“Scream before reveal any secrets” – haha that one so made my day!
I love the detail you put into this and that you thought about magic. Also the new disciplines are quite cool. Yet, this seems rather intricate and might be (depending on the players) a bit too much the effort for only one holodeck adventure.
Thus, just as an addition: In case it has to go really fast, just
- pick a name for your holodeck character, set it as a (temporary) personal trait,
- pick a value to represent this characters dramatic core,
- (as a group) pick a directive for the adventure,
- set the “Holodeck safety guards active” and “It’s all just a game!” situational traits.
This will supply the players with some additional “resources” for their adventure on the holodeck.
Trait: Holodeck saftey guards active
This trait will prevent any (lasting) physical damage by or through holo-generated objects, including lethal injuries. Characters still can suffer nonlethal injuries and go unconscious as well as lethal injuries when attacked by or with physical objects.
Trait: It’s all just a game!
The holodeck will support the character in certain acts that are in tune with the character they portrait and the story. The difficulty of tests revolving around physical and social interactions with holo-generated terrain and/or characters is reduced by 1.
Further, if calling to the holodeck adventure’s directive or the holo-character’s value, you can spend a point of determination, even if you don’t have one. However, doing so costs you 2 Threat, awarded to the GM.
This will give the players a mechanical link to their character and the story and set a lot of tests to difficulty 1 or even 0, leaving all the real stuff to the player characters and not their roles, keeping their attributes/disciplines. Essentially, while simply playing, they will have a great boost of capabilities like you would expect in a holodeck adventure but stay themselves when stuff gets real.