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Approved Tech Dreamchamber

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hostile_takeover_by_omen2501.jpg

Image Source: Hostile Takeover by OmeN2501
Intent: To create a brainwashing tool inspired by BTS of Shadowrun
Development Thread: If nessecray
Manufacturer: The Children of Korriban
Model: N/A
Affiliation: Black Market
Modularity: No
Production: Mass-Produced.
Material: Durasteel, Medical components, electronic components, water

Strengths:


-Hidden frequencies: The chambers are designed to not openly manipulate the virtual reality of the user, but there are subtle, hidden frequencies in the transmission to the brain which can alter brainwaves when the chambers are used regularly, slowly destroying traits like creativity and autonomy, and instead creating obedience.

-Better Than Live: The Visions inside the chambers are simply better than live. Senses are heightened and more intense, something that can be very pleasurable as the chambers are normally used with scenarios that are of a positive nature. This also makes the Dreamchamber an effective torture device.

-Web of minds: Multiple Individuals can be linked into the same simulation, able to interact with each other as they could in reality. This can be used both to implant ideas in person, a benefit for those who one the chamber, and for the users to interact with each other in ways that would be dangerous or indecent in reality with little to no consequences.


Weaknesses:


-Highly addictive: When someone spends enough time inside the chamber, it is easy to like the virtual reality more than the actual reality. This can lead to an addictive very similar to a drug addiction.

-Second Live: Not only is the use addictive, it is also very easy to slowly forget to difference between reality and virtual reality, leading to sever damages on the mind, followed by damages to the body because of the lack of constant food and water that follows this state.

-Time convolution: Time inside the chamber can differ greatly from those on the outside. While this convolution is proportional to the intensity of the vision, both with time passing by extremely fast or extremely slow inside the chamber, this can lead to confusion or even to biological decay because the user forgets to leave the chamber.

Description: The Dreamchamber is a device that combines a multitude of things into one effective tool for subtle brainwashing. Due to sensory deprivation from sitting in a small chamber filled with water there are no outside influences to what appears to be reality. Using electronic and medical tools, impulses in from of both electricity and hormones are sensed to the user brain, making what they see inside the chamber to be reality, while further numbing the senses to the outside. The visions themselves are scenarios created by those that run the chambers, often based on famous stories or on memories of others. Shown on a display inside the headwear of chamber, they appear realistic, yet oddly surreal and psychedelic both due to their quality and because of the additonal input from the rest of the chamber, making the simulations more akin to a drug trip than a realistic experience. By sending mental impulses back into the chamber the user interacts with the shown images without actual moving. Multiple chambers can be connected to each other, allowing the users to interact with each other inside the simulation.

The chamber itself is based on a former experimental surveillance tool of the One Sith, which was used to control drones and droids by direct mental control, the plans were repurposed by Darth Abyss and his cult to create the Dreamchamber. Openly presented as a fun way to escape reality, the Dreamchamber is actually used to influence peoples minds and thoughts, while making the addicted to the chamber.

While this is effective, overuse can lead to a broken mental state fairly quickly, making it important to control the use. Those that have spend to much time in the dreamchamber often forget what is real and what not, ending up dead because they either forgot to eat in real live, or because they wasted all their money on chamber use. Due to the fact that time can be convoluted inside the camber, there is even a risk of dieing inside it without noticing how much time passes by.

Dreamchambers are used mainly by Abyss and his followers, but they are also sold to other black market elements, especially clubs and other establishments.


Primary Source:
 
[member="Darth Abyss"]

Reading this and knowing about Shadowrun on top of a movie "Total Recall", this device reads utterly too similar for it to just be an inspiration from. Please add some sort of unique qualities that your creation has over the others.

Also either edit the image to be smaller or spoiler it.
 
[member="Spencer Varanin"] Added a strenght and a weakness and changed that the simulations are more of a surreal nature like taking a drug, to add something to the idea. Hope thats enough, if not I might scrap it completly.
 
[member="Braith Achlys"] Okay I would totally understand if this isn't enough to make it a not plagiarised item lol, but here is what I came up with.

Visions are more like a drug trip, and clearly feel different from real live.

People can be connected to share visions (not well enough versed in shadowrun lore to know if it's also possible there.)

Time inside the chambers is convoluted, but in both ways (like a minute can feel like an hour, but an hour can also feel like a minute, depending on the vision.)
 
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