🤖 Full Body Conversions

“Flesh is weak. Steel is forever… until your mind starts to crack.”

A Full Body Conversion (FBC) is a human brain stuffed inside a cybernetic body. The user’s brain (and other choice bits) are scooped out and installed into a Biosystem — a hardened life-support pod — which then slots into a purpose-built FBC body. The procedure is permanent: you can switch FBC bodies, but you can never go back to meat.

For individual FBC body stats, see the FBC catalog in the Database. For Humanity rules and therapy, see Humanity.


⚡ Quick Reference

FBC At A Glance

AspectRule
Core requirementBiosystem (10,000eb, HL 14/4d6, Hospital) — permanent
Stats keptINT, COOL, TECH, WILL, LUCK, EMP, all Skills
Stats replacedBODY, HP, Death Save (set by FBC body)
Stats that may changeREF, DEX, MOVE (via Internal Hydraulics)
Immune toWound State penalties, diseases, poisons, drugs, radiation, suffocation
HealingBODY HP/day (nanomachines) at Good Prepack lifestyle (600eb/mo)
Full repairDV15 Cybertech, 4 hours — self-repairable
Body switchingDV17 Cybertech or Surgery, 4 hours — self-transferable
Doubled slotsFoundational cyberware + Internal/External options get 2Ă— slots
FoodGlucose-Rich Brain Solution (100eb/mo) — free with Good Prepack

đź§  The Biosystem

The Biosystem is the core of every FBC. It is a revolution in human-machine interface — a hardened biopod containing the user’s brain, essential organ tissue, integrated computer systems, and batteries.

StatValue
Cost10,000eb (Super Luxury)
Humanity Loss14 (4d6)
InstallHospital

What the Biosystem Does

  • Contains the user’s consciousness. Their Skills, INT, COOL, TECH, WILL, LUCK, and EMP Stats remain the same as their meat body
  • Hardened against all EMP effects and immune to Radiation
  • Can operate independently (no mobility, but basic senses + speaker for communication and braindance therapy)
  • Access port on the back of the neck or chest for injecting medications and Glucose-Rich Brain Solution

Biosystem Safety Rules

Critical Safety

  • Being violently removed or spending longer than 1 minute outside the biopod after surgical removal = instant death (no Death Save)
  • When not installed in an FBC body, the Biosystem shell has 25 HP of Cover. The brain inside dies instantly if struck directly
  • A Biosystem installed in an FBC body cannot be targeted
  • A user in a standalone Biosystem can observe and communicate — nothing else

đź”§ Going Metal: The Process

Most surgeons require the patient to:

  1. Remove all non-medical-grade cyberware (including Neuralware)
  2. Undergo therapy to prepare for the massive Humanity Loss shock
  3. Have the Biosystem surgery performed at a Hospital (HL 14/4d6)
  4. Be installed into their chosen FBC body (HL varies by model)

Choosing to Take the Average

A user being installed in an FBC body can choose to take the average HL instead of rolling. This applies to both the Biosystem and the FBC body’s package HL.

What Happens to Old Cyberware?

You can install some of your old cyberware into your FBC body. However:

  • If you uninstall it first and undergo therapy → installing it into the FBC counts as a fresh install with new HL
  • If you carry it over without uninstalling first → the existing HL carries over (no fresh roll, but no therapy benefit either)

Bazooka Joe Goes Metal

Joe removes all cyberware, undergoes therapy (Humanity goes up to 80), gets Biosystem surgery (rolls 18 on 4d6, drops to 62), undergoes more therapy (gains 14 back, up to 76), then is installed in a Militech Enforcer (takes the average of 55). Joe wakes up at 21 Humanity — with room to regain up to 50 via therapy over the coming year.


🛡️ FBC Baselines

Every FBC body — regardless of model — shares these properties:

Stats & Skills

  • Kept from meat body: INT, COOL, TECH, WILL, LUCK, EMP, all Skills
  • Set by FBC body: BODY, Hit Points, Death Save
  • May change via cyberware: REF, DEX, MOVE (typically via Internal Hydraulics Upgrades)

Immunities

Immune ToDetails
Wound State penaltiesIgnore Check and STAT penalties from all Wound States (Death Saves still apply)
Diseases, poisons, pharmaceuticals, street drugsUnless administered via Airhypo directly into the Biosystem’s access port (impossible against the user’s will unless fully immobile)
RadiationFull immunity
SuffocationDo not need to breathe
StarvationDo not need food or water (but need Glucose Solution — see below)
Sleep discomfortImmune to penalties for uncomfortable sleeping or cramped living
Certain Critical InjuriesSee list below

Ignored Critical Injuries

The following Critical Injuries are completely ignored while in an FBC body (do not reroll for a new one):

Broken Jaw · Collapsed Lung · Concussion · Cracked Skull · Crushed Windpipe · Lost Ear · Spinal Injury · Torn Muscle · Whiplash

Healing & Maintenance

  • Nanomachine healing: At Good Prepack lifestyle (600eb/month) or better, the FBC body regains BODY HP per day of natural healing
  • Full repair: DV15 Cybertech Check, 4 hours. Users can repair themselves. Failure wastes 4 hours and restores to half HP (unless current HP is higher)
  • Healing aids don’t work: Cryobags, Cryotanks, and Speedheal have no effect on FBC users

Feeding the Brain

Glucose-Rich Brain Solution

FBC users must inject a Glucose-Rich Brain Solution (100eb, Premium) via the access port once per month.

  • Included free in Good Prepack lifestyle (600eb/mo)
  • Miss 1 month: Starving → -2 on all Checks
  • Miss 2 months in a row: Biological systems crash → death

Doubled Option Slots

When installed in an FBC body:

  • Foundational cyberware (Cyberarms, Cyberlegs, Cybereyes, etc.) and Internal/External Body Cyberware categories grant double their usual number of option slots
  • The user automatically meets any Grafted Muscle and Bone Lace requirement for additional cyberware

Zero-HL Cyberware

The following cyberware causes 0 Humanity Loss and does not depress maximum Humanity when installed in an FBC body:

Cyberarm · Cyberaudio Suite · Cybereye · Cyberleg · Cyberskull · Internal Linear Frame · Neural Link / Neuroport

Simulated Senses

All FBC bodies have simulated touch, smell, and taste. These can be toggled off without an Action. FBCs can eat and drink recreationally — they just need to empty the storage tank eventually.


🔄 Switching Bodies

A Biosystem can be transferred to a new FBC body:

AspectRule
CheckDV17 Cybertech or Surgery
Time4 hours
On failureNo harm done — can reattempt any number of times
Self-transferYes, an FBC user can do this on themselves
HPTransferring into a new body restores HP to the new body’s maximum

Humanity When Switching

  • New body (never inhabited before): Suffer full Humanity Loss for all applicable cyberware in the new body, even if it duplicates what you had before
  • Returning to a previous body: Check Current Humanity against Maximum Humanity in this body. If current is higher, reduce to the max. Take additional HL only for cyberware installed since you last inhabited it
  • Only the Biosystem and cyberware in the currently inhabited body count toward Maximum Humanity depression
  • All cyberware in the previous body is uninstalled (not the Biosystem)

đź“‹ FBC Body Catalog

Full stat blocks for each body are in the Database.

All FBC bodies require a Biosystem and Hospital installation.

Entry-Level & Civilian

ModelCostHL (Avg/Roll)Linear FrameRole
Rocklin Augmentics Alpha Class9,900eb21 (6d6)SigmaGeneral-purpose baseline
Raven Microcybernetics Gemini10,200eb14 (4d6)SigmaSocial — looks fully human
Trauma Team Kildare12,200eb39 (avg)SigmaMedical / Surgery

Specialist & Industrial

ModelCostHL (Avg/Roll)Linear FrameRole
Dynalar Aquarius13,000eb37 (avg)SigmaUnderwater exploration
Militech Enforcer16,800eb53 (avg)SigmaLaw enforcement
Cybermatrix Copernicus17,300eb52 (avg)SigmaSpace exploration & construction
Dynalar Brimstone17,600eb53 (avg)SigmaFirefighting — Brimstone Coating
Moore Technologies Sheol19,600eb32 (avg)BetaHazardous operations
NovelTech Samson20,500eb39 (avg)OmegaIndustrial construction

Military & Covert

ModelCostHL (Avg/Roll)Linear FrameRole
Militech Spyder 2.024,900eb73 (avg)BetaEspionage — 4 arms
Raven Microcybernetics Wiseman27,480eb70 (avg)SigmaNetrunning — 4 integrated cyberdecks
Militech Eclipse29,200eb67 (avg)BetaStealth assassination
Militech Dragoon Revised35,000eb64 (avg)OmegaHeavy military warfighting

Fixer Availability

Cost doesn’t always equal difficulty to acquire. For example, the Alpha Class costs 9,900eb but GMs should treat it as Expensive (not Super Luxury) for availability. Check each model’s listing.


⚙️ FBC-Specific Cyberware

Coatings (External Body Cyberware — FBC Only)

CoatingCostHLEffect
Brimstone Coating1,000eb7 (2d6)Immune to fire damage; cannot be set on fire
Chameleon Coating1,000eb7 (2d6)After standing still 1 min → cloak (DV17 Perception to spot). 2nd install = 30 sec. 3rd = 9 sec
EMP Coating1,000eb7 (2d6)Absorbs one EMP effect per installation (sacrificial)
Gemini Sculpt1,000eb0 (N/A)FBC looks human (revealed by IR as cold metal). Cannot fit Omega frame or BODY 16+
Integrated Bodyweight Coating1,000eb7 (2d6)2 hardware-only cyberdeck slots shared across all integrated decks per installation

Internal Hydraulics (Internal Body Cyberware — FBC Only)

UpgradeCostHLREF / DEX / MOVE Set To
Standard1,000eb3 (1d6)4
Tuned5,000eb3 (1d6)6
Perfected20,000eb3 (1d6)8

Stats are set at the listed value unless they would otherwise be higher. Still affected by Armor Penalties and Critical Injuries.

Heavy Armor (Borgware — External Body)

ItemCostHLSPArmor PenaltyNotes
Heavy Subdermal Plating5,000eb14 (4d6)13 (body + head)-2 REF/DEX/MOVE (negated at BODY 14+ or FBC)Nanomachine repair: 1 SP/day
Dragoon Plating5,000eb14 (4d6)15 (body + head)-2 REF/DEX/MOVEMagnetic hot-swap; nano repair 1 SP/day. BODY 16+ or FBC
Dragoon Plating (Metalgear)15,000eb14 (4d6)18 (body + head)-3 REF/DEX/MOVEMagnetic hot-swap; nano repair 1 SP/day. BODY 16+ or FBC

Dragoon Plating Tricks

As an Action, jettison plating (removes SP + penalty). As an Action, magnetically summon unattached plating within 6m. Extra sets cost 1,000eb (standard) or 5,000eb (Metalgear).

Other Key FBC Cyberware

ItemTypeCostHLEffect
CyberskullInternal Body (3 slots)5,000eb14 (4d6)Head no longer a 2Ă— weak point; immune to Cracked Skull + Broken Jaw
Linear Frame Omega (Internal)Borgware Ă—210,000eb28 (8d6)BODY set to 16 (changes HP + Death Save). Requires BODY 10 + 3Ă— Grafted M&BL
Linear Frame Omega (External)Gear10,000eb—BODY set to 16 (no HP/Death Save change). Requires 3× Interface Plugs
Prehensile CyberfootCyberleg Option1,000eb3 (1d6)Transform leg → arm as Action (-4 MOVE unless zero gravity)
Zero Gravity ThrustersCyberleg Option (paired)1,000eb3 (1d6)Negate zero-gravity movement penalties. Fuel: 100eb/24hrs
Reinforced CyberlimbCyberlimb Option1,000eb3 (1d6)Immune to Broken Arm/Leg Critical Injury on that limb
MicroWaldoCyberarm / Neuralware Option1,000eb7 (2d6)Medtech gets +1 Surgery

⚡ EMPs and FBCs

Not a Kill Switch

EMP effects (like Microwavers) treat an FBC body like a collection of parts, not a whole. An EMP doesn’t shut down the entire body — just individual cyberware components. The Biosystem is hardened and immune to EMP.


🔨 Techs & FBC Construction

A Tech can build an FBC body from scratch:

AspectRule
CheckDV29 Cybertech
Time1 hour assembly (does not destroy components on failure)
Minimum componentsCyberarm Ă—2, Cyberaudio Suite, Cybereye Ă—2, Cyberleg Ă—2, Cyberskull, Internal Linear Frame, Neural Link/Neuroport
SubstitutionsAllowed where appropriate (e.g., Kiroshi MonoVision instead of 2Ă— Cybereyes)
UpgradesApplied to individual components, not the body as a whole

No Medical Grade

Medical-grade cyberware cannot be used to create an FBC body.


âť“ Quick Answers



(Source: Interface RED Volume 3, Chapter 11 — Going Metal: FBCs)