FASA stats : Emergency Med. Hologram PC or NPC (draft)
If a PC chooses to play an EMH Mark I, he starts with the following stats (no variation) as this is his basic programming.
We will assume a Mark I is built on a 1,000 “pts” of pregenerated programming. ( A point is all the attributes and skills added together. i.e. STR of 20 is 20 pts; Carousing 32 is 32 points. Together it is 52 points).
As the campaign progresses, he is allowed to learn new skills like normal, up to 1,200 points in total for the Mark 1. A Mk 1's memory banks have only enough room for 200 more points before destabilizing his matrix. This means that the character can only add 200 more points in skills as 1000 points of memory are built into his programming.
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
Mark 1 Template 1000 points (additional 20 % or 1200 points max)
Mark 2 Template 1200 points (additional 30% or 1560 points max)
Mark 3 Template 1440 points
Mark 4 Template 1728 points
Starting Mark 1 Template (1000 points).
STR 10 END 20 DEX 20 INT 80 CHA 30 LUC 00 PSI 00
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 (mark 1 at least) can’t change his attributes or his appearance.
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 cannot harm other life forms in any manner.
Special rule on damage:
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.
However, if an EMH is attacked by a weapon specifically built to destroy holograms, his end of 20 is treated as normal.
If his ship is destroyed, or the sick bay hologrid is destroyed, or the mobile emitter is destroyed, the EMH is killed also.
A GM may have someone “back up” or (with alien technology) “transmit” the EMH somewhere else of course, but may say that only x amounts of points can be saved permanently (for instance, 900 points of skills and attributes) based on a PC’s holodeck tech and computer tech roll and or communications systems op roll.
An EMH can malfunction (get “sick”) with computer viruses and holo specific viruses, etc.
Special Rule on Evasive Rolls
As long as the EMH is on a hologrid (and not outside wearing a mobile emitter), the EMH can instantly disappear and reappear anywhere else on the hologrid unless wrestling with another holodeck character.
To do so, replace his Dex roll with his holodeck op roll.
If outside the hologrid with a mobile emitter or fighting another holodeck character, his Dex of 20 is to be used.
Note: the mobile emitter originates in the 29th century and is not normally available. The Voyager doctor just happened to get lucky.
Background
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To be used only in emergencies. If all the doctors are killed, the EMH is to be activated until replaced by a human.
Place of Origin: Jupiter Station, Holo-Programming Center
The Starfleet Emergency Medical Holographic (EMH) program was introduced in 2370 in the new Starfleet Intrepid-Class Starships. The EMH was programmed by Dr. Lewis Zimmerman of the Jupiter Station Holoprogramming Center, assisted by diagnostic engineer Lt. Reginald Barclay. The Mk. 1 is also modeled after Dr. Zimmerman's appearance. The EMH is meant as a short-term supplement to a starship's medical staff during an emergency. The EMH is only able to function in areas equipped with holographic projectors. The projectors generate the humanoid image and a magnetic containment field. The field allows the doctor to manipulate physical objects. The EMH is programmed with over 5 million treatments from 2,000 medical references and 47 physicians. The program also uses a learning algorithm, allowing it to learn and adapt to new situations. In 2372, the EMH's appearance was updated to reflect the new Starfleet uniforms. The EMH is now featured in all new Starfleet vessels.
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”