Trill
Species Name: Trill
Homeworld: Trill (Trillius Prime)
Physiology: Trill are a humanoid species with distinctive speckled markings along their bodies. They possess strong resistance to parasitic infection and neurological intrusion. However, they are prone to severe allergic reactions to insect venoms and neurotoxic compounds, particularly in Joined individuals, due to symbiont sensitivity. The internal biological relationship between host and symbiont is delicate, and improper treatment or transporter use can destabilize the bond.
Cultural Overview:
- Dual Identity: Trill society includes two populations—Unjoined Trill (the majority) and Joined Trill, where a humanoid host is merged with a long-lived symbiont. The latter carries the memories, skills, and psychological imprint of previous hosts, creating a composite personality.
- Social Secrecy: The complexity and rarity of joining have led to significant cultural gatekeeping and secrecy. Many societies misunderstand or mythologize Joined Trill, and most Trill downplay the risks or psychological consequences of the process.
- Internal Balance: Joined Trill often undergo years of training to prepare for the fusion of lifetimes' worth of knowledge and emotional residue. Internal conflict, memory bleed, and identity drift are ongoing risks.
- Transporter Discomfort: Many Joined Trill experience sensory or psychological dissonance when transported, stemming from the symbiont’s bio-energetic cohesion being disrupted, even temporarily.
Starfleet Roles:
- Trill excel in Science, Command, and Medical fields.
- Their extended memory and life experience (for the Joined) provide unique strategic and intellectual depth, especially in mission continuity, diplomacy, and research.
- A Joined officer may carry unresolved traumas, rivalries, or skills that surface at inopportune moments.
Species Mechanics (STA 2e RAW + Canon Expansion):
ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
TRAIT: Trill
- Resistant to parasites and neural intrusion (Advantage or reduced Difficulty).
- Susceptible to Complications or +1 Difficulty when exposed to insect venom, neurotoxins, or exotic chemical compounds.
- Joined Trill may face medical Complications if treated by non-Trill or untrained medical staff.
- Transporters cause discomfort or sensory desync in Joined Trill—may trigger roleplay moments or impose penalties at GM discretion.
- At character creation, you may define whether the character is Joined (recommended for PCs) or Unjoined.
SPECIES ABILITY — PATIENT:
When you succeed at a task where you purchased one or more d20s by spending Momentum, generate 1 bonus Momentum for each d20 purchased.
- Bonus Momentum cannot be saved—must be spent immediately.
- Reflects the Trill trait of cautious analysis, timing, and accumulated insight—particularly pronounced in the Joined.
Narrative Hooks:
- Past host memories begin to intrude—romantic, traumatic, or political—leading to identity strain.
- A Trill crewmate discovers the character is Joined, triggering curiosity, distrust, or admiration depending on cultural background.
- A diplomatic target is revealed to have a past connection to a former host, forcing the Trill to confront forgotten loyalties.
- The crew faces a transporter malfunction; the Trill refuses to beam due to escalating symbiont instability.
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