  Archetype Training Breakthrough
  Talents Dazzle, Fast Talk
  Traits Celebrity 
  Skills Diplomacy +10, Heal +4, 
  Knowledge (local) +7, 
  Knowledge (physical sciences) +9, 
  Knowledge (streetwise) +3, 
  Knowledge (technology) +4, 
  Perception +9, Perform (orate) +10, 
  Profession (driver) +5, 
  Profession (meteorologist) +12, Sense 
  Motive+6
  Languages English
  SQ none
  Equipment Mastercraft Laptop, Mid-
  sized Luxury Sedan, Smartphone, Small 
  Condominium
  Using Tanaka: Tanaka could be a resource available to the characters; if they need to quickly 
  get a message on the local news, if they need help determining the potential locations of a 
  psychic, if they need access to a video recording studio, or if they need a scoop on in 
  fast-breaking news known to the news crew but which isn’t yet available to the public.
  Alternately, Tanaka might approach the characters having identified a potential nest of psychics 
  for investigation. She has advance knowledge of dangerous storm fronts, tornadoes, and other 
  weather events. Finally, her children are insatiably curious with strong mischievous streaks and 
  could easily become embroiled in another plot, kidnapped for ransom, or simply go missing. 
  
  23
  Notable Skulk:
  Beatriz Mendoza, a 
  junior executive of the 
  U.S. Branch of Albion 
  Petroleum, became a 
  R.E.A.C.T. irregular 
  when she stole and 
  publicized documents 
  proving the company’s 
  culpability in a series 
  of oil spills that 
  devastated South 
  American coastlines 
  throughout the late 
  1990s. After attempts 
  were made on her life, 
  Mendoza went into 
  hiding and continues 
  to help R.E.A.C.T. by 
  ensuring the upkeep of 
  various safehouses 
  across North America.
  Notable Skulk
  A former drug dealer 
  Lemuel Cody became 
  disgusted with his 
  then-business 
  associates when he 
  discovered they were 
  also engaged in 
  human trafficking. After 
  providing evidence 
  that got most of them 
  arrested, he used the 
  group’s connections to 
  infiltrate and destroy 
  another white slavery 
  ring. No one has heard 
  from Cody in several 
  months and opinions 
  are divided as to 
  whether his next 
  appearance will be to 
  announce the 
  destruction of another 
  criminal organization or 
  in a shallow grave.
  Modern Path Rules
  Female Human Modern Hero (path of dexterity)  
  Infiltrator Archetype 5
  Chaotic Good
  Init: +7; Senses normal; Perception +8
  DEFENSE
  AC 15,  touch 15, flat-footed 10 (+3 Dex, +1 class, +1 
  dodge)
  hp 32
  Fort +2, Ref +7, Will +2;
  OFFENSE
  Spd 40 ft
  Melee unarmed strike +4 (1d3+1 non-lethal)
  Ranged taser +6 (1d4 +DC 15 paralysis)
  STATISTICS
  Str 12, Dex 16, Con 12, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +4; CMD +7
  Feats Alertness, Dodge, Improved Initiative, Light Armor 
  Proficiency, Nimble
  Archetype Training Up My Sleeve
  “Now, I’m not saying that science and the bean-counters 
  don’t pay the bills, and I wouldn’t dream of disparaging 
  the importance of statistical regression-whatever but 
  math doesn’t exactly stand up in court, does it? Most of 
  the time you can’t even get a judge to understand that 
  stuff, let alone a jury.  No, if you really want to put the bad 
  guys away, you’ve actually got to get off your ass and go 
  out and get the evidence yourself. I’ve been shot at, 
  bitten, electrocuted, and ‘interrogated’ for hours 
  and I’m still here to do this job. The others 
  might say they accomplish more, but 
  nobody works harder.”
  The Archetypical Skulk
  The Archetypical Skulk
  Talents Fast, Increased Speed
  Traits Blue Collar 
  Skills Acrobatics +13, Appraise +1, Bluff +8, Climb +4, 
  Craft (mechanical) +1, Disable Device +11, Escape 
  Artist +10, Knowledge (business) +2, 
  Knowledge (local) +2, Knowledge (streetwise) +2, 
  Perception +9, Profession (driver) +6, Profession (factory 
  worker) +6, Sense Motive +5, Stealth +12, Sleight of 
  Hand +8, Swim +2
  Languages English
  SQ DR 3 (armor; 10% fortification)
  Equipment Backpack, Bolt Cutters, Caltrops, Encrypted 
  Radio Headset, Fake ID, Fingerprint Detector, Lock Picks, 
  Mechanical Tool Kit, Multipurpose Tool, Penlight, 
  Smartphone (with camera, Bonaf-ID app, & Master 
  Contractor v2.4.1 app), Smoke Grenades (x2), Taser, 
  Undercover Vest
  Using the Archetype: Use the archetype whenever you need stats for a Skulk and don’t have time to create one. 
  Use the archetype as a baseline when designing an antagonists base(s). The archetype should be able to easily 
  penetrate weak defenses but will likely need player character help against better-defended facility.
  If the player characters are short on stealth or undercover skills, an archetypical skulk can accompany them on a 
  mission to provide these necessary skills. They can also be assigned to routine (read: boring) tasks such as tailing 
  or maintaining  surveillance on a suspect, freeing up the player characters for more interesting and exciting tasks. 
  (Again, if the player characters start to abuse the goodwill of their coworkers, start charging for “favors” out of their 
  Requisitions budget). 
  The archetype can also be used as a player character if you have a late joiner to your group, or you’re  
  in a hurry to start play.
  
  24
  “Sounds like somebody’s having trouble getting over 
  Hump Wednesday.”
  A master hacker, Barker is the poster child for hiding in 
  plain sight. Overweight and smartly dressed with 
  immaculate make-up, Barker is indistinguishable from 
  thousands of other office drones. She peppers her 
  speech with banalities like “Thank God it’s Friday” and 
  seems to be genuinely inspired by motivational posters, 
  but beneath her veneer of complete mundanity lies a 
  calculating mind and devious cunning.
  This combination of tactical genius and bland 
  appearance has allowed Barker to hack her way into 
  dozens of corrupt corporations from the inside, usually by posing as an administrative 
  assistant or temporary worker. She appears so ordinary that she can walk into an office 
  building, sit down at the first empty desk she sees, hack the information she needs from the 
  computers, and walk back out with no one the wiser.
  Although most successful at exposing corporate corruption, Barker longs for more exciting 
  field work and has been dropping hints that she’d like to work more exotic cases.
  Elisha “Elusive” Barker
  Elisha “Elusive” Barker
  Modern Path Rules
  Female Human Modern Hero (path of 
  intelligence) Engineer Archetype 7
  Neutral Good
  Init: -1; Senses normal; Perception +11
  DEFENSE
  AC 10,  touch 10, flat-footed 9 (-1 Dex, +1 
  class)
  hp 38
  Fort +3, Ref +1, Will +7;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +4 (1d3-1 non-lethal)
  Ranged – 
  STATISTICS
  Str 9, Dex 9, Con 13, Int 14, Wis 14, Cha 15
  Base Atk +5; CMB +4; CMD +3
  Feats Combat Expertise, Computer Backdoor, 
  Computer Charm, Computer Code Monkey, 
  Computer Stealth, Deceitful, Skill Focus (bluff)
  Archetype Training Improved Kit, 
  Unflustered
  Difficulty Lightweight
  Talents Attentive, Savant, Trick 
  Traits White Collar 70
  Skills Bluff +14, Craft (electronic) +2, 
  Diplomacy +13, Disable Device +4, 
  Disguise +7, Knowledge (business) +17, 
  Knowledge (civics) +12, 
  Knowledge (local) +10, 
  Knowledge (popular culture) +11, 
  Knowledge (technology) +17, 
  Perception +11, 
  Profession (bureaucrat) +6, 
  Profession (driver) +5, Sense Motive +11
  Languages English
  SQ none
  Equipment  Briefcase, Disguise Kit, Fake 
  ID (x3), Smartphone w/ camera, 
  Masterwork Laptop in a battered case, 
  Thumbdrive with IC Breaking Software 
  and self-destruct switch
   +2 to defeat 
  computer security)
  Using Barker: Barker spends a good deal of time undercover. If she is discovered, the 
  player characters may be sent in as part of an extraction attempt. They may also request her 
  computer skills, should they need hacking or research. Over the course of her career she’s 
  amassed a tremendous body of knowledge about major corporations, their structure, and 
  their practices, and is an expert in all things corporate. 
  
  25
  “Spare some change?”
  An illegitimate child of a Bangalore prostitute, Asawa 
  mastered the art of being unobtrusive early in life. Chronically 
  malnourished, going unseen was the best way to avoid the 
  larger, healthier children from assaulting him. Asawa would 
  have had a short, brutal life were it not for a R.E.A.C.T. team 
  investigating an underground cyber-clinic. Asawa’s help 
  proved to be indispensable for acquiring key evidence used to 
  shut down the clinic and prosecute the doctors involved.
  Recognizing his talent and cunning intellect, the R.E.A.C.T. 
  team arranged for him to go to school and provided him a 
  monthly stipend that, while extremely modest, drastically 
  improved his lifestyle. In exchange, Asawa helps out however 
  he can, usually by providing R.E.A.C.T Team Bangalore with 
  street-level information and help on the occasional 
  surveillance mission.
  Six years later, Asawa is an accomplished Irregular.  He is now entering young adulthood 
  and looks forward to working with R.E.A.C.T. full time in the future. 
  Sanjay “Ferret” Asawa
  Sanjay “Ferret” Asawa
  Modern Path Rules
  Male Human Modern Hero (path of dexterity) 
  Martial Artist Archetype 4
  Neutral
  Init: +3; Senses normal; Perception +3
  DEFENSE
  AC 13,  touch 13, flat-footed 10 (+3 Dex)
  hp 26
  Fort +2, Ref +7, Will +2;
  OFFENSE
  Spd 30 ft
  Melee dagger +4 (1d4+1) or unarmed strike 
  +4 (1d3+1 non-lethal)
  Ranged thrown dagger +6 (1d4+1)
  STATISTICS
  Str 13, Dex 16, Con 13, Int 8, Wis 13, Cha 13
  Base Atk +3; CMB +4; CMD +7
  Using Asawa: Asawa overhearing something that alerts him to a future crime is the most 
  obvious way to introduce him. If he finds out about a potential drug smuggling operation, 
  human trafficking, or missing persons he will naturally report this information to R.E.A.C.T. 
  and the player characters would be assigned. Extortion rings, blackmailers,and any other 
  street-level crimes are also possibilities. 
  On the other hand, Asawa brings a considerable amount of street-savvy and stealth 
  capabilities to the table. He could work with the player characters as an advance scout, local 
  guide, or cultural adviser.
  Feats Combat Expertise, Computer 
  Backdoor, Computer Charm, Computer 
  Code Monkey, Computer Stealth, 
  Deceitful, Skill Focus (bluff)
  Archetype Training Dodge
  Talents Damage Reduction 2
  Traits Drifter 
  Skills Bluff +7, Craft (mechanical) +5, 
  Escape Artist +9, Knowledge (local) +6, 
  Knowledge (streetwise) +6, 
  Perception +3, Sleight of Hand +9, 
  Stealth +10, Survival +9
  Languages Hindi
  SQ DR 2 (talent)
  Equipment Cherished Masterwork 
  Throwing Dagger
  
  26
  “Sure, it’s just a desk job. For forty-eight weeks 
  out of the year. But then you spend a month 
  guarding relief food so that it doesn’t get stolen by 
  guerilla forces. Or suddenly you and your sandbags 
  are the only thing separating a thriving town from a 
  floodplain. Or you’ve had to look into the eyes of a 
  crowd of children and apologize that they won’t be 
  among the ten people getting inoculations today, well, 
  a desk job starts looking pretty good.”
  Logistics Division
  The Archetypical Bean-Counter
  Logistics Division
  The Archetypical Bean-Counter
  Notable  
  Logistics Staff:
  A former criminal 
  profiler for the F.B.I.  
  Sarah Rodriguez, 
  suffered a near-nervous 
  breakdown from the 
  stress of second-
  guessing psychopaths. 
  Unwilling to further risk 
  her sanity by pursuing 
  criminals, she 
  eventually became  
  R.E.A.C.T.’s Director of 
  Marketing where she 
  uses her insight into 
  human psychology to 
  frame R.E.A.C.T. and 
  it’s products in a 
  positive light.
  Notable  
  Logistics Staff:
  Dr. Byron Winchester is 
  the official R.E.A.C.T. 
  liaison to Doctors 
  Without Borders. 
  Although primarily 
  involved in fund raising, 
  Winchester also 
  coordinates operations 
  between the two 
  organizations and is 
  responsible for 
  developing a multi-
  lingual rapid training 
  program for medical 
  aid workers.
  Modern Path Rules
  Female Human Modern Hero (path of dexterity) 
  Soldier Archetype 5
  Lawful Neutral
  Init: +2; Senses normal; Perception +7
  DEFENSE
  AC 13,  touch 13, flat-footed 10 (+2 Dex, +1 
  classl)
  hp 28
  Fort +1, Ref +6, Will +2;
  OFFENSE
  Spd 30 ft
  Melee machete +4 (1d6+1)
  Ranged H&K MP5 +6 (2d6+2)
  STATISTICS
  Str 12, Dex 14, Con 11, Int 12, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD +6
  Feats Dazzling Display, Dodge, Endurance, 
  Light Armor Proficiency, Weapon 
  Focus (submachine gun)
  Archetype Training Tactical Defense
  Talents Coordinate, Inspiration
  Traits Military 
  Skills Climb +2, Diplomacy +7, 
  Intimidate +8, Knowledge (civics) +3, 
  Knowledge (local) +4, 
  Knowledge (streetwise) +7, 
  Knowledge (tactics)  +8, Linguistics +3, 
  Perception +7, Profession (driver) +6, 
  Profession (soldier) +3, Survival +6, 
  Swim +2
  Languages English, Arab, Farsi, Greek
  SQ DR 3 (armor; 10% fortification)
  Equipment Camouflage Fatigues, First 
  Aid Kit, Flashlight, GPS Receiver, Ford 
  F150 Pickup Truck, Light Duty Vest, 
  Machete, H&K MP5 (2d6+2, 40’ 15 
  ammo), Multipurpose Tool, Pepper 
  Spray, Smart Satellite Phone w/ Master 
  Contractor v2.4.1, Search and Rescue 
  Kit, Masterwork Laptop, Taser
  Using the Archetype: Use the archetype whenever you need stats for a Bean-Counter and 
  don’t have time to create one. Every R.E.A.C.T. facility has at least one Bean-Counter 
  assigned where they act as quartermaster, travel agent, administrative assistant, and liaison 
  to the larger organization. Every player character must interact with a Bean-Counter at some 
  point, if only to ensure that their paperwork is filled out in a timely manner.
  While not as expert a combatant as most Security personnel or as practiced a researcher as 
  the average member of the Intelligence division, Bean-Counters can substitute for either role 
  on a mission in a pinch. The archetype can also be used as a player character if you have a 
  late joiner to your group, or you’re in a hurry to start play.
  
  27
  “I love to get behind the wheel and get competitive... sound just like him, don’t I?”
  Frank Borkowski is a speed junky, but not the kind you shoot, snort, or smoke. He lives for 
  the feel of acceleration on his body and is never happier than when racing across the 
  country at breakneck speed. His affection for ridiculously fast cars and his passing 
  resemblance to Jason Statham are responsible for his nick-name. For his part, Borkowski 
  cultivates a “tough guy” image as he much prefers “Transporter” to his handle in high school: 
  “Bork the Dork”.
  As a full-time R.E.A.C.T. Fellow, Borkowski works as a courier, carrying people, messages, 
  and transplant organs remarkable distances in ridiculously short amounts of time. If you 
  need to get somewhere fast without a paper trail, Borkowski’s your man.
  Franklin “Transporter” Borkowski
  Franklin “Transporter” Borkowski
  Using Borkowski: Borkowski is most easily introduced as a deus ex machina for getting the 
  player characters somewhere in a hurry. Security-heavy teams could be sent as protection 
  during a delivery mission where they’ll have to not only fend off enemies but also work very 
  hard to keep up. Alternately, he could simply be used as a courier, delivering ultra-secure 
  messages to headquarters or delivering a crucial piece of equipment  in the field.
  If the player characters get in over their heads or pinned down with no escape route, 
  Borkowski might come to their rescue, hauling away wounded in his turbo-charged car and 
  clearing a path for the others. Finally, if they need someone to impersonate Jason Statham at 
  distances over 50 feet, he’s your man.
  Modern Path Rules
  Male Human Modern Hero (path of dexterity) 
  Engineer Archetype 5
  Chaotic Good
  Init: +6; Senses normal; Perception +2
  DEFENSE
  AC 15,  touch 15, flat-footed 10 (+3 Dex, +1 
  dodge, +1 Class)
  hp 33
  Fort +2, Ref +7, Will +2;
  OFFENSE
  Spd 30 ft
  Melee machete +4 (d6)
  Ranged Glock +7 (2d6+2)
  STATISTICS
  Str 12, Dex 16, Con 13, Int 10, Wis 12, Cha 13
  Base Atk +3; CMB +4; CMD +7
  Feats Dodge, Skill 
  Focus (profession [driver]), Vehicle 
  Dodge, Vehicle Expert
  Archetype Training Sabotage
  Talents Evasion, Fast
  Traits Technician 
  Skills Craft (mechanical) +8, 
  Disable Device +10, 
  Knowledge (geography) +8, 
  Knowledge (local) +8, 
  Knowledge (streetwise) +8, 
  Knowledge (technology) +5, 
  Perception +9, Profession (driver) +15, 
  Sleight of Hand +10
  Languages English
  SQ none
  Equipment Glock 17 (2d6+2 30’ 17 
  ammo), Mechanical Tool Kit, 
  Multipurpose Tool, Radar Detector, 
  Souped Up Chevy Corvette w/ 
  Runflat Tires
  
  28
  “Who me?”
  With outstanding arrest warrants against him in at 
  least 5 different countries, Juanito Chicatriz is a 
  Robin Hood figure to much of Central and South 
  America. Although he doesn’t technically “rob” from 
  the rich, he routinely reclaims medicine and food 
  that have been confiscated by rogue military units 
  and profiteers and ensures that it gets distributed to 
  the intended recipients.
  His antics have made enemies of warlords, 
  insurgents, and guerrilla leaders across two 
  continents, making Chicatriz justifiably paranoid. 
  Partly due to concern for his safety, and partly due 
  to embarrassment for his acne-scarred cheeks, 
  Chicatriz is famous for adopting a variety of 
  disguises, many of which feature prominent facial 
  scars far more distracting than the minor damage 
  he’s trying to conceal. He guards his birth name 
  zealously for fear of retaliation against his family. He 
  can duplicate accents flawlessly, making it 
  impossible even to identify his country of origin. 
  These same skills also enable him to vanish into any 
  crowd and blend in seamlessly into nearly any culture.
  As an extremely dedicated R.E.A.C.T. Irregular, Chicatriz has attained legendary status for 
  his courageous delivery of antibiotics to the disease-stricken village of San Ignacio. Because 
  profiteering soldiers had blocked all roads, Chicatriz was forced to carry the medicine himself 
  through treacherous swamps, avoiding troops and ravenous caiman over the course of no 
  less than 5 trips in and out. For this and countless other heroic acts, he’s been repeatedly 
  considered for Fellowship but is thought to be too much of a loner and a wild card.
  Short and a somewhat stocky, Chicatriz is surprisingly strong and nimble. His appearance is 
  otherwise nondescript except for his pockmarked cheeks. A self-proclaimed master of 
  disguise, he’s seldom seen without at least one artificial and easily remembered feature such 
  as a large mustache, eye-patch or fake teeth. He avoids public acclaim, preferring one-on-
  one interactions where he tends to behave quietly and mild-mannered.
  Juanito Chicatriz (a.k.a. Scarface Johnny)
  Juanito Chicatriz (a.k.a. Scarface Johnny)
  Using Chicatriz: Chicatriz is an expert on virtually every inch of Central America and can 
  act as a guide throughout the region, although it’s just as likely that he will be in charge of 
  the mission and the player characters are sent to back him up. The most challenging part of 
  working with Chicatriz will be finding him; his many enemies have made him elusive and 
  justifiably paranoid. It’s conceivable that he won’t reveal himself to the player characters, 
  staying in disguise for the duration of their interaction.
  It’s also possible that Chicatriz could approach the player characters for protection if he feels 
  one of his pursuers is closing in on him.
  Modern Path Rules
  
  29
  Modern Path Rules
  Male Human Modern Hero (path of dexterity) 
  Personality Archetype 6
  Chaotic Good
  Init: +6; Senses normal; Perception +2
  DEFENSE
  AC 13,  touch 13, flat-footed 10 
  (+2 Dex, +1 Class)
  hp 39
  Fort +3, Ref +7, Will +3;
  OFFENSE
  Spd 30 ft
  Melee machete +4 (d6)
  Ranged Pathfinder +6 (2d4)
  STATISTICS
  Str 11, Dex 15, Con 13, Int 10, Wis 12, Cha 16
  Base Atk +4; CMB +4; CMD +6
  Feats Acrobatic Moves, Dodge, Endurance, 
  Improved Initiative, Light Armor Proficiency, 
  Nimble Moves
  Archetype Training Talk Down, Winning Smile
  Difficulty Hunted (drug cartels)
  Talents Evasion, Fast Talk
  Traits Rural 
  Skills Acrobatics +7, Climb +3, 
  Bluff +14, Disable Device +4, 
  Disguise +14, Handle Animal +9, 
  Knowledge (local) +7, 
  Knowledge (streetwise) +7, 
  Knowledge (tactics) +2, Linguistics +1, 
  Profession (driver) +4, Sense Motive +4, 
  Stealth +10, Survival +7
  Languages Spanish, English
  SQ DR 3 (armor; 10% fortification)
  Equipment Binoculars, Blasting 
  Caps (x4), Bolt Cutters, C4 explosive 
  (4x 1lb blocks), Chemical Light 
  Sticks (x10), Disguise Kit, Duct Tape, 
  Undercover Vest, GPS Receiver, Knife, 
  Machete, Mechanical Tool Kit, Mesh 
  Vest, Pathfinder Revolver (2d4, 20’ 6 
  ammo), Radio Control Detonator, Rope 
  (300 ft.), Sleeping Bag, Tent
  
  30
  “Sure, it’s easy to say that us lab-jockeys don’t face any real 
  danger. We don’t have to dodge bullets or sneak through 
  sewer tunnels at night, that’s true. But if you knew half of 
  what I know about the microorganisms that crawl on your 
  skin and what they’re doing... you’d never leave a level four 
  clean room, ever again.”
  “Now, if you’ll excuse me, I have to do some tests on this 
  young gentleman. It seems we can identify only about 40% 
  of his genes as human.”
  Research Division
  The Archetypical Egghead
  Research Division
  The Archetypical Egghead
  Modern Path Rules
  Male Human Modern Hero (path of 
  intelligence) Physician Archetype 5
  Lawful Neutral
  Init: +1; Senses normal; Perception +11
  DEFENSE
  AC 13,  touch 13, flat-footed 10 
  (+1 Dex, +1 dodge, +1 class)
  hp 27
  Fort +1, Ref +2, Will +5;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +4 (1d3-1 non-lethal)
  Ranged Glock +7 (2d6+2)
  STATISTICS
  Str 9, Dex 13, Con 11, Int 16, Wis 13, Cha 9
  Base Atk +5; CMB +6; CMD +5
  Feats Agile Maneuvers, Combat Expertise, 
  Dodge, Improved Disarm, Mobility, Weapon 
  Focus (Glock)
  Difficulty Socially Awkward
  Archetype 
  Training 
  Medical 
  Specialist
  Talents Exploit 
  Weakness, 
  Plan
  Traits Academic 
  Skills Craft (chemical) +12, 
  Craft (pharmaceutical) +15, Heal +14, 
  Knowledge (behavioral sciences) +11, 
  Knowledge (earth and life sciences) +14, 
  Knowledge (technology) +14, 
  Perception +11, Profession (driver) +4, 
  Profession (researcher) +10, Stealth +3
  Languages English
  SQ none
  Equipment Masterwork Chemistry Kit, 
  Masterwork Evidence Kit, Duct Tape, 
  Fingerprint Detector, Flash Goggles, Glass 
  Breaker, Glock 20 (2d6+2, 30’ 20 ammo), 
  Penlight, Pharmacist Kit, Smartphone with 
  camera, Bonaf-ID app, Eye Rekon app, 
  Masterwork Laptop
  Using the Archetype:  Use the archetype whenever you need stats for an Egghead and 
  don’t have time to create one. Eggheads can help the players by performing laboratory and 
  medical testing, analyzing substances, and any other services that you’d see in a medical 
  drama or forensics investigation television show.
  Few eggheads regularly go on missions; most prefer to stay in the lab and only go into the 
  field when their expertise is called for or the mission specifically pertains to their area of 
  specialty. If the players need genetic testing on a suspected mutant or field cybernetic 
  repairs, they can call the Research division for help.  Many have medical training and are 
  generally capable of administering first aid to wounded characters. Eggheads are also skilled 
  inventors and could have new devices ready for the players to test in the field. 
  
  31
  “It so totally is not a magnesium alloy. The laser 
  spectrometer, like, says it has more of a tin-titanium thing 
  going on fer sure.”
  Perhaps the world’s leading material scientist, Volokov dreams 
  of a world of self-assembling machinery, feather-light vehicles 
  that consume almost no fuel and cheap, nigh indestructible 
  housing. Unfortunately, the current state of technology is a 
  constant disappointment for her. Even so, she’s had a few 
  successes, including the memory metals that are the core of 
  the R.E.A.C.T. replacement heart.
  Volokov comes from a long line of academics, scholars, and 
  university professors, but is the first to specialize in one of the 
  engineering sciences. Her family has traditionally favored 
  history, psychology, and medicine, making her something of a 
  black sheep in the Volokov clan. She further defied tradition by leaving her beloved mother 
  Russia to live and study in the west. Eager to fit in, she quickly adopted the dress and 
  mannerisms of the stereotypical California airhead. This ruse proved to be a little too effective 
  and she found few interviewers willing to offer her a job in the industrial fields she sought.
  Instead she languished in academia, publishing papers that were perfect in theory, but she 
  was unable to get access to foundries and the necessary equipment to test them. Luckily, for 
  her, those papers crossed Dr. Mehta’s desk and after the usual evaluation period, he 
  personally offered her Fellowship in R.E.A.C.T. Delighted to finally have the opportunity to 
  actually do experiments and to develop her ideas, she immediately accepted and has served 
  with distinction ever since.
  A statuesque blonde, Volokov has worked hard to eliminate her native accent and to replace 
  it with American slang, with occasionally comedic results. Despite her bimbo-esque 
  affectations, she’s an off-the-charts genius who’s usually four steps ahead in any 
  conversation or logical problem.
  Sonja “Sunny” Volokov
  Sonja “Sunny” Volokov
  Using Volokov:  Despite her airhead demeanor, Volokov is still essentially a traditional 
  scientist, albeit one more athletic than most. A skilled swimmer and diver, she could 
  accompany the player characters on aquatic adventures.
  Volokov’s research leads her to develop lighter, stronger materials, giving her plenty of 
  miniaturized devices for the player characters to try out. She is also capable of concocting 
  especially potent explosives, acids that only dissolve select substances, fire-quenching 
  pellets, and many other scientific wonders should the player characters request them.
  Researcher 
  of Note:
  Peter Rice, an 
  engineer and 
  founding member of 
  R.E.A.C.T., worked 
  directly with Dr. Meta 
  to develop a 
  cost-effective way to 
  make sea water 
  drinkable. Despite 
  being HIV positive, 
  Rice worked tirelessly 
  to give the world 
  clean water. Sadly, 
  while supervising a 
  swamp draining 
  project, he 
  contracted malaria 
  and passed away 
  in 2001.
  Modern Path Rules
  
  32
  Although her family are respected academics, none of them are exceptionally wealthy and 
  are subject to financial stress from unexpected medical bills, gambling, or simply being fired. 
  This in turn makes them vulnerable to manipulation from criminal groups – and Volokov may 
  turn to the players for help in resolving familial issues.
  Using Crustacean: (next page) Crustacean is most readily used as an emergency medic 
  when the player characters need to be patched up and circumstances prevent them from 
  going to a hospital. Her clinic and laboratory have virtually the same machinery and testing 
  capabilities as a medium-sized hospital – and other, less common equipment such as gene 
  sequencers. Should the players need additional research facilities, Dr. C’s is the place.   
  As a veterinarian that treats large animals, she has access to a wider variety and greater 
  amount of anesthetics and tranquilizers than most doctor’s offices. These can be useful if the 
  players need to subdue but not kill a particularly tough foe. She may also come to characters 
  in order to report a mutant animal or help with an animal plague.
  Modern Path Rules
  Diplomacy +5, Disable Device +9, 
  Knowledge (physical sciences) +19, 
  Knowledge (popular culture) +9, 
  Knowledge (technology) +19, 
  Linguistics +5, Perception +10, 
  Profession (metallurgist) +12, Repair +9, 
  Sense Motive +5, Survival +2, Swim +8
  Languages Russian, English
  SQ none
  Equipment Mechanical Toolkit, 
  Chemistry Kit, Masterwork Evidence Kit, 
  Duct Tape, Fingerprint Detector, Flash 
  Goggles, Glass Breaker, Glock 20 w/ 
  laser sights (2d6+2, 30’ 17ammo), 
  Penlight, Pharmacist Kit, Smartphone 
  with camera, Bonaf-ID app, Eye Rekon 
  app, Masterwork Laptop, Taser
  Female Human Modern Hero (path of 
  intelligence) Engineer Archetype 7
  Neutral Good
  Init: +1; Senses normal; Perception +10
  DEFENSE
  AC 12,  touch 12, flat-footed 10 (+1 Dex, +1 
  class)
  hp 38
  Fort +2, Ref +4, Will +5;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +3 (1d3-2 non-lethal)
  Ranged Glock +8 (2d6+2)* or taser +7 (1d4 DC 
  15 Fort or 1d6 paralysis)
  STATISTICS
  Str 7, Dex 13, Con 10, Int 18, Wis 13, Cha 13
  Base Atk +5; CMB +3; CMD +4
  Feats Educated (physical sciences, technology), 
  Focused Shot, Lightning Reflexes, Point Blank 
  Shot, Precise Shot, 
  Archetype Training Engineered Improvisation, 
  Superior Repair
  Talents Evasion, Ignore Hardness, Savant
  Traits Technician
  Skills Acrobatics +6, 
  Bluff +5,Craft (chemical)+14, 
  Craft (mechanical) +14, Craft (electronics) +14, 
  *Distances over 30’ 
  negate the +1 bonus 
  to hit and damage 
  from Point Blank Shot. 
  Distances over 30’ or 
  daylight negates the 
  +1 bonus from a 
  laser sight.
  
  33
  “What is it this time?”
  Sandra Crustacean likes animals – the furry, four-legged kind – 
  much more than she does people. Experiencing a mild form of 
  autism, Crustacean has difficulty relating to other humans but 
  has an incredible degree of empathy for quadrupeds. Graduating 
  at the top of her class from Cornell’s veterinary medicine 
  program, she founded one of the top large animal veterinary 
  clinics in the U.S.A. There, she frequently partners with R.E.A.C.T. 
  on various medical research projects.
  Dr. Crustacean’s clinic has another function, one never 
  mentioned in any official paperwork. After-hours Dr. Crustacean 
  has been known to provide covert medical treatment for 
  R.E.A.C.T. agents that have been injured on various missions.  
  Although this practice is completely illegal, many agents prefer to 
  be treated in a place that doesn’t automatically file a police report 
  for every gunshot wound. Crustacean provides curt but expert 
  care – to humans. She enthusiastically dotes on her animal 
  patients and makes a point of sneaking each of them a treat at 
  least once throughout the day.
  Crustacean is especially interested in mutation and its causes. In part this stems from 
  intellectual curiosity but the strange scars along her upper left arm may also be a factor. She 
  typically wears long-sleeve shirts to cover them but those who’ve glimpsed them say they 
  resemble unusually large cat bites.
  Doctor Sandra Crustacean
  Doctor Sandra Crustacean
  Researcher 
  of Note:
  Despite having been 
  born into an extremist 
  cult, Penitence Whyte 
  developed a keen and 
  inquisitive mind and 
  taught herself how to 
  access the forbidden 
  internet. There she 
  noted similarities 
  between the cult’s 
  bizarre doctrines and 
  recent astrophysical 
  discoveries, and 
  managed to publish a 
  scientific paper on the 
  topic. Intrigued by her 
  theories, but confused 
  about the scientific 
  validity of “The 
  Prophecies of Zoster”, 
  R.E.A.C.T. sent a team 
  to verify Whyte’s data. 
  The cult leaders 
  misinterpreted their 
  interest and the 
  resulting shootout 
  ultimately ended with 
  most of the cult arrested 
  or in hiding. Whyte was 
  surprised to find that 
  there was an entire 
  organization of curious 
  truth-seekers just like 
  her and the R.E.A.C.T. 
  team was surprised to 
  find that Whyte was only 
  14 years old.
  Since then, Whyte’s 
  unorthodox world view 
  and fresh perspective 
  have been a source of 
  delight and frustration 
  for her fellow 
  researchers who are 
  often uncertain if her 
  insights are inspired 
  and accurate or merely 
  fascinatingly misleading. 
  Dr. Meta himself has 
  been quoted as saying 
  “That girl will single-
  handedly either 
  advance the world’s 
  scientific knowledge by 
  five years or set it back 
  by ten.”
  Modern Path Rules
  Female Human Modern Hero (path of 
  intelligence) Physician Archetype 4
  Neutral Good
  Init: +1; Senses normal; Perception +10
  DEFENSE
  AC 12,  touch 12, flat-footed 10 (+1 Dex, +1 
  dodge)
  hp 22
  Fort +2, Ref +4, Will +5;
  OFFENSE
  Spd 30 ft
  Melee scalpel +5 (1d4+2), unarmed strike 
  +5 (1d3+2 non-lethal)
  Ranged – 
  STATISTICS
  Str 14, Dex 12, Con 11, Int 14, Wis 14, Cha 10
  Base Atk +3; CMB +6; CMD +7
  Feats Defensive Combat Training, 
  Dodge, Educated (business; earth and 
  life sciences), Skill Focus (handle 
  animal)
  Archetype Training Calming Touch
  Talents Healing Knack, Healing Touch
  Traits Rural
  Skills Craft (pharmaceuticals) +10, 
  Diplomacy +3, Handle Animal +11, 
  Heal +9, Knowledge (business) +9, 
  Knowledge (current events) +5, 
  Knowledge (earth and life 
  sciences) +11, Knowledge (local) +5, 
  Perception +8, Profession (driver) +5, 
  Profession (veterinarian) +8, 
  Survival +7
  Languages English
  SQ none
  Equipment Ford Crown Victoria, Horse 
  Tranquilizers (as injectable blue whinnis 
  poison), Medical Kit, Medical 
  Laboratory, Scalpel (1d4), Syringe
  
  34
  “ID? I need to see some identification... Oh, it’s you! 
  Hey. You wouldn’t believe some of the stuff I’ve seen 
  on this job. You got your geniuses that can’t remember 
  where their car keys are, you got your James Bond 
  wanna-bes, and you got people in the trenches like 
  me. Some of these guys, I just dunno about. They 
  traipse all around the world doin’ the stupidest shit – 
  and they expect me to keep them safe while they do 
  it? Like it’s my fault they get captured by rebel forces 
  when I said not to go into the rainforest in the first 
  place? It’s crazy. But I guess if I don’t tie their 
  shoelaces and wipe their noses, nobody will.”
  “Yeah? No, I was serious. You ain’t getting’ in without 
  identification. Maybe you want to talk it over with my 
  friend Billy? You can call him Mister Club.”
  Security Division
  The Archetypical Sergeant
  Security Division
  The Archetypical Sergeant
  Using the Archetype:  Use the archetype whenever you need stats for a Sergeant and don’t 
  have time to create one. You can also use the Sergeant archetype as a base level defender 
  when designing antagonists. If your plot calls for an assassin or spy to break into a R.E.A.C.T. 
  base, they’ll need to be at least sneaky enough to get past a generic Sergeant. 
  Still, it’s a mistake to use Sergeants as foot soldiers. They’re more like officers, each is 
  responsible for leading a group of “ordinary” private security staff. Their organizational and 
  leadership skills are among their most important skills.
  The archetype can also be used as a player character if you have a late joiner to your group, 
  or you’re in a hurry to start play.
  Notable  
  Security Agent:
  The quintessential 
  garrulous drill 
  sergeant, Hernan 
  Sosa is the primary 
  self-defense and 
  martial arts trainer for 
  the Buenos Aires 
  facility. At one point 
  or another he has 
  personally beaten up 
  almost all of the 
  R.E.A.C.T. security 
  personnel during 
  training. A staunch 
  advocate of “tough 
  love”, Sosa strongly 
  believes that harsh 
  treatment is the best 
  way to prepare his 
  fellows for the 
  realities of hand to 
  hand combat. Many 
  consider him to be a 
  sadistic psychopath 
  only to discover that 
  their hatred of him 
  drives them to 
  greater heights of 
  combat excellence. 
  Is it an act? Or is 
  Sosa just one bad 
  day away from 
  snapping? Only his 
  psyche profile says 
  for sure, and it’s 
  classified.
  Modern Path Rules
  Archetype  
  Training 
  Close  
  Combat Shot
  Talents Damage Reduction 1, Melee 
  Smash
  Traits Investigative
  Skills Climb +7, Craft (mechanical) +2, 
  Intimidate +10, Knowledge (civics) +4, 
  Knowledge (local) +2, 
  Knowledge (streetwise) +5, 
  Perception +6, Profession (driver) +7, 
  Sense Motive +7, Survival +2, Swim +4
  Languages English
  SQ Damage Reduction 6  (+1 talents, +5 
  armor, 15% fortification)
  Equipment Camouflage Fatigues, 
  Encrypted Radio Headset, Gas Mask, 
  Handcuffs, Light Duty Vest, Multi-
  purpose Tool, Night Vision Goggles, 
  Pepper Spray, Ruger Service Six (2d6+1 
  30’ 6 ammo), Security Uniform, 
  Smartphone w/ camera, Bonaf-ID app, & 
  Eye-rekon app), Tap Detector, Tonfa
  *Distances over 30’ 
  negate the +1 to hit 
  and damage bonus 
  from Point Blank 
  Shot.
  Female Human Modern Hero (path of strength) 
  Soldier Archetype 5
  Lawful Neutral
  Init: +1; Senses normal; Perception +6
  DEFENSE
  AC 12,  touch 12, flat-footed 10 
  (+1 Dex, +1 class)
  hp 33
  Fort +5, Ref +2, Will +2;
  OFFENSE
  Spd 30 ft
  Melee tonfa +8 (1d4+2) or unarmed strike +8 
  (1d3+3 non-lethal)
  Ranged Ruger +7 (2d6+2)*
  STATISTICS
  Str 16, Dex 13, Con 13, Int 11, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD +9
  Feats Improved Grapple, Improved Unarmed 
  Strike, Intimidating Prowess. Point Blank Shot, 
  Precise Shot
  Using the Archetype:  Use the archetype whenever you need stats for a Sergeant and don’t 
  have time to create one. You can also use the Sergeant archetype as a base level defender 
  when designing antagonists. If your plot calls for an assassin or spy to break into a R.E.A.C.T. 
  base, they’ll need to be at least sneaky enough to get past a generic Sergeant. 
  
  35
  “The ball park? That’s generally too well lit for mutants. No, 
  this feels more like a gang thing. Crips, M-13 maybe”
  A typical, hard-boiled New York City cop, Paredes had a bright 
  detective career ahead when he stumbled into a clan of subway 
  tunnel-dwelling cannibal Anthropophagic mutants while 
  investigating gang activity. Through luck and sheer determination, 
  he managed to shoot his way back to the surface – only to 
  encounter disbelief in his account.
  Paredes had worked with R.E.A.C.T. investigators on previous 
  cases and contacted the organization for advice on what to do 
  next. The next day he found himself at the fore-front of a squad of 
  bio-hazard-suited R.E.A.C.T. Security Irregulars, storming the 
  subway tunnels to expunge the mutants. After a successful operation, the R.E.A.C.T. agents 
  advised him to report it as a raid on a subterranean meth lab. Paredes complied and joined 
  R.E.A.C.T. as an Irregular, helping out however he could. As time progressed, he felt that he 
  could make a greater contribution as a R.E.A.C.T. Fellow than as a cop and petitioned to join 
  full-time. R.E.A.C.T. agreed, but felt that his greatest assets were his street-savvy and local 
  connections. As a result, Paredes is one of the few Fellows not assigned to a permanent 
  base but instead works out of New York City, striving to protect the citizenry from covert 
  groups of mutants.
  Recently, Paredes discovered that he carries a portion of the Anthropophagic genome, 
  which may explain his unerring instinct for locating other mutants. The genes have begun to 
  slowly express as he ages. So far the physical changes have been subtle and have gone 
  unnoticed by the rest of the organization. Paredes is still struggling to come to terms with the 
  news. He fears that if he confesses, he’ll spend the rest of his life as a lab rat but would also 
  rather die than become one of the ravening beasts he’s so often battled.
  Bernardo “Bolt” Paredes
  Bernardo “Bolt” Paredes
  Using Paredes:  Use Paredes whenever the player characters need a contact in New York 
  City. He is capable of acing as additional muscle or in an investigative capacity. His 
  connections in the police force as well as his personal network of informants make him an 
  excellent guide to the city. Legal or illegal, he knows where you can get it and who the major 
  players will be.
  If his condition becomes known, he also serves as an object lesson: Mutants are still 
  thinking, feeling beings and had their own lives before their transformation. Many, such as 
  Paredes, struggle to hold on to their humanity for as long as they possibly can.
  Paredes typically works alone. While he can count on his cop buddies to back him up most of 
  the time, they require solid, legally obtained, evidence to act. It’s entirely likely that Paredes 
  could discover a menace too big for him to handle by himself without also finding sufficient 
  proof to justify a police investigation. He could easily send for the player characters to help 
  him. Alternately, if he disappears and/or stop filing reports for an extended period of time, 
  R.E.A.C.T. may send the players in to find out what happened to him.
  Notable  
  Security Agent:
  Almost since birth 
  Kioshi Seto wanted to 
  be a sumo wrestler 
  but, to his eternal 
  shame, grew into a 
  narrow build with 
  slender bones 
  despite rigorous 
  exercise and 
  extensive 
  experimentation with 
  anabolic steroids. 
  Desperate, he 
  gambled the last of 
  his money on an 
  implant that was 
  supposed to cause 
  growth by stimulating 
  the pituitary gland. 
  Instead it left him in a 
  constant state of 
  murderous rage 
  – which in turn 
  resulted in him being 
  perpetually 
  tranquilized in a 
  Kyoto mental 
  institution. Years 
  passed before the 
  implant was detected 
  and it was months 
  more before a 
  sufficiently brave and 
  talented surgeon was 
  found to remove it: Dr. 
  Sunlil Mehta himself. 
  In gratitude, Seto has 
  served as Dr. Mehta’s 
  primary bodyguard 
  ever since.
  Modern Path Rules
  Still, it’s a mistake to use Sergeants as foot soldiers. They’re more like officers, each is 
  responsible for leading a group of “ordinary” private security staff. Their organizational and 
  leadership skills are among their most important skills.
  The archetype can also be used as a player character if you have a late joiner to your group, 
  or you’re in a hurry to start play.
  
  36
  Bernardo “Bolt” Paredes
  Bernardo “Bolt” Paredes
  Modern Path Rules
  *Distances over 30’ 
  negate the +1 bonus 
  to hit and damage 
  from the Point Blank 
  Shot feat.
  Male Human Modern Hero 7 (path of wisdom) 
  Investigator archetype
  Neutral Good
  Init: +0; Senses darkvision, telescopic vision; 
  Perception +1
  DEFENSE
  AC 14,  touch 14, flat-footed 10 (+2 Dex, +2 
  class)
  hp 38
  Fort +2, Ref +4, Will +8;
  OFFENSE
  Spd 30 ft
  Melee tonfa +7 (2d4+2) or unarmed strike (1d3 
  + 1d4+2)
  Ranged Glock +9 (2d6+3)* or HK MP5 +9 
  (2d6+3)*, or Sawed-off Shotgun +8 (2d8+4)*
  STATISTICS
  Str 14, Dex 15, Con 12, Int 11, Wis 16, Cha 10
  Base Atk +5; CMB +0; CMD +0
  Feats  Anthropophagic Mutant, Far Shot, Point 
  Blank Shot, Precise Shot, Streetfighting
  Archetype Training Analyze Clue, 
  Deduction
  Talents Armor Class Bonus, Enemy 
  Faction (mutants)
  Traits Law Enforcement
  Skills Bluff +3, Diplomacy +7, 
  Intimidate +8, Knowledge (civics) +6, 
  Knowledge (local) +3, 
  Knowledge (streetwise) +9, 
  Profession (cop) +8, 
  Profession (driver) +9, Sense 
  Motive +12, Stealth +4
  Languages English
  SQ DR 3 (armor 15% fortification), 
  Mutations (darkvision, low-light vision, 
  mutant agility, mutant urge (cannibalism 
  DC 10), telescopic vision)
  Equipment Chemical Light Sticks 
  (x12), Gas Mask, Glock 17 (2d6+2 30’ 
  17 ammo), Halogen Flash Light, HK 
  MP5 Sub-machine Gun (2d6+2 40’ 15 
  ammo), Sawed-off Shotgun (2d8+3 10’ 
  2 ammo), Smartphone w/ camera & 
  Bonaf-ID app, Tonfa, Undercover Vest
  
  37
   
  “You hit like a girl.”
  A victim of childhood abuse, Ciccone grew up angry and violent. She formed her own gang 
  at the age of 13 which perpetrated numerous counts of assault and battery. Ciccone avoided 
  imprisonment through a combination of guile – she seldom left evidence – and intimidation 
  – forcing her minions to give her an alibi or to take the rap for her when necessary.
  Fortunately, a local martial arts academy gave her opportunity to channel her hostility in a 
  positive direction. Upon reaching the age of 18, she disbanded the gang and moved to a 
  different city where she found legal employment. After two years of careful saving, Ciccone 
  started her own school for martial arts and became instrumental in operating a shelter for 
  battered women. Ever in need of funding, Ciccone approached R.E.A.C.T. for a grant, which 
  they readily supplied.
  Ciccone’s loyalties lie primarily with the women under her care; she works tirelessly to impart 
  defensive training and to help them find self-confidence. Still, she remains grateful to 
  R.E.A.C.T. and is willing to assist with the occasional mission as long as it doesn’t take her 
  away from her charges for too long.
  Using Ciccone: Ciccone can be used as additional muscle if the players are short on 
  combatants.  She can also provide them with a temporary safe house or base from which to 
  operate and can act as a street-level contact, supplying the players with area knowledge and 
  local rumors.
  Alternately, she may approach the player characters for help with protecting one of her 
  charges from a particularly viscous abuser. She could also introduce the player characters to 
  street-level threats such as a new gang or drug dealers moving into the neighborhood as 
  well as other potential menaces.
  Donatella “Pink Knuckle” Ciccone
  Donatella “Pink Knuckle” Ciccone
  Modern Path Rules
  Male Human Modern Hero 4 (path of strength) 
  Martial Artist archetype
  Neutral Good
  Init: +0; Senses normal; Perception +1
  DEFENSE
  AC 13,  touch 13, flat-footed 11 (+1 Dex, +1 
  dodge +1 talent)
  hp 30
  Fort +5, Ref +2, Will +2;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike +7 (1d3+3)
  Ranged taser +5 (1d4 + DC 15 paralysis 1-6 
  rounds)
  STATISTICS
  Str 16, Dex 13, Con 12, Int 13, Wis 12, Cha 11
  Base Atk +4; CMB +7; CMD +8
  Feats  Combat Expertise,Dodge,  
  Improved Grapple, Improved Trip, 
  Improved Unarmed Strike
  Archetype Training Flurry of Blows
  Talents Armor Class Bonus, Defensive 
  Roll
  Traits Criminal
  Skills  Acrobatics +6, Climb +6, 
  Craft (mechanical) +6, Jump +8, 
  Intimidate +6, Knowledge (behavioral 
  sciences) +5, 
  Knowledge (streetwise) +6, 
  Profession (driver) +3, Sense Motive +6, 
  Swim +5
  Languages English
  SQ none
  Equipment Battered But Well-
  Maintained Ford F-10 Truck, Bolt 
  Cutter, Camouflage Fatigues, Taser
  
  38
   
  “So I just did a trace route and it lead me right to the punk. Didn’t even have the 
  sense to cover his tracks. Nobody out eBids me.” 
  R.E.A.C.T.I.O.N 
  Archetypical R.E.A.C.T.I.O.N. Member
  R.E.A.C.T.I.O.N 
  Archetypical R.E.A.C.T.I.O.N. Member
  Using the Archetype: The player characters are unlikely to physically encounter members of  
  the R.E.A.C.T.I.O.N. but could easily find themselves interacting via email, phone, or Skype. 
  They can assist the players by relaying messages, researching information, and occasionally 
  performing low-risk physical tasks such as retrieving or delivering a package. If the players 
  establish a working relationship with a member of the R.E.A.C.T.I.O.N. and treat them as 
  respected colleagues they might be able to assemble a flash mob of other R.E.A.C.T.I.O.N. 
  members once every few gaming sessions.
  Most often, R.E.A.C.T.I.O.N. members will report suspicious events and possible crimes 
  through the network, following  the standard chain of command. They would only contact the 
  player characters directly if the situation is dire and there are no other alternatives or they 
  have reason to believe that the system has somehow been compromised.
  Modern Path Rules
  Male Human Ordinary 5
  Neutral Good
  Init: -1; Senses normal; Perception +8
  DEFENSE
  AC 9,  touch 9, flat-footed 9 (-1 Dex)
  hp 22
  Fort +2, Ref +1, Will +3;
  OFFENSE
  Spd 30 ft
  Melee tonfa +7 (2d4+2) or unarmed strike 
  (1d3 + 1d4+2)
  Ranged –
  STATISTICS
  Str 11, Dex 9, Con 12, Int 15, Wis 15, Cha 11
  Base Atk +2; CMB +2; CMD +1
  Feats Alertness, Educated (local, pop 
  culture), Combat Expertise
  Archetype Training 
  Talents Armor Class Bonus, Enemy 
  Faction (mutants)
  Traits Student 
  Skills Bluff +2, Craft (writing) +4,  
  Knowledge (business) +6, 
  Knowledge (civics) +6, 
  Knowledge (local) +6, Knowledge (pop 
  culture) +7, Knowledge (technology) +12, 
  Perception +8, Profession (data entry) +4, 
  Profession (driver) +3, Sense Motive +4
  Languages English
  SQ – 
  Equipment Computer, Pepper spray, 
  Smartphone
  
  39
  “Twice is coincidence. Three times is a pattern, and you are as predictable as a 
  checkerboard.”
  The R.E.A.C.T. Information Online Network generates gigabytes of data every day. Sorting 
  through it all is both tedious and resource-intensive but Kerry Harrison figured out a way to 
  make it fun. An inveterate online gamer, he used Centillion Cartography’s public API to 
  construct a game that rewarded users for tagging photos with points and in-game status. 
  Harrison currently holds the highest score.
  Kerry “K-Map” Harrison
  Kerry “K-Map” Harrison
  Using Harrison: Harrison functions in much the same role as the R.E.A.C.T.I.O.N. member 
  archetype, although he has a higher level of skill. He is capable of minor feats of computer 
  hacking and is willing to take a more active role than the typical R.E.A.C.T.I.O.N. net surfer.
  Modern Path Rules
  Male Modern Hero (path of Intelligence) 
  Engineer Archetype
  Neutral Good
  Init: +0; Senses normal; Perception +5
  DEFENSE
  AC 14,  touch 14, flat-footed 10 (+2 Dex, +2 
  class)
  hp 38
  Fort +2, Ref +4, Will +8;
  OFFENSE
  Spd 30 ft
  Melee unarmed strike (1d3 non-lethal)
  Ranged – 
  STATISTICS
  Str 11, Dex 10, Con 14, Int 14, Wis 14, Cha 12
  Base Atk +0; CMB +0; CMD +0
  Feats  Alertness, Educated (pop 
  culture, technology), Skill 
  Focus (knowledge [technology])
  Archetype Training – 
  Talents Plan
  Traits White Collar
  Skills Bluff +2, Diplomacy +5, 
  Knowledge (behavioral sciences) +3, 
  Knowledge(current events) +3, 
  Knowledge (local) +6, Knowledge (pop 
  culture) +8, 
  Knowledge (technology) +11, 
  Perception+5, Profession (driver) +3, 
  Profession (software engineer) +6, 
  Sense Motive +5
  Languages English
  SQ – 
  Equipment Computer with Bonaf-ID, 
  Mid-size Sedan, Pepper spray, 
  Smartphone
  
  40
  The following are some of the common missions that R.E.A.C.T. regularly undertakes.
  When a rampaging mutant is discovered, R.E.A.C.T. usually dispatches a team to capture 
  and study it. Although this raises several legal and ethical issues, especially when the mutant 
  was formerly human, R.E.A.C.T. at least treats them humanely and tries to cure, or at least 
  treat, them.
  These missions are particularly dangerous and not just because mutants are frequently 
  deranged and violent. There’s often intense competition from unethical corporations seeking 
  to conduct medical research, various military or mercenary groups trying to recruit, and even 
  vigilante mobs who want to kill the mutant outright.
  Most mutants who retain some semblance of sanity will willingly go with R.E.A.C.T. agents 
  when presented with the alternatives. The problem is that rational mutants are few and far 
  between; almost all are driven into madness by the combination of their transformation and 
  the resulting social ostracism.
  Security tends to assign the greatest number of personnel to capture & contain missions, 
  although there’s almost always one or two from the Research division assigned as well to handle 
  any emergency medical issues. If the chase becomes prolonged, or must cover an unusually 
  wide area, someone from Logistics is assigned to facilitate the distribution of equipment and 
  manpower. Only rarely is anyone from Intelligence assigned, and then, only skulks.
  Tasers, tranquilizer guns, GPS-enabled radio headsets with tracking capability, and 
  camouflage clothing are standard issue. If the suspected creature is reported to be especially 
  large or dangerous, the team may also be issued large caliber hunting rifles.
  R.E.A.C.T. is occasionally tasked with guarding a facility, prototype device, or important 
  individual. The Intelligence division usually uncovers a plot or there’s a credible terrorist threat 
  issued that starts this kind of mission. Most often, the agents are protecting R.E.A.C.T.’s own 
  bases, inventions, or personnel but will sometimes volunteer to assist outside security if the 
  threat is sufficiently grave.
  Missions
  Missions
  Capture & Contain
  Capture & Contain
  Typical Participants
  Typical Participants
  Gear Issued
  Gear Issued
  Counter-Espionage
  Counter-Espionage
  Notable  
  C&C Mission:
  In 1998, a massive 
  team of over 30 
  R.E.A.C.T. agents 
  discovered an entire 
  clan of 
  Anthropophagic 
  mutants dwelling 
  among and beneath a 
  series of Basque 
  ruins. A preliminary 
  archaeological survey 
  indicated that the 
  mutants had been 
  active for at least 150 
  years and were 
  responsible for the 
  disappearances of an 
  estimated thousand 
  travelers through the 
  region during 
  that period.
  Due to excellent 
  planning, the raid was 
  extremely successful 
  – at first. However, 
  preliminary 
  surveillance failed to 
  detect a network of 
  caves honeycombing 
  the underlying region. 
  Intimately familiar with 
  the terrain they’d 
  helped to excavate, 
  the mutants began to 
  pick off their invaders 
  one by one as they 
  were pursued through 
  the subterranean 
  maze. Horror movie 
  plot aside, R.E.A.C.T. 
  eventually prevailed 
  although casualties 
  were high.
  Over 17 specimens 
  were taken alive. This 
  combined with D.N.A. 
  harvested from 31 
  other corpses allowed 
  R.E.A.C.T. scientists 
  to create the first map 
  of the Anthropophagic 
  genome.
  Modern Path Rules
  
  41
  Intelligence and Security personnel are usually assigned in equal numbers to counter-
  espionage missions. Prophets identify weak defensive areas and predict likely avenues of 
  attack, while skulks and Security man the front lines. Research staff is typically only assigned 
  if the object or facility being protected is scientific in nature and Logistics staff is only tapped 
  as a last resort.
  Body armor, side-arms, and 2-way radio headsets are standard issue. If the object being 
  protected is radioactive or potentially toxic, the team will receive containment suits and/or gas 
  masks as appropriate.
  R.E.A.C.T.’s “official” written policy is to leave crime fighting to the police. However, in regions 
  where law-enforcement is rife with corruption or simply overwhelmed, members from 
  Intelligence and Logistics sometimes step in and take action. Typically, word of a crime 
  comes in from R.E.A.C.T.I.O.N. and is passed onto the local police, via the Logistics 
  department. If the police can’t or won’t act on the information, enterprising Intelligence agents 
  sometimes take it upon themselves to gather evidence themselves and make citizens arrests.
  The Logistics division has the most contact with outside agencies, and is often the de facto 
  liaison with local police forces. Intelligence agents tend to do the fact-finding, evidence 
  gathering, and usually making the citizen’s arrests although sometimes Security personnel 
  volunteer to accompany them.
  Given that most crime-fighting missions are done “off the books”, no equipment is ever 
  issued. Characters that are good with paperwork are usually able to requisition personal gear 
  equipment, however.
  When natural disaster strikes, R.E.A.C.T. is there. Until Research division figures out a way to 
  prevent hurricanes, floods, and tornadoes, it’s up to the rest of the organization to try to pick 
  up after them. Even more commonly, R.E.A.C.T. distributes food to victims of famine and 
  medicine to epidemic-stricken areas. While this may seem like tedious work, it’s worth noting 
  that many of these regions have devolved into lawlessness and each shipment faces the 
  threat of constant attack from bandits, would-be warlords, or those too impatient or desperate 
  to wait.
  Disaster relief is where Logistics really shines. In cases where banditry is likely, a detail from 
  Security is also assigned to protect relief shipments and personnel. With a large enough 
  event, however, all local members get tapped to help out.
  Typical Participants
  Typical Participants
  Gear Issued
  Gear Issued
  Typical Participants
  Typical Participants
  Crime Fighting
  Crime Fighting
  Gear Issued
  Gear Issued
  Typical Participants
  Typical Participants
  Disaster Relief – Delivery
  Disaster Relief – Delivery
  Notable  
  C-E Mission:
  The Vancouver 
  facility spent the 
  first half of 2006 on 
  high alert due to 
  suspicions of an 
  impending attack 
  from a terrorist 
  organization. 
  Unfortunately, the 
  external focus of 
  attention sufficiently 
  distracted everyone 
  from the true threat 
  within. Taliban 
  agents had secretly 
  compromised four 
  warehouse workers 
  by kidnapping 
  family members. 
  Over five tons of 
  medical supplies 
  vanished before the 
  ruse was 
  discovered and 
  rescue operations 
  were dispatched.
  Notable Crime 
  Fighting 
  Missions:
  Due to surveillance 
  footage gathered 
  and posted by the 
  R.E.A.C.T.I.O.N. 
  from 2002 to 2005, 
  25 Chicago 
  members of the 
  Crips gang were 
  successfully 
  prosecuted for drug 
  possession with the 
  intent to distribute.
  Modern Path Rules
  
  42
  For domestic missions, agents are issued stun guns 
  and bullhorns for crowd control. They also receive 
  GPS-enabled, 2-way headsets for internal 
  communications. Those with smart cellular phones 
  have a copy of MC: GU ver 2.4.1 installed. Abroad, 
  they are also given camouflage clothes and in 
  politically unstable regions, pistols and light 
  Kevlar vests.
  All large institutions engage in espionage in some form or another and R.E.A.C.T. is no 
  exception. It’s a sad reality that keeping close tabs on the competition is necessary to 
  maintain viability. However, while corporations, governments, and terrorist groups spy on 
  each other for profit, to steal technology, or simply to maintain their current level of power, 
  R.E.A.C.T. spies on those same groups to prevent the theft of technology or to expose 
  corruption.
  The key to successful espionage is secrecy and plausible deniability. The number of 
  R.E.A.C.T. agents who attempt espionage missions is very small and the number of 
  personnel who know about the missions isn't that much larger.  
  Espionage is the bailiwick of the Intelligence department, especially the Skulks. Occasionally 
  Research will get involved if super high technology surveillance is called for. Less often, 
  Security assists with break-ins or Logistics will help with the planning of a mission, but these 
  are all exceptions rather than the rule.
  The specific gear issued varies depending on the specifics of the mission, but laser 
  microphones, shotgun microphones, and video and audio recording equipment are 
  commonly assigned. X-porthole, fingerprint detectors and glass breakers are often given to 
  skulks, as are porous latex-based disguises if they’re going undercover.
  Vast areas of planet Earth are still largely unexplored. Whether searching for new species of 
  alpine primates, lost Incan cities, sub-aquatic ruins, or new strains of medicinal rainforest 
  plants, R.E.A.C.T. is there. Due to the expense and unlikely rate of payoff, most exploration 
  missions are joint ventures between R.E.A.C.T. and some other organization such as a 
  university, corporation, or more rarely a government. As a result, most expeditions tend to be 
  rife with politics and infighting.  Many are actually thinly veiled attempts at espionage; 
  international spies are sometimes sent along undercover as explorers in the hopes that the 
  R.E.A.C.T. participation will help mask their illicit activities.
  In between ferreting out undercover operatives, battling nature, and negotiating travel 
  permits, R.E.A.C.T. agents are expected to accomplish some science along the way – not 
  the simplest of tasks.
  Exploration
  Exploration
  Gear Issued
  Gear Issued
  Typical Participants
  Typical Participants
  Espionage
  Espionage
  Gear Issued
  Gear Issued
  Significant 
  Relief 
  Missions:
  1999 Izmit, Turkey 
  Earthquake
  1999 Venezuelan 
  Torrential Storms and 
  Mudslides
  2001 Gujarat, Indian 
  Earthquake
  2004 Sumatran 
  Tsunami
  2005 Hurricane 
  Katrina
  2008 Afganistan 
  Blizzard
  2010 Hatian 
  Earthquake
  2011 Tohoku, Japan 
  Earthquake
  2012 Philippines, 
  Typhoon Bopha
  2012 Buenos Aires. 
  Floods
  2012 Sichuan, China 
  Earthquake
  Significant 
  Espionage 
  Mission:
  In 2009 2 overzealous 
  Intelligence agents 
  made an ill-advised 
  attempt to infiltrate the 
  Corrobian 
  government, hoping 
  to uncover proof that 
  the tiny state had 
  violated international 
  law. Not only were 
  they unsuccessful but 
  in the process of 
  escaping their 
  would-be captors, 
  they exposed the lone 
  R.E.A.C.T. safe house 
  that had been 
  established in 
  Corrobia.
  Modern Path Rules
  
  43
  Although the Research division seems like the obvious candidate to dominate this type of 
  mission, credit must be split between them and the Logistics division. Logistics most often 
  has the individuals with the necessary regional familiarity and survival skills to smoothly 
  guide expeditions. Typically a member of Research sets the mission goals and the most 
  senior member of Logistics is in charge of the day-to-day practical matters. However, on 
  missions where R.E.A.C.T. has partnered with another agency, neither may actually be 
  in charge.
  Missions to politically unstable regions also typically include personnel from Security or 
  skulks from Intelligence along for safety.
  Although Logistics/Research are usually the drivers behind exploration missions, at least two 
  were initiated, planned, and executed by (primarily) “Prophets” from the Intelligence division 
  who used a combination of satellite imagery and advanced statistics to locate lost cities 
  around the globe.
  Camouflage clothing, satellite phones, and GPS-enabled radio headsets are standard issue, 
  along with appropriate vehicles such as jeeps or submarines, as necessary. Climbing gear, 
  SCUBA equipment, and survival gear are also issued depending on the region 
  being explored.
  Seldom a mission in and of itself, testing a new invention is 
  usually combined with another type of mission, preferably a 
  low-risk one. After all, if you’re in a life-threatening situation, a 
  malfunctioning gizmo tends to only make things worse.
  Despite the potential benefits of a world-shaking invention, 
  field testing devices is the least popular mission for R.E.A.C.T. 
  agents, mostly because of the mountains of performance 
  documentation and evaluation paperwork outweighs the 
  dubious fun of trying out defective new toys.
  Unless the inventor can coerce, trick, or cajole another 
  division into taking responsibility for field testing, it ends up 
  being undertaken by the Research division. This often leads 
  to friction as the other team members resent having a 
  superfluous “egghead” assigned to tag along.
  Usually the only gear issued to a field testing mission is the item to be tested. However if 
  there’s a greater than .05 percent chance of explosion or injury, protective gear such as 
  goggles, helmets, and even body armor are also issued.
  Typical Participants
  Typical Participants
  Gear Issued
  Gear Issued
  Field Testing
  Field Testing
  Typical Participants
  Typical Participants
  Gear Issued
  Gear Issued
  Notable 
  Exploration 
  Mission:
  R.E.A.C.T. explored 
  the sunken ruins of 
  Yonaguni-Jima in a 
  1997 joint expedition 
  with U.S. Navy divers. 
  Working from 
  sonographic maps, 
  they identified and 
  explored what many 
  believe to be a  
  temple complex. 
  Several mysterious 
  statues were removed 
  before contact was 
  lost with one of the 
  divers – who was 
  never seen again. All 
  the divers were 
  immediately recalled 
  to the surface. One of 
  the navy divers claims 
  he saw a webbed 
  hand reaching 
  toward him from 
  behind a wall, but 
  later recanted 
  claiming that it must 
  have been a nitrogen 
  narcosis-induced 
  hallucination.
  Modern Path Rules
  
    DON’T    TOLLERATE 
  SWEATSHOPS
  YOU
  HAVE  
  TO
  Everyone has a right to safe working conditions. Fair pay. Shifts shorter than 14 
  hours. Respect. Not everyone receives these rights. 
  Some are not only deprived of their rights but are beaten if they speak out. 
  Some must choose between abuse and starvation. Support the Research 
  Engineering And Crisis Team and help give them a third option. 
  44
  R.E.A.C.T. takes reports of paranormal events seriously. Even though most investigations 
  result in the phenomena being thoroughly debunked, about one case out of a hundred and 
  twelve turns out to be genuine. Besides uncovering a lot of hoaxers and charlatans, 
  R.E.A.C.T. also works to educate genuine psychics, training them to use their powers 
  responsibly. Failing that, agents often attempt to covertly install sothonic stabilizers in areas 
  the psychic tends to frequent. Naturally, some are uncooperative, antisocial, or just plain 
  psychotic and need to be dealt with more severely. R.E.A.C.T. does not condone murder in 
  any form but some agents seem to have an exceptional talent for putting psychotic psychics 
  in positions where they’re likely to have some kind of “accident.”
  Any division can initiate an investigation of psychic or para-natural phenomena, although 
  mission planners make a point of trying to include someone from Research. Skulks from the 
  Intelligence division conduct surveillance on the suspected target while prophets generate 
  personality profiles and try to predict how they’ll respond.
  Given that Logistics personnel tend to have the highest level of social skills, they frequently 
  get tapped to make the first contact with the suspect. Security usually goes along in case 
  introductions don’t go well.
  Surveillance equipment such as laser microphones and recording equipment are issued in 
  the early phase of an investigation. Tasers and stun guns are carried by all personnel, as are 
  handcuffs and straight-jackets in case the subject of the investigation proves unwilling or 
  unable to cooperate.
  Most corporations and governments don’t 
  mistreat their workers, embezzle money, or 
  engage in unfair practices, but there don’t have 
  to be many. In many cases, an internal 
  whistle-blower steps up and R.E.A.C.T. just has 
  to protect them until, and during, the inevitable 
  trial(s). Other times, there are only suspicions 
  and R.E.A.C.T. must conduct their own 
  investigation. R.E.A.C.T.’s official policy is never 
  to break any local laws but the majority of 
  agents regularly assigned to this type of 
  mission feel strongly enough that they’re willing 
  to risk breaking-and-entering to plant recording 
  devices or “borrow” incriminating documents.
  Corruption investigations are almost exclusively 
  the Intelligence division’s domain. Skulks go 
  undercover and the occasional breaking-and-
  entering job while Prophets delve into the 
  minutiae that are forensic accounting. The 
  other divisions tend to operate in support roles. 
  Typical Participants
  Typical Participants
  Investigate Corruption
  Investigate Corruption
  Gear Issued
  Gear Issued
  Typical Participants
  Typical Participants
  Investigate Phenomena
  Investigate Phenomena
  Notable 
  Corruption 
  Investigation:
  In a tedious and 
  completely 
  unglamorous 
  17-month investigation, 
  a team of 9 forensic 
  accountants, business 
  advisers  
  and legal experts 
  uncovered a well-
  hidden pattern of 
  embezzlement and 
  corruption among 
  elected officials in the 
  state of Missouri in 
  2011. Seven elected 
  individuals resigned, 
  four of whom fled the 
  country before 
  charges could be filed 
  against them. The 
  remaining three have 
  so far been able to 
  delay, postpone, or 
  otherwise string out 
  their courtroom cases 
  through expensive 
  legal maneuvering 
  – but at least they’re no 
  longer running the 
  local govenment.
  Modern Path Rules
  
  45
  Security, for instance, will often accompany a skulk, but 
  remain in reserve in case the mission goes sour and the 
  skulk needs extraction. Logistics often work behind the 
  scenes to provide cover identities and alibis for the skulks 
  while Research frequently partners with the prophets.
  Skulks typically receive fingerprint detectors with which to 
  gather evidence, porous latex disguises, if they’re going under cover and glass breakers in 
  case they need to escape from an office building in a hurry.
  The world of R.E.A.C.T. is much like the contemporary real world, except for being slightly 
  more scientifically advanced. Medical and technological breakthroughs have resulted in the 
  development of cybernetic implants, fully-functional artificial limbs, and other medical 
  miracles. Likewise, advances in quantum research have resulted in insanely fast and 
  ridiculously tiny super-computers capable of calculating a billion digits of pi a million times 
  per second. Even so, such cutting edge technology remains in the hands of the extremely 
  wealthy and has yet to trickle down to the average citizen or even the moderately affluent. 
  Scientists may have an intricate comprehension of sub-atomic quanta but so very few have 
  access to the particle collides necessary to do much with the knowledge.
  R.E.A.C.T. works to combat these sad facts by encouraging research, funding development, 
  and spreading knowledge wherever possible.  As an example of their dissemination of 
  advanced knowledge, the following video is a recording of Dr. Meta’s TED Talk presentation 
  on R.E.A.C.T.’s latest theories on particle physics and paranormal phenomena:
  Science
  Science
  Gear Issued
  Gear Issued
  Modern Path Rules
  
  Hello, my name is Dr. Mehta.
  ...those same particles may begin to spin 
  clockwise on their Y-Axis in the presence of 
  anti-Sothons.
  In short, 
  they start 
  behaving 
  according 
  to a 
  different 
  set of 
  physical 
  rules.
  ...a small, extremely short-
  lived wormhole, open for a 
  tiny fraction of a second.
  So when you encounter what appears to be a 
  fireball in the field, it's actually a small amount 
  of plasma transported to earth from a sun 
  (but not necessarily ours) through a wormhole.
  I like the 
  wormhole theory, 
  so that's what I'm 
  going with for the 
  purposes of 
  this talk.
  ...or if it actually opens a 
  wormhole through space 
  and/or time.
  There's a tremendous debate as to whether a 
  collection of Y-Sothons merely replicates 
  the conditions of other-dimensional space...
  Our best explanation hinges on the existence 
  of a hypothetical sub-atomic particle. 
  Let's call it 
  the Sothon.
  Also like the Higgs 
  Boson, the Sothon's
     primary effect 
      is on other
       particles.
  What the exact effects are, we're 
  still struggling to understand...
  But it seems to regulate the behaviors 
  of other particles, making it only 
  detectible by it's absence. 
  It's therefore fair to think of the 
  Sothon as the “Reality Particle”.
  Like All other particles, the Sothon has an 
  Anti-matter equivalent and we believe that 
  the two are constantly being created, 
  meeting, and annihilating each other, as with 
  all virtual particles.
  But, for the same reasons that we have a 
  matter universe and not an anti-matter 
  Here's 
  where it 
  starts to 
  get weird. 
  Although they produce 
  different effects.
  “Different,” not opposite, like you'd expect 
  from anti-matter.
  Today, I’m going to 
  explain how it’s 
  possible for psychics 
  and maniac cultists 
  to warp space and 
  throw fireballs 
  around.
    (I say 
  hypothetical 
  because, like the 
  Higgs Boson, 
  no one's ever 
  directly 
  observed 
  one.)
  Anti-sothons 
  still interact 
  with matter 
  particles
  universe, we generally 
  end up with more 
  Sothons than 
  anti-Sothons.
  For instance if 
  a regular Sothon causes 
  a given particle to spin 
  clockwise on the 
  X-Axis...
  This was accurate at 
  the time of broadcast. 
  The Higgs Boson was 
  observed in 2012.  
  Modern Path Rules
  
  Sometimes only light passes through.
  O.K. but how do humans 
  create these wormholes, 
  you ask?
  Stay with me.
  X-Sothons and Y-Sothons 
  respond to waveforms.
  But only certain waveforms cause the 
  Y-Sothons to separate from the X-Sothons 
  instead of meeting...
  ...and instantly 
  destroying 
  each other.
    
  Sonic, electrical, magnetic, light... the medium 
  seems less important than the shape of the 
  waveform in 10-dimensional space.
  Once the waveform ceases, there's nothing 
  stopping the natural attraction between 
  positive Sothons and Y-Sothons.
  They go back to destroying 
  each other and everything 
  returns to normal.
  These specific waveforms can be generated 
  by the brains of so-called psychics...
  ...or sometimes by the chanting 
  of cultists, usually by accident.
  Even though you need the exact same 
  acoustics, harmonics, et cetera to replicate 
  any effect.
  They keep repeating the same 
  incantations over and over, 
  hoping the “magic” will return.
  They're almost completely wrong, except 
  that regions exposed to high concentrations 
  of Y-Sothons seem more likely to 
  spontaneously open small wormholes.
     We think this may be a 
  function of waveforms echoing 
  through time. We're not REALLY sure.
  These spontaneous wormholes are usually 
  just large enough, and last long enough, 
  for a single molecule to pass through or 
  from our atmosphere.
  But enough pinpoint wormholes can 
  have significant cumulative effects.
  Unexplained high or low pressure fronts or 
  unusual concentrations of rare atmospheric 
  compounds are common indicators...
  ...as are shifts in temperature. Cold spots 
  seem to be more common than warm ones 
  for some reason.
  Modern Path Rules
  
  It should come as no surprise that a a good 
  deal of these wormhole phenomena are 
  mistaken for hauntings, U.F.O.s or other 
  “paranatural encounters”.
  These temperatures and weather anomalies 
  are some of the few indicators from which 
  we can infer concentrations of Y-Sothons.
  Some instances may be naturally occurring, 
  but most are the result of human activity.
  or Doomsday cults trying to end the world...
  Psychics experiment-
  ing with their powers
  ...most of  whom tend to believe they can 
  open a wormhole large enough to let 
  through whatever space god-monster 
  they worship so it can destroy the world.
  They're partly right, but the real danger 
  isn't from 7th dimensional monsters...
  ...it's that these idiots might accidentally 
  transport the atmosphere somewhere into 
  outer space...
  ...or establish a 
  wormhole to the 
  sun that lasts long 
  enough to raise 
  overall planetary 
  temperatures just 
  50 degrees.
  Admittedly, 
  the odds of any of 
  those happening are 
  really, really 
  low...
  ...but they go up a tiny bit 
  with every instance of 
  psychic phenomena.
  and it only has to 
  happen once
  Which is why it's so crucial that we investigate 
  claims of supernatural activity. We may be all 
  that stands between the human race and the 
  end of life as we know it. 
  Questions?
  Modern Path Rules
  
  49
  One of the principle discoveries stemming from researching the supernatural is that the more 
  often an area is affected by supernatural phenomena, the more likely it is to experience even 
  more supernatural effects. This has the potential of creating a snowball effect until reality as 
  we know it unravels completely. The dimensional instability rating of an area is the measure 
  of how likely this is to happen.
  Dimensional instability is rated on a rough scale of 0 to 10, with 0 being a state of complete 
  harmonious accordance with natural laws as currently understood by man, and 10 being 
  complete dissolution of all of space-time into a soup of subatomic particles. Earth becomes 
  inhospitable to life with an instability rating of 8 or higher. In most areas the instability rating 
  is 0 or 1, but is known to be higher the following regions:
  Places where psychics regularly use their powers (rating +2)
  Mutants’ residences or places where large numbers of mutants congregate  
  (rating +1 to +2)
  Large cities; the concentration of large numbers of people makes it statistically likely that 
  one or more of them are psychics or mutants (rating +1)
  Nuclear reactors, particle accelerators, or other high-energy research facilities  
  (rating +1)
  “Haunted” houses and places with a history of supernatural phenomena (rating +1)
  The above modifiers are cumulative. The home of a powerful psychic (+2) living in a large city 
  (+1) near a positron super-colliding laboratory (+1) would have a dimensional instability 
  rating of 4.   
  The most immediate effect of Instability is that it enhances  
  psychic powers and makes them easier to use.
  Once the dimensional instability rating reaches 2 there's an increasing likelihood that small 
  wormholes will spontaneously open on their own. For reasons not fully understood, these 
  wormholes tend to let light in and/or heat out, creating strange lights and pockets of cold. 
  Generally these effects are sporadic and short lived, but become more common and 
  longer-lasting as the instability levels increase.
  In areas with instability ratings of 4 or higher, sensitive electronic devices start to malfunction. 
  Radios and cellular phones tend to have reduced reception and visitors tend to experience 
  other phenomena such as disorientation, hearing strange noises, and the sensation of being 
  touched. It's unclear whether these effects are due to extremely minor alterations in the laws 
  of physics, excessive electromagnetic energy disrupting radio signals and/or human 
  brainwaves, some other unknown effect that induces auditory and tactile hallucinations, or a 
  combination of all of the above. More unusual phenomena have been reported, but the 
  above are the most consistent effects.
  Local Dimensional Instability
  Local Dimensional Instability
  Effects of Dimensional Instability
  Effects of Dimensional Instability
  Modern Path Rules
  All characters with psychic powers add the local dimensional instability rating to any 
  concentration checks. Psychic characters also receive a number of bonus power activations 
  equal to the local dimensional instability rating. Bonus activations can be applied to any 
  power and are always used before the psychic’s normal daily allotment of power uses. Bonus 
  activations from entering multiple areas with different levels of dimensional instability do not 
  stack. Only the highest dimensional instability rating applies.
  Example: Donna Bell 
  can normally use her 
  Poison Conjuration 
  and Far Vision powers 
  5 times per day each. 
  Worried about 
  attackers she uses her 
  Far Vision power three 
  times to scout ahead 
  and her Poison 
  Conjuration power four 
  times to incapacitate 
  those she finds. She 
  then enters an area 
  with a dimensional 
  instability of 2, giving 
  her 2 activations that 
  can be applied to 
  either power. She 
  applies one to Poison 
  Conjuration to 
  incapacitate another 
  attacker and the 
  second activation to 
  Far Vision to check if 
  she had any backup. 
  Donna is left with one 
  remaining use of Far 
  Vision. To use Poison 
  Conjuration again she 
  will have to either rest 
  for a day or enter an 
  area with a 
  dimensional instability 
  rating of 3 or more.
  
  Time
  1 
  day
  7 
  days
  1 
  month
  1 
  year
  10 
  years
  100 
  years
  1000 
  years
  Dimensional 
  Instability
  Dimensional Instability Decay Rates
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  50
  At instability ratings of 6 or higher, things just start getting weird. Most reports are 
  contradictory and unconfirmed since levels this high are rare. Humans experience mild 
  hallucinations almost constantly in such areas, making it difficult to tell what's really 
  happening and what's not. Reports of water sublimating into steam without a heat source, 
  flames spontaneously igniting but not consuming fuel, dry tinder and even gas stoves 
  refusing to light, the sudden and inexplicable absence of friction, and localized increases or 
  decreases in gravity are some of the documented, but understandably unverifiable, effects.
  The good news is that, left alone, an unstable area tends to revert back to normal over time. 
  However, the greater the dimensional instability, the longer it takes for conventional reality to 
  reassert itself. As a rule-of thumb, the first point of instability tends to fade in under a day. The 
  second point goes away in a week. The third takes a month, the fourth a year, the fifth a few 
  decades, the sixth a century, and the seventh a millennium.
  The key factor is that the area must be left alone. The mere presence of psychics, mutants, or 
  even large numbers of “normal” humans tends to prolong dimensional instability. How much 
  this does or does not affect the dimensional instability rating is left up to the Game Master – 
  the instability game mechanics are there to enhance the storyline, not to bog play down in 
  endless mathematics.
  Many places held to be sacred around the world have unusually high instability ratings, 
  implying that at some point in the distant past they were subjected to civilization-endangering 
  levels of instability. Alternately, it may be that some locales experienced only moderate-to-low 
  levels of instability,but that the high traffic of visitors and worshipers have reinforced the 
  instability. Sites of famous “miracles” and places where ancient gods are said to have lived 
  (e.g. Stonehenge, the Pyramids, the Bermuda Triangle) all effectively have permanent 
  instability ratings of at least 2.
  The most reliable way to open a wormhole is to find a psychic  or mutant with the ability and 
  have them do it. Most have little to no control over where the other end opens, but they’re 
  usually consistent with regard to what comes out of this end.
  “It was up neah the 
  head. ‘Tween the egg 
  and the rivah. I seen 
  it on the solstice AND 
  the equinox, some 
  kinda lights n’ 
  sparkles. I took Ginny 
  down yonder a few 
  time when we was 
  courting. She don’t 
  speak of it 
  comfortable. But I tell 
  ya, it happened. No 
  camera-phones like 
  the youngsters today, 
  so I ain’t got no 
  pictures of it, but I tell 
  ya, it happened. I tell 
  ya something else, I 
  ain’t never told. That 
  university fellow who 
  dis’peared back in 
  ‘64? He interviewed 
  me same as you. 
  Said he would walk 
  into them sparkles if 
  he ever saw ‘em. 
  Mayhaps he did, 
  cause he ain’t never 
  been heard from 
  since.” 
  Serpent Mound 
  Investigation File. 
  Interview #8,  
  Erik Ulenhake, farmer 
  of Peebles, Ohio.
  Opening Wormholes
  Opening Wormholes
  Reducing Dimensional Instability
  Reducing Dimensional Instability
  Modern Path Rules
  No roll is required. Any “conjuration,” 
  “far,” or “portal” power automatically 
  opens a wormhole.
  
  51
  Some psychics maintain that they need to hum, gesture, or chant to activate their powers, 
  but it's believed that the wormholes are generated only by the electromagnetic waves 
  produced by their brain. Any extraneous actions are probably just psychological crutches that 
  help the psychic reach the necessary mental state.
  Despite this, many non-psychics use repetitive rituals to try to re-create the same conditions 
  wherein they've known wormholes to have opened in the past. Usually this involves some 
  degree of meditation, gesturing, and lots and lots of chanting. These efforts usually result in 
  complete and utter failure, but every so often rituals somehow manage to reproduce the 
  necessary wave-forms and open a wormhole.
  A ritual can be successful only in locations with an instability rating of 1 or more.
  Given the chancy and unpredictable results of trying to “manually” create wormholes, it was 
  almost inevitable that someone would try to build a machine to consistently accomplish the 
  task. Theoretically it is a simple matter of recording any and all wave-forms present at the 
  time a wormhole manifests and playing them back at a later time. In practice, it becomes 
  significantly more complicated than that and even less successful.
  Despite employing numerous scanning devices such as MRIs and PET scans to record the 
  brain activity of psychics while they use their powers, no mechanical or electronic device to 
  date has ever successfully opened a wormhole or duplicated a psychic power. The exact 
  reasons for this are unknown, but the most popular theory is that the current level of 
  technology doesn't allow the necessary precision to record and replicate human brain wave 
  activity in sufficient detail to affect subatomic particles. Indirectly supporting  this theory, the 
  efforts of various researchers around the world have produced machines (sometimes by 
  accident) that have affected the dimensional instability rating of their immediate area.
  Devices that attempt to replicate psychic powers merely raise the instability rating in their 
  surrounding area by 1 for as long as they are operating. Left running continuously, such a 
  device raises the instability rating of the the surrounding area at the reverse of the rate by 
  which it normally decreases. After 1 full day of operation, it will have raised instability by 1 
  point, another point after a week, another still after a month, and so on.
  When it comes to closing wormholes, machines have the clear advantage. Despite rigorous 
  research and investigation, no psychic has ever demonstrated the ability to close a wormhole 
  that they haven’t personally opened in the first place. Most even lack the ability to deliberately 
  close wormholes of their own creation and rely on natural forces to restore the normal rules 
  of space-time once they’re done violating them. Although researchers are trying to locate a 
  psychic with the ability to reduce instability, it is not a promising line of inquiry.
  Closing Wormholes
  Closing Wormholes
  What’s a 
  wormhole?
  A wormhole is a 
  portal that connects 
  two different points in 
  space and time, 
  usually of 
  considerable 
  distance. Matter and 
  energy can pass 
  from one end of a 
  wormhole and be 
  instantly transported 
  to the other end. For 
  instance, if you were 
  to step into a 
  human-sized 
  wormhole, you would 
  almost instantly be 
  transported 
  somewhere else. To a 
  bystander, the effect 
  would be 
  indistinguishable 
  from teleportation. 
  Wormholes tend to 
  be highly unstable 
  and short lived, 
  making them more 
  likely to rip you apart 
  molecule by 
  molecule and send 
  only half of your 
  quivering remains 
  across the universe. 
  Wormholes as a 
  means of 
  transportation is only 
  theoretically possible 
  and likely to stay 
  that way.
  Modern Path Rules
  Performing a ritual requires a DC 30 Knowledge (arcana) skill check. You cannot take 10 or 
  20 on this roll.
  Any number of individuals can use the aid another maneuver to assist by making 
  Knowledge (arcana) checks, which is why so many would-be sorcerers form cults. If the 
  check succeeds, a small wormhole leading to a random location briefly opens in a randomly 
  chosen square. Although any effect is possible, the most common result resembles the 
  Chaos Conjuration power.
  The ritualist can only control where the wormhole appears or what will come forth if they roll a 
  natural 20. If the local instability rating is 4 or higher, a natural 19 or 20 will allow such control.
  
  52
  Instead, the greatest successes have come in the field of electronics. Independent parties 
  have developed various devices that break up the wormhole-causing wave-forms. Each has 
  its own name, usually quite long and composed of words with many syllables, but they’re all 
  known collectively as “stabilizers.” The simplest versions broadcast multi-frequency static 
  across various energy spectra while more sophisticated versions attempt to cancel out 
  specific wave-forms by broadcasting inverse patterns on the same frequencies. In terms of 
  game mechanics, both methods work equally well on wormholes; the fancy versions tend to 
  disrupt communication signals a lot less often, however. The effective range varies from 
  device to device, depending largely upon the power supply. Most portable models can affect 
  a circle with a radius of about 100 feet.  Some form of focusing antenna may increase the 
  range by decreasing the area of effect requiring a more precise knowledge of the location of 
  the wormhole.
  Although stabilizers can’t actually prevent wormholes or psychic phenomenon, they do make 
  activating psychic abilities more difficult and tend to dramatically reduce the duration of any 
  pre-existing phenomena.
  On very rare occasions a scientist or R.E.A.C.T. agent comes across a so-called “black 
  stone”, a mineral sample with unusual physical properties. Reports vary, even from two 
  observers standing side by side. Some describe the stones as matte black, reflecting no light 
  whatsoever, while others perceive them as being an extremely dark shade of green. Some 
  samples appear to have gold flecks, although chemical tests reveal that the material is 
  completely homogeneous.
  Such stones exhibit a variety of other unusual 
  properties. Laser spectrometry reveals that some 
  crystalline property of the stones causes them to 
  refract visible light to an unusual degree; light 
  bouncing off the stones completely scatters in all 
  directions. X-rays and magnetic imaging produces a 
  similar effect, significantly complicating analysis.  
  They may appear inordinately dense without a 
  corresponding increase in weight, meaning the 
  stones are extremely durable, and resist attempts to 
  shatter or cut them with anything other than a 
  diamond-tipped drill. Despite this, approximately half 
  of all recovered samples show signs of having been 
  worked. Many have been somehow been carved into 
  statues of quasi-humanoid monstrous figures and 
  were the centerpiece of various religious cults.
  Black Stones
  Black Stones
  “My current theory is 
  that the unusual 
  density and physical 
  properties of these 
  stones is caused by 
  a massive infusion of 
  sothon particles. 
  Basically, they’re 
  “extra real” to put it in 
  layman’s terms. They 
  destabilize the 
  surrounding area by 
  attracting Y-sothons, 
  instead of letting 
  them instantly be 
  destroyed by the 
  corresponding 
  positive sothon it was 
  co-created with.
  The other possibility 
  is that the surface 
  texture refracts 
  radiation and light 
  into frequencies 
  conducive towards 
  dimensional 
  instability. I’ve 
  requested 
  authorization to test 
  this theory but 
  people are funny 
  about letting me 
  point 1000 gigawatt 
  lasers at unstable 
  patches of reality.”
  --Lloyd Greer, 
  R.E.A.C.T. 
  Intelligence fellow
  Modern Path Rules
  Stabilizers reduce the effective local dimensional instability by 2 while in 
  operation and grant a +2 bonus to all saving throws against psychic 
  powers.
  Any sustained effects require a DC 15 Concentration check each round to 
  maintain.  (Use the psychic’s total level as a bonus to the roll).
  Some scientist characters may have developed more potent machines, 
  but they tend to be temperamental prototypes that sporadically 
  malfunction (i.e. are “magic” items or are produced by the Engineer 
  Archetype’s Reconfigure ability).
  
  Hundreds of Wormhole Incidents 
  within a 12 month period
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  Likelihood of Global 
  Catastrophic Event
  1%
  2%
  3%
  4%
  5%
  6%
  7%
  8%
  Estimated Scores of 
  Psychics Actively 
  Using Powers by Year
  2000
  2003
  2006
  2009
  2012
  2015
  2018
  2021
  2024
  53
  It is believed that the stones’ refractive properties can have an effect on the human mind, 
  scrambling the normal brain waves and causing mild sensory distortions. It’s probable that 
  under the right conditions, this effect could be magnified to cause truly spectacular 
  hallucinations, but R.E.A.C.T. scientists haven’t yet discovered what those conditions are. 
  Regardless, extended contact with the stones can have detrimental effects on sanity; 
  prompting frequent rotation among researchers.
  Black stones increase the local instability by one. The range is proportional to the weight of 
  the stone; assume about a 10’ radius for every pound. Additionally, individuals with dormant 
  psychic or mutant genes often have those genes activated by contact with black stones.
  The current theory dominating research into the black stones is that the stones somehow 
  have (or are generating) an unusually high concentration of sothon particles, making the 
  stones extra “real.” This theory accounts for the unusual physical properties of the stones and 
  explains their ability to “trigger” psychics and mutants; the high concentration of sothon 
  particles attracts anti-sothons (or Y-sothons as they’re also called), resulting in an increased 
  local instability.
  Black stones are of interest to R.E.A.C.T. for several reasons, the foremost being the inherent 
  knowledge to be gained from studying them. Many believe that the stones hold the key to 
  controlling and reversing instability, which would make psychic research safe for mankind. 
  Second, the stones are inherently dangerous. By activating mutant genes, they create threats 
  that R.E.A.C.T. must contend with and their inherent effect on instability increases the odds 
  (however slim) of some accident rendering the planet unlivable. By collecting the stones and 
  surrounding them with sothonic stabilizers, R.E.A.C.T. hopes to neutralize this threat. Finally, 
  the stones hallucinogenic effects lend themselves to being items of worship. Even normal 
  humans without “aberrant” genes can have their minds affected by the stones, leading them 
  to cultivate delusional beliefs about flying crustaceans from outer space and forming 
  dangerous religious cults, many of whom fixate on the end of the world. Neutralizing a 
  doomsday cult doesn't solve the problem if a new one will just form in its place.
  “The investigation was 
  going ok, ya’know? 
  Sure I don’t like 
  sewers or anything, 
  but I was coping just 
  fine. It was strange, 
  this whole 
  subterranean world. 
  We were down in the 
  deep under of the 
  city when things got 
  weirder. Something- 
  maybe that freaky 
  rock, maybe the 
  mutant with the big 
  head - made all the 
  electronics go 
  haywire. I dunno 
  exactly what the deal 
  was, but it wasn’t 
  pretty. I freaked out 
  pretty hard, ya’know?”
  -Micah Fornsworth, 
  Operation Under  
  Post Assessment 
  Interview.
  Modern Path Rules
  
  54
  R.E.A.C.T. is out to save the world. This frequently brings them into conflict with other groups 
  who have a vested interest in either the status quo or in ending the world. Some of their 
  major opponents are described in brief below.
  The popular search engine and 
  online application development 
  company Centillion.com is more of a 
  friendly rival to R.E.A.C.T. than an 
  actual enemy. In fact, the two 
  organizations have benefited from 
  each other’s discoveries; several 
  Centillion applications employ 
  R.E.A.C.T. patents and most 
  R.E.A.C.T. computers are running 
  Centillion’s Manikin operating 
  system.
  In addition to being the world's 
  foremost search engine, Centillion 
  has released cMail, a free web-
  based eMail service and Centillion: 
  G.A.E.A. (Geographic Atlas Engine 
  Algorithm), a means of coordinating 
  GPS data with satellite-generated maps, directions to a given location, and just about 
  anything else map-related you could want. Recently, they've expanded into the world of 
  social networking with Centillion2 (Centillion Squared).
  Where the two groups come into conflict is recruitment. Both are competing for the world's 
  top minds and Centillion's highly successful for-profit business model is a very attractive 
  incentive for young talent looking to pay off their student loans. R.E.A.C.T. has lost more than 
  a few promising candidates to Centillion.
  It's possible for your character to have worked at Centillion in the past (or to still be working 
  for Centillion if they aren't directly affiliated with R.E.A.C.T.) and may be able to call upon 
  some of their old co-workers for favors or information from time-to-time.
  There is considerable debate as to whether the C.I.R.C.L.E. even exists, as well as what it 
  stands for. On the one hand, a world-wide criminal conspiracy powerful enough to have its 
  fingers in every pie, yet subtle enough to avoid detection is implausible at best. On the other 
  hand, R.E.A.C.T. Intelligence analysts are quick to point out, that something is diverting 
  approximately 4% of the world’s collective gross production from its intended destination and 
  has been for at least the past hundred years. Having detected and confirmed the trend on a 
  macro scale, they’re at a loss to say where the money’s precisely coming from or where it’s 
  going to. Senior analysts have compared it to losing 1 pound of weight and trying to identify 
  exactly which specific fat cells have shrunk in size.
  The C.I.R.C.L.E.
  The C.I.R.C.L.E.
  Centillion.com
  Centillion.com
  Enemies
  Enemies
  “Enemies? 
  No, we have no 
  direct enemies.
  Wars? 
  No, we do not 
  declare war. 
  Our only fight is that 
  of humanity; to better 
  ourselves and our 
  society with all our 
  tools & gifts. That is 
  what makes 
  R.E.A.C.T. There are 
  occasional conflicts 
  and the organization 
  does have security & 
  intelligence divisions, 
  but we do not seek 
  out conflict with any 
  specific group, 
  country, or individual. 
  Yes, we have 
  detractors and critics. 
  We welcome all 
  reasonable critiques 
  and always do our 
  best to respect the 
  regional and national 
  laws of the areas in 
  which we operate. 
  Our mission is not 
  one of war or conflict, 
  it is one of 
  compassionate 
  responsible 
  contributions to make 
  the world a better 
  place.”
  -Dr. Meta,    
  CNN Appearance, 
  2008
  Modern Path Rules
  
  55
  If it exists, the C.I.R.C.L.E. would have to be the world's 
  greatest conspiracy, twice as secretive as the Illuminati, five 
  times more efficient than the Mafia and ten times as pervasive 
  as the Masons ever dreamed of being. It would essentially be a 
  government for criminals, protecting its citizen-members in 
  exchange for collecting “taxes” in the form of a cut from every 
  illicit transaction. Its agents would be everywhere. The majority 
  probably wouldn't even know they were working for the 
  C.I.R.C.L.E., but would instead think they were part of some other front organization.
  In addition to criminal enterprises, such a vast organization would, by necessity, be involved 
  in countless legitimate businesses, if only for money-laundering purposes. If the organization 
  were ever shut down, it could very well take the world economy down with it. It's evil that's 
  “too big to fail.”
  A tiny mountainous South American country, 
  Corrobia was founded in 1861 as a Banana 
  Republic; nominally independent, but actually 
  run by a puppet government under the control 
  of the Abuelita Fruits corporation. Abuelita Fruits 
  set up token schools and hospitals for their 
  plantation workers but, except for the roads 
  used to ship bananas out of the country, made 
  no real effort to modernize the country or build 
  infrastructure. The plantation workers enjoyed a 
  slightly higher standard of living, but the 
  peasants in outlying villages continued to live 
  as they had for centuries. Abuelita was forced to 
  suppress several uprisings, flying in goons and 
  mercenaries to restore order and ensure that 
  the bananas and coffee kept shipping.
  In 1912 rebel forces finally succeeded in wrenching control from the corporation, due in part 
  to World War I’s disruption of the shipping lanes. Although the insurgents were well 
  intentioned, they lacked the knowledge and experience necessary to create an effective 
  government and the country soon degenerated into despotism. Corrobia has traded rulers at 
  least 10 times since then. The most recent tyrant is Generalissimo Malvido, a Bolivian 
  ex-patriot who, with the help of his personal guard, seized control of Corrobia by 
  assassinating the self-proclaimed “King” and his ruling council.
  Unlike his predecessors, Malvido has won the hearts and minds of his subjects by building 
  roads and infrastructure. He balanced the national budget by “encouraging” farmers to switch 
  from bananas and coffee to coca. Instead of wallowing in luxury from the proceeds, he used 
  them to bring in foreign experts to improve the country and establish a process for laundering 
  the profits from future harvests. Malvido isn’t depriving himself of creature comforts, certainly, 
  but neither is he commissioning gold bathtubs or openly flaunting his power.
  Although Corrobia is far from utopian, the average citizen has never had it so good. Trade is 
  up, taxes are low, the literacy rate is 77% and climbing, and for the first time anyone can 
  remember, they actually like their leader. To the untrained eye, Corrobia is a model of national 
  prosperity and modernization, but rumors abound that Malvido is secretly up to something. 
  Conspiracy theories as to what are many and varied; here are some of the most common:
  Corrobia
  Corrobia
  Modern Path Rules
  
  56
  He's building a secret laboratory to develop more addictive drugs, genetically engineer 
  cocaine, or manufacture biological warfare agents.
  He's secretly a cyborg and is perfecting mind-control implants, building an army of 
  robotic super warriors, or developing an artificial intelligence to take control of the entire 
  internet.
  He's constructing secret factories to produce long range missiles, tanks, or winged 
  jetpacks for flying storm-troopers.
  He's seeking allies to form a coalition of South American nations.
  He's planning on annexing his neighbors any day now.
  There's no end to the speculation.
  Here are the facts, as R.E.A.C.T knows them: he has expanded the national army. He’s 
  improved the training they receive and modernized their equipment. He publicly derides 
  R.E.A.C.T. as ineffective and asserts that their charity only serves to keep people poor and 
  downtrodden. Instead, he offers up the services of his economic and technological experts; 
  partnering with Malvido will turn your country around, just like Corrobia. So far, there haven’t 
  been any takers, but it will only take one to double his power base.
  The world of R.E.A.C.T. is rife with fatalism, nihilism, and many other counterproductive 
  -isms. Many individuals lack hope and there’s always someone trying to profit from it by 
  offering false hope, reinforcing their despairing worldview, or, in the worst cases, both.
  In almost all cases, doomsday cults center around one especially charismatic individual who 
  suffers from religious delusions that the world will end. Most have a specific date and time in 
  mind, but some only know that it's coming “soon”. Frequently, the leader will have minor 
  psychic abilities or have been exposed to mutagens of some kind in the past, leading many 
  researchers to ponder why so many people with some degree of extra-sensory perception 
  always seem to suffer from the same psychosis.
  Regardless of how they acquired their dose of crazy, the leader is never content to prepare 
  for the end alone; they always feel the need to spread their insanity through recruitment. 
  Through persuasion, telepathic mind control, and/or good old fashioned brain washing, their 
  cult begins to grow. Most never go beyond 20 members but membership in the hundreds or 
  thousands isn't unheard of.
  Rarely such cults are content to passively wait for the predicted apocalypse, either returning 
  to their normal lives when it fails to materialize or choosing a new date-to-end-all-days and 
  begin preparing for that. Others 
  are more... aggressive. 
  Their warped 
  belief 
  Doomsday Cults
  Doomsday Cults
  Modern Path Rules
  
  57
  system compels them to prepare for the end of the world by blowing parts of it up, mass 
  poisoning, and general mayhem. Some believe that every thousand deaths pushes back the 
  doomsday clock by a day, week, or year. In their twisted perceptions they are heroes,delaying 
  the end of the world by murdering as many people as they can. Others hold that the world is 
  so corrupt and foul that it deserves to be destroyed, one person at a time, if necessary. Still 
  others think they’ve made contact with alien beings who will build a paradise on earth -- but 
  only if humanity is first reduced to more manageable numbers. The variations are endless.
  Cults become even more dangerous when mutation and psychic abilities are incorporated. If 
  the leader discovers a quasi-reliable way to bring out psychic power or to trigger the 
  expression of mutant genes, they usually make it part of the indoctrination process. If you 
  think it's hard to infiltrate and expose a “normal” cult of brainwashed religious fanatics, 
  imagine the problem posed if the zealots have super-human strength, claws, or can read 
  your thoughts from 20 miles away.
  Such cults always revolve around a delusion that they're in contact with some all-powerful 
  extra-dimensional entity and their misguided efforts are intended to “Wake the Eternal 
  Sleeper”, “Sate the Infinite Devourer”, or “Appease the Chortling Chaos.” Whether they mean to 
  or not, their activities usually result in increasing the local instability and weakening the local 
  dimensional fabric. Although the physical effects are minimal, there's always the chance that 
  they could trigger a recursive chain reaction that destroys the planet, shuttles it into another 
  dimension, teleports the atmosphere to a region of space near Proxima Centauri or results in 
  any number of world-breaking catastrophes.
  A description of just the major drug trafficking cartels 
  could easily fill an entire book, so we’re only touching 
  on some of the basics. Very few cartels have 
  ideological differences with R.E.A.C.T. and would be 
  happy to allow their relief efforts to proceed 
  unimpeded – if they weren’t paranoid about 
  discovery. Most cartel members suspect R.E.A.C.T. 
  agents of being federal scouts or working in 
  partnership with the American Drug Enforcement 
  Agency. Usually they respond to R.E.A.C.T. 
  expeditions with violence. While it’s theoretically 
  possible to negotiate with the (somewhat) more 
  enlightened leadership, the rank-and-file tend to 
  shoot first and ask questions later.
  In some regions the drug cartels are better armed 
  and better organized than the local police forces or 
  governmental agencies and many officers find that 
  it’s healthier for them to look the other way. The cartel 
  effectively becomes the law in these places – the law of “might makes right.” As such, they 
  typically impose a “delivery tax” on any relief shipment or simply confiscate it outright. They 
  reserve food shipments for themselves and sell any antibiotics or medical supplies at 
  ridiculously inflated prices – often to the very same people to whom it would have been 
  delivered to in the first place.
  International Drug Cartels
  International Drug Cartels
  Sample Cult:
  Started by Samson 
  Sosa, an 
  unemployed 
  steelworker, the 
  Church of Our 
  Ascendant Lord is 
  ostensibly an 
  offshoot of 
  Christianity but has 
  extremely twisted 
  interpretations of the 
  standard biblical 
  texts. Specifically, 
  they maintain that 
  Gods presence is 
  strongest in water, 
  citing the miracle of 
  feeding the multitude 
  with only 2 small fish, 
  among others. They 
  believe that the 
  afterlife will be 
  physical rather than 
  spiritual in nature 
  and that after death 
  the soul dwells 
  underwater 
  alongside angels 
  with fin-like wings. 
  Sosa has also 
  conflated the second 
  coming of Christ with 
  the arrival of the 
  anti-Christ, 
  maintaining that 
  whatever 10-horned 
  beast that arises 
  from the sea will be 
  their savior.
  Meetings are held 
  twice a week in 
  Sosa’s house and the 
  cult numbers about 
  35 members most of 
  whom are also 
  disaffected factory 
  workers. The cult has 
  been suspected of 
  involvement in at 
  least 3 missing 
  children cases to 
  date but the 
  authorities have yet 
  to build a successful 
  case against them.
  Modern Path Rules
  
  58
  Mutants are often violent and anti-social. Their physical appearance sets them apart from 
  “normal” humans resulting in social isolation and ostracism. Furthermore, they often suffer 
  from glandular changes that cause them to have increased aggression, bizarre food 
  cravings, and other... urges.
  Mutants are often recruited by criminal and terrorist organizations as shock troops, thugs, 
  enforcers, or assassins. Some groups, dissatisfied with their chances of finding naturally 
  occurring mutants, try to create their own with highly variable results and side-effects. 
  Regardless of the method employed – radiation, chemicals, recombinant DNA injections, or 
  viral exposure – the subject rarely ends treatment as sane as they began it.
  In some cases, extended families who share a mutant genome and anti-social urges work 
  together to fulfill their inhuman needs. Those who can pass for normal lure prey to remote 
  areas where they can be attacked by their less-human kin. Some are motivated by 
  cannibalistic urges, others simply by the need to kill or torture. These mutant clans are often 
  responsible for urban legends like the old motel where tourists check in but never seem to 
  leave or the hunting lodge where the guests are the ones being hunted.
  Mutant families aren’t just found in rural regions. Any home in the suburbs could be hiding a 
  grandmother or uncle who’s just “not quite right.”  Many inner cities also have certain 
  tenements that are swarming with strange folk who have everything delivered and only come 
  out at night.
  While some individuals with actual psychic powers become productive, contributing members 
  of society, most end up as outsiders and loners lurking on the fringes. Many only have partial 
  control of their powers and can’t understand why things tend to catch on fire around them or 
  why they’re plagued with visions of alien landscapes or ocean-floor life-forms, if they even 
  understand that’s what they’re seeing. Some are driven mad by the experience or are 
  convinced that they’re crazy by the people they go to for help. Many develop bizarre and 
  elaborate belief systems to explain what’s happening to them.
  Psychics who try to share their experiences risk being falsely diagnosed with schizophrenia 
  or some other disorder and spending the rest of their lives hopped up on psychoactive 
  medications (which may make their powers go away or may make them even less 
  controllable). On the other hand, the more they try to deny their abilities, the less control they 
  can exert over their powers and the more often unpredictable weirdness happens to disrupt 
  their lives. Regardless of how they respond to their abilities, their overall stress level is 
  several notches higher than that of most people.
  Add to this the fundamental fact that their brains don’t work the same way that “normal” 
  peoples’ do – certain areas of the brain may atrophy and whole new lobes could develop – 
  and it’s no wonder that most of them end up maladjusted. Of course, what conventional 
  thought defines as “clinical sociopathy” may simply be the psychic’s brain functioning 
  “normally” for their mutant genetics.
  Psychics often start cults (see Doomsday Cults above) or are recruited by terrorist groups as 
  living weapons.
  Mutants
  Mutants
  Psychics
  Psychics
  Modern Path Rules
  
  59
  Highly influential and popular, Senator Moore is a 
  vocal advocate for small government, increased 
  military funding, and banning R.E.A.C.T. from 
  operating within the borders of the United States of 
  America. Despite being highly intelligent, Moore 
  chooses to adopt a public persona of being a 
  loudmouthed hillbilly, fresh from the back of a turnip 
  truck. Although his colorful demeanor occasionally 
  borders on offensive, it nonetheless resonates with 
  voters. The secret to his appeal is his insistence that 
  every issue can be simplified to the point that 
  anyone can understand it – usually reducing things 
  to a state of black and white. Whenever pundits or 
  analysts insist that a given issue is more complex 
  than right or wrong, he dismisses their opinion as 
  “psychobabble jibber jabber” and reminds his 
  audience that the “world’s only as complicated as 
  you decide to make it.”
  During debates he often appears to be confused by his opponent’s statements, as if he 
  doesn’t understand what they’re saying. He often addresses opponents directly, asking them 
  to clarify points “just so the audience and I can understand what you’re sayin’” while subtly 
  maneuvering the issue to be framed in his favor. Still, he is gracious in victory and adopts 
  and “aw shucks” attitude whenever he tricks an opponent into agreeing with him.
  Senator Moore claims to oppose R.E.A.C.T. because their presence goes against his 
  reductionist principles. In his own words: “They come in after a disaster and help out. Now 
  that ain’t a bad thing, but we already got FEMA to do that. I don’t know about you, but every 
  time I seen two fellas try and do the same job at the same time they always end up trippin’ 
  over each other and makin’ a bigger mess than you had to begin with. Everything them 
  Reaction boys do is done by someone else. They just end up complicatin’ matters.”
  Despite his growing popularity, he has yet to have much success shaping public opinion. Even 
  his most loyal fans view his opposition to R.E.A.C.T. as a quirk, albeit a somewhat endearing 
  one. However, through backroom dealings and political favor mongering, he manages to deny 
  building permits and access to governmental records and offices whenever possible.
  So far, Senator Moore is a small annoyance, but all it will take is R.E.A.C.T. to make a large 
  enough mistake to allow the Senator to use his media-manipulating skills and political 
  connections to destroy them.
  What’s the  
  problem, Ethan?
  Is Senator Moore’s 
  hatred genuine or is 
  someone else pulling 
  the strings? We’ve 
  left the answer 
  purposefully vague 
  to fit the needs of 
  your campaign.
  Senator Ethan Moore
  Senator Ethan Moore
  Modern Path Rules
  
  Likely 
  True
  87% 
  60
  The image of the undercover agent equipped with a dozen miniaturized gadgets is a 
  common, but impractical one. In almost all cases mass-produced equipment works just as 
  well, is ten times cheaper, and requires less specialized training than a custom-built gizmo. 
  Also, many of the “classic” devices are now obsolete. Who needs a 2-way video transceiver, 
  miniature video camera or real-time GPS tracker when a good smartphone can do all of that 
  and more with the right apps installed and is a lot less conspicuous? Moreover, if you should 
  happen to get caught, a lot of fancy equipment immediately brands you as a spy. That’s why 
  R.E.A.C.T. agents tend to use conventional equipment, vehicles, and weapons instead of 
  spy-tech, super-vehicles and mega-guns. “Normal” gear is a lot easier to replace and a lot 
  easier to get rid of should the need arise.
  That said, there are still a few special items that R.E.A.C.T. agents tend to have, either due to 
  usefulness, easy of concealment, or sheer coolness.
   
  One of Centillion.com’s desktop and smart-phone applications, Bonaf-ID uses sophisticated 
  image-recognition algorithms to identify an individual from their picture. If it finds a match, the 
  application then queries national databases for recent news involving that individual and 
  checks to see if they have a criminal record.   
  In any case, Bonaf-ID only works on individuals who are either newsworthy or have criminal 
  records. For the vast majority of subjects it only reports “Identity Unknown at this time.” 
  Bonaf-ID requires an internet connection to function and stops working in areas without 
  cellular coverage.
  Bonaf-ID is officially only available to law-enforcement personnel and Centillion employees. 
  However, someone uploaded a cracked copy to R.E.A.C.T. servers. The cracked version contains 
  a “bug” that adds “...and you’re a pervert for asking” to the end of each screen’s text display.
  Eye Rekon is a computer and smart-phone app that 
  analyzes video and counts the number of times a subject 
  blinks per second. After establishing a baseline it can 
  then determine whether or not an individual is telling the 
  truth (as they believe it) or not with a high degree of 
  accuracy. Eye Rekon can be used on video as it’s being 
  captured but the subject may begin to wonder why you’re 
  always pointing your phone at them.
  Equipment
  Equipment
  Applications
  Bonaf-ID
  Applications
  Bonaf-ID
  Eye Rekon
  Eye Rekon
  Modern Path Rules
  Assume that the application has 5 ranks in all Knowledge skills that may be relevant to 
  identifying the target. It automatically takes 20 on rolls to find information about the target, 
  unless the operating character is in a hurry and interrupts it in mid-search. Apply any 
  penalties to vision due to darkness, fog, et cetera to the skill check.
  If the subject attempts to alter their appearance, make an opposed Disguise vs. Perception 
  roll. Assume that the app has 0 ranks in Perception. If the subject wins, assign a penalty to 
  Knowledge skill checks equal to the difference between the two rolls.
  Cost: $350
  
  Analysing Items...
  Clarifcation Needed.
  Identify this item.
  Pen, Ball Point
  Pen, Felt Tip
  Pencil, Wooden
  Pencil, Mechanical
  OTHER
  Analysis Complete.
  Possible Projects:
  Blowgun
  Door Alarm
  Radio Receiver
  Solar Tattoo Gun 
  61
  Both a smartphone and desktop application, Master Contractor analyzes photographs for 
  possible building materials and tries to project everything that could be constructed using the 
  tools at hand. Once the software has identified everything it can, it prompts the user to enter 
  identification for unknown materials (offering a dropdown list if it has been able to narrow the 
  selection significantly). It usually takes about a minute to process the data, during which an 
  animated construction worker with a mullet appears 
  on screen stroking his chin and examining 
  each item in the photo.
  Once the software has finished 
  with analysis, it creates a list of 
  all the various projects that 
  might be constructed with the 
  tools and material at hand and 
  provides step-by-step instructions 
  on how to build them. Paper-clip 
  robots, model cars powered by 
  spoiled milk, and potato batteries 
  strong enough to power a radio are just 
  some of the possibilities. Thousands of 
  kids without a science-fair entry download 
  Master Contractor the night before judging. 
  Most end up passing Science class.
  Version 2.0 is the public version and contains safeguards to prevent people from creating 
  anything more dangerous than a stink-bomb. In fact, if someone tries to use Master 
  Contractor to look up the formula for explosives, how to cook methamphetamine, or other 
  dangerous combinations, it not only gives zero results but flags that user’s account to be 
  monitored for future criminal activity.
  A slightly more advanced version, without the hazardous material lock-down, is available to 
  R.E.A.C.T. Fellows and select Irregulars only. With MC: GU ver 2.4.1, anything is possible.
  R.E.A.C.T. replacement cybernetic eyes are capable of running Eye Rekon, 
  but it becomes difficult to upload the frequent patches and upgrades.
  Master Contractor: General Use 2.0
  Master Contractor: General Use 2.0
  Modern Path Rules
  Eye Rekon grants a +4 equipment 
  bonus to Sense Motive skill checks.
  Cost: $275
  Treat this as if the application has 5 ranks in all 
  Craft skills. It can use the Aid Another action to 
  help a character with the appropriate Craft skill. 
  Alternately, if the character is unskilled (or is 
  just less skilled than the machine), they can 
  just use the program’s roll; If the character has 
  no ranks in the appropriate Craft skill, MC: GU 
  has a -1 penalty and the project takes 3 times 
  as long as usual to complete.
  Cost: $250 (MC: GU ver. 2.0)
  Cost: $500 (MC: GU ver. 2.4.1)
  
  62
  Constructed from an expensive and experimental form of synthetic 
  spider-silk, advanced body armor offers the same coverage as 
  tactical response armor, but is far lighter and more flexible. 
  Devices
  Advanced Body Armor
  Devices
  Advanced Body Armor
  A hand-held device similar to hand held document scanners, the 
  fingerprint detector emits a narrow beam of ultraviolet light that 
  scans nearby surfaces. By holding the wand 6” or so from an 
  object and waving it around, you can pick up and record fingerprints from 
  almost any mostly-flat surface or commonly encountered shape such as 
  a doorknob. The software only really gets confused by irregular 
  shaped surfaces. With the short mini-USB cable that comes with 
  it, you can plug the detector into your phone and get 
  identification on a given fingerprint in under a minute. 
  Alternately, if you’re not in a hurry (or don’t trust an 
  unshielded cellular network), the Detector has enough 
  capacity to store the equivalent of 2 small houses 
  worth of data before needing a new memory stick.
  Resembling a laser microphone with a parabolic dish attached, the glass breaker shatters 
  any crystalline substance it’s pointed at almost instantaneously. The dish broadcasts waves  
  of sub sonic sound causing glass it’s pointed at to vibrate. The laser measures the frequency 
  of vibration and adjusts the broadcast pitch until it matches the resonant frequency of that 
  particular type of crystal. This typically causes glass to shake itself into pieces in seconds.
  Glass Breaker
  Glass Breaker
  Fingerprint Detector
  Fingerprint Detector
  The laser has an effective range of 30 feet. Generally speaking, no to-hit roll should be 
  required unless the player or the target is moving.
  A typical battery pack holds enough of a charge for 6 rounds of use before needing to be 
  recharged or replaced.
  “Ethical? I don’t see 
  why not. The patients 
  are aware that the 
  sessions are 
  recorded. They sign 
  all the necessary 
  forms. 
  It’s not 100% 
  accurate, which is 
  why I only look at the 
  data when I review 
  the recordings. After 
  12 years I pretty 
  much know when a 
  patient is lying. Eye 
  Rekon just helps me 
  confirm that. It’s 
  better for the patient. 
  The faster we can get 
  past their defenses, 
  they faster I can help 
  them.”
  -Dr. Lilian Finch, 
  psychiatrist
  Modern Path Rules
  Defense: +10
  Fortification: +35%
  Maximum Dexterity Bonus: +2
  Skill Penalty: -3
  Speed: 25
  Weight: 10 lbs.
  Cost: $5000  
  No roll is necessary to identify fingerprints. The GM decides if there are or are not 
  fingerprints to be discovered. The device grants a +2 equipment bonus to the Collect 
  Evidence and Analyze Clue (when used to extract extra information) abilities.
  Cost: $500
  Weight: 1 lb.
  While in operation, the glass breaker inflicts 2d4 points of damage per round crystalline 
  substances, bypassing any damage reduction or object hardness. It is especially effective 
  against glass and inflicts +2 damage against glass.
  
  63
  It would be possible to construct a larger, vehicle-mounted version capable of shattering all 
  the glass in an office building, but such a device would be more useful to terrorists 
  than heroes.
  Weight: 2 lbs.
  “Pocket” is stretching it a bit because the actual device is about the same size as an 800 
  page hardback novel, but this is still a remarkably small EMP generator. Once activated, it 
  emits an electromagnetic pulse powerful enough to fuse circuitry, overload processors, and 
  generally render anything electronic within 60 feet inoperable – including itself, making this a 
  single-use item.
  Pocket EMP
  Pocket EMP
  You don’t need to roll for every affected device, just special equipment with dramatic 
  importance. Unless a character needs to use it right away, assume that any electronic item is 
  broken and must be replaced.
  Cyberware affected by an EMP can be repaired, although it usually requires surgery to get at 
  the fried circuit boards to replace them. In most cases, the implants become dead weight; in 
  the case of replacement hearts or lungs, of course, this is a lethal effect.
  Weight: 5 lbs.
  Porous latex is a new formula of water permeable liquid latex that allows for superior 
  disguises and masks. Sweat passes through the porous latex to bead on the other side, 
  making the mask appear more realistic and natural. It also helps the disguised user stay 
  more cool and comfortable.
  Porous Latex
  Porous Latex
  These machines reduce the local instability while in operation. “Portable” only in the sense 
  that they aren’t bolted to the floor, the typical stabilizer stands over 4 feet tall and has a base 
  approximately 2 feet in diameter. Each weighs about 60 pounds and must be connected to 
  an external power supply (although they can easily be jury rigged to run off a car battery for 
  8 hours each).
  Sothonic Stabilizers
  Sothonic Stabilizers
  Modern Path Rules
  Cost: $1300
  Treat this as an area effect attack that only affects electronic devices. 
  Anything electronic within 30’ of ground zero must make a DC 20 Fortitude 
  saving throw or have its circuitry fused into uselessness.  Items between 
  31’ and 60’ must make a DC 15 saving throw. Military-issued equipment 
  and cybernetic implants receive a +4 bonus to their saving throw. 
  Electronic devices specifically built with “hardening” or “tempest shielding” 
  or items on the other side of a Faraday cage from the EMP are immune.
  Cost: Mediocre (+4)
  When used in conjunction with a disguise kit, 
  porous latex grants a +5 equipment bonus to 
  Disguise skill checks.
  Weight: .5 lbs.
  Cost: $500
  
  64
  All effects extend out to a radius of 100 feet. There are no additional effects from overlapping 
  multiple stabilizer fields.
  Weight: 60 lbs.
  Essentially just a small speaker with an on-off switch, this pocket-sized device emits powerful 
  bursts of sound both below and above the human range of hearing in a 30’ radius cone. The 
  subsonic noises trigger a primal fear response while the ultrasonic frequencies disrupt 
  equilibrium. The combined effect has been described as “listening to nails on a chalkboard, 
  except you don’t actually hear anything and it doesn’t stop”.
  Sonic Inducer
  Sonic Inducer
  Normal animals can actually hear the sounds and automatically attempt to flee the affected 
  area. Supernatural or mutant animals will also tend to flee, but can resist (as above) if they 
  have a reason to do so.
  Weight: .5 lbs.
  Not to be confused with windows on a ship, X-Porthole is a 6” view screen designed to see 
  through walls. It can accurately locate 
  multiple moving targets’ positions behind 
  a wall to within half a foot. It can also 
  calculate the dimensions of the room and 
  identify non-moving obstacles such as 
  furniture although it has trouble 
  distinguishing between counter tops and 
  couches.  It only detects that an object 
  fills up space.
  X-Porthole
  X-Porthole
  “The sonic inducer is 
  a fine piece of 
  equipment, make no 
  doubt about that. 
  However, it has 
  limited application in 
  the field, namely 
  because the effect is 
  unpredictable. Most 
  suspects are already 
  at least a little 
  nervous when 
  dealing with an 
  officer and you can 
  never know in 
  advance how they’ll 
  respond when you 
  jack that all the way 
  up to 11. They might 
  flee, they might 
  freeze, they might go 
  berserk.
   Where it would come 
  in handy is in the 
  interrogation room 
  but it’s against 
  Bureau policy. Ethics 
  or some such 
  although it’s actually 
  legal. I checked.”
  Officer Sheila 
  Burkowitcz, Federal 
  Bureau of 
  Investigation
  Modern Path Rules
  Stabilizers reduce the effective local dimensional  
  instability rating by 2 while in operation and give  
  a +2 bonus on all saving throws against psychic powers.
  Any sustained effects require a DC 15 concentration check 
  each round to maintain. (Psychics use their overall class 
  level as a bonus to the roll.)
  Cost $10,000
  Short-term exposure to the sonic inducer gives the user a +5 bonus on Intimidation skill 
  checks made against the inducers targets. Long-term exposure (such as sleeping in a room 
  with one running) requires a DC 12 Willpower saving throw each hour or acquire the 
  Frightened condition.
  Cost $2000
  X-Porthole allows the user to make 
  vision-based Perception checks through 
  walls. Every 30’ of open space imposes a 
  cumulative -2 range penalty as does 
  additional 6” of solid matter. It’s relatively 
  easy to see what’s on the other side of a 
  wall but significantly harder to see 
  through an entire building.
  
  65
  The following gear is either standard issue to all agents of a given division or so readily 
  accessible by them, that it may as well be issued personally.
  Prophets tend to have:
  Forensics/Evidence 
  gathering kits
  State of the Art Laptop with all 
  the number crunching software 
  you could ask for
  Smart-phone
  Bonaf-ID application
  Eye Rekon application
  Skulks tend to have:
  Bolt Cutters
  Camouflage (or black) fatigues
  Concealable Microphones
  Electrical tool kit
  Fake ID
  Lock picks
  Night vision goggles
  Multi-tool
  Smart-phone
  Bonaf-ID application
  Master Contractor 
  application  ver 2.4.1
  GPS, mapping, & blue-print 
  reading applications
  First-Aid kit
  Multi-tool
  Smart-phone or Satellite phone
  Master Contractor application  ver 2.4.1
  State of the Art Laptop with inventory control 
  software and a database of various regional laws
  Access to a chemical, medical, or physics 
  laboratory
  Chemical/Radioactive containment suits
  Electronic or Mechanical tool kit
  Forensics/Evidence gathering kit
  State of the Art Laptop with a database of recent 
  scientific and medical discoveries
  Camouflage Fatigues
  Flashlights
  Handcuffs
  Encrypted Radio headsets
  Security Uniform
  Sonic Inducers
  Stun gun, Taser, & holsters
  Tap detector
  Standard Gear Issued by Role
  Standard Gear Issued by Role
  Intelligence Division
  Intelligence Division
  Logistics Division
  Logistics Division
  Research Division
  Research Division
  Security Division
  Security Division
  The view is in black and white only and the user cannot make out details, only the position 
  and approximate shape of objects. Users can easily tell humans and coat racks apart but 
  would have extreme difficulty in identifying a specific human out of a group of individuals with 
  similar heights.
  Although sensitive to X-rays and ambient radiation, X-Porthole gets most of its data by 
  blasting the area with a form of high-frequency ultrasound, making it undetectable by radar 
  detectors or most other forms of surveillance countermeasures.
  Weight: 3 lbs.
  Modern Path Rules
  Cost $15,000
  This item grants a +2 
  bonus to Knowledge 
  (behavioral science), 
  Knowledge (physical 
  sciences), and 
  Knowledge 
  (technology) skill 
  checks if the 
  character spends an 
  additional full round 
  action to work out the 
  math in advance.
  This item grants a +2 
  bonus to Knowledge 
  (bureaucracy), 
  Knowledge (local), 
  and Knowledge 
  (technology) rolls 
  pertaining to 
  computers if the 
  character spends a 
  full round in advance 
  researching the topic.
  This item grants a +2 
  bonus to Knowledge 
  (earth & life 
  sciences), 
  Knowledge 
  (physical sciences), 
  and Knowledge 
  (technology) skill 
  checks if the 
  character spends a 
  full round in advance 
  researching the topic.
  
  66
  R.E.A.C.T. cybernetic implants are designed for therapeutic uses, to restore rather than to 
  enhance abilities. Accordingly, R.E.A.C.T. literature and personnel always refer to individuals 
  with cybernetics as “patients,” individuals with a medical condition that requires treatment. 
  Patient health, safety, and quality of life, are the only goals R.E.A.C.T. researchers strive for 
  when designing cybernetic limbs, implants, and replacement organs. If a feature has even a 
  tiny chance of harming a patient, R.E.A.C.T. leaves it out. As a result, R.E.A.C.T. produces 
  the safest and highest quality cybernetics on the planet.
  Most R.E.A.C.T. cybernetic implants do give a slight boost to a character’s abilities but this is 
  generally a side effect of their mechanical nature rather than an intentional result.
  Other organizations tend to be less scrupulous, talented, or both. Some refer to their patients 
  as “subjects”, “clients,” “implantees” or even “customers.” This is not to say that every non-
  R.E.A.C.T. clinic is unethical; some doctors simply assess risk differently. If a given implant 
  has a .5 percent chance of causing neurological damage, R.E.A.C.T. pulls the plug to prevent 
  even a single person from being harmed. Other clinics might choose to focus on the other 
  199 individuals that are helped by the device rather than the 1 who’d be harmed. They 
  reason that as long as the patient is aware of any potential dangers, their informed consent 
  resolves any possible ethical considerations.
  On the other end of the spectrum lie underground clinics that will install risky and dangerous 
  implants. They’ll also add questionable “upgrades” to existing implants, as long as the price is 
  right. These devices are able to increase the cyborg’s abilities to superhuman levels, but 
  almost all come with significant risks and/or long-term damage; inexplicably there’s never any 
  shortage of individuals willing to pay any price to become more than human.
  “What happened to 
  your arm?” she 
  asked me one night 
  in the Gentleman 
  Loser, the three of us 
  drinking at a small 
  table in a corner.
  Hang-gliding,” I said, 
  “accident.”
  Hang-gliding over a 
  wheatfield,” said 
  Bobby, “place called 
  Kiev. Our Jack’s just 
  hanging there in the 
  dark, under a 
  Nightwing parafoil, 
  with fifty kilos of radar 
  jammed between his 
  legs, and some 
  Russian asshole 
  accidentally burns 
  his arm off with 
  a laser.”
  Burning Chrome, 
  William Gibson
  Cybernetic Implants
  Cybernetic Implants
  Gaining Implants
  Gaining Implants
  Modern Path Rules
  Most characters will not have cybernetic 
  implants. The requisite surgery, side 
  effects, and expense (especially the 
  expense) are major deterrents. No 
  ordinary characters should have 
  cybernetics; only significant characters 
  with levels in Modern Hero merit 
  implants and then only if they’ve suffered 
  some horrific injury. No ethical doctor 
  would willingly sever a healthy limb and 
  replace it with machinery, thus limiting 
  cybernetic implants to victims of trauma, 
  victims of unethical medical experiments, 
  or those sufficiently insane and powerful 
  to compel a doctor to do the work.That 
  said, this is your campaign and if you 
  decide to roll the clock ahead a few 
  years and make cybernetic implants 
  more prevalent, we recommend letting 
  player characters start with a fixed number of points (3 is a good number) to spend on 
  cybernetics. Alternately, you could allow them to install a number of cybernetic points equal 
  to the greater of their Wisdom or Constitution modifiers.
  
  67
  Agony Gate, Black Market
  Agony Gate, Black Market
  7 points
  In 2010, Fredrick Heinz, a volunteer fireman, burn victim, and recipient of the R.E.A.C.T. Pain 
  Interceptor disappeared from his hospital bed. His body has never been found. Eight months 
  later, the first of many criminals (a known assassin with ties to the Tongs) turned up with an 
  over-clocked and reverse-engineered version of the R.E.A.C.T. Pain Interceptor. Interpol 
  estimates that cyborgs with this implant number now number in the hundreds worldwide.
  Cheaply produced and often ineptly implanted, the “Agony Gate” has earned its name many 
  times over. Shortly after being implanted, the Agony Gate goes to work completely 
  eliminating pain signals of all kind – until it doesn’t. Either due to neurological damage, 
  botched surgery, or manufacturing defect, approximately 34% of these devices start 
  malfunctioning between six months and a year after insertion and periodically induce 
  agonizing seizures instead of blocking pain.
  Modern Path Rules
  Example: Jim Stock 
  is nearly cut in half 
  by a laser and 
  receives a cybernetic 
  replacement arm and 
  leg – 10 points of 
  cybernetics. 
  Because he lacks the 
  Cybernetic Implants 
  Feat, he suffers 2 
  negative levels. He 
  can eliminate these 
  negative  levels by 
  advancing enough 
  levels to take the 
  Cybernetic Implants 
  Feat twice, by 
  accepting 10 points 
  of side-effects (such 
  as  hallucinations 
  [x2] and seizures) or 
  a combination of the 
  two (such as 1 
  instance of the 
  Cybernetic Implants 
  Feat and chronic 
  pain sensation).
  Cybernetic Implants Feat
  This feat may be taken multiple times. Each instance allows a character to take up to 8 points 
  of cybernetic implants. The player can take a single, powerful implant or mix and match a 
  variety of minor devices. Any unspent points can be saved until the character can take the 
  feat again or spent when the character next advances a level.
  Characters who manage to exceed their allotted value of cybernetic points suffer from 
  chronic side effects such as tremors, twitches, disorientation, partial seizures, and even 
  minor hallucinations that act as a constant distraction. Such an overloaded character cannot 
  spend or gain Action Points and gains a negative level for every 7 points of implants they 
  have over their limit (round up). Any negative levels disappear once the character acquires 
  the requisite number of cybernetic points, takes an equal amount of cybernetic defects or the 
  offending cybernetics are removed.
  
  PERFORMANCE 
  MATTERS
  68
  3 points
  Originally designed to maintain a healthy level of insulin in a diabetic’s bloodstream, the 
  auto-Injector is a sub-cutaneous pump implanted near one of the brachial or femoral arteries.  
  A small port in the character’s dermis allows access to replace batteries and also accepts 
  cartridges of concentrated medicine which the injector either slowly releases into the 
  bloodstream or, in response to specific neurochemical triggers, injects into the bloodstream 
  in a controlled burst.  Each implant includes a chemical monitor to regulate the rate of 
  dispensation and shut off the flow of medicine to prevent overdosing; there is no known way 
  to override the monitor.
  A character can have up to 4 different auto-injectors installed, each loaded with a different drug.
  The exact effect depends on the drugs being employed. A good rule of thumb is that most 
  drugs will only have half the usual effect, but last four times as long due to careful rationing. 
  Auto-injectors are usually configured to taper 
  off the dosage as it approaches the end of a 
  cartridge, meaning that side-effects and 
  withdrawal symptoms are minimal for 
  occasional users. Remaining under the 
  influence for more than a few days will usually 
  provoke the standard withdrawal effects.
  Auto-Injector, various manufacturers
  Auto-Injector, various manufacturers
  “I was on the verge of 
  losing my feet. My 
  circulation was so 
  bad that something 
  was getting infected 
  every couple of 
  weeks. I just wasn’t 
  producing any insulin 
  at all. 
  I wasn’t a good 
  candidate for surgery 
  but I found a cut-rate 
  doctor to do the work. 
  Left an ugly-ass scar. 
  You don’t even know. 
  But it worked. I get 
  all the insulin I need, 
  and just the insulin I 
  need, whenever I 
  need it. Turned my 
  whole life around. 
  The fact that I walked 
  in through the front 
  door should be 
  testimony enough.”
  – Nakia Fury, 
  Auto-Injector 
  recipient and former 
  diabetic
  Modern Path Rules
  The character is completely immune to pain and gains Damage Reduction 3/-. The Damage 
  Reduction increases to 10 against non-lethal damage. Additionally, they gain a +2 bonus to 
  Fortitude and Willpower saving throws and can remain active until they reach -10 hit points.
  No longer aware of their physical limitations, the character can 
  push themselves past their usual limits of performance, to the point 
  of injury and beyond. Roll 1d6 each time the character uses this 
  ability. Add the result to the character’s next skill check or to-hit roll 
  and the character suffers half that amount (round up) in damage.
  Game Masters are encouraged to keep track of the character’s hit 
  points for them and require them to succeed on a DC 15 Perception 
  check to determine what their hit point total is.
  Low-level stimulants duplicate the Endurance 
  feat (or double the effects if the character 
  already has the feat) and grant a +2 chemical 
  bonus to Constitution checks.
  More potent stimulants give DR 5/lethal 
  damage but make the character 
  overconfident, edgy, and irritable. Prolonged 
  use inevitably results in paranoia.
  Mild opiates give the character +3d6 
  temporary hit points that remain until the 
  dosage runs out.
  Powerful narcotics give the character +3d10 
  temporary hit points and the equivalent of the 
  Die Hard feat, but impose a -2 to Dexterity 
  and Dexterity-based skill checks.
  
  69
  5 points
  Despite the misleading advertising, GBI Cybergills do not let you breathe water as easily as 
  air. At best, they make it difficult to drown and are an effective alternative to lung 
  transplantation or replacement in some cases.
  The “gills” themselves consist of thin membranous strips attached to the skin on either side of 
  the neck (typically as low and far back as possible for cosmetic reasons). Right-side gills filter 
  oxygen (and only oxygen) from the air and shunt it straight into the carotid artery, while gills 
  on the left extract and release carbon dioxide. Cybergills are capable of extracting oxygen 
  from water, but not quickly or efficiently enough to meet an individual’s respiratory needs.
  On their own, GBI Cybergills can only introduce into the blood stream about 40% of the 
  oxygen necessary for life, which is why they’re most often used to supplement damaged but 
  functioning lungs. On the other hand, when implanted into an individual who already has a 
  healthy respiratory system, cybergills have proven to be a powerful performance enhancer 
  making them a common black market item.
  10 points
  Only a somewhat over-hyped product, the GBI chassis is often the only way for individuals 
  with severe pelvic damage to walk again. Since the Cyber-Chassis includes full replacement 
  of the hip bones, it allows for heavier materials and stronger motors to be used in the legs, 
  creating a truly indefatigable cyborg.
  Cybergills, Global Bio-medical Industries
  Cybergills, Global Bio-medical Industries
  Global Bio-medical Industries Cybernetic Chassis
  Global Bio-medical Industries Cybernetic Chassis
  Rogue military forces use auto-injectors as performance enhancers, dispensing just enough 
  stimulants to keep soldiers awake and alert for weeks at a time – or to dispense pain-
  eliminating narcotics. Wealthy debauchees have auto-injectors implanted to stay permanently 
  high without overdosing (at least until they become resistant to all the effects or find a 
  combination of drugs that is inherently deadly).
  “Gils? Gils!?! I’m a 
  man not a fish, aren’t 
  I? Believe you me, 
  I’ve heard all the 
  jokes… said most of 
  ‘em meself. Still, the 
  doc said me lung 
  capacity was down to 
  40%, didn’t they? 
  Fumes from the 
  factory, they said.I 
  don’t fancy kippin’ in 
  an iron lung or luggin’ 
  around a tank of 
  oxygen me whole life 
  so it was gills 
  or gasp.
  Not much to look at, 
  I’ll own but they get 
  the job done. Gives 
  me something to chat 
  up the birds with, 
  doesn’t it? And I’m as 
  wicked on the football 
  field as ever. Maybe 
  a sight better.”
  -Norman Davies, 
  machinist
  Modern Path Rules
  In a healthy individual, cybergills grant a +2 bonus to Fortitude saving throws, as well as 
  Climb, Jump, Survival, and Swim checks. Additionally, the character can hold their breath for 
  a number of rounds equal to 2 times their Constitution. The character may lose 
  consciousness due to drowning, but the gills supply enough oxygen to prevent hit point loss 
  below zero. The character still suffocates normally in the absence of oxygen.
  The GBI Cybernetic Chassis increases Armor Class by +3, adds +4 to overall Strength, 
  increases the character’s carrying capacity by 50% and doubles the amount of weight they 
  can drag or push. The legs are somewhat clunky and slow to maneuver, but once they get 
  going, are capable of nearly vehicular speeds. Reduce the character’s base speed by 10’. 
  However, when running in a straight line, they have a movement multiplier of x16 (or x20 if 
  they have the Run Feat) instead of x4.
  The character can run for a number of hours equal to their Constitution bonus (minimum 30 
  minutes) before needing to check for fatigue.
  Additionally, the legs incorporate an internal gyroscopic balance-assist feature that grants a 
  +5 bonus on Acrobatics skill checks to jump or soften a fall.
  Speed Example:  
  Most humans will 
  have a base speed 
  of 20’ (30’-10’) but 
  can run 16 x 20’ =  
  320’/~16 m.p.h. in a 
  straight line as a 
  full-round action (or 
  400’/~20 mph if they 
  have the Run feat).
  
  70
  5 points
  Officially designed for patients with chronic pain or to be temporarily inserted into severe 
  burn victims, the R.E.A.C.T. Pain Interceptor is a small device implanted at the base of the 
  skull or alongside one of the first few vertebrae.  The device periodically sends out electrical 
  pulses that over-stimulate the brain’s pain receptors, effectively stunning them and resulting 
  in significantly reduced pain sensations.
  6 points
  Designed to aid severely depressed patients who haven’t responded to conventional 
  treatment, the Deep Brain Stimulator functions similarly to the Pain Interceptor, but the 
  applied voltage induces the release of mood-elevating neurotransmitters instead of blocking 
  pain. The character becomes cheerful and optimistic and has difficulty being suspicious.
  Because of the high probability of abuse and having learned from the 
  Agony Gate debacle, R.E.A.C.T. has stepped up clinic security and 
  included anti-tampering features to the design.
  Deep Brain Stimulator R.E.A.C.T. 
  Deep Brain Stimulator R.E.A.C.T. 
  Pain Interceptor, R.E.A.C.T. 
  Pain Interceptor, R.E.A.C.T. 
  “I signed up for the 
  clinical trial of the 
  Deep Brain 
  Stimulator because 
  I’d already tried 
  everything else. I 
  was desperate for 
  change. Paxil, 
  Celexa, Wellbutrin 
  -with and without 
  Abiify- Remeron, 
  Symbyax... all 
  useless. Therapy, 
  exercise, religion, 
  meditation, diet, – 
  none of them helped. 
  I was down to 
  cybernetics and 
  electric shocks. I am 
  so thankful to have 
  passed the 
  screening and get 
  accepted.The DBS 
  has been a miracle. 
  It is like I have a 
  life again. 
  -Roger Kaspari, 
  Recipient #4.
   
  4 points
  Originally designed as a treatment for Alzheimer’s 
  disease, the memory booster proved to be unreliable 
  and provided only minimal gains that didn’t justify the risks of major brain 
  surgery. Production of the device was canceled, but the plans found their way 
  onto the internet and modified versions soon appeared on the black market 
  claiming to be general intelligence enhancers.
  Primarily implanted in individuals stupid enough to believe a machine can make them instant 
  geniuses, the memory booster does have a profound effect on the subject’s cognitive abilities 
  –usually not for the better. Psychosis, delusions, and hallucinations are common side-effects, but 
  for 62% of subjects it also produces a modest increase in memory and cognitive processing.
  Memory Booster, Black Market
  Memory Booster, Black Market
  Modern Path Rules
  A mood-elevating brain implant gives a general +2 bonus to 
  all Willpower saves and a +4 on saves against fear or any 
  other negative emotions, but imposes a -2 penalty on Sense 
  Motive skill checks. Additionally, any power, ability, or effect 
  that gives the character a morale-based bonus increases its 
  duration by 50% (minimum of +1 round).
  The character receives a +2 bonus to all 
  Knowledge skill checks and initiative.
  Pain Interceptor implants provide 
  Damage Reduction 5/lethal damage. 
  Additionally, they grant a +2 bonus to 
  Fortitude and Will saving throws.
  
  71
  Replacement Heart, R.E.A.C.T. 
  Replacement Heart, R.E.A.C.T. 
  3 points
  R.E.A.C.T. replacement hearts use layered “memory metals” to simulate the expansion and 
  contraction of heart muscle. The end result is nearly indistinguishable from a healthy 
  heartbeat, even to trained listeners, but is easily detected by x-rays or metal detectors.
  3 points
  This implant takes a radically different approach to heart replacement, substituting a 
  perpetually turning turbine for the traditional pump-like organ. Instead of the ebb and flow of 
  a pulse, blood is pulled through the veins at a uniform pace.
   
   
  Although highly efficient, the turbine isn’t a perpetual motion machine and a new battery must 
  be surgically implanted every 5 years.
  Replacement Heart, Turbine
  Replacement Heart, Turbine
  6 points each
  Unlike R.E.A.C.T. limbs, the GBI piston arm 
  makes no effort to appear “normal” with its 
  gleaming metal finish and audibly whirring 
  motors. Significantly cheaper, the GBI piston 
  arm is popular world-wide due to its low cost 
  and the ease with which it can be customized 
  for specific tasks.
  Replacement Arm, Piston Global Bio-medical Industries
  Replacement Arm, Piston Global Bio-medical Industries
  3 points
  Generally only issued in pairs to reverse blindness, R.E.A.C.T. Replacement eyes consist of 
  small motorized digital cameras mounted in the character’s eye sockets. Although they look 
  normal from far away, anyone within speaking distance of someone with replacement eyes 
  can tell that they’re artificial.
  R.E.A.C.T. Replacement Eyes
  R.E.A.C.T. Replacement Eyes
  R.E.A.C.T. replacement eyes are programmed to filter out glare, sudden flares, and flashes of light 
  down to manageable levels. The character cannot be blinded, stunned, or dazed by light-based 
  effects, however, prolonged exposure to intense, coherent light may overload the implants.
  Modern Path Rules
  R.E.A.C.T. replacement hearts give a permanent +2 cybernetic bonus to Constitution.
  Turbine Hearts grant a +3 cybernetic bonus to Constitution. All rolls to resist fatigue (see the 
  Endurance Feat for examples) also receive a +2 cybernetic bonus. However, because the 
  character effectively lacks a pulse, any Heal checks made on the character receive a -1 penalty.
  Basic cybernetic eye replacement gives a +2 bonus to Notice skill 
  checks at distances up to 60’. However, the current state of visual 
  pre-processors has trouble interpreting particles; double all penalties 
  for rain, fog, snow, smoke, or similar vision obstruction.
  The piston arm has an effective strength of 16, 
  which does not affect the character’s carrying 
  capacity. Average the effective strength of the 
  arm with the character’s actual strength to 
  
  SENSATION
  MATTERS
  72
  5 points each
  The most publicly visible cybernetic device, R.E.A.C.T. prosthetic limbs restore full mobility 
  and range of motion to the patient’s limbs. R.E.A.C.T. doctors and technicians do everything 
  they can to replicate the original limb as perfectly as possible, matching skin tone, freckles, 
  and even replicating scars as well as they can. They often succeed to a remarkable degree. 
  R.E.A.C.T. Replacement limbs are only detectable by the lack of cost-prohibitive hair and 
  slightly unusual texture of the fake skin.
  4 points each
  GBI’s answer to the lack of tactile sensation inherent in 
  many cybernetic limbs, the tactile arm gives the 
  patient the full range of sensory input and then some. 
  Given the arm’s capacity for incredibly precise 
  movements, an individual with a GBI Tactile Arm is 
  capable of successfully performing neurosurgery, at 
  least if you believe the hype.
  The long-term effects of the GBI Tactile Arm are unknown, but 42% of patients develop minor 
  tremors, twitches, or nervous tics within 12 months of having the prosthetic limb implanted. 
  Further study is needed to determine if these side-effects will stay minor or if they have the 
  potential to escalate into seizures, permanent palsy, or psychosis.
  Replacement Arm, Tactile, Global Bio-medical Industries
  Replacement Arm, Tactile, Global Bio-medical Industries
  Replacement Limb, R.E.A.C.T.
  Replacement Limb, R.E.A.C.T.
  In conjunction with 
  DARPA and 
  Wounded Warrior 
  project, GBI 
  announces the 
  donation of 100 arms 
  for veterans who 
  have lost limbs in 
  service to their 
  country. This 
  program will help 
  enhance DARPA’s 
  RE-NET project.
  The Defense 
  Advanced Research 
  Projects Agency,  
  a U.S. governmental 
  agency.
  “DARPA’s Reliable 
  Neural-Interface 
  Technology (RE-NET) 
  program researched 
  the long-term viability 
  of brain interfaces 
  and continues 
  research to develop 
  high-performance, 
  reliable peripheral 
  interfaces. These 
  new peripheral 
  interfaces use 
  signals from nerves 
  or muscles to both 
  control prosthetics 
  and to provide direct 
  sensory feedback. 
  Ongoing clinical 
  trials present 
  compelling examples 
  of both interface 
  types.”
  http://www.darpa.mil/
  NewsEvents/
  Releases/2013/05/30.
  aspx
  Modern Path Rules
  The Tactile Arm increases Dexterity by +2 and has an 
  effective strength of 12, but does not affect the 
  character’s carrying capacity. Average the effective 
  strength of the arm with the character’s actual 
  strength to determine their lifting capacity and bonus 
  to skill checks. If the character has both limbs 
  replaced, add each limb’s Strength and average the 
  sum, i.e. [12 + 12 + Strength]/3. Use the strength 
  bonus of whichever arm the character is attacking 
  with for attack and damage bonuses. The Tactile Arm 
  is less durable than other cybernetic arms and does 
  not increase damage.
  determine their lifting capacity and bonus to skill checks (round up). If the character has both 
  limbs replaced, add each limb’s strength and average the sum, i.e. (16 + 16 + Strength) / 3 
  (round up). For attacks and damage use the strength bonus of whichever limb they’re 
  attacking with.
  Each piston arm increases Armor Class by +1, but the lack of tactile input imposes a -2 
  penalty to Dexterity-based skill rolls.
  The piston arm is so named because it can be customized to specialize in a single, violent 
  motion such as punching, swinging a bat, or throwing. At the time of implant the character 
  may choose one such attack, which receives a +1 bonus to hit the first time it’s used against 
  a given target. (Unfortunately, the piston-attack is predictable and tends to become less 
  surprising over time.) Melee attacks inflict 2d6 +3 points of lethal damage. If throwing is 
  chosen, increase the range of any thrown weapons by 50%.
  
  73
  1 point each
  This upgrade can be taken multiple times and can only be 
  applied to GBI limbs.
  Replacement Limb Strength Upgrade, GBI Cybernetic
  Replacement Limb Strength Upgrade, GBI Cybernetic
  Although R.E.A.C.T. does everything they can to replicate the original limb in every way, 
  metal is intrinsically stronger than flesh and some degree of enhancement is inevitable.
  1 point/lung
  Organic lungs rely on having a large surface area permeated with arteries to transfer oxygen 
  from the air to the blood. R.E.A.C.T. lungs duplicate this with an inorganic fractal lattice 
  structure into which veins and arteries grow over time. After an extensive recovery period 
  (which can last months and requires the use of breathing machines during this time), 87% of 
  patients experience a full recovery. The remaining 13% recover enough to resume a relatively 
  normal life, but are unable to engage in athletics. (Players are assumed to be in the 
  87% majority).
  Replacement Lung(s), R.E.A.C.T. 
  Replacement Lung(s), R.E.A.C.T. 
  “He’s as good as new. 
  It’s like a miracle. 
  John went back to 
  work a week ago and 
  says nobody can tell 
  the difference. The 
  new arm’s a little 
  clumsy sometimes 
  and you can’t get his 
  attention by tapping 
  that shoulder but... 
  Oh, it’s so good to 
  have the old Johnny 
  back. His depression 
  is gone. He laughs 
  again. It’s like the 
  accident never 
  happened.”
  – Fiona Bow, wife of 
  R.E.A.C.T. 
  replacement arm 
  recpient, John Bow
  Modern Path Rules
  For the sake of simplicity, assume that each replacement limb increases overall Armor 
  Class by +1 each. Each pair of limbs gives a cumulative +1 bonus to Strength and 
  Constitution. Punches or kicks made with cybernetic limbs do 1d4 points of damage (plus 
  any Strength modifier). The damage can be lethal or non-lethal, chosen at 
  the time of the attack.
  However, the lack of tactile feedback in cybernetic arms 
  imposes a -2 penalty on Dexterity-based skill rolls for the 
  first arm replaced and -3 if both arms are replaced.
  Punches or kicks made with cybernetic limbs do 1d4 
  points of damage (plus any Strength modifier). The 
  damage can be lethal or non-lethal, chosen at the time of 
  the attack.
  Each upgrade increases Strength in an arm by +4 (to a 
  maximum of 24). Upgrading the Cyber-Chassis increases 
  overall Strength by +2 (to a maximum of double the character’s 
  original strength or 24, whichever is less).
  Each replacement lung gives the character a cumulative +2 bonus to all saving throws 
  against airborne poisons or toxins, suffocation, fatigue, and all rolls to hold their breath.
  
  74
       
  The field of cybernetics is still in its infancy and many implants and devices haven’t been 
  completely perfected or are still experimental. Most cybernetics designed to augment human 
  performance to superhuman levels haven’t been extensively tested for effectiveness or safety. 
  Add to that the type of doctor who typically does black market surgery probably didn’t 
  graduate at the head of their class (more likely got thrown out) and it’s a wonder that the stuff 
  works at all. Even when it does, there’s every chance that the surgeon perforated an organ, 
  nicked a nerve cluster, or damaged the character in some way.
  The following defects and side-effects are available for characters with GBI or Black Market 
  cybernetics. Each is worth negative points, which can be used to buy more cybernetics. 
  Some defects are reversible and can be repaired or removed the next time the character 
  acquires more points to buy them off. Others effects (such as nerve damage) are permanent.
  -3 points
  Reversible
  An unshielded processor, loose wire, or poor neurological 
  connection provides constant stimulation to the ulnar and 
  median nerves resulting in shaky, unsteady hands.
  Whenever the character is hit by an electrical attack 
  (regardless of whether the attack does damage or not) 
  there’s a 50% chance their hands begins to shake 
  uncontrollably. Sudden adrenaline spikes, such as being 
  surprised, the start of combat, or receiving emotionally 
  traumatic news can also trigger the shakes.
  Defective Cybernetics
  Defective Cybernetics
  Tremors
  Tremors
  Defective 
  Cybernetics are 
  optional; it is up to 
  the Game Master to 
  decide if they want 
  to incorporate them 
  into their campaign 
  or not.
  While they allow for 
  a greater variety of 
  cybernetics and 
  make certain 
  character concepts 
  possible, they can 
  also add a degree of 
  complexity and 
  complications that 
  some groups may 
  prefer to do without.
  Sedatives or Painkillers can eliminate or prevent the tremors, but impose penalties of their own.
  -2 points
  Reversible
  The character hurts. All over.  All the time.
  The pain isn’t particularly debilitating, about as intense as a weak headache, but it is constant 
  and unremitting, making the character irritable, impatient, and impossible to be around for very 
  long. Most develop hair trigger tempers and in at least one documented case, psychotic rage.
  Chronic Pain Sensation
  Chronic Pain Sensation
  Modern Path Rules
  The tremors impose a -2 penalty on all rolls that require manual dexterity, including ranged 
  to-hit rolls. Actions involving gross motor control (such as dodging or Acrobatics skill checks) 
  are unaffected. The effect lasts as long as the character remains stressed.
  Characters with this condition are jumpy and anger quickly, giving them a 
  +1 bonus to Initiative. However, their concentration breaks easily and 
  they suffer a -2 penalty to any action that takes longer than a standard 
  action to complete. Concentration checks suffer a -4 penalty.
  
  75
  -5 points
  Reversible
  The software intended to regulate neurological feedback from the character’s cybernetic 
  device overcompensates and disrupts their sense of equilibrium. As a result the character 
  suffers from crippling bouts of dizziness wherein everything seems to be spinning.
  Vertigo
  Vertigo
  -5 points
  Reversible
  The character’s brain has difficulty processing the artificial stimulation it gets from cybernetic 
  implants, so it periodically shuts down and plunges the body into a temporary comatose 
  state until it can get caught up.
  Catalepsy
  Catalepsy
  -4 points
  Reversible
  Tinkering with the character’s cybernetics has caused them to function erratically.
  Loose Wires
  Loose Wires
  Patient #6, Male age 
  24 with replaced leg, 
  exhibited signs of 
  intermittent catatonia 
  due to overload of 
  neural-interface. At 
  this time it is unclear 
  if the issue is 
  hardware or 
  biological. No other 
  patients have 
  exhibited symptoms. 
  Of note is Patient #6 
  preprosthetic bio 
  impedance, which is 
  significantly lower 
  than standard. This 
  case has been 
  fowarded to ISEBI for 
  review and comment. 
  -Dr. Hans Schinlinger 
  research notes.
  The International 
  Society for Electrical 
  Bioimpedance 
  http://www.isebi.org/
  Modern Path Rules
  Whenever the character experiences any of the following,  
  they have an attack of vertigo:
  Ability damage, sedation, intoxication, drug use, poisoning, electrical 
  shock, or being reduced to one quarter of their total hit points or less.
  An attack of vertigo requires that the character make a DC 15 
  Acrobatics skill check each round or fall prone. Increase the DC by +1 
  for every 5 feet of movement the character attempts during the 
  round. Halve the effective range increment of any ranged weapon 
  the character uses while experiencing an attack of vertigo. The 
  attack ends when the character has made 3 successful checks.
  Any time the player rolls a natural 1 on any die roll (up to 3 times per gaming session), 
  including damage rolls, the character suffers a partial seizure and must succeed on a DC 20 
  Fortitude save or be Dazed for 1 round.
  Roll 2d6 each time the character tries to use their cybernetic devices (During combat only 
  roll once during the first round) and compare with the following:
  2
  Epic Fail! The cybernetic implants stop functioning. In the case of a cybernetic 
  limb, the character is effectively paralyzed. If the character has an artificial 
  heart, they go into immediate cardiac arrest and drop to 1 hit point.
  3-4
  Silent Failure The devices fail, but only partially. The character can act 
  normally, but gains no bonuses from their cybernetics for 1d6 rounds.
  5-10
  Functions Normally
  11-12
  Overclocked! The cybernetic devices briefly function with additional efficiency; 
  double any numerical benefits or bonuses from cybernetics for 2d4 rounds.. 
  Penalties are unaffected.
  All effects persist for the duration of the encounter, after which they start working again.
  
  PERFORMANCE 
  MATTERS
  76
  -6 points
  Irreversible
  The character’s mind is particularly unsuited to 
  directly interfacing with electronic devices and 
  gradually implodes under the pressure.
  Psychosis
  Psychosis
  * This defect may be 
  taken multiple times 
  but only one instance 
  is reversible (i.e. the 
  second one causes 
  irreparable brain 
  damage)
  -3 points
  Reversible*
  From time to time the character experiences minor hallucinatory effects like seeing motion in 
  their peripheral vision, unexplained halos around certain people and objects or “tracers”. 
  Alternately, they could experience auditory hallucinations as buzzing noises, high-pitched 
  tones, or ringing noises.
  Hallucinations
  Hallucinations
  -4 points
  Irreversible
  Rapid shifts between light and dark and flashing lights trigger seizures in the character. 
  Flickering light bulbs, sputtering neon signs, and the lights on fire trucks, ambulances, and 
  police cars are all potential triggers. (Characters are welcome to choose a different set of 
  triggers with the GM’s approval).
  Seizures
  Seizures
  Since the seizures are caused by malfunctioning cybernetics, anti-seizure medications and 
  treatments are ineffective until the device is removed. Even if the character’s defective 
  cybernetic implants are replaced, they will still suffer seizures, but medication and treatment 
  will then be able to help them manage their condition.
  Modern Path Rules
  The character suffers 1d3 points of Wisdom 
  damage each day their implanted devices remain 
  active. When the character reaches zero Wisdom 
  they do not die, but instead develop a phobia or 
  delusional belief and their wisdom resets back to 
  its original score.
  After a certain point the character will become so 
  insane that playing them will become impractical, 
  if not impossible. For this reason, this side-effect 
  is not recommended for player characters.
  The character suffers a cumulative -2 penalty to Notice skill checks.
  At the start of a seizure, the character must make a DC 20 Will save. 
  Success means they are dazed for 1 round. Failure imparts the 
  Paralyzed condition as the character falls to the ground for 1d6 
  rounds, during which, their muscles contract randomly. After the 
  seizure is over, the character is Fatigued.
  
  77
  The character’s brain has mutated to be capable of manipulating extra-dimensional energies 
  in various ways.
  Duration: Instant
  Range: 30’ radius within 120’ of character
  The character is capable of temporarily suppressing the natural laws of the universe, 
  inverting gravity, eliminating friction, and generally causing physics to go Topsy-turvy for a 
  brief instant in time.
  Chaos Conjuration
  Chaos Conjuration
  Psychic Abilities
  Psychic Abilities
  Prerequisite: Inflammatory 
  Conjuration
  Duration: Instant
  Range: 100 feet
  As Inflammatory Conjuration, 
  except that the character 
  summons opens a portal 20’ in 
  diameter causing anything within 
  the area of effect to be briefly 
  exposed to searing hot flames.  
  Conjured Conflagration
  Conjured Conflagration
  Modern Path Rules
  Psychic Feat
  This feat may be selected multiple times. Each time, the character may choose two new 
  psychic powers from the list below. Except where noted otherwise, the character may use 
  each power a number of times per day equal to 3 + their Intelligence, Wisdom, or Charisma 
  bonus, whichever is highest.
  Instead of taking a power, a character can instead take up to 4 points of advantageous 
  physical mutations. The character may also gain additional mutation points by taking 
  detrimental mutations. Alternately, they may gain an additional psychic power by taking 4 
  points worth of detrimental mutations.
  Except as noted otherwise in the description, all psychic powers require a standard action 
  to activate.
  Every character and unattended object must make a DC 15 Reflex save or be thrown 2d6 x 5 
  feet in a random direction and take 1d6 points of damage. Damage type should be 
  determined by the GM based on circumstances and environment – walls, floors and library 
  stacks do bludgeoning damage while drawers of cutlery do piercing or slashing damage.  
  Thrown characters are assumed to be knocked prone.
  
  78
  Duration: Concentration
  Range: 60’ or 30’ radius
  The character can broadcast their mood and emotional state to everyone within a 30’ radius 
  or they can narrow their focus to a single individual within 60’ of them. The character cannot 
  create false emotion, they can only project what they are actually feeling. This power may 
  take two forms:
  Wide-Area Broadcast 
  The character sends out a wide, but weak signal; targets are aware of the projected feelings 
  but may easily dismiss them. The projected emotion is merely a crude form of 
  communication with no game mechanical effect.
  Single Target
  Emote
  Emote
  If the character has Mutant Urges or Mutant Compulsions (see the Mutants chapter p. 98) 
  and fail their resistance roll, they can use Emote to share their cravings with another.
  Using this power does not increase the local instability rating even though a high instability 
  provides the usual benefits.
  Prerequisite: Emote
  Duration: Concentration
  Range: 30’ radius
  As Emote, except all targets within range are affected by the concentrated effect.
  Using this power does not increase the local instability rating even though a high instability 
  provides the usual benefits.
  Prerequisite: Far Vision
  This power functions as Far Vision, except that the character can 
  expand the opening of the wormhole to about the size of a fist on their 
  side. The hole in space is diffuse enough that only light can pass 
  through it, but now other viewers (and cameras) can look through 
  as well.
  Far Portal
  Far Portal
  Emote, Greater
  Emote, Greater
  “It’s not exactly a 
  secret. Everyone who 
  works the ward 
  knows not to rile up 
  Estevez in room five. 
  Don’t know why. 
  Don’t know how. But I 
  do know that 
  whenever Estevez 
  gets mad every other 
  psycho in the ward 
  just starts goin’ crazy, 
  berserk-like. Every 
  time. It’s terrible to 
  see. More terrible to 
  have to calm those 
  psychos down. I 
  gotta say, it ain’t easy 
  to keep calm in a riot 
  like that. Otherwise 
  calm and patient 
  people have just lost 
  it. Saw a nurse clock 
  one of the patients in 
  the face. Knocked 
  him straight to the 
  ground. Hadda be 
  twice her size.
  Anyway, if Estevez 
  wants an extra 
  pudding cup, 
  Estevez gets an extra 
  pudding cup. It’s just 
  easier all around.”
  --Donald Washington, 
  psychiatric orderly
  Modern Path Rules
  By narrowing focus to a single individual, the character can potentially overwhelm that 
  person and force them to feel the same emotions as the psychic. This effect can instill up to a 
  -2 morale-based penalty or a +2 morale-based bonus to saving throws and skill checks. 
  Alternately, if the character is under the influence of another emotional effect (such as 
  Inspiration, Greater Inspiration, or even a successful Intimidate check) they may share that 
  condition, with all benefits and penalties, with the target.
  Targets may resist this effect by making a Will save with a DC equal to 15 + the character’s 
  Charisma modifier.
  The fireball inflicts 3d6 points of damage + the character’s Wisdom modifier on everything 
  within the area of effect. If the character succeeds on a DC 15 Charisma check, they can 
  extend the area out to a 30’ radius, reduce it down to a 10’ radius, or alter the damage to either 
  2d6 or 4d6. Changing both the area and the damage requires a DC 20 Charisma check.
  
  79
  Duration: Concentration
  The character has the ability to warp space to create tiny pinholes connecting two different 
  points in space and time. The opening is only large enough for gasses and light to pass 
  through. Sound can also be transmitted but comes out so garbled and distorted that it is 
  always unintelligible.
  Assuming there’s adequate light at the other end of the wormhole (or the character has 
  enhanced vision abilities) they can look through and monitor the other side. The connection 
  runs both ways, but unless someone on the other side happens to look at just the right spot, 
  the wormhole is undetectable through normal senses. However, if the character is in a well-lit 
  area and the wormhole opens into a much darker area, enough light leaks through to the 
  other side to be visible as a faint glow. Additionally, if the wormhole ends are at radically 
  different elevations or at different temperatures it will create a small draft, noticeable within 
  2-3 feet of the wormhole.
  Far Vision
  Far Vision
  “The doctors all said I 
  was hallucinating but 
  I knew it was 
  something else. The 
  visions just seemed 
  so real. It was usually 
  just rolling orange 
  clouds, a storm made 
  up of some kind of 
  vapor other than 
  water. At first it was 
  just odd but I 
  gradually came to 
  sense that there was... 
  something... in the 
  smoke. Something 
  menacing. 
  I was already on 
  anti-psychotic 
  medicine for my 
  ‘schizophrenia’ so I 
  never told anyone 
  about the presence I 
  was sensing. I just 
  became more and 
  more depressed.
  Then I saw the 
  pictures. Photos of 
  Jupiter from some 
  space probe printed 
  in an old magazine. It 
  looked just like the 
  visions! I quit taking 
  those pills and found 
  a new doctor, one that 
  worked with R.E.A.C.T. 
  It was her idea to try 
  to have a vision on 
  purpose rather than 
  waiting for them to 
  come naturally. It was 
  completely counter-
  intuitive but it worked. 
  Within a month I quit 
  seeing the orange 
  storms and feeling 
  that evil presence.”
  – Francine Meechum, 
  paralegal and 
  psychic
  Modern Path Rules
  Each time the character activates this power, make an Intelligence check and add the 
  character’s level. The DC depends on how specifically the character wants to control where 
  the wormhole opens.
  DC 10 Anywhere on the same planet as the character
  DC 12 Same planet over 1000 miles away
  DC 15 Within 1000 miles of the character
  DC 18 Within 100 miles of the character
  DC 20 Within 10 miles of the character
  DC 25 Within 1 mile of the character
  DC 30 Within 100 yards of the character
  The above numbers assume that the 
  character just wants to see what’s going on 
  in the present plus or minus ten minutes. 
  Increase the DC by +10 if the character 
  wants to look at a specific time in the 
  past or future within 1 year, +5 within 
  10 years, and +2 within a century.
  Focus and vantage point are also 
  factors. The character can reduce 
  or increase the DC by up to 5 
  points by taking an equivalent 
  penalty or bonus to Spot rolls 
  made while looking through 
  the wormhole.
  Failure means that the 
  wormhole opens up 
  somewhere in outer space, 
  on the ocean floor, or 
  somewhere too far in the 
  distant past or future to 
  be relevant.
  
  Poison Conjuration
  Poison Conjuration
  80
  Duration: Instant
  Range: 60 feet
  The character is capable of opening up temporary rifts in time and space anywhere within 60 
  feet of their person. For better or worse, they have no control over where the other end of the 
  rift opens. For reasons no-one has been able to even theorize effectively, these rifts always 
  lead to either the surface of a star or another dimension with a dramatically higher energy 
  potential than our own. To the casual observer, the end result looks very much like a ball of 
  fire appearing from nowhere.
  Inflammatory Conjuration
  Inflammatory Conjuration
  Duration: Instant
  Range: 60’
  The character is capable of opening a 
  6-8“wide wormhole to another planet 
  or dimension. The other side has a 
  toxic atmosphere and greater 
  atmospheric pressure than sea level 
  Earth so the character effectively 
  calls a puff of toxic gasses 
  into existence.
  Range: 10’ radius up to 60’ away
  As Poison Conjuration, except the portal opens over a 10’ wide area, causing a cloud of 
  poisonous atmosphere and caustic droplets to burst forth and rapidly expand to fill a 20’ 
  diameter sphere.
  Poison Conjuration, Greater
  Poison Conjuration, Greater
  Modern Path Rules
  The fireball inflicts 3d6 points of damage + the character’s Wisdom 
  modifier. Targeting it is a ranged touch attack. Flammable materials 
  such as cloth, paper, and thin wood ignite if the flame touches them. 
  Characters can extinguish burning items as a full-round action.
  The character must make a ranged 
  touch attack to open the wormhole 
  near someone’s face. The poison gas 
  has a save DC of 17, must be inhaled 
  and has a frequency of once per 
  round for 6 rounds. The effect is 1 point of Strength damage until 2 cumulative saves are 
  made or the duration expires.
  The gas usually dissipates almost immediately unless confined in a small, enclosed space 
  with poor ventilation, in which case everyone present must save against the poison with  
  a +2 bonus.
  The cloud usually takes 1d4 rounds to dissipate unless it’s exceptionally windy, in which case 
  it endures for only 1 round. Anyone passing through the cloud is affected. Holding one’s 
  breath gives a +3 bonus to the saving throw, but cannot completely protect the character as 
  the gases also burn eyes, mucus membranes, and skin.
  
  81
  Mind Reading
  Mind Reading
  Using this power does not increase the local  
  dimensional instability even though a high  
  instability provides the usual benefits.
  Duration: Concentration
  Range: Line of Sight
  The character is able to perceive the relative 
  presence or absence of Sothon and Y-Sothon 
  particles and thereby sense other characters, the 
  ambient level of supernatural activity, the relative 
  stability of local space-time, and the presence of 
  any local tears, warps, or rifts in space-time, 
  including usage of Far Vision and Far Portal.
  Sothon Sight
  Sothon Sight
  Prerequisite: Emote
  Duration: Concentration
  Range: 60’ or 30’ radius
  As with Emote, except that the character is not limited to their current emotional state, they 
  can also broadcast abstract concepts. The concept must be something that can be summed 
  up in 1 or 2 words and each concept broadcast counts as a separate use of this power.
  Example: A character 
  overwhelmed by the 
  concept of “swimsuit 
  model” would be too 
  preoccupied to fight 
  effectively or to safely 
  drive to the grocery 
  store, but would have 
  no difficulty in 
  drawing a picture of a 
  swimsuit model or 
  driving to the beach.
  Teleconcept
  Teleconcept
  The target can avoid the effects of this power by taking actions that are compatible with the 
  concept in question.
  Modern Path Rules
  This is the equivalent of the Detect 
  Thoughts spell. The saving throw to resist 
  having one’s mind read is 10 + the 
  character’s Wisdom modifier + ½ the 
  character’s total levels.
  Except for the duration and range listed above, 
  this is identical to the Detect Magic cantrip. Most 
  characters have a moderately strong aura 
  although especially powerful ones may have a 
  strong aura. Mutants typically have faint auras 
  and black stones range from strong to 
  overwhelming depending on size.
  As with Emote, except that the single target must make a Will saving throw with a DC of 15 + 
  the character’s Charisma modifier or be momentarily overwhelmed by the strength of the 
  character’s intruding thought. If overwhelmed, the character has extreme difficulty thinking 
  about other subjects and can only take a single standard or move action per round for the 
  duration of the effect unless engaged in activities compatible with the concept in question.
  Unlike other character powers, this power may be used an 
  unlimited number of times per day.
  Using this power does not affect the local dimensional instability.
  
  82
  Repeated long-term use of this ability on the same subject can create phobias, fetishes, and/
  or obsessions.
  Using this power does not significantly increase the local instability rating even though a high 
  instability provides the usual benefits.
  Prerequisite: Emote, Greater Emote, Teleconcept
  Duration: Concentration
  Range: 30’ radius
  As Teleconcept, except all targets within range are affected by the concentrated effect.
  Using this power does not increase the local instability rating even though a high instability 
  provides the usual benefits.
  Teleconcept, Greater
  Teleconcept, Greater
  Modern Path Rules
  
  83
  Contemporary scientists estimate that only about 92% of the human genome is actually 
  human in origin. The remaining 8% came from viruses, bacteria and other organisms via 
  gene transference. They suspect that this additional D.N.A. may be the source of many 
  diseases and is a driving force of evolution
  In the world of R.E.A.C.T. certain individuals have an even greater percentage of non-human 
  D.N.A. These individuals are (somewhat inaccurately) known as “mutants”. Most mutants are 
  merely carriers, living their entire lives with no indication whatsoever of their inhuman genes. 
  Because these genes lie dormant, they are easily dismissed as introns or “junk D.N.A.” and 
  escape the notice of most geneticists.
  Still, every so often the non-human genes will begin to express, most often after exposure to 
  Y-Sothons, be they from black stones, psychics, wormholes, or some other, unknown source. 
  Which genes happen to express appears to be random. About two thirds of mutants are as 
  likely to develop unrelated or contradictory features (such as gills and climbing claws) as they 
  are to develop mutations along a consistent theme. The other third tend to exhibit similar, 
  even identical, traits as other mutants. So far, scientists have identified what they believe to 
  be two separate non-human genomes, called the Anthropophagic and Piscean genomes.
  The characteristic trait of anthropophagic mutants is a craving to consume human flesh. The 
  source of this craving is unknown as nutritional studies of captured mutants show that their 
  cannibalism is unrelated to dietary need. Physically, they tend to exhibit primitive, atavistic 
  traits such as animal-like legs, sharp carnivorous teeth, and snouts. Some retain their human 
  intellect, while others devolve into savage, animalistic behavior.
  Piscean mutants on the other hand, are slightly more diverse in the ways their mutations initially 
  manifest, but most traits work to adapt the mutant for a sub-aquatic existence. Many experience 
  what they refer to as “the call of the sea”, a persistent longing to be near or in the ocean.
  The origin of these genomes remains mysterious. Geneticists debate whether they arose 
  through genetic engineering, spontaneous mutation or cross-breeding with non-human 
  entities. Unfortunately, none of these theories stand up under scrutiny.  The sheer volume of 
  people across all ethnic groups and geographic regions that carry these genes seems to 
  refute the genetic engineering hypothesis – unless you also accept the conjecture about 
  massive conspiracies or alien intervention. The fact that unrelated individuals can 
  spontaneously express the same pattern of related traits refutes the mutation hypothesis. 
  And the cross-breeding hypothesis is refuted by the lack of non-human specimens and the 
  improbability of two separate species being able to produce viable offspring. 
  Mutations
  Mutations
  Modern Path Rules
  All mutation feats have an exclusivity prerequisite. A character can only take one mutation 
  feat, although they can choose it multiple times.
  Each of the following feats gives the character a number of mutation points to spend on 
  Advantageous Mutations (see below). Unspent points can be saved, but may only be spent 
  when the character advances a level or takes another Mutation Feat.
  Except where noted otherwise, all mutation bonuses and penalties stack with each other.
  Normal: Characters either do not have mutations or any advantageous mutations are 
  balanced out by an equivalent value of detrimental mutations.
  Mutation Feats
  Mutation Feats
  
  84
  “There’s always been 
  something a little 
  ‘off’’ about those 
  Whartons.  I mean, 
  they all look alike, 
  but most families do. 
  It’s like they don’t 
  ever seem to blink 
  enough when you 
  talk to them. They all 
  have wide-spaced 
  googly eyes too so 
  it’s easier to notice. I 
  heard they called ol’ 
  Justin Wharton 
  “Frog Boy” when he 
  was in school. Word 
  is that he was an 
  ugly kid and old age 
  sure hasn’t done 
  him any favors. 
  Once I heard that 
  the whole clan was 
  cursed. They start 
  out normal enough 
  but get uglier as 
  they age. My brother 
  took ol’ Betsy 
  Wharton to the prom 
  and was proud to 
  do it. I haven’t seen 
  her lately but if she 
  turned out like the 
  rest of her kin she 
  ain’t much to look 
  at now.
  There’s all kind of 
  rumors that the 
  Whartons only marry 
  their cousins. I don’t 
  know if I believe this 
  or not. I do know 
  that most people 
  around here marry 
  folks from around 
  here but every 
  married Wharton 
  found their wife or 
  husband from 
  somewhere else. 
  There’s other rumors 
  too. About what they 
  get up to at night 
  but... I calculate 
  that’s just folks 
  being cruel to 
  oddballs.”
  – Franklin Monbatten, 
  gas station 
  attendant
  Modern Path Rules
  Random Mutation Feat
  Each time this feat is taken, the character receives 7 mutation points which can be spent to 
  purchase any Advantageous Mutations (see below) as long as they meet any prerequisites. 
  They may receive up to an additional 4 mutation points by taking an equal amount of 
  Detrimental Mutations.
  Anthropophagic Mutation Feat
  Each time this feat is taken, the character receives 10 mutation points which may only be 
  spent on mutations from the Anthropophagic Mutation Tree in the order they appear. 
  Detrimental Mutations in the tree provide the character with additional mutation points equal 
  to their value.
  Piscean Mutation Feat
  Each time this feat is taken, the character receives 11 mutation points which may only be spent 
  on mutations from the Piscean Mutation Tree in the order they appear. Detrimental Mutations in 
  the tree provide the character with additional mutation points equal to their value.
  
  85
  These mutations 
  do not have 
  prerequisites.
  These mutations 
  do not have 
  prerequisites.
  +2
  +3
  +3
  +2
  +5
  +2
  +3
  -5
  +2
  -4
  -3
  -5
  +4
  +3
  +3
  variable
  +4
  +6
  +5
  +2
  +4
  +2
  +3
  -3
  +2
  +5
  -4
  +3
  +2
  +4
  +3
  +6
  -3
  -3
  +5
  +3
  +3
  +3
  +6
  +5
  +6
  +5
  variable
  variable
  Clawed Feet 
  and Heel 
  Spurs
  Mutant 
  Agility I
  Animal Legs
  Digestive 
  Adaptability
  Scent
  Inhuman Feature 
  (snout)
  Intellectual 
  Degeneration I
  Razor 
  Mouth
  Mutant 
  Strength I
  Clawed Hands 
  (non-retractible)
  Mutant Urge 
  (cannibalism)
  Mutant Compulsion 
  (cannibalsim)
  Low-Light 
  Vision
  Darkvision
  Telescopic 
  Vision
  Mutant 
  Strength II
  Leathery 
  Hide
  Anthropophagus Mutation Progression
  Intellectual 
  Degeneration 
  II
  Cultural 
  Disassociation
  Low-Light 
  Vision
  270 
  Degree 
  Vision
  Inhuman Feature 
  (unblinking eyes)
  Darkvision
  Gills
  Inhuman 
  Feature 
  (narrow head)
  Inhuman 
  Feature 
  (noseless)
  Mutant 
  Strength I
  Mutant 
  Strength III
  Mutant 
  Strength II
  Increased 
  Size I
  Increased 
  Size II
  Leathery 
  Hide
  Pelagic 
  Adaption
  Webbing
  Mutant 
  Stamina I
  Inhuman 
  Feature 
  (fins)
  Mutant 
  Stamina II
  Tireless
  Longevity
  Disease 
  Resistance
  Mutant Urge 
  (live in the sea)
  Scent
  Hallucinations
  Psychic Power 
  (emote)
  Piscean Mutation Progression
  Modern Path Rules
  
  86
  4 points
  Prerequisite: Character cannot have taken Telescopic Vision.
  The character’s skull deforms and the eyes migrate more to the side of their head giving 
  them a wider field of vision. The eyes typically become protuberant as well and in rare cases 
  grow out on stalks.
  Advantageous Mutations
  270 Degree Vision
  Advantageous Mutations
  270 Degree Vision
  The character can still technically be ambushed from 
  directly behind, but only in a limited number of 
  non-combat situations where they’re staying 
  relatively still and not moving their head around very 
  much (for example, watching a movie at the theater). 
  During combat, it’s assumed that the character is 
  moving around enough to at least glimpse someone immediately behind them in their 
  peripheral vision.
  3 points
  This mutation may be taken multiple times. Each time, the character grows another set of 
  limbs, which seldom, if ever, terminate in hands. Pincers, clawed hooks, insect-like pads or 
  tentacles are common.
  Natural mutants tend to be born with vestigial versions of their additional limbs that grow 
  larger and functional with age (if they aren’t amputated by doctors first). Induced mutant 
  limbs start out as a tumorous swelling that grows larger and larger over 6-12 months until the 
  fully functional limbs erupt in a shower of pus.
  Additional Limbs
  Additional Limbs
  Modern Path Rules
  The character cannot be flanked and gains a +4 bonus 
  on Perception checks to avoid surprise.
  Additional limbs do not provide the character additional attacks per round and are considered 
  the characters off hand (unless they’re ambidextrous). They do allow the character to take 
  other actions while grappling (or being grappled) and can be used to parry incoming attacks. 
  Whenever the character fights defensively or takes the total defense option in melee, 
  increase their AC by an additional +2. This bonus stacks with the +2 bonus from having 5 
  ranks in Acrobatics. (A character with 5 ranks in Acrobatics and additional limbs who fights 
  defensively receives a +6 bonus to their AC.)
  Some limbs may provide up to a +4 stability bonus to avoid being tripped or bull rushed, if 
  they can be used to anchor the character in place.
  Suckered tentacles grant a +2 on disarm or grab attempts and can hold melee weapons (but 
  not fire guns).
  Pincers are capable of grasping, but not manipulating objects and can deliver a 1d4 + ½ 
  Strength mod attack.
  Clawed hooks can deliver a 1d6+Strength modifier slashing attack and add +2 to 
  Climb checks.
  Insect limbs can deliver a 1d4+Strength modifier slam attack and add +2 to Climb checks.
  
  87
  2 points
  This mutation may be taken multiple times. Each time, double the number of mouths the 
  character has. The mouths can manifest anywhere on the character’s body. If the character 
  also has the Razor Mouth mutation, it applies to the new mouths as well. The new mouths 
  may be human-like, animalistic, or lamprey-like and are capable of making noise, potentially 
  even human speech, although not very loudly unless they’re connected to the 
  windpipe through some means. As a natural mutation the mouths develop 
  slowly, starting out the size of a mole or wart. As an induced mutation, 
  they tend to first appear as a suppurating wound that develops teeth 
  over the course of a week.
  Additional Mouths
  Additional Mouths
  3 points
  The character’s calves shorten and their feet elongate until they can walk only on the balls of 
  their toes like a dog. Rarely, the legs will take on a bird or dinosaur-like appearance. In any 
  case, the legs are particularly adept at leaping. The character can generally hide their animal-
  like legs beneath loose fitting pants, but must have custom made shoes to pass for normal.
  Natural mutants are generally born with their abnormal legs. Induced mutations happen in 
  spurts where the bones will partially reshape over the course of a painful week and then heal 
  over the next month or so, only to repeat the process 4-7 more times until the mutation 
  fully expresses.
  Animal Legs
  Animal Legs
  2 points
  As clawed hands, except the claw(s) are usually not retractable and appear on the toes 
  instead of fingers. In some cases, toes will fuse together to create hoof-like or bird-like foot. A 
  common co-mutation is sharp bony protuberance that grows out of the heel (heel spurs). For 
  2 mutation points a character may have clawed feet, heel spurs, or both. If they choose both, 
  conventional footwear will no longer fit (treat this as an Inhuman Feature worth 0 points).
  3 points
  The character’s fingernails thicken and harden, effectively 
  becoming claws. Some are semi-retractable, allowing the 
  character to pass for normal unless their hands are 
  Clawed Feet, Heel Spurs
  Clawed Feet, Heel Spurs
  Clawed Hands
  Clawed Hands
  “The suspect was 
  just standing there 
  in the dark shuffling 
  from side to side. 
  Didn’t flinch, didn’t 
  respond when 
  McKlusky shined a 
  flashlight in his face. 
  He seemed 
  harmless enough 
  but psychos are 
  unpredictable so I 
  decided to get the 
  cuffs on him before 
  something could set 
  him off.
  McKlusky drew his 
  weapon to cover me 
  while I approached. 
  I got the first cuff on 
  with no problem but 
  when I reached for 
  the suspect’s other 
  arm, he grabbed my 
  wrist with his free 
  hand and bit me 
  with his hand. I don’t 
  know how but I felt 
  teeth tear through 
  my flesh. Tear, not 
  cut like a knife 
  would. I don’t care 
  what McKlusky 
  wrote in his report 
  the suspect did not 
  have a knife. A knife 
  wouldn’t leave a 
  circular wound. 
  Wouldn’t leave a 
  jagged edge like 
  teeth neither.
  McKlusky 
  discharged his 
  weapon and the 
  suspect fled. I gave 
  pursuit but was 
  unable to maintain 
  line of sight on the 
  suspect due to the 
  darkness and he 
  escaped.
  – Officer Sara Parker
  Modern Path Rules
  Mouths are capable of biting for 1d3 points of damage each.
  Whenever the character grapples (even as a defender), they may make a free bite attack 
  using their base attack bonus +1 for each additional mouth (maximum +5) they have. This is 
  in addition to any attacks they get naturally.
  Increase the character’s base land movement speed by 5’. They gain a +10 racial bonus on 
  Acrobatic skill checks to jump. They can make kick attacks that have a -1 penalty to hit, but a 
  +1 bonus to damage.
  Striking with clawed feet inflicts 1d4 points of damage and grants a +2 bonus to Climb skill 
  checks; either assumes the character is barefoot.
  Striking with heel spurs inflicts 1d6 points of damage, regardless of footwear, but suffers a -1 
  penalty to hit due to awkward placement.
  
  88
  closely examined. In other cases, the entire fingertip hardens and 
  fuses with the nail to form bony spikes. In extreme cases, the fingers 
  elongate and the last two joints fuse to create virtual scythes.
  2 points
  Prerequisite: Low-Light Vision
  The character’s becomes able to see in total darkness; either due to developing some kind 
  of radar-sense, or their eyes becoming more sensitive to forms of radiation other than the 
  visible spectrum of light.
  Darkvision
  Darkvision
  2 points
  The character’s stomach, digestive tract, and even 
  intestinal bacteria alter to enable them to eat... unusual 
  things. Rotten carrion, garbage, and even bone become as 
  nourishing as a balanced meal. In extreme cases the 
  character is capable of digesting even wood and plastic. 
  Whether or not the character finds these substances 
  appetizing is seemingly random, but a common co-
  mutation is known to cause many character characters to 
  have nigh uncontrollable cravings for normally indigestible 
  or harmful substances.
  2 points
  The character’s immune system either becomes super-efficient or their body chemistry 
  becomes incompatible with terrestrial diseases.
  Digestive Adaptability
  Digestive Adaptability
  Disease Resistance
  Disease Resistance
  Modern Path Rules
  Semi-retractable claws inflict 1d4 points of damage and grant a 
  +2 bonus to Climb checks.
  Larger, permanently extended claws inflict 1d6 points of 
  damage, but impose a -2 penalty on tasks that require 
  precise manual dexterity (such as most Craft or Disable 
  Device skill checks). The character can still fire unmodified 
  guns, but cannot quick draw them unless the trigger guard is 
  removed.
  Scythe hands do 1d8 points of damage, but the character is 
  unable to effectively use any but the simplest of tools and 
  weapons. All actions (skills or weapon attacks) that require 
  manual dexterity suffer a -5 penalty.
  This ability is identical to the standard Darkvision trait.
  Since the character can live on garbage, roadkill and/or tree leaves, they can always take 10 
  or 20 on Survival skill checks to find food, even while under duress. They never suffer from 
  food poisoning and have a +5 racial bonus to resist ingested toxins or poisons of any kind.
  The character gains a +4 racial bonus on all saving throws against disease.
  
  Increased Size I
  Increased Size II
  Increased Size III
  Normal
  2’
  4’
  6’
  8’
  10’
  12’
  14’
  16’
  89
  3 points
  The character grows gill slits and can breathe underwater. Gills typically appear on both 
  sides of the neck, but in some cases manifest on the ribcage leading directly to the lungs. 
  The character’s ability to breathe air remains unaffected.
  5 points
  The character becomes dramatically larger, gaining 6-12 inches in height and up to 200 
  pounds in weight. The extra mass can manifest as muscle, fat, or tumorous lumps and 
  doesn’t necessarily distribute evenly about the body. Asymmetry and skeletal malformations 
  are common.
  If the mutation is natural, the character has a growth spurt late into puberty and continues to 
  grow throughout adulthood, although the growth rate tends to taper off throughout their late 
  20s. If the mutation was induced, it happens much more rapidly. There’s an initial burst 
  wherein the character gains about 30 pounds over the first few days, and then grows to their 
  full size over the next 4-5 months.
  Increased Size I
  Increased Size I
  5 points
  Prerequisite: Increased Size I
  As with Increased Size I, except the character grows at an even more accelerated rate and 
  they grow to between 8 and 10 feet tall and weigh up to 1000 pounds. Deformities are even 
  more common and the character passes for human only with extreme difficulty.
  Increased Size II
  Increased Size II
  “We test for drugs 
  and gender, why not 
  institute genetic 
  testing for the 
  Olympics? It’s well 
  established that 
  individuals with the 
  type-2 variant of 
  gene EG-14 have 
  heightened 
  swimming ability. The 
  combination of 
  narrow shoulders and 
  bowed ribcage in the 
  more extreme 
  expressions make 
  the subject more 
  aerodynamic under 
  water. This is clearly 
  an unfair genetic 
  advantage. Unless 
  it’s conclusively 
  proven that EG-14 is 
  human in origin we 
  should screen for it.
  – Dr. Mariah 
  Templeton
  Gills
  Gills
  Modern Path Rules
  The character gains the ability to breathe underwater and cannot drown. Additionally, they 
  receive a +2 racial bonus on all Swim checks.
  The character receives a +2 racial bonus to either Strength or Constitution and a +2 size 
  bonus to grappling tests, but suffers a -2 size penalty to Stealth checks.
  The character becomes a size L individual with the full set of bonuses and penalties as well 
  as +2 to both Strength and Constitution. This supersedes any modifiers from Increased Size 
  I.
  
  90
  5 points
  Prerequisite: Increased Size I, Increased Size II, Mutant Strength I
  As with Increased Size II, except the character grows even faster, to between 12 and 15 feet 
  tall and up to 3500 pounds. At this size and level of deformity, passing for “normal” is pretty 
  much impossible.
  Increased Size III
  Increased Size III
  4 points
  The character’s skin grows thick and tough, doubling or tripling in thickness. Although it’s 
  possible that the change can be passed off as sudden weight gain, it’s more likely that the 
  skin also changes texture, becoming exceptionally coarse, scaly, or completely smooth. It’s 
  also common for the epidermis to become either oily to the point of being greasy or so dry 
  that it flakes off in large scales.
  As a natural mutation, Leathery Hide develops gradually and can generally be passed off as 
  a skin condition. Induced mutations tend to manifest over the course of 2-4 weeks and tend 
  to have more severe side effects.
  2+ points
  The character’s aging begins to slow dramatically and decreases still further over time. 
  Initially, they begin to age only 1 year for every 2 that passes, but for every 20 years of 
  calendar time the rate halves again, allowing for a phenomenally long lifespan. (So after 100 
  years have passed, the character will have only aged 19 years, 4 months and 15 days.)
  2 points
  The character becomes able to see in with even the dimmest light. The light from a crescent 
  moon is as bright to them as that of the noonday sun. The character’s pupils tend to enlarge 
  eclipsing the iris.
  “Virtually every culture 
  has some sort of myth 
  or legend about giant 
  man-like creatures. 
  Norse Jotuns, the 
  Biblical Nephilum, 
  Greek Cyclopes, 
  Celtic Fomori, and 
  Paiute Si-Te-Cah are 
  all examples of larger 
  than normal races. 
  And this doesn’t even 
  take into account all 
  the legends of giant 
  apes, Bigfoot, and 
  Yetis. It is highly likely 
  that that there is a 
  gene or gene cluster 
  that causes a stable 
  form of gigantism... 
  and that it’s been with 
  us for a long, long 
  time.”
  – Dr. Thomas Ng, 
  professor of 
  anthropology
  Leathery Hide
  Leathery Hide
  Longevity
  Longevity
  Low-Light Vision
  Low-Light Vision
  Modern Path Rules
  In addition to the benefits from Increased Size II, the character gains another +2 to Strength 
  and Constitution. Their size bonus to grapple increases to +6 and their Stealth penalty 
  likewise changes to -6.
  The character gains a permanent +2 bonus to their natural Armor Class.
  Assume that the character has only recently begun to express this mutation. If creating a 
  character who already has decades of experience, each mutation point spent after the first 
  two gives them 2000, 1500, or 1000 experience points depending on whether your campaign 
  is using the slow, medium, or fast advancement progression.
  This ability is identical to the Low-Light vision special quality.
  
  91
  5 points
  The character becomes inhumanly 
  nimble and capable of great feats of 
  athleticism. They tend to make sudden, 
  predatory movements that unnerve 
  those who see them in action. Although 
  there’s nothing definitively inhuman 
  about them, most observers tend to find 
  something peculiar about them.
  6 points
  Prerequisite: Mutant Agility I, Seasoned rank
  6 points
  Prerequisite: Mutant Agility I, Mutant Agility II
  Mutant Agility III
  Mutant Agility III
  5 points
  The character develops phenomenal health and vitality. This may manifest as an increase in 
  restless energy and hyperactivity or the character’s bones may grow heavy and unbreakable, 
  making their movements slow and labored.
  5 points
  The character’s vitality continues to increase. There are few external indicators of this 
  mutation, although the character may develop duplicate or new, strange internal organs.
  Mutant Stamina II
  Mutant Stamina II
  Mutant Stamina I
  Mutant Stamina I
  Mutant Agility I
  Mutant Agility I
  Modern Path Rules
  The character gains a permanent +2 racial bonus to Dexterity.
  The character gains an additional permanent +2 Dexterity bonus and a +2 racial bonus to 
  Acrobatics skill checks.
  Mutant Agility II
  Mutant Agility II
  The character gains an additional permanent +2 bonus to Dexterity and an additional +2 
  radial bonus to Acrobatics skill checks.
  The character gains a permanent +2 racial bonus to Constitution.
  The character gains a +1 bonus on rolls involving stamina or endurance as well as rolls 
  resisting poisons, toxins, fatigue, or diseases of any kind.
  The character gains a permanent +2 racial bonus to Constitution.
  
  92
  6 points
  The character continues to experience phenomenal vitality and durability. At this point, they 
  begin to develop obviously unusual traits, ranging from an iridescent or radioactive glow to 
  rough scaly skin, to hypertrophied bones.
  Mutant Stamina III
  Mutant Stamina III
  Prerequisite: Veteran rank
  4 points
  The character puts on 20 pounds of muscle, with or without a corresponding increase in size 
  or bulk. Although overall strength is increased, not every muscle group develops equally. The 
  character might develop unusually powerful shoulders, calves, or neck muscles while other 
  areas remain relatively under-developed.
  Mutant Strength I
  Mutant Strength I
  6 points
  Prerequisite: Mutant Strength I
  As Mutant Strength I, except more so and the character tends gain in bulk, rather than lean 
  muscle. The extra girth is noticeable, but not necessarily inhuman. Muscle development 
  happens in specialized, task-oriented clusters (such as the muscle groups involved in 
  swimming, climbing, or brachiating). Minor alterations in bone shape are possible as is the 
  appearance of entirely new muscles.
  , Seasoned rank
  6 points
  Prerequisite: Mutant Strength I, Mutant Strength II, at least one detrimental Mutation
  As Mutant Strength II, but more so, and muscle development is more specialized and uneven. 
  It’s not uncommon for some bones to change dimensions to accommodate the new 
  necessary leverage. The character’s gait tends to change as their limbs become obviously 
  distorted. Extra-long arms give the character an ape-like appearance. An explosion of rib 
  bone development gives the character a barrel-shaped torso. Occasionally two or more 
  fingers will fuse together. In dim light and in loose clothing, most mutants with stage 3 
  strength enhancement still appear human, albeit unusual specimens.
  Mutant Strength III
  Mutant Strength III
  Modern Path Rules
  The character gains a permanent +2 racial bonus to Constitution.
  The character gains a permanent +2 racial bonus to Strength.
  The character gains an additional permanent +2 racial bonus to Strength. Additionally, they 
  receive a +2 racial bonus to a single Strength-based skill.
  The character’s Strength attribute and skill bonus (chosen upon taking Mutant Strength II) 
  increases by another +2.
  
  93
  7 points
  Prerequisite: Mutant Strength I, Mutant Strength II, Mutant Strength III, at least two 
  detrimental Mutations
  As Mutant Strength III, except the character’s body has been sculpted into something 
  obviously inhuman.
  6 points
  Prerequisite: Gills, Webbing, Darkvision
  The character’s body adapts to survive the great pressure on the ocean floor and transition 
  between normal sea level air pressure and multiple atmospheres of pressure. The character 
  becomes immune to nitrogen narcosis (a.k.a. “the bends”) and suffers no penalties for being 
  under water. On land, the character’s movements are halting and jerky as if accustomed to 
  more resistance than mere air, but underwater they dance with eerie grace. Induced or 
  natural, this mutation tends to express gradually, developing faster the more time the 
  character spends in the water.
  6 points
  The character’s brain has mutated to give them a single psychic ability. Choose one from the 
  Psychic Powers list.
  3 points
  Whether due to sharp, shark-like teeth, extended canines, or protruding tusks, the mutant 
  develops a lethal bite attack. Except in the case of tusks, nothing is externally inhuman about 
  the character, although lisps and other speech impediments are common, since the new 
  mouth isn’t necessarily optimized for human speech.
  As a natural mutation, the razor mouth usually develops when the mutant loses their baby 
  teeth. With induced mutation, the new dentition replaces the existing set of teeth over a 
  3-month period.
  Previous editions 
  listed the cost of 
  Psychic Powers for a 
  mutant as 8 points. If 
  your character was 
  built using that 
  figure, you receive a 
  2 mutation-point 
  refund. You should 
  confer with your GM 
  before spending 
  them.
  Mutant Strength IV
  Mutant Strength IV
  Pelagic Adaption
  Pelagic Adaption
  Psychic Power
  Psychic Power
  Razor Mouth
  Razor Mouth
  Modern Path Rules
  Permanently increase Strength by +4.
  Increase the character’s Physical attribute by +1 level, even if this would raise it above 
  Superb (8). Their melee attacks automatically inflict an extra level of damage (for a total of +2 
  levels) if not avoided completely.
  As a side effect of Pelagic Adaption, the character gains a +2 increase to Constitution, +2 to 
  Fortitude saving throws, +1 natural Armor Class, Cold Resistance 5, and their swim speed 
  increases to match their land speed.
  The character gains a bite attack capable of doing damage equal to 1d6 + half their Strength 
  modifier. Unless the character develops tusks or has an exceptionally long neck due to some 
  other mutation, they must first grapple a foe before being able to deliver a bite attack.
  
  94
  3 points
  The character develops an inhumanly powerful sense of smell, equivalent to a bloodhound or bear.
  2 points
  Prerequisite: Character cannot have taken 270 degree vision.
  The character can see exceptionally far, either from exceptional optical sensitivity or a minor 
  psychic ability to warp space.
  5 points
  Prerequisites: Mutant Stamina I, Mutant Stamina II, Disease Resistance
  3 points
  The character’s sight grows exceptionally sharp and accurate. Eye color and shape usually 
  change to unusual hues and forms, but nothing that can’t be concealed beneath a pair 
  of sunglasses.
  2 points
  The character grows webbing between their fingers and toes, which also elongate and tend 
  to splay, making them phenomenal swimmers. Characters with this mutation also tend to 
  develop spiny fins on the back of their calves and elbows.
  Scent
  Scent
  Telescopic Vision
  Telescopic Vision
  Tireless
  Tireless
  Visual Acuity
  Visual Acuity
  Webbing
  Webbing
  Modern Path Rules
  This is the same as the scent ability.
  Halve all penalties due to range.
  The character is completely immune to mundane effects which would cause them to become 
  fatigued or exhausted and can exert themselves indefinitely. They receive a +4 racial bonus 
  on all saving throws against magical effects which cause fatigue or exhaustion. The character 
  is entitled to a saving throw even if the effect normally does not allow one.
                                                                                                                      , Constitution 16+, 
  Endurance Feat
  The character gains a +3 racial bonus to vision-based Perception skill checks.
  The character gains a +4 racial bonus to Swim checks and is always able to take 10 on Swim 
  skill checks, even while distracted or threatened.
  
  95
  -4 points
  The character’s mental capacity begins to diminish, either due to reduced blood flow to the 
  brain, atrophy of the gray matter, or possibly, their frequent proximity to alternate laws of 
  physics permanently disrupting their cerebral electrochemical balance. In any case, the 
  character becomes markedly less intelligent.
  Prerequisite: Cognitive Degeneration I
  -7 points
  The character’s mental capacity begins to diminish, either due to reduced blood flow to the 
  brain, atrophy of the gray matter, or possibly, their frequent proximity to alternate laws of 
  physics has permanently disrupted their cerebral electrochemical balance. In any case, the 
  character becomes markedly less intelligent.
  -5 points
  The character’s psychology becomes increasingly alien and they begin to adopt an inhuman 
  set of values and outlook. As a result, they begin to have difficulty understanding 
  conventional human motivations and goals. This could be because the character now views 
  humans only as prey or because they’ve adopted an alien culture and/or values.
  -3 points
  This mutation represents a mutation that is primarily 
  cosmetic and impedes the character’s ability to pass 
  for human. Examples include: facial deformities, 
  unusual skin or hair color, unusual body hair, and 
  abnormally long limbs. The inhuman feature cannot 
  be easily concealed and should be obvious to anyone 
  interacting directly with the character, but can possibly 
  be explained away as a birth defect or the result of a 
  tragic accident. This mutation can be taken multiple 
  times, each time representing a new feature.
  Detrimental Mutations
  Cognitive Degeneration I
  Detrimental Mutations
  Cognitive Degeneration I
  Cognitive Degeneration II
  Cognitive Degeneration II
  Cultural Disassociation
  Cultural Disassociation
  Inhuman Features
  Inhuman Features
  Modern Path Rules
  Reduce Intelligence, Wisdom and Charisma by -1 each.
  Reduce Intelligence, Wisdom, and Charisma by an additional -2 each.
  The character suffers a -2 penalty on the following skill checks: Appraise, Diplomacy, 
  Knowledge (behavioral sciences), Knowledge (Popular Culture), Knowledge (Streetwise), 
  Perform (actor, stand-up or orate).
  Each feature imposes a cumulative -1 penalty to 
  Charisma based skills (except for Intimidate) once it’s 
  discovered (maximum -5). Non-mutant animals can 
  
  96
  -4 points
  The character begins to have minor gaps in their memory, difficulty concentrating, or difficulty 
  learning new skills and knowledge. While the character’s overall intelligence isn’t affected, 
  their mutations make it challenging for them to apply their intellect to formerly familiar tasks. 
  The impediment could be due to an overwhelming preoccupation (such as bloodlust), 
  out-of-control emotions (such as persistent bouts of rage), intrusive thoughts, hallucinations, 
  or altered brain chemistry.
  -5 points
  Prerequisite: Intellectual Degeneration I
  Prerequisite: Mutant Urges
  Cost: (as Mutant Urges x2)
  The mutant’s urges become constant and nigh-irresistible. Instead of needing to fight their 
  urges when confronted by a “trigger,” they are now compelled to seek out the subject of 
  their obsession.
  Although the character can stave off the compulsion for a time with willpower and 
  determination, the compulsion is more than just an addiction or pathological psychological 
  trait. It is a biological imperative as powerful as the instinct to eat or breathe.
  See below for point value
  The character periodically experiences a specific inhuman urge chosen when they first 
  receive this mutation. Possibilities include cannibalism, avoiding well-lit areas, seeking 
  darkness, building a cocoon or nest out of newspapers, or bizarre reproductive acts.
  The urge is easily suppressed, at least at first, but grows stronger over time. Whenever the 
  character is presented with an opportunity to act on their urge, they must make a resistance 
  roll to avoid acting on their urge. For example, a cannibalistic urge doesn’t manifest every 
  Intellectual Degeneration I
  Intellectual Degeneration I
  Intellectual Degeneration II
  Intellectual Degeneration II
  Mutant Compulsion
  Mutant Compulsion
  Mutant Urges
  Mutant Urges
  Modern Path Rules
  The character suffers a -2 penalty to all Intelligence-based skills.
  In addition to the effects of Intellectual Degeneration I, the character suffers a -2 penalty to 
  all Wisdom-based skill checks except for Perception.
  As with Mutant Urges, except that the character must make a Will saving throw each day to 
  resist their compulsion (in addition to whenever they are confronted by appropriate 
  circumstances). Failure means they can’t concentrate on any task not directly related to their 
  compulsion and they suffer a -2 penalty to skill checks until submit to their urge.
  always sense something “off” about the character, so the penalty always applies to Handle 
  Animal skill checks. On the other hand, the character gets a +1 bonus to Intimidate skill 
  checks for every 2 Inhuman Features noticed (maximum +5).
  
  time the character sees a human, only when they see or smell blood. An urge to cocoon 
  doesn’t affect the character whenever they read a magazine, but would strike when they pass 
  a newspaper stand, open a recycling bin, or enter a storeroom full of craft materials.
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  See paizo.com/pathfnderRPG for more information on the Pathfnder Roleplaying Game.
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  Modern Path Rules
  Choose a DC for the Urge. Each time the character is presented with an opportunity to act 
  on their urge, they must make a Willpower saving throw. If they fail, they must act on the urge 
  as soon as possible, but may take steps to conceal their activities.
  The GM should apply appropriate modifiers to the DC. For example, -2 for minor instances of 
  the trigger like paper cuts, shining flashlights, or the previously mentioned recycling bin. 
  Extreme triggers like piles of corpses, halogen stadium lights, or a closet full of craft paper 
  may deserve a +2.
  If the character ever rolls a natural 1 on their Willpower save, treat it as if they had 
  succeeded, but permanently increase the DC by +2 each time this happens.
  This mutation is worth -1 points minus an additional point for every 3 points above 10 the DC 
  is. (i.e. DC 13 is worth -2 points, DC 16 is worth -3 points, et cetera.) Each time the urge DC 
  increases by 3 points due to rolling natural 1’s the character receives an additional mutation 
  point to spend.
  
  98
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  Modern Path Rules
  
  99
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, 
  Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards 
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  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: 
  Author Skip Williams.
  Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
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  Sullivan and Dave Mattingly.
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  International LCC; Authorized Publisher Mongoose Publishing Ltd; 
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  Glenn, Kyle Hunter, and Erik Mona.
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  Cochrane.
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  Publishing; Author Mike Mearls.
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  Modern Path Rules
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Panik Productions/Panik - REACT - Worldbook.pdf