Looking over the Trill information on pp. 46-47 on behalf of a player who may wish to play one, I am inclined to fiddle with it a little bit. Here are the changes I have in mind:
To determine the number of previous hosts, roll 2d6 and consult the following chart:
2: Three
3: Three
4: Five
5: One
6: Three
7: Four
8: Three
9: Two
10: Two
11: Three
12: Three
This opens up the possibility for more than three prior hosts, while weighting in favor of "three" (at a roughly 45% chance). My concern was that Trill had a completely random chance of getting 1, 2, or 3 prior hosts, and this made the value of the Joining Species Ability too random for my tastes.
If a player is unhappy with the number of previous hosts his character has, he may purchase the "Previous Hosts" edge during personal development [only], paying for it in the usual way:
PREVIOUS HOSTS
Your symbiont has been hosted by one or two additional people in its lifetime (your choice).
Prerequisite:Character must be a Trill; only available during Personal Development phase.
Effects:Add the number of hosts you select to the number generated according to the rules on page PH49. This is your total number of previous hosts; use this number for all determinations based on the number of previous hosts. See page PH49 for details.
Upgrade:Not permitted.
I do not require Trill characters to make the 1/6 roll to see whether they can use a transporter or not. Instead, I defined the following flaw:
TRANSPORTER INTOLERANCE
You cannot use a transporter safely.
Prerequisite: Character must be a joined Trill, or must have gamemaster permission.
Effects: The character must check each time he uses a transporter to see whether he is injured. See the last bullet point under Joined Trill on PH49 for details.
Upgrade:Not permitted.
Characters may play unjoined Trill if they wish. There are two paths. (1) The character can join, but has not done so. This character is created exactly the same way as other Trill characters, except that he does not get the Joined species ability or any of the benefits of it. He could conceivably join in the future; this would have to be roleplayed. (2) The character is one of those who cannot join with a symbiont, ever. This is treated as a flaw, entitling the character to an additional edge of his choice.
Some of these ideas are gleaned from threads I've seen posted here over the past several months, so if you see your idea, thanks!
Comments are welcome, in fact, they're why I posted this! So thanks in advance.