K'mnzi, Tri'a

K’mnzi, Tri’a

Tri’a K’mnzi, c. 2421

Rank Position Service #
Crewman (Provisional) Engineer, USS Brahe LL2-313-597A-TTN


Species Pronouns Date of Birth Place of Birth
Kit She/Her 90125.6 (2413-02-15) Q’ta-vm, Vrk’mz
Height Weight Hair Eye
1.05m 45kg Blond Brown(Right), Violet(Left)

Career Milestones

2418 Top Contender, Global t’q’nah’hala Competition
2420 Ranked 3rd, Global t’q’nah’hala Competition

Biographical Highlights

Like most Kit born into the prestigious K’mnzi household, Tri’a was afforded some of the top education and training opportunities available to a Kit. As a result, she fared better than most Blond Kit born with heterochromia, whose genetic combination results in complete deafness.

Tri’a, c. 2415 (far left) in a K’mnzi Household archival image titled “Parsa”

Tri’a flourished under the reign of Matron t’R’qze K’mnzi, followed then by Matron Jara K’mnzi who placed emphasis on her academic and martial studies. Tri’a’s prowess with the nah’hala, a powerful polearm-like weapon, earned her significant notoriety within and without the K’mnzi family, eventually reaching third place in the Global t’q’nah’hala Competitions.

In 2421, Tri’a assisted officers from the USS Brahe in uncovering a conspiracy involving shadow elements of the Kit Government, though at the time Kit media ignored Tri’a’s specific contributions, instead focusing on the broader implications of the K’mnzi House’s involvement with the scandal.

Tri’a was permitted to join the Brahe as part of an officer exchange program, though her placement was peripheral to that of the more academically-inclined Parsa K’mnzi, who was deemed to require both companionship and protector.

In 2422, Tri’a underwent genetic and reconstructive procedures to gain the ability to hear. As previously noted in her medical records, most blonde kit with heterochromia are born without the ability to hear despite otherwise structurally intact ears. The procedure was a resounding success and Tri’a now hears with the same fidelity as other members of her species.

Immediate Family

Relation Name Occupation Notes
Maternal Jara K’mnzi Matron, K’mnzi Household
Paternal unknown No paternal information was provided to Starfleet regarding Tri’a’s parantage; Starfleet notes this may be the result of the poor social standing of males in Kit society at the time of Tri’a’s birth
Niece Parsa K’mnzi Ensign (Provisional), USS Brahe

Medical Status

Physical Health Assessment
Status OK for active duty
Date of Last Evaluation 2421
Evaluator Dr. Tobius Holiday, Medical Officer, USS Brahe
Note Initial scans of Tri’a’s genetic structure compared with that of other Kit females in her family. Based on these scans, they seem to indicate that genetic deafness in her case was caused by a weakening of nerves connecting the ears to the brain. Physically, there is nothing wrong with Tri’a’s ears–which helps explain their mobility and responsiveness to stimuli. Initial simulations suggest that non-invasive, low-risk genetic engineering may allow her to hear. When presented with this information, the patient became visibly agitated and left Sickbay. The research was submitted to Starfleet Medical for further evaluation and copies remain on the Brahe’s computer. Otherwise, Tri’a is in excellent physical condition.
Mental Health Assessment
Status OK for active duty
Date of Last Evaluation 2421
Evaluator Counselor Jove Wright, USS Brahe

Star Trek Adventures Character Sheet

Tri’a_K’mnzi-sta-character.pdf (161.4 KB)


A character will typically have one or more Traits, one of which will always be the character’s Species. Traits are essentially descriptions of important parts of the character, in a single word or a short phrase.

Trait Details
Kit The Kit possess highly sophisticated senses, allowing them to perceive their environment keenly. This trait may reduce the Difficulty of Tasks to hear, smell, or feel people or things in their environment. The Kit are also short of both life and stature, the longest-lived reaching about thirty years old and tallest recorded coming only to only about 1.2 meters. Kit are extremely social creatures and are most comfortable in large, close groups. They love crowds and gatherings. Most Kit become distressed when left alone for more than an hour, developing panic attack-like symptoms which, over time, may even result in death.
Deaf Like most Blond Kit with heterochromia, Tri’a’s genetic combination resulted in total deafness. Although Federation technology is capable of granting her the ability to hear, she has not elected to undergo the procedure at this time. Tri’a’s hearing was restored in 2422.


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.

Control 8 Fitness 10 Presence 8
Daring 12 Insight 10 Reason 8


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.

Command 3 Security 5 Science 1
Conn 1 Engineering 3 Medicine 3


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.


Survival Polarms (Nah’hala) Intimidation
Anatomy Sneaking Weaponsmithing


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
Constantly Watching (General) When you attempt a Task to detect danger or hidden enemies, reduce the Difficulty by 1.
Ambush Tactics You’ve familiarized yourself with techniques that make ambushes and surprise attacks especially effective. When you succeed at an attack against an enemy who is unaware of your presence, or who is suffering from a trait or complication which represents a weakness or vulnerability, add 2[D] to the amount of Stress the attack inflicts. This applies to both personal combat and ship combat.
Defensive Training (Melee) You’re especially good at avoiding harm. Select either melee attacks or ranged attacks when you acquire this talent. Attacks against you of the chosen type increase in Difficulty by 1.
T’q’nah’hala Most Kit participate in a regular, regimental daily martial arts routine called the t’q’nah’hala. Practiced for hundreds of generations, it focuses the mind and hones the body. Central to that teaching is the nah’hala itself, a Kit-sized pole arm with a razor sharp blade-head and heavy counter-balanced bludgeoning tail. Though ceremonial in most occasions, the t’q’nah’hala is a central part of the Matron Trials; a rite of succession held after the ruling Matron has died. Regular sparing and tournaments are a staple of life for those who invest time and commitment to master the skill. Whenever you attempt a melee attack with a pole, staff, or similar object against a taller opponent, you reduce the difficulty of that Task by 1.


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
Nothing Can Stop Me Tri’a grew up turning disadvantage into advantage, honing her other senses without the ability to hear. She believes that she–and others like herself–can excel at anything.
The Bigger They Are, the Harder They Fall Tri’a loves a fight, but the bigger and more intimidating the opponent, the better.
Leaders are Liars Tri’a is distrusting of authority figures, especially if they try to convince her.
Family is Not Limited to Blood Tri’a considers her friends and crewmates to be her family in many ways; and can be fiercely protective of them.


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: 15


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.

Melee Attacks are Daring + Security while Ranged Attacks are Control + Security.

Name Challenge Dice Type Damage Rating Size Qualities Cost
Unarmed Strike 6 Melee 1, Knockdown 1H Non-lethal
Nah’hala (Heavy Blade ) 8 Melee 3, Vicious 1 2H Opportunity 1, Escalation 1