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A.I.M. Hyper Learning System
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Centinull
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PostPosted: Mon Nov 04, 2013 8:16 pm    Post subject: A.I.M. Hyper Learning System Reply with quote

Vuggs Dar'Sect is an old character of mine that has elevated to minor legendary status in my gaming group. A Verpine technician, rebel, and later Crime Lord, Vugg's new the in's an outs of every piece of tech he could get his hands on. Now Vugg's is looking to take a page out of Galladinum Guide by, well writing a Guide to tech of his own.

This first entry is for a Hyper Education System. <== PDF with images

Quote:

HYPER LEARNING SYSTEM

Model: Advanced Ideas Ministry Hyper Education System Model 247
Type: Accelerated Learning System
Cost: 10,000 device, 250-10,000 course module
Availability: 3
Game Notes: The A.I.M. Hyper Education System Model 247
consists of a helmet, with visor, and a collection of course modules,
that plug in the back. Over the course of 10 hours of use, the student
is bombarded with years worth of conventional education on a
subject, simultaneously on both a conscious and unconscious level.
While multiple users can utilize the same H.E.S., the course
software configures itself for the brain pattern of a single user.
There are limitations on learning with this device. The H.E.S.
Method of education can impart skills to 5D, which is above average
levels of expertise, but only to those who don't already have that level
of skill. Students with higher level of skills, may find the course an
interesting refresher, but they will not gleam any additional insight
from it. The H.E.S. also requires the student to actually pay attention.
The device measures cognitive response and adjusts the synaptic
response accordingly.
Upon completing the course, the student makes a perception
check to determine how much they able to absorb.
    15-19 up to +1D skill learned
    20-24 up to +2D skill learned
    25+ up to +3D skill learned

The new total for the skill can not be raised above 5D with the
use of a H.E.S.
The course is intended to split into 10 1 hour sessions, to be done
1 to 2 a day, over 5-10 days. If more than 48 goes by between
sessions, the course needs to be restarted from the beginning. While it
is not recommended, it is possible to undergo the entire course in
shorter period of time. If the course is completed in fewer than 5 days,
raise all the difficulty numbers on the Perception roll to retain the
information by 5.

Course modules configure themselves to a single students thought
patterns. The process not only allows them to serve the student better,
but it ensures that each student buys their own course module,
keeping Advanced Ideas Ministry profitable.
Unknown to the vast majority of A.I.M.'s clients, the course
modules can be reset to factory default. The procedure requires 8
hours of tedious code slicing ending with a very difficult computer
programming check. The procedure is not without some risk. Failing
the computer programming check by 5 or more permanently
scrambles the course module, leaving it useless. Success leaves you
with a module ready for a new student.

As always, the exact selection of available titles and pricing is up to
Game Master, to decide which are appropriate for the campaign.
Recommended Learning Module Guidelines:

    Knowledge and Technical skills only
    Knowledge Skills 1,000
    Knowledge Specialties 250
    Knowledge Advanced 5,000 (comes with free requisite skill course,
    which must be at 5D before advance skill can be learned)
    Technical Skills 2,000
    Technical Specialties 500
    Technical Advanced 10,000 (comes with free requisite skill course,
    which must be at 5D before advance skill can be learned)



Based loosley on the rules for the snyoptic teacher, from Galladium's. It's basically how I as a Game Master would allow it. to be used in my campaigns. The synoptic teacher was a contraversial item in Star Wars as it allowed characters to learn skills without the expenditure of character points. Worst than that, the rules were very brief, leaving costs, skills, and difficulty numbers competely at the Gm's discretion. It was an interesting concept that needed more than two paragraphs to flesh out.[/list]


Last edited by Centinull on Thu Nov 07, 2013 2:19 pm; edited 2 times in total
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Darth_Hilarious
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PostPosted: Mon Nov 04, 2013 10:59 pm    Post subject: Reply with quote

Matrix flashback.............................."I know Kung Fu"
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garhkal
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PostPosted: Tue Nov 05, 2013 5:52 pm    Post subject: Reply with quote

Not bad.. Does it still give the 'new skills' at no CP cost to the wearer of the helmet?
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vanir
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PostPosted: Wed Nov 06, 2013 2:51 am    Post subject: Reply with quote

Okay well my contribution is how I'd rule it in our games, which are very skills-heavy to break up the hack and slash dungeon crawl atmosphere most GMs can easily fall into.
A neural-interface type of skills application technology I would rule as a CP award for the experience of trying the thing out on yourself. For which I would specify a genuine PC risk. If successful a CP is gained and if failed one is lost. The PC can use this CP to enhance a skill use in the coming adventure, or may accumulate it with other CP to permanently advance in skills frequently used.
Then it's easy to keep a leash on said fantastic technology by simple increase in difficulties for each additional use of the item within a GM specified time between uses.

I mean we use Holocron in our games and work it in so the Holocron itself comprises a full RPG sidequest with every use and essentially that's how you keep the PCs from getting their hands on power-gaming items that wrestle GM authority on articulating the game environment to a common set of rules so that Players feel confident about creating their part of the story within something of firmament.

So with most technological gameplay it is always beneficial if it works to an actual physical mechanic, has rules, is balanced among all other kinds of technology using those rules, especially if powerful. And it's best to have those things all sorted out for an item before it gets introduced to the PCs. I've learned to do things like ask myself, what would a complete psychopathic sociopath with paranoid schizophrenia do with this item if I gave it to him, because odds are that's precisely what PCs do with it Laughing

So always have a ruleset for that scenario and you're safe.
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Centinull
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PostPosted: Thu Nov 07, 2013 2:33 pm    Post subject: Reply with quote

garhkal wrote:
Not bad.. Does it still give the 'new skills' at no CP cost to the wearer of the helmet?


Yes, but at a significantly higher investment of time and credits than the synaptic learning system from Galdinums. Also, It's also limited to KNO and TEC skills.

The difficlties are also set high enough to encourage CP expenditure to succeed.

It's essentially less "I know Kungfu" and more " I understand Wookie now"
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shootingwomprats
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PostPosted: Thu Nov 07, 2013 2:43 pm    Post subject: Reply with quote

I would like to suggest that the skills are not permanent, but more of a short term memory thing. Meaning the information will gradually fade away over time. Requiring additional conditioning or updates. Think of it as refresher course with new trends/new information tossed in.

Update conditioning takes half as long as the original and costs half to two thirds the original cost.

2 Weeks .... -1D
4 weeks .... -2D
3 months ... -3D
6 months ... -4D
1 year ....... -5D
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garhkal
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PostPosted: Thu Nov 07, 2013 4:09 pm    Post subject: Reply with quote

That would make more sense to me. That the skills are temp learned. Kind of like how Enhanced attribute gives more of a bonus for less time.

So skills of 2-3D are retained for a month
3-4D are 3 weeks
4-5d are 2 weeks
5-6d are just a week
Anything higher than 6d is only able to get retained for a day.
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Darth_Hilarious
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PostPosted: Thu Nov 07, 2013 5:16 pm    Post subject: Reply with quote

sounds like it would be subliminal version of "cramming for exams" 6 weeks later the PC is like "what exams?"

So far I've gone 36 years and haven't used algebra ONCE!!!!!!
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Centinull
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PostPosted: Thu Nov 07, 2013 5:47 pm    Post subject: Reply with quote

I appreciate all the feedback.

shootingwomprats wrote:
I would like to suggest that the skills are not permanent, but more of a short term memory thing. Meaning the information will gradually fade away over time. Requiring additional conditioning or updates. Think of it as refresher course with new trends/new information tossed in.


A GM is of course free to use it as they see fit in their campaign.

To me, as a GM, fading values and constant retraiing during off time is just more record keeping than I would want to deal with. As a player, it limits it's usefullenss to the point where it wouldn't be worth it, most of the time.

Why spend 11,000+ credits and retrain monthly to get 5 or less Dice of languages that fade, when there are droids and handheld devices that do translate better for considerabley less credits and effort ?
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garhkal
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PostPosted: Thu Nov 07, 2013 6:05 pm    Post subject: Reply with quote

A) droids and the like can be restricted depending on what planet you go to.
B) some skills you may want to use this device for may not have droids that can do that skill.
C) not always can you purchase a droid for what you are wanting to do in time.
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DougRed4
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PostPosted: Sat Nov 09, 2013 7:05 pm    Post subject: Reply with quote

Darth_Hilarious wrote:
sounds like it would be subliminal version of "cramming for exams" 6 weeks later the PC is like "what exams?"

So far I've gone 36 years and haven't used algebra ONCE!!!!!!


Completely O/T here, but the main place I have used algebra over the years is related to Star Wars. It came up occasionally in the Star Wars Customizable Card Game (where x = the value of your total Troopers present, for example). Laughing
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Darth_Hilarious
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PostPosted: Sat Nov 09, 2013 8:04 pm    Post subject: Reply with quote

say it aint so
noooooooooooooooooooooooooooooooooooooooooooooo
Shocked
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Centinull
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PostPosted: Mon Nov 18, 2013 3:13 pm    Post subject: Reply with quote

This is a real world item, related to Hyper Education.

Foc.us: The first commercial tDCS headset that lets you safely overclock your brain



Quote:
After an interminable wait, the first brain-boosting tDCS headset has finally received FCC approval and will begin shipping in the next few days. Dubbed the Foc.us, the headset jolts your prefrontal cortex with electricity, improving your focus, reaction time, and ability to learn new skills. The Foc.us is being targeted at gamers looking to improve their skillz, but tDCS has the potential to improve — or more accurately to overclock — almost every aspect of your life.

To give its full name, tDCS stands for transcranial direct current stimulation. Transcranial simply means that the direct current (i.e. from a battery rather than the AC mains) is passed across a region of your brain. In the case of the Foc.us, the direct current passes between the cathode and anode, which are placed over your prefrontal cortex. Basically, by pumping electrons into your brain, your neurons, which communicate via spikes of electricity, become more excitable. This means that they can fire more quickly, improving your reaction time. Furthermore, when you remove the current, your neurons are imbued with additional neuroplasticity — in other words, they more readily make new connections, improving your ability to learn new skills.

Foc.us headset iOS appThe amount of current used is very small — on the order of two milliamps, much less than the current a 9V battery delivers — and in theory there’s very little risk. The Foc.us website says you shouldn’t use tDCS if you suffer from epilepsy, and that you shouldn’t use tDCS to treat any medical conditions.

In reality, tDCS has no known short-term risks. Early studies have shown that tDCS, which can also be used to stimulate regions of the brain other than the prefrontal cortex, such as the motor cortex, can provide therapeutic effects to people suffering from Parkinson’s, stroke patients, and more. DARPA has already used tDCS to reduce the time it takes to train new snipers, and university research groups have used it to improve the performance of gamers. In less formal settings — i.e. DIY enthusiasts — tDCS has been used to improve almost every area of cognition, or to release the brain’s most powerful opioid painkillers.

9 volt battery brain



If the gains from tDCS really are as amazing as these early reports suggest, there could be some serious ethical considerations if tDCS becomes widespread. Should students be allowed to use tDCS to improve their studies or to pass exams? What about professional e-sports gamers? If one team starts using tDCS to improve their reaction time and actions per minute (APM), other teams will have no option but to start using it — unless tDCS becomes the electronic equivalent of doping and is quickly outlawed, of course.



The Foc.us headset costs $249 (£179), and is available in the US, UK, most other English-speaking countries, Russia, and the rest of continental Europe. Pre-orders are being shipped now, and new orders should be fulfilled in August. iOS users can use a free app to control the headset via Bluetooth (pictured above), while Android users are currently out of luck.
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Centinull
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PostPosted: Wed Nov 20, 2013 12:41 pm    Post subject: Reply with quote

Science channel 3 minute video video showing how we are only a short jump to Lobot's Borg Construct Aj6 style downloadable data



http://science.discovery.com/tv-shows/futurescape/videos/computer-chips-in-your-brain.htm#mkcpgn=fbsci1[/img]
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garhkal
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PostPosted: Wed Nov 20, 2013 3:32 pm    Post subject: Reply with quote

I am wondering how long till we get to Johnny Mnemonic like couriers.
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