From: RJPugh@???.com Date: Sun, 19 Feb 1995 13:03:38 -0500 Subject: Re: Trill thrills (ver 1.1)
Hello again. After much delay, here is the revised edition of the Trill essay, which incorporates several of the comments that were made the last time this thread was active. As before, feel free to comment. If someone wants to be so bold as the play test a Trill character, go for it, and tell us how it works out. Rich _________________________ Trill (A character race for Spelljammer.) [Some of the information below is derived from Reid Bluebaugh's "Guide to Star Trek in AD&D."] Race Overview The Trill are basically a humanoid race in appearence. They tend to be quite thin, with a series of brown spots that start around the temples, go down the neck and shoulders, and ultimately to the ankles. The Trill are a symbiotic race. Many Trills, especially those that travel in space, have what is called a "symbiont." The symbiont is an invertebrate creature that looks something like a short, fat snake, roughly eight inches to a foot long, with a bulbous head and a flexable carapace. The symbiont can be implanted into a special cavety in the abdomen of the humanoid trill (called a "host" in these cases). When this is done, the two beings function as one in all respects. Humanoid trills without a symbiont can be considered identical to humans in all respects except for some minor physical characteristics. Joined Trill (both host and symbiont) generally retain the basic personality of the humanoid host, but the host gains all (or most) of the skills and memories of any other host that the symbiont has had in the past. There are cases where the character of the symbiont, which generally tends to be logical, calculating and extremely dull, dominates that of the host, but this has proven to be the exception. Generally the host brings the ability to experience life, and the symbiont brings the experience of previous lives. How this arrangement developed is a subject of constant debate. Even the Trill aren't entirely sure. According to their mythology, the symbionts lived underground while the humanoids were on the surface. Due to an environmental disaster, the two races were forced to 'join' to survive. As time went on, this mutual support evolved into a biological interdependency. Today, symbionts and Trill humanoids can and do live seperately, but members of both races seem to "want" to be joined. If for some reason a symbiont is seperated from its host, the symbiont dies within twelve hours, unless a new host can be provided, or the host is returned to the Trill homeworld. A host that has lost his or her symbiont dies within a few days. It is possible to prevent this using powerful healing magic, but typically the host will refuse such help. The emotional dependence derived from the union is so strong that the host doesn't want to live without it. On the Trill homeworld, unjoined symbionts live underground in silty, subterranean pools, where they reproduce and communicate. They communicate with one another through some means of telepathy. This telepathy can not be transfered to a humanoid, however. Only a joined trill host can communicate with unjoined symbionts in this matter, and even this is restricted to unclear images. According to Trill history, joining between host and symbiont was at one time unmoderated and highly random. This often resulted in unsiutable matchings. Wars, social injustice, and a variety of other equally ugly things occured as a result. Apparently the Trill learned the hard way that symbosis isn't something to be taken lightly. Today, the joining of a symbiont with a host is managed by a group of sages called "The Symbiosis Commission," which is a branch of the Trill government. Several factors are considered when paring a host and a symbiont: character of the host, previous experiences of the symbiont, family history, and so forth. Many trill never reveice a symbiont, and many symbionts spend their lives in the silt pools underground. A symbiont can live without a host, so long as it's within one of the silt pools on the Trill homeworld. No other suitable location has (yet) been found anywhere else. If the symbiont has at some point in it's life had a host, it tends to pine for a new host ever after. The joining or a host and symbiont usually occurs during the early adulthood of the humanoid host, though it could occur at any time after the host reaches physical maturity. The lifespan of a symbiont has been estimated at about 500 years, so a given symbiont can have as many as ten hosts in it's life time. The symbiont somehow "knows" when it's time is reaching an end. When this happens, the host will devote large amounts of time to writing and recording all the knowledge of the symbiont. "Let's go count each other's spots." - Trill pick-up line. ___________________ Trill Characters AD&D Mechanics: NPC trills may find roles as sages, patrons, diplomats, ambassadors, various types of contacts, and so on. Naturally, GM supervision is strongly recommended in the creation of a PC trill, if a GM is willing to allow such. Experienced players (i.e. no munchkins) might find playing a trill an interesting role-playing experience. Ability Range Adjustment Strength 3/17 -1 Dexterity 3/18 0 Constitution 3/16 -d2 Intelligence 6/20 * Wisdom 7/21 * Charisma 5/18 +1 Notes: The adjustments apply only to joined Trills. Unjoined Trills should be considered humans in terms of game mechanics. If during the course of play an unjoined Trill receives a symbiont, the adjustments are then applied to the character's statistics. Trills tend to have numerous physical weekness, probably as a result of the symbiosis. Hense the penalties on Strength and Constitution. A truly wicked GM might want to give them vulnerability to certain kinds of magics, poisons, and so on. By the same token, however, Trills have sizeable benefits for Inteligence and Wisdom. This reflects several lifetimes of experience, as conveyed by the symbiont. To reflect this, assume that the symbiont has lived in each previous host for 51 to 70 years: 50+d20. (Determining the number of previous hosts is described below). The character then adds this resulting total to their effective age, and receive the intelligence and wisdom benefits therof. However, they do not receive the physical penalties of old age until the host reaches the appropriate age. For a trill, physical age refers to the age of the host, which has the same range as a human. "Actual age," however, referes to the comined age of the symbiont (determined as above) and the current host. Skills and character classes: All character classes are available to Trills, and there is no limit to how high they can advance in their chosen class. Stats and class mechanics may impose limits, just as they would for any other character. Trills do have the option of becomming dual class characters, though very few of them do. No one has a good reason for this, but it's probably related to the combined experiences of the symbiont override any desire to make a major carear change: "Been there, done that." When a PC generates a Trill PC, they should roll 1d12-1. This indicates how many hosts their symbiont has had. For each host, the character earns 2-5 secondary skills *and* one non-weapon proficiency. The secondary skills should be totally random. Duplicate rolls for a secondary skill (if they happen) should be changed into a matching non-weapon proficiency. The non-weapon proficiencies from the symbiont should be based on the experiences of the previous hosts. This can be achieved with the supervision of the GM, or by using the following table: d6 Class of previous host: 1 Warrior 2-3 Mage 4-5 Priest 6 Rogue When the classes of the previous hosts are determined, the PC may select a non-weapon proficieny from the lists of nonweapon proficiency groups (PH p55-6). In the cases where a symbiont has had a spellcasting host, the GM should roll a d6. On a 1-2, the spellbooks of the previous host (or hosts) are still available, and the PC (if a wizard) will be able to copy them. In the case of wizard spells, the current host need not check to "learn" the spell, because the symbiont, while unable to cast spells, already "knows" the spell. In the case of a previous host being a priest, the GM should decide which diety the previous priest worshiped. The Trill character may then be able to cast spells that are normally restricted to the previous hosts dietie, assuming that the current host's dietiy isn't in direct opposition. GURPS Mechanics: (One version exists in a series of files by tmp_harkins@?????.???????.???.edu. I'm currently working another version.) _________________________ Sample Trill character [This is not an "official" adaptation of the DS9 character, just a sample of a trill character.] Jadzea Dax Chief Battle Wizard, Treladine Outpost Level 12 Mage Strength: 10 Dexterity: 15 Constitution: 13 Intelligence: 19 Wisdom: 19 Charisma: 14 Secondary Skills (detailed below) : Armorer, Fisher, Gambling, Scribe, Trapper, Woodworker. Proficiencies (detailed below): Animal Handling - 18, Blind-Fighting - 18, Cartography - 17, Diplomacy - 19, Engineering - 19, Farming - 14, Gaming - 14, Heraldry (Space) - 19, Hunting - 18, Mason - 14, Music - 15, navigation (Wildspace) - 17, Planetology - 18, Religion - 19, Spacemanship - 16, Spellcraft - 17, Spelljamming - 17, Weaponsmith - 16. Jadzea Dax is a Trill wizard that acts as the chief battle wizard for the Treladine Outpost in Trabaspace. She has a formadable spell library, thanks to two of Dax's previous hosts being wizards. Most of her everyday spells are geared toward tending the Baracahania tree that serves as the Treladine outpost. She is well liked by most of her co-workers, and is a long time pers onal friend of the outpost commander. Her symbiont, Dax, has had seven previous hosts. One was a dimplomat, another a musician, two were wizards, one was a priest, one a warrior, and one a rogue. Combined with her level, Jadzea has thirteen proficiency slots. By rolling d4+1 for all seven hosts, and another d4 for the current host, Jadzea Dax receives *29* rolls on the secondary skills table. After rolling through all of these, some of the secondary skills appeared more than once, so they were "promoted" to non-weapon proficiencies. Among these were hunting, farming, mining, and teamster/freighter (which I broke into animal handling and weapon repair). At some point, one of Dax's hosts must have lived on a frontier area, such as a space coloney, were agriculture and animal work were common. Dax must have also spent some time among dwarves, or other industrial types, giving Dax a knowledge of mining and masonry. By looking at her collection of skills, one can see that Dax has been around for a while. Jadzea is likely to enhance this collection even more, because she is naturally curious and likes to explore. Her personal interests include exotic cooking, art, and a rather dangerous scro version of raquettbal l.