Sometime during the Big Timeskip, Demens reserved a large portion of the 5th floor to construct a training facility. After all, he had selected beings from across the Multiverse to fight the Good Fight, but knew they were only as good so long as they had their wits about them. The Building and the surrounding areas wouldn't work; the community wouldn't take too kindly to that and the Ogres would certainly come back to mete out pain of a whole different category. What's more, Demens had already recorded a sizable accounting of the Residents' general fuckery inside the Building and he didn't want the added headache of tallying more for the sole purpose of making sure they weren't caught with their pants down. With a sigh and a grumble, the holodeck was thus created; a cobbled hodgepodge of magic and technology fused together, complete with an exhaustive database, voice command capability, and an impressive A.I. (though nothing compared to the Building's security, so don't get ideas).
The holodeck takes a generous third of the 5th floor to accommodate up to fifteen people at a time with enough space to move about freely during simulations. It is a large cavernous area with only one command console at the right corner. The floor is light grey with yellow grid squares across its surface, the walls are covered in large metallic panels with circular projectors built into the middle which run across the perimeter in regular intervals, and the ceiling is a solid metallic roof with recessed lighting and more projectors built in and similar yellow square grids running throughout.
The holodeck can produce any form of technology to meet a Resident's needs in training, but naturally, what is 'produced' in the Holodeck cannot be taken out. It will simply disappear if someone tries. The A.I. can also replicate similar magical effects during training sessions. Demens also took note of Residents' equipment, and with few exceptions, most weapons are already programmed in the holodeck's extensive database and therefore not permitted inside. Exceptions are based on magic considerations. For example, Henry's staff is required for spellcasting, the holodeck cannot produce the necessary equipment (and the reliance of it) and therefore is permitted inside. Another example is OPA, with built in weapons, exceptions can be made and damage caused by said weaponry will be absorbed.
As a standard feature, safety protocols will be always active within the holodeck. Only the GM and Co-OP character(s) may override this command in which the A.I. will automatically issue a warning. During simulations, combat is considered live, but to make sure Residents don't meet an untimely death (especially by magic), a dampening field has been installed as part of the safety protocols to ensure that magic/Force or tech weaponry will not be lethal. Similarly, all tech produced by the holodeck will not severely injure or kill a resident. Collateral damage caused by supernatural or real tech weapons is absorbed by the walls: it is not an invitation to attempt to destroy the holodeck.
As mentioned, the safety protocols are meant to keep Residents alive, but that doesn't mean Residents are not at risk of minor injuries. For example hand-to-hand combat has its own inherent risks and the A.I. will not account for that; it will be up to Residents to determine their level of force in such engagements. The A.I., if ordered, can analyze training simulations and determine the level of difficulty to assist in sessions. It is also able to create custom training programs as needed.
To recap important facts about the holodeck:
- Able to simulate/produce a wide array of technology for training purposes
- Extensive database, adaptable A.I., custom training programs (player's discretion to create whatever they need to train)
- Dampening field will prevent lethal use of any tech weapons in use; collateral damage is absorbed by the walls.
- Personal weapons of any tech not permitted (exceptions noted); holodeck will provide. Damage caused by simulated tech isn't real, however, injuries can happen. Some examples:
- Falling off a cliff? Resident will feel a reduced impact (or not, depends on the difficulty of the session).
- Got shot? Resident may feel the impact (or not, depends on the difficulty of the session).
- Hand to hand? Safety protocols cannot register this, up to Residents to restrain themselves. Injuries definitely possible
- Magical weapons/equipment are exceptions for casting spells
- Dampening field will prevent lethal use of any magic/Force application; collateral damage is absorbed by the walls.
- Got hit by a lighting bolt? Resident may feel it (or not, depends on the difficulty of the session).
- Hospital is on the same floor to tend to any potential injuries.
- Safety protocols are always in place, only GM or CoOP characters may override this.