Lauren, Lauren

Lauren, Lauren

Lauren Lauren, c. 2421

Rank Position Service #
Lieutenant Chief Engineer, USS Brahe LL2-313-597A-TTN


Species Pronouns Date of Birth Place of Birth
Human She/Her 72282.9 (2395-04-14) Tranquility City, Luna, Sol System
Height Weight Hair Eye
1.69m 73kg Blond Brown

Career Milestones

2415 Graduated Starfleet Engineering Technical School Annex, Tranquility City, Luna, Sol System
2415 Posted to the USS Brahe as Diagnostic Technician, Third Class
2419 Promoted to Chief Petty Officer, USS Brahe
2420 Granted a provisional rank of Lieutenant and position of Chief Engineer, USS Brahe

Biographical Highlights

Lauren Lauren graduated the Starfleet Technical School based out of Tranquility City on Earth’s moon, Luna where Lauren demonstrated passable performance. She was posted straight out of the Academy to the USS Brahe.

While serving aboard the Brahe, Lauren became the favored resource for the then Chief Engineer, Wimini Zolwink. Although Zolwink would drive most of her engineering department away (with an average tenancy of only a few months), Lauren would remain a steady presence in engineering.

Following the classified events of 97935.0, Lauren received a provisional promotion to Lieutenant and the assignment of Chief Engineer as of 97953.4.

Immediate Family

Relation Name Occupation Notes
Maternal Cindy Lauren (née Armstrong) Electrical Engineer
Maternal Deborah Lauren Professor, Tranquility University

Medical Status

Physical Health Assessment
Status OK for active duty
Date of Last Evaluation 2421
Evaluator Dr. Tobius Holiday, Medical Officer, USS Brahe
Mental Health Assessment
Status OK for active duty
Date of Last Evaluation 2421
Evaluator Counselor Jove Wright, USS Brahe

Star Trek Adventures Character Sheet

Lauren_Laren-sta-character.pdf (158.4 KB)


Trait Details
Human Originating on the planet Earth in the Sol system, Humans are a resilient, diverse, and adaptable species, who developed from fractious, warring nations on the brink of mutual annihilation to a united, peaceful society in less than a century, and managed to forge alliances between former enemies within a century of achieving interstellar space flight. Earth is a founder and pivotal member of the United Federation of Planets, and many of the Federation’s institutions can be found on Earth. Humans often exhibit a dichotomy in their nature — being both driven to strong emotion and careful reason — and while they have largely grown beyond their warlike and divisive past, their drive and capacity for aggression are as much a part of their success as their curiosity and analytical minds.


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 11 Fitness 7 Presence 7
Daring 9 Insight 10 Reason 12


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 | 2 | Security | 2 | Science | 2
Conn | 4 | Engineering | 5 | Medicine | 1


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 |

Integrated Systems | Warp Field Dynamics | Computers
Transporters & Replicators | Unconventional Engineering Solutions | Composure


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
Technical Expertise (General) Whenever you attempt a Task assisted by the ship’s Computers or Sensors, you may re-roll one d20 (which may be the ship’s die).
Computer Expertise Whenever you attempt a Task that involves the programming or study of a computer system, you may add a bonus d20 to your pool.
I Know My Ship Whenever you attempt a Task to determine the source of a technical problem with your ship, add one bonus d20.
Jury-Rig Whenever you attempt an Engineering Task to perform repairs, you may reduce the Difficulty by two, to a minimum of 0. If you do this, however, then the repairs are only temporary and will last only a single scene, plus one additional scene per Momentum spent (Repeatable) before they fail again. Jury-rigged repairs can only be applied once, and the Difficulty to repair a device that has been Jury-rigged increases 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
Tourists are Annoying | Growing up on Luna, Lauren had to deal with her fair share of tourists. As a result, she appreciates how unconformable it can be for locals to deal with out of towners and tries to conduct herself appropriately when visiting new places.
Every Brain is Different | Lauren understands that different people learn in different–and sometimes unconventional–ways. As a result, she tends to be patient when teaching someone new to a task.
Every Problem has a Solution | Lauren believes that every problem has a solution–preferably a technical one that doesn’t require talking about feelings or trauma.
Deal With it Later | Bad things happen in a crisis. Put it aside, deal with it later.


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: 9


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 3 Melee 1 Knockdown 1H Non-lethal -
Type 2 Phaser 5 Ranged 3 1H Charge Standard Issue