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title: FCBs - Full Cyborg Bodies and their Design

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# FCBs - Full Cyborg Bodies and their Design






## Discussions on FBPs and FCBs
C: 
but honeslty- FBPs need to have blood. they need to feel pain- they need some kind of nutrient intake somehow. maybe even get rid of the stupid battery system, we're not talking IPCs here. make oxy damage kill them quickly, because they obviously won't have as much passive oxygen storage as a normal person assuming the circulatory system just is used for the brain

C: create a whole new thing that's built off base humans - make them an actual race
or something

T:  What if neo-FBPs (which is what im calling this new edition of FBPs) had to feel pain in a certain number of body parts, but could pick any bodypart

T: Couldn't be hands or feet obviously
Shit like not feeling pain in, say, the left leg, but more pain in the right leg
Because of the inner flesh that's unable to feel pain and the other parts of flesh that are hypersensitive

C: I mean- the brain adapts
C:did you ever hear about the dude who got a bionic eye that just vibrated it's data to him? eventually he started to actually "see" the bionic input like he used to
C:I always figure pain would work much the same way

T: psychological pain.

C:eventually your body would interpret the prosthetic saying damage here as actual pain 

T&C: discussion of empathy and ghost feelings tests

C: about revival, what I was thinking about was- instead of a blank check on brain death- perhaps MIIs get a wider range of time to revive people- like 15 minutes rather than 3 and you could probably have a prosthetic body assembler(which functionally just spawns a brainless cyborg body) when fed the right parts

C:you have the roundstart FCBs, you have the salvaged FCBs who died during the rounds
C:FCBs, functionally would end up being near identical to humans- at least combatwise
they die if they starve, or suffocate though- and are still vunerable to emp
C: what I was thinking was you would have specialty "nutrient cartridge's" to take a leaf from some cyberpunk manga, and those last for a while, and then you need a new one
so no normal food

T: What if how fast the FCBs get hungry was tied to how many limbs are left/their suit heaviness?
Oh yeah sure
Or some sort of nutrient flavored sludge

C: unless you replace your stomach
C:  when any cyborg dies- their MMI needs to start going through the same decay that they were saved from
C: but giving paramedics the ability to drag a mostly braindead person back to medbay, and turn them into an FCB(long as they get there fast enough) I think would actually make paramedics much more effective. in the past when I've played paramedic, I just haven't been able to get there quick enough to do anything
C:yup, hence the longer time for placing into an MMI
because right now there's no point to any kind of cyberization, because you can still revive the person if you somehow get there quick enough

T: There should be a window of time, not too small but not too long - 5 minutes after the brain dies, making the revival time until all revival is impossible 10 minutes
Perhaps, simply for gameplay mechanics, it could be paused while they had an FCB operation started on them

C: but if you have a larger window for cyberization, both ss13 style, and traditional style, even when the person isn't revivable, you can still save them

T: Yep. People die, 10 minutes until permadeath. That's just about enough time to get to Robotics/Medical for an FCB startup
T: Recently deceased corpses have 5 minutes to have an FCB operation started on them

C: in some cases, it might be better to extract the brain as soon as you get there. and I think that's a good thing
C:I do think FCBs should maybe get a small strength boost- at least to make up for all their downsides- like 1-2 more points of melee damage, and the ability to pry open destroyed or unpowered doors

T:Hmm, 1-2 is very little
Maybe something like 4-5, making the damage something from.. like, how much is the bay punch? 3-4? To 8-9

C:that's quite a lot honestly- they shouldn't be able to forgo melee weapons

T:8-9 isn't too much, anything higher than 10 would be excessive though

C:they're supposed to be pretty close to baseline human

T: Of course not the fists but those fuckers are probably heavy

C:yeah they're proably heavy, but they also have to work harder to move


## **(Standard)* FCB mechanics summarized-**
So anyway- FBPs are awful- they're essentally IPCS. to fix this- you replace them with true cyborgs. first of all the brain needs nutrients and oxygen through blood- therefore FCBs have blood(probably in small quanitites making them more vunerable to bleeding. maybe only bleed from the chest and head though) require food- processed specially for them in special long release cartriges. these are replacable, and in round, last maybe 10-15 minutes(or more. these are just asspulled numbers) they also are quite vunerable to suffocation damage, which should kill them in short order. make sure you can breath- the only part of your body that needs oxygen is your brain. they of course also retain a vulerability to EMP- can be tased, feel pain, and die from starvation. in exchange they are more easily revivable for longer than a base human, and get a minor strengh bonus in a few various areas. they can pry unpowered and ~~damaged doors~~(honestly- uneeded ever). they have a melee damage bonus. and they don't get tired from sprinting. (still seems quite disavantaged to me- but who cares- cyborgs are cool. bonus to you if you use the prosthetics that don't look different from a normal human)  oh and- in terms of codewise- from what my non-coder idiot brain has heard- is that FBPs are very deeply entangled in the codebase, and they're based on IPCS, which makes some of this stuff difficult. it might be worth starting over from scratch with base humans, and maybe even making them a race. I'm not a coder though. I belive this'll also cause issues with body construction. so what might work is having a machine that takes a number of FCB parts- and spits out a brainless body (litterally just spawn one) and then the MMI is implanted there
(you know- you theoretically could probably do a regular brain transplant there too. realistically it wouldn't work, but there's no reason to limit players. if they really want to do that they should be able to) 
otherwise should be fairly identical to a base human. 

## Heavy Cyborg concept - 
T: You can do some sort of full bodily augmentation warcasket kinda procedure

C:that sounds like some sort of life support armor - like a nanosuit

T:
1. Get exoskeleton from fabricator
2. Graft it onto the limbs, in a lengthy process
3. Wire up the exoskeleton
4. Add actuators, manipulators, etc etc (robotic parts)
5. Add life support devices (blood tank, oxygen harvester from the environment)
6. Add inner metal plating (Could affect stats of the neo-FBP afterwards, we have material science here)
7. Wrench it and weld it
8. Screw it tight
9. Wire it again, add circulation pump (heart) and oxygenator device (lungs)
10. Add intermediate metal plating (Affects neoFBP's stats, harder materials makes it more resistant to certain damage types or something)
11. Wrench, weld
12. Screw it tight
13. Add exterior sheath, wrench it and screw it on.
14. Add coating of some sort (can be metal, but also synthetic skin, or both)

T:It's basically an exoskeleton you can never leave after you're inserted into it, all your organs go inside

T:At the very minimum for this procedure you should need:
A mostly bandaged up/bones-fixed person with their head and upper body intact, brain can either be inserted into the inner part where the blood and oxygen harvester is mid-surgery or left in the organic body

C:tbh- this sounds a bit different than the concept I had- this sounds like a second step up- instead of the full cyborg body

C: and then you have the lucky few who got stuck(or volunteered) into this- exobody thing
like you sacrifice a lot- but you become a cross between a mech and a person

T:^

C:like say- you couldn't wear armor or clothes- and you can't use usual guns, but you have massively increased strengh, and you still have some dexterity, and you can use heavy weapons fine
but wouldn't have the dexerity to heal yourself

T:Maybe there could be a size difference between the exoskeletons, with lightweights resembling and clothing/item-related behaving more like standard FBPs
Mediumweights would more resemble the TGMC Combat Robots when they wear the heavy armor set

T:And heavy weights would be nearly indistinguishable from mechas

C:not much point here- you can already put mmis and posibrains into a mech
T:In appearance

T&C: sorta like adam smasher

T: (any way we can size this image down?)
C:(no idea, never used WebMD before)
T: (you mean hackMD?)
C:(yeah that)
![](https://i.imgur.com/DSZ2VS1.jpg)
![](https://i.imgur.com/JIw6cxL.png)

C:honesly- that seems like a pretty awful existance to me
T: That's what I like about them
They're just machines to the Foundation; maybe personnel see them as such, just a husk of who they might have been
T: (second class employees lol)
C: (you're not wrong- they're good for not much more than guard and combat duty afterwards)
T:im thinking it can be broken into three tiers
light, medium, heavy weight
light physically resembles, and behaves most like FBPs in gear/hands/slots
C:personally I feel like light and heavy are already taken
C:light would be the FCBs, and heavy would just be a brain in a mech
C:a heavy version would be essentally doing the brainmech thing a different way
T:and mecha-brain hybrids are almost never done
T:eh maybe, but they're supposed to be mechanically different
the only similarities is that they both look like big robot guys
C:the heavy could be very overpowered if you give it even close to human dexterity though
I mean- brainmechs are already nigh unstoppable tbh
might be a better option because the player doesn't become a lump when not in combat
T:to be honest, what if we just axe brainmechs
C:they kinda suck
but that's one of the way's they're ballanced

----
# FCB Construction

## Tiers
There are three tiers (at least I, T, want there to be) of FCB.

*Light*
- Physically resembles FBPs/IPCs in equipment slots, dexterity. 
 - Fastest, quietest (presumably FCBs would make more and more noise with heavier tiers) 
- The least fuel/oxygen/nutrient-hungry version (presumably FCBs are more resource demanding in higher tiers)
- Can subsist off low KPA/percentage levels of oxygen.
- Can repair and perform surgery on themselves with little trouble.
- Armor is easy to pierce through, but can be improved with material replacement.
- Can't tear through doors like the others can.

*Medium*
- Resembles something of the TGMC Combat Robots with Heavy Armor sprites.
- Fuel-hungrier, oxygen-hungrier, food-hungrier.
- Requires more oxygen in an environment before suffocation occurs.
- Lower dexterity, slower speed, somewhat loud with constant whirs and clicks when performing actions.
- Heavier armor than the light; comes with resistance dependant on armor 
(maybe character setup could allow you to pick between melee-resistant armor, bullet-resistant armor, and atmos/fire/chemical-resistant armor?)
- Has a harder time repairing themselves/performing robotic surgery.
- Has a hard time, but is capable, of prying open unpowered doors.
*(C:shouldn't all of them be capable of at least this if even the normal FCB can do this? if you're going with higher- let them pry powered doors)*
*(T: eeh, lights and mediums are a bit on the lower end, for a round-start option they're still kinda ok at what they do- alr)*
*Heavy*
*(C:not an issue if normal ones can't pry destroyed doors. speaking of, it's confusing that you're using FCBs for the heavy dudes as well, I still like some of my nicknames- like exosupport)*
*(T: hm, fair enough, but they're all still sort of the same type, it'd be to group them together since they were designed to be in the same family)*
*(C:yeah I get)
- Resembles something of a small mechsuit.
- Extremely hungry for fuel. Requires large amounts of oxygen. Eats through food cartridges the fastest.
- Barely any dexterity; not enough to self-repair or self-surgery.
- Massive strength, can easily shove down a Light.
- Can't hold most small weapons (rifles, pistols, shotguns, knives, small melee weapons of that nature, bigger weapons are fine.)
- Cannot wear non-tailored armor/clothes.
- Can pry open destroyed and unpowered doors.
- Only able to become this mid-round.

*Construction Steps*
1. Get exoskeleton from fabricator (costs 50 material sheets)
2. Graft it onto the limbs, in a lengthy process (involves surgical tools)
3. Wire up the exoskeleton (requires 15 cable)
4. Add actuators, manipulators, etc etc (robotic parts) (4 actuators to move fast, 2 cameras to see, 1 self-diagnostic unit to be able to see damage on-screen, 1 motivator and 1 manipulator)
5. Add life support devices (blood tank, oxygen harvester from the environment)
6. Add inner metal plating (Could affect stats of the neo-FBP afterwards, we have material science here)
7. Wrench the inner armor plating, weld for 5 seconds and consume 8 fuel
8. Screw it tight for 5 seconds
9. Wire it again, add circulation pump (heart) and power cell (helps to power the movement systems)
10. Add intermediate metal plating (Affects FCB's stats, harder materials makes it more resistant to certain damage types or something.)
11. Wrench the intermediate armor plating, weld for 3 seconds and consume 5 fuel
12. Screw it tight for 5 seconds
13. Add exterior sheath, wrench it and screw it on for 10 seconds.
14. Add coating of some sort (can be metal, but also synthetic skin, or both) (takes 10 seconds)


## Weaknesses
- EMPs can shut off life support equipment and limbs; rendering heavy totally helpless and/or suffocating, medium and light unable to use certain limbs in addition to component damage
- Entirely dependent on the Foundation for nutrient packs, orderable at logistics.
- Even a Light FCB is loud, but not as loud as the others.
- Lower dexterity for higher armor.
- Surgery procedures are hard, requiring extensive Complex Devices knowledge and involving multiple steps.
- Conversion process is lengthy, agonizing for awake people, and resource-intensive.
- May have to be finalized in a machine that requires welding fuel, power, and constant maintenance/oversight to avoid Isaac Clarke Eye Machine Misalignment Foundation 19 Edition
- HEAVIES SHOULD BE FUCKING MID-ROUND ONLY
- Power cell can be EMPed and cause a failure of the components. Maybe only heavy FCBs have this trait.
(C:seconded. everything except normals should be midround only- and still WLed. also no D-classes. they'd break out so easily)
(T: oh god yeah, they can just waddle out like a tuesday)
(yup. honestly that's like the only time door prying would ever make a difference. should normal FCBs even get the abilty to pry damaged doors?)
(T: absolutely not, lights are supposed to be a bit more like civilian robots)
(C:yeah makes sense. they should still be able to pry unpowered doors though. that might be outside of what's possible though)
(C: what would be the point of lights though when the standard one exists though- it's somewhat tougher than a human- but armor- and stuff)
(T: cheaper to make, easier to fix, a bit like giving a small toddler a .22 instead of an A10 Warthog)
-

# Summary
Basically:
T: My take is a lot more like mechs, what with the building process, and a lot 'heavier'. It takes elements from C's design (food, oxygen) but is still different. Lights are intended to be *the* FCB, the 'standard' FCB. Cheap, works well, nimble and able to wear lots of clothes. Mediums are something of a cross between Light and Heavy, with Heavy being good at not dying, Medium being somewhat better at not dying, and Light being as good as dying as humans (or a bit better than them.)
okay goodnight 

C: TLDR - my concept is designed to shoot FBPs in the face and replace them- and focusing on a combination of hopefully solid gameplay mechanics and semi-realisim to reach a much better, funner, and more "realistic" place for full body cyborgs in the foundation as well as providing a solid expansion of paramedic gameplay and limited revival into a game that previously basically didn't have any. also ynno- it's cool too- :heavy_check_mark:   T's system is great- and it really is a whole new system. I really do hope someone will hear him out and try and impliment it. it sounds like a fun alternative to mechs and a very good replacement for brainmechs