John Reagan
Combat Cyborg
Portrait of John Reagan
Portrayed by Cyborg - EE01 (by Rafael Amarante)
Name: John Reagan
Aliases: Johnny
Race: Human Cyborg
Birthplace: Free Quebec
Occupation: Soldier of Fortune









John Reagan


Agility: Dice_Fill-ins_d10.png
Smarts: Dice_Fill-ins_d6.png
Spirit: Dice_Fill-ins_d8.png
Strength: Dice_Fill-ins_d12.png +2
Vigor: Dice_Fill-ins_d12.png


  • American

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d10; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
20 (8 M.D.C.)
2 + half Notice die type
Take 1 Fatigue level per point above Max Strain
Maximum Strain
Lower of Vigor or Spirit

Permanent Injuries


Driving (Agility): Dice_Fill-ins_d4.png
Fighting (Agility): Dice_Fill-ins_d10.png
Healing (Smarts): Dice_Fill-ins_d0.png
Intimidation (Spirit): Dice_Fill-ins_d6.png
Investigation (Smarts): Dice_Fill-ins_d0.png
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts): Dice_Fill-ins_d6.png
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.png
Knowledge (History) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Politics) (Smarts): Dice_Fill-ins_d0.png
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.png
Notice (Smarts): Dice_Fill-ins_d4.png
Perform (Spirit): Dice_Fill-ins_d0.png
Persuasion (Spirit): Dice_Fill-ins_d0.png
Piloting (Agility): Dice_Fill-ins_d0.png
Repair (Smarts): Dice_Fill-ins_d6.png
Riding (Agility): Dice_Fill-ins_d0.png
Shooting (Agility): Dice_Fill-ins_d10.png
Stealth (Agility): Dice_Fill-ins_d0.png
Streetwise (Smarts): Dice_Fill-ins_d0.png
Survival (Smarts): Dice_Fill-ins_d4.png
Taunt (Smarts): Dice_Fill-ins_d0.png
Thievery (Agility): Dice_Fill-ins_d0.png
Throwing (Agility): Dice_Fill-ins_d6.png
Tracking (Smarts): Dice_Fill-ins_d0.png

Iconic Framework

Combat Cyborg Abilities and Bonuses

  • Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
  • Cybernetic Enhancements: All combat cyborgs begin with the following cybernetic systems (already factored into starting stats): Armor Plating (1), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
  • High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.
  • M.D.C. Armor: Cyborg construction provides +8 M.D.C. Armor and +3 Toughness, which can be improved with additional cybernetics but does not stack with worn armor, use the higher value.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease. They also begin with the Upgradable Edge.
  • Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.
  • Upgradable: ’Borgs start with the Upgradable Edge.
  • Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.

Combat Cyborg Complications

  • All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
  • Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
  • Heavy: Combat cyborgs are extra-heavy making it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings.
  • Loss of Dexterity: While a Combat Cyborg’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
  • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure on a Strength check means penalties until the ‘borg’s strength systems are repaired.
  • Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Combat Cyborg.
  • Total Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain. They start with only the 6 Strain from the Upgradable Edge.

Racial Benefits and Drawbacks

  • Adaptive: Humans receive an extra Edge during character creation.


Hindrance Type Description
Death Wish Minor The character wants to die after John thirsts for the deaths of his family's murderers. The character won’t throw their life away for no reason, but when there’s a chance to complete the goal, they'll do anything—and take any risk—to achieve it.
Heroic Major This noble soul never says no to a person in need, always comes to the rescue of those that can’t help themselves, and is generally a pushover for a sob story.
Vengeful This character always attempts to right a wrong they feel was done to them, .


Edge Type Description
Upgradable Background This character can handle a lot more cybernetic invasion than most. Increase Maximum Strain by +6.
Fleet-Footed Background The character's Pace is increased by +2 and a d10 is rolled instead of a d6 when running.
Dodge Combat Unless the victim of a surprise attack and taken completely unaware, subtract 1 from attackers' ranged attack rolls when targeting the character (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).
Improved Dodge Combat As Dodge but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.


Cyberware Strain Description
Armor Plating (1) 1 The same materials used to create worn armor can be directly attached to a cyborg’s frame for added protection. Each application adds +4 M.D.C. Armor.
Audio Package 1 Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options—+2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later.
Bionic Strength Augmentation 1 Fully bionic arms and legs, reinforced artificial musculature, and other techniques raise the cyborg’s Strength. Each step past d12 adds a +1.
Core Electronics Package 1 This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
Cyber-Wired Reflexes 1 The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
Optics Package 1 One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.
Reinforced Frame (1) 1 Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness.
Synthetic Organ Replacement 1 Getting rid of meat in place of artificial systems dramatically enhances a cyborg’s overall resilience. This raises the character’s Vigor; each step past d12 adds a +1.
Nano-Repair System 2 This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system (though Internal Life Support negates the need for this).
Range Data System 1 Requiring the Optics Package, this system coordinates various data and integrated systems to help the cyborg compensate for multiple actions, movement, autofire, range, and other factors. Each application of this upgrade offsets two points of penalties for Shooting.


Weapon Range Damage RoF AP Shots Weight Notes
NG-56 Light Ion Pistol 10/20/40 1-3d6 1 12 2 lb.
Mini Rail Gun 75/150/300 2d8+4 4 6 25 ??? lb. Min Str d12+2, No Snapfire penalty
Chain Greatsword - Str+2d10 2 22 lb. Parry -1, 2 hands


Wealth and Currency

Savings 2,000 credits

The Hero's Journey

Benefits Table Result
Cybernetics Whoever put your hero back together didn’t want him checking out any time soon. He has the Nano-Repair System.
Cybernetics Nothing like a Range Data System to make hitting all those pesky enemy targets diving for cover that much easier.
Training After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.


Total XP: 0 Rank: Novice
XP Rank Advance


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