K’mnzi, Tri’a
Tri’a K’mnzi, c. 2421
Rank | Position | Service # |
---|---|---|
Crewman (Provisional) | Engineer, USS Brahe | LL2-313-597A-TTN |
Demographics
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)
Traits
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. |
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 | 8 | Fitness | 10 | Presence | 8 |
Daring | 12 | Insight | 10 | Reason | 8 |
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 | 5 | Science | 1 |
Conn | 1 | Engineering | 3 | Medicine | 3 |
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 | ||
---|---|---|
Survival | Polarms (Nah’hala) | Intimidation |
Anatomy | Sneaking | Weaponsmithing |
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 |
---|---|
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
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
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
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 |