Lahl, Azala
Rank | Position | Service # |
---|---|---|
Lieutenant ![]() |
Chief Medical Officer, USS Brahe | LL3-912-465A-TTN |
Demographics
Species | Pronouns | Date of Birth | Place of Birth |
---|---|---|---|
Trill (Joined) | She/Her | 71398.28 (2396-04-06) | Trill, Trill System |
Height | Weight | Hair | Eye |
---|---|---|---|
1.72m | 65kg | Black | Green |
Career Milestones
2418 | Graduated Starfleet Medical Academy |
2419-20 | Assigned to contain Outbreak of Cartalian fever at Ebis IV. |
2421 | Assigned to USS Brahe |
Biographical Highlights
Azala was chosen to be a host for a Symbiote, which is considered a great honor amongst the Trill. Her Symbiote, Lahl, has experienced the life of three former hosts:
- Cebon Nas, an explorer credited with charting large amounts of formerly unknown space in a largely independent private venture.
- Kebe Leers, a doctor who dedicated her life to research degenerative diseases and contributed in treating senility.
- Gedil Res, a Starfleet Officer who died in the Dominion Wars. A fatal head injury received in combat sent him into a coma, from which only the symbiote could be rescued.
Azala later served on Starbase 145, assisting in containing a widespread outbreak of Cartalian fever in the vicinity of the Ebis system.
Immediate Family
Relation | Name | Occupation | Notes |
---|---|---|---|
Maternal | Siruh Presol | Computer Developer | |
Paternal | Velil Presol | Mechanical Engineer |
Medical Status
Physical Health Assessment | |
---|---|
Status | OK for active duty |
Date of Last Evaluation | 08-23-2421 |
Evaluator | Dr. Jeremy Hoffstedt , Medical Officer, Starbase 145 |
Mental Health Assessment | |
---|---|
Status | OK for active duty |
Date of Last Evaluation | 09-23-2421 |
Evaluator | Counselor Meredith Bright, Starbase 145 |
Star Trek Adventures Character Sheet
Attributes
Attributes embody the character’s intrinsic physical and mental capabilities, when compared across species, and the ways they prefer to approach problems.
Attributes are discussed in detail on page 95 of the Core Rule Book.
Attributes | |||||
---|---|---|---|---|---|
Control | 11 | Fitness | 7 | Presence | 8 |
Daring | 7 | Insight | 11 | Reason | 12 |
Disciplines
Each character is trained in six Disciplines, which encompass the broad roles that Starfleet officers are expected to be proficient within.
Disciplines are discussed in detail on page 97 of the Core Rule Book.
Disciplines | |||||
---|---|---|---|---|---|
Command | 3 | Security | 1 | Science | 4 |
Conn | 1 | Engineering | 2 | Medicine | 5 |
Focuses
Focuses allow a character to demonstrate talent for a narrower set of disciplines, representing specialization and the kind of expertise that comes from deeper study and practical experiences.
Focuses are discussed in detail on page 100 of the Core Rule Book.
Focuses | ||
---|---|---|
Xenobiology | Psychiatry | Emergency Medicine |
Infectious Diseases | Counseling | Triage |
Talents
Talents are additional benefits that a character possesses, that define areas of specialty, the advantages of their personal approach to circumstances, and other decisive abilities.
Talents are discussed in detail on page 135 of the Core Rule Book.
Talents | Description |
---|---|
Doctor’s Orders | When you attempt a Task to coordinate others, or to coerce someone into taking or refraining from a specific course of action, you may use your Medicine Discipline instead of Command. |
Quick Study | When attempting a Task that will involve an unfamiliar medical procedure, or which is to treat an unfamiliar species, ignore any Difficulty increase stemming from your unfamiliarity. |
Fellowship Specialty | Select a Focus. When you succeed at a Medicine Task where that Focus applies, the cost of the Create Advantage Momentum spend is reduced by 1, to a minimum of 1. |
Joined | You have a symbiont, with lifetimes of memories to draw upon. Once per mission, you may declare that a former host had expertise in a relevant skill or field of study; you gain a single Focus for the remainder of the scene, as you draw upon those memories. Additionally, you gain a Trait with the name of the Symbiont; this reflects potential advantages of the Joining, the ability to perform rites and rituals to awaken past hosts’ memories, and the vulnerabilities inherent in the connection. |
Values
Values describe the attitudes, beliefs, and convictions of that character. These are not simple opinions, but the fundamental structure of the character’s morals, ethics, and behavior.
Coming up with Values can be difficult. A guide to writing them can be found in this Star Trek: Adventures Developers Blog entry. Values are discussed in detail on page 113 of the Core Rule Book.
Values | Description |
---|---|
Freedom of Choice | Everyone has a right to live their way; even when its not my way. |
Bring them Home safely | We have lost friends before- it is my job to stop that from happening again. |
Dreamer | There is so much out there; dangers, wonders…and we will see it all! |
Open Ear | Sometimes, people just need someone who will listen to them more than they need another hypospray |
Stress
Stress is the ability to respond to peril and avoid the worst of it. A character’s normal maximum Stress is equal to the total of the character’s Fitness and their Security Discipline.
Stress is discussed in detail on page 175 of the Core Rule Book.
Maximum Stress: 8
Weapons
Weapons and other forms of attack, as well as the damage caused by hazards, have a few common traits and values that determine the specifics of how they function. The key
elements of a weapon are what type of weapon it is, its damage rating, the size of the weapon, and any Qualities it possesses that influence how it is used.
Weapons are discussed in detail on page 192 of the Core Rule Book. Additionally, you can find a table of weapons on page 193.
Name | Challenge Dice | Type | Damage Rating | Size | Qualities | Cost |
---|---|---|---|---|---|---|
Unarmed Strike | ? | Melee | 1 Knockdown | 1H | Non-lethal | - |
Type 1 Phaser | ? | Ranged | 2 | 1H | Charge, Hidden 1 | Standard Issue |