REPLACE cyborgs
Posted: Fri Jun 10, 2016 7:19 pm
...with ACTUAL human cyborgs, using the augment system.
Actual cyborgs: Humans, but fitted with a heavily invasive special NT-brand cyborg rig, that requires at least the chest and arms (and their contents) to be synthetic.
Round start cyborgs would be completely synthetic.
The rig is a nanomachine and bluespace prototype device that takes over most of the chest (back) and the arms and hands and legs.
In return for being enslaved to a both an AI with LAWs and a robotics console (you can be locked down and blown up), and losing access to your hands you get:
1. A power cell slot. For powering all your augments.
2. A morphic module, that can be set to one of various 'department areas' and requires a reset module to format the nanites so it can be changed again. said module contains a deployable suite of nano-formic tools that can be held in up to three (3!!) slots at once.
3. Full life support. Never have to wear internals or a space suit again!
4. An augmented reality hud with diagnostics and wireless equipment status readouts and control.
5. Cyborg dermal armor, which makes
6. The warm glow of immortally serving your beloved company.
Since they are basically humans with augments and synthetic limb replacement, removing the rather invasive rig using surgery can change them back to just synthetic humans without module access. Doing this without a full medical suite can lead to near-death experiences thanks to how invasive the rig is, though.
They are also vulnerable to EMPs, and even if you construct a cyborg somehow out of entirely organic parts, the RIG can still trigger a forced shutdown or explosion on sufficient damage.
How to construct them:
1. Print out all the cyborg parts and build them like you do now. You can also alternatively use organic or alternative parts on the frame for everything except the chest, if that's your thing. The "Frame" Is now the cyborg rig.
2. Activate the constructed cyborg with a wrench, then configure it with a multitool. Lawsync/lockdown/whatever.
3. FIt a MMI brain or positron in the suit, use the activated cyborg in hand to get a yes/no prompt warning you that this step is difficult to reverse , and if yes, spawn a prone mindless synthetic human on the ground. If you want to undo putting a brain in there, crowbar it. Wrench again to revert it back to an unactivated suit.
4. Drop the finished suit, bam, cyborg man comes to life.
-----
YOU CAN ALSO print out the cyborg rig frame itself and attach only a chest to it (requiring the step with the wire and the power cell on the chest), configure with multitool, and then surgically implant it into a victim's human's chest cavity to turn them into a cyborg.
Cyborgs can still be emagged, especially at any point a multitool can be used, and have the same effect as old cyborgs.
High level R&D can produce an Advanced Cyborg Rig, that only takes up the chest spot and allows usage of hands for the resulting cyborg it is used on. R&D can choose NOT to print this object out and use in, in which case cyborgs will never get to fondle nefarious things.
____
The implications of above:
Cyborgs would be carbons, and thus subject to the various dangers of being a spaceman like limb dismemberment, surgery, getting their heads cut off, being set on fire, etc.
They would suddenly have the ability to wear carbon clothing (Though, they would have to have the crew dress them, or use some sort of machine.)
They would have enhanced compatibility with carbon-based code and would not require an extreme amount of snowflaking or code duplication. Simply make them children of the parent carbon code.
Actual cyborgs: Humans, but fitted with a heavily invasive special NT-brand cyborg rig, that requires at least the chest and arms (and their contents) to be synthetic.
Round start cyborgs would be completely synthetic.
The rig is a nanomachine and bluespace prototype device that takes over most of the chest (back) and the arms and hands and legs.
In return for being enslaved to a both an AI with LAWs and a robotics console (you can be locked down and blown up), and losing access to your hands you get:
1. A power cell slot. For powering all your augments.
2. A morphic module, that can be set to one of various 'department areas' and requires a reset module to format the nanites so it can be changed again. said module contains a deployable suite of nano-formic tools that can be held in up to three (3!!) slots at once.
3. Full life support. Never have to wear internals or a space suit again!
4. An augmented reality hud with diagnostics and wireless equipment status readouts and control.
5. Cyborg dermal armor, which makes
6. The warm glow of immortally serving your beloved company.
Since they are basically humans with augments and synthetic limb replacement, removing the rather invasive rig using surgery can change them back to just synthetic humans without module access. Doing this without a full medical suite can lead to near-death experiences thanks to how invasive the rig is, though.
They are also vulnerable to EMPs, and even if you construct a cyborg somehow out of entirely organic parts, the RIG can still trigger a forced shutdown or explosion on sufficient damage.
How to construct them:
1. Print out all the cyborg parts and build them like you do now. You can also alternatively use organic or alternative parts on the frame for everything except the chest, if that's your thing. The "Frame" Is now the cyborg rig.
2. Activate the constructed cyborg with a wrench, then configure it with a multitool. Lawsync/lockdown/whatever.
3. FIt a MMI brain or positron in the suit, use the activated cyborg in hand to get a yes/no prompt warning you that this step is difficult to reverse , and if yes, spawn a prone mindless synthetic human on the ground. If you want to undo putting a brain in there, crowbar it. Wrench again to revert it back to an unactivated suit.
4. Drop the finished suit, bam, cyborg man comes to life.
-----
YOU CAN ALSO print out the cyborg rig frame itself and attach only a chest to it (requiring the step with the wire and the power cell on the chest), configure with multitool, and then surgically implant it into a victim's human's chest cavity to turn them into a cyborg.
Cyborgs can still be emagged, especially at any point a multitool can be used, and have the same effect as old cyborgs.
High level R&D can produce an Advanced Cyborg Rig, that only takes up the chest spot and allows usage of hands for the resulting cyborg it is used on. R&D can choose NOT to print this object out and use in, in which case cyborgs will never get to fondle nefarious things.
____
The implications of above:
Cyborgs would be carbons, and thus subject to the various dangers of being a spaceman like limb dismemberment, surgery, getting their heads cut off, being set on fire, etc.
They would suddenly have the ability to wear carbon clothing (Though, they would have to have the crew dress them, or use some sort of machine.)
They would have enhanced compatibility with carbon-based code and would not require an extreme amount of snowflaking or code duplication. Simply make them children of the parent carbon code.