(Source: Memory Icon; this takes precedence over the version in the DS9 RPG Core Rulebook)
Attributes (18 DP)
(Note: Joined Trill have Intellect 3 [6])
Skills (27 DP)
Typical Advantages/Disadvantages
- Curious +1
Joined Trill have the following Advantages/Disadvantages:
- Favor Owed +1
Creating a Joined Trill
A Trill symbiont has attributes of 1 each (except for Psi, which is 0). It has three skills for each of its past hosts, all at rank 0.
When a Trill symbiont is joined with a host, the host gains access to all the skills possessed by the symbiont; if the host already knows any of these skills, they improve their rank in the skills by 1. Any other skills can be used, even untrained, though they still operate as if their rank were 0 (making such tests Attribute-only).
After joining, the cost for a host to acquire the first rank of a symbiont skill is reduced by 1 (whether in Development Points or Experience). In other words, the first rank of a symbiont skill costs only 2 Development Points, or 4 Experience Points. The cost to improve these skills above rank 1 is normal.
Joined Trill in Combat
A Trill symbiont has a Resistance of 2, and only five 2-point Wound Levels: Healthy, Wounded, Incapacitated, Near Death, and Killed. If its host takes an injury to the abdomen/stomach area that bypasses their Resistance, any such damage also passes on to the symbiont (and it gets its own Resistance to this damage).
If the symbiont takes enough damage to reach a lower Wound Level, its host immediately drops to the same level, regardless of any actual damage taken. For instance, if a host gets shot in the stomach but is only Wounded, and the symbiont becomes Incapacitated from the same damage, the host is immediately Incapacitated as well.
If the symbiont dies, so does the host; if the host dies, the symbiont also dies within about 20 hours.