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Hologram PC or NPC
(draft)
A gamemaster may give the character more than 200 points by “deleting”
skills.
For example. The character has 1200 points but wants to learn the
Violin. The character’s memory banks are full. He chooses to delete his
Administration sub-routines for 5 points. Thus freeing up 5 points. He
would need to roll on his Holodeck Tech skill to delete the sub-
routines safely.
An optional rule is to allow more than 1200 points, but the GM can roll
for malfunctions, temporary amnesia of skills, etc.
Starting Templates
Administration 10
Communication Systems Op 10
Computer Op 60
Computer Tech 40
Holodeck Op 80
Holodeck Tech 60
Instruction 10
Leadership 20
Life Sciences
----->Exobiology 40
----->Genetics 20
Life Support Systems Tech 20
Medical Sciences
----->General-Humanoid 80
----->Surgery 60
----->Pathology 40
----->Psychology (Humanoid) 20
Negotiation/Diplomacy 20
Physical Sciences
----->Chemistry 20
-----> Physics 20
----->Mathematics 20
Planetary Sciences
-----> Biology 10
----->Hydrology 10
Small Eq. System Op 40
Small Eq. System Tech 20
Social Sciences
----->Federation History 10
----->Federation Law 10
Space Sciences
-----> Astronomy 10
----->Starship Sensors 20
Transporter System Op 20
Transporter System Tech 40
An EMH cannot leave the sick bay as only the sick bay has a holo-grid
for him to move around in, unless he has a mobile emitter, like the
doctor in Voyager.
An EMH can take damage like everyone else. However, if his end of 20
goes down to zero, he merely fades out and does not die. He needs to be
reactivated again by someone making a holodeck tech roll.
Note: the mobile emitter originates in the 29th century and is not
normally available. The Voyager doctor just happened to get lucky.
Background
---------------
To be used only in emergencies. If all the doctors are killed, the EMH
is to be activated until replaced by a human.
The mark I has been bounced out of the medical corps and reprogrammed
to scrub plasma conduits on waste transfer barges (see Voyager episode
Lifeline). The current version of the EMH is the Mark 4. The Mark Is
were known as “Emergency Medical Hotheads,” “Extremely Marginal
Housecalls”
Old 10-29-2003, 10:57 PM
Owen E Oulton
The main problem I see with the writeup is that it sees the EMH as an
independant character. While this is true of the HoloDoc after he's
been running for a year or so, it's not true of the base model - it's
just a series of complex AI programmes running a holoprojection. The
base model is just another piece of ship's equipment.
The so-called "photonic lifeforms" from Voyager are either (in the case
of the Hirogen training programmes) rogue AI routines with dedicated
holoprojectors, or (in the case of the holobeings which invades the
Captain Proton game) energy beings which have a natural ability to
project a holographic "body."
__________________
I can't see a starfleet hologram doctor not having non- medical skills.
He must know the basic history of the UFP, starfleet regulations, basic
astronomy, etc to work in starfleet.
>>The EMH can only be "injured" by taking out the holoemitters >>in the
sickbay - it's not solid and matter passes right through >>it - this
was explicitly shown early on.
Well, there were episodes implying something else. Matter does not
always pass through a hologram. The doctor needs to be tangible to hold
tricorders, etc.
The problem is that you need to have Player Characters aware that they
are limits to their indestructibility, else they will act irrationally
in a campaign.
>>The main problem I see with the writeup is that it sees the >>EMH as
an independant character.
Actually, as per all holograms in the TNG onwards Trek universe, the
TMH does not have a physical substance, Owen is right. What he does do
is simulate physicality by the use of tractor technology. Which is how
he can pick things up and have physical contact with other beings.
As for the existence of not of basic skills, could see that argument
either way. Though I seriously doubt the EMH would be knowledgable
about such things as astronomy The EMH 1 certainly didn't even have
basic social skills, which was pretty obvious from watching Voyager in
the first couple of seasons.
__________________
So, the EMH having an astronomy skill of 10 means he has the general
idea of astronomy, but that' s it. It does not mean the EMH knows
astronomy like the back of his hand.
I know how the FASA skills work - I ran a FASA game for almost 15
years.
Assuming your interpretation is correct (and I'm not saying that), then
there will be no point in having a holo-character under any
circumstances because - except for the Doctor on Voyager- they are just
tools.
I'm not sure why you're so against it, but I think one can have a PC
character with a few adjustments.
By the way, it's nice to see someone with extensive FASA experiences
like myself. I got the game in 1983 and loved every minute of it. Too
bad we were abandoned by FASA in 1988 after their dispute with
Paramount. Too bad their version of the ST universe was abandoned as
well. I miss the John M. Ford version of the Klingons as depicted by
FASA, I miss the Triangle etc.
TNG is just not the same for an old timer like myself.
It's like when you get a new computer. Every computer is, out of the
box, a production line model. it has very little but the base operating
system you need to boot it up. - take a selection of those same
computers a year on - every one would be different. Some will have
hardly been used and will be barelly different - and some will have
tonnes of extra software, information, pictures, and customisations to
the interface.
However, I'm not that sure the EMH wouldn't have a base in some skills
- he is still a very sophisticated program, and out of the box he would
have language skills for dozens of species, the ability to operate the
equiptment in his lab - and probably an understanding of who and where
he is, so I think he would have at the least a limited database on the
Federation, since the Doctor's ethics and morals were all very
Federation - like.