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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Fri Jan 10, 2014 7:01 pm Post subject: Dixon Industries Hyper Education System (Ver 2) |
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A little something I whipped up for my Star Wars Campaign.
https://drive.google.com/file/d/0B9VN2zzlPNmyU1dEWDgyaW42aWs/edit?usp=sharing
The Hyper Education System allows the user to lean months worth of information in 10 hours of use. At the end of the 10 hour education, usually spread over a week of use, the character is allowed to make a perception roll to see how much information is retained. Successful checks allow the character to permanently learn new skills. The difficulties are high, and smart players will spend 1-2 character points on checks.
Page 2 now includes a catalog of courses available to purchase. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 11, 2014 3:55 pm Post subject: |
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So someone with a s*** ton of cash could theoretically use this to learn (possess) all Know/Tech skills at 5d including all (A) skills out there too without spending a single CP to raise anything (other than ensuring the per check is made)... _________________ Confucious sayeth, don't wash cat while drunk! |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Sun Jan 12, 2014 1:54 pm Post subject: |
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garhkal wrote: | So someone with a s*** ton of cash could theoretically use this to learn (possess) all Know/Tech skills at 5d including all (A) skills out there too without spending a single CP to raise anything (other than ensuring the per check is made)... |
A s*** ton of cash, months to years of use, and being lucky on Per rolls. Advanced skills gained are limited to a single Die, and not all Advanced skills are represented.
The Per check difficulties are set high enough to encourage CP use, without making it mandatory.
In my campaign, the players have pretty much made it a default to spend 2CP on each PER check.
The GM controls Course availability, cost, and the amount of down time and money the players have to actually use the device.
There already exists an official game item, the synaptic learner, that does this faster, cheaper, easier, with no checks or CP use. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 12, 2014 4:24 pm Post subject: |
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Still just seems like a cheap way to get around learning/advancing skills. Well cheap in that its costing you a heck of a lot less CP than it normally would. _________________ Confucious sayeth, don't wash cat while drunk! |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Tue Jan 14, 2014 10:42 am Post subject: |
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Flash Education exists in the Star Wars Universe, what I set out to do was provide a more comprehensive and better balanced set of rules to do so.
Yes, you are trading large amounts of credits for reduced CP cost, but that precedent was already set.
Quote: | Synoptic Teacher
Model: Consolidated Learning Systems Synoptic Teacher
Type: Subconscious teaching system
Cost: 10,500, 200-1,000 (information modules)
Availability: 3
Game Notes: A variety of pre-designed information learning modules are available on a wide variety of subjects (gamemaster should determine availability). Transference procedure takes between 15-30 minutes. Depending on the level of module content, its degree of technical or cultural sophistication, the user must make an Easy-Very Difficult Perception roll to effectively absorb the material. A successful roll means the user gains +1D-3D in that given skill or skill specialization if the character’s skill level is below 5D (including attribute). The gamemaster is free to adjust costs, difficulties, skill bonus and maximum limits to any degree desired. The user may gain a benefit from a data module only once. The synoptic teacher is a favorite subconscious “brainwashing” tool of Imperial Intelligence and other organizations which may wish to plant posthypnotic suggestions in the minds of operatives without their knowledge or consent.
Source: Galladinium’s Fantastic Technology (page 47) |
I took those general guidelines, expanded and detailed them out
Quote: |
HYPER LEARNING SYSTEM
The Hyper Education System Model 247 is the pinnacle of personal flash education technology. The system consists of a visored helmet and insertable course modules. The user wears the helmet and inserts the desired course module in the back. Students are flash educated with years worth of conventional education on a subject, on both a conscious and unconscious level, over the course of 10 1 hour sessions.
Model: Dixon Industries Hyper Education System Model 247
Type: Accelerated Learning System
Cost: 10,000 device, 250-10,000 course module
Availability: 3
Game Notes:
While multiple users can utilize the same H.E.S., the course software configures itself for the thought patterns of a single user. The student thought pattern customization not only allows the to device to serve the student better, it ensures that each student buys their own course modules, keeping Dixon Industries profitable.
Not all Course Modules produce equal results. It’s simply easier to impart Knowledge and Technical based skills, while Dexterity and Strength based skills rely heavily on muscle memory that is beyond the scope of the system to impart in equal degree.
The H.E.S. 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.
Type C – Comprehensive Studies
(15/+1D, 20/+2D, 25/+3D, 5D Skill Max)
Most Knowledge and Technical Fall under Comprehensive Studies, and the HES excels in these areas. Students may absorb up to +3D of skill, to a maximum of 5D, from a Comprehensive Studies Course Module.
Type B – Basic Studies
(10/+1, 15/+2, 20/+1D, +1D Max)
Intended for introducing a new skills to the untrained, they are easier to absorb, but more limited in scope. Basic Study modules may impart up to +1D of a previously untrained skill.
Type L – Language Pack
(10/+1D, 15/+2D, 20/+3D)
Each Language Pack focuses on a single Language. Mastering Wookie has never been easier !! Students may absorb up to +3D of skill, to complete fluency (5D max), from a Language Studies Course Module.
Type A – Advanced Studies Package
(20/+1D, 1D Max)
Comes with appropriate Prerequisite Skill Package |
Average Sentient Race in Star Wars has 2D in Perception
Average Player Character has 3D in Perception
Human Maximum is 4D in Perception
Average Player Character + 2CP spent to get 5D Perception check
Human Maximum + 2CP spent to get 6D Perception check
The Average Player Characer, who is above the galactic average to begin with, needs to spend 10,000 credits for a HES, a week of time, 2 CP
+ 1,000 credits additional spent for 1D from a type C KNO course
+ 2,000 credits additional spent 1D from a type C TEC course
+ 250 credits additional spent for 2D from a type L course,. Language Specialization
+ 1,000 credits additional spent for +2 pips from a Basic Course, in a previously untrained skill
+ 10,000 credits spent for Nothing, from a type Advanced Course[/quote]
To get the most out of any course module usually takes weeks and multiple CP expenditures |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 14, 2014 4:07 pm Post subject: |
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I see you have listed what each skill costs, but have you come up with a list of what might happen should they get a complication or botch on the PER roll to learn anything? _________________ Confucious sayeth, don't wash cat while drunk! |
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Centinull Lieutenant Commander
Joined: 30 Sep 2013 Posts: 156 Location: The Outer Rim Territories
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Posted: Wed Jan 15, 2014 2:54 am Post subject: |
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No, I hadn't thought to include that in the rules themselves, but someone on the G+ group had the idea of implanted Imperial Mind control.
After that I had a few ideas of my own, but they are more adventure hooks than solid rules.
* HES Course Addiction - The character's become addicted to the mental stimulation that happens during the process.
* The Dixon Directive - The player character can take no actions that would directly harm Dixon Industries Founder, Dixon Cider
* Manchurian Candidate - The player starts experiencing blackouts and memory loss, but the Medical Droids can't find anything physically wrong with them
* Johnny Mnemonic - Implanted in the character's mind is information that someone is willing to kill for, or kill to make sure no one else gets their hands on...
I really should write up a page 3 with related adventrue hooks |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jan 15, 2014 4:20 pm Post subject: |
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i was thinking more on the lines of;
First complication - person blacks out due to mind overload for 1d days
2nd complication - black out goes to 2d days, and the data that was to be assimilated does NOT take.
3rd time, Inc time out to 3d days
or something along those lines. _________________ Confucious sayeth, don't wash cat while drunk! |
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