Player's Handbook · Chapter 7

Determination & Values

Star Trek Adventures is a game about characters with beliefs, convictions, and the will to act on them. Values define who your character is. Determination is the mechanical expression of that identity — the ability to draw strength from your beliefs when the stakes are highest.

Values

Your character has two Values — short statements describing their core beliefs, principles, or convictions. These aren't decorations; they're the engine of your character's story.

Examples:

  • "The needs of the many outweigh the needs of the few."
  • "I will not abandon my crew."
  • "Knowledge is worth any risk."
  • "My honour is my life."
  • "Every life has value."
  • "There is always a solution."

Values serve two mechanical purposes: they let you spend Determination, and they let you gain it.

Directives

Directives are organisational orders that apply to the whole group for a mission. They come in two forms:

  • Objectives: What Command wants you to accomplish. ("Establish contact with the pre-warp civilisation on Veridian III.")
  • Prohibitions: What Command forbids. ("Do not interfere with the natural development of the civilisation.")

Directives function like Values for Determination purposes — they can be used to spend or gain Determination. The Prime Directive (General Order One) is the most famous Prohibition.

Gaining Determination

You begin each mission with 1 Determination and can never have more than 3 at a time.

You gain Determination when your Values or a Directive create a dilemma:

Challenge

You choose to go against your Value. Cross it out — it's no longer as central to your character. You gain 1 Determination. At the end of the mission, rewrite the Value to reflect how your character has changed.

Comply

You choose to follow your Value, but it causes a complication — perhaps you refuse to leave an injured comrade behind, or you insist on telling the truth when a lie would be easier. You gain 1 Determination.

Directive Triggers

  • Suffering a complication from a Prohibition → gain 1 Determination.
  • Challenging a Directive (disobeying orders for a meaningful reason) → gain 1 Determination.

You may suggest these situations to the GM — you don't have to wait to be offered.

Spending Determination

When you attempt a task and one of your Values or a Directive aligns with your action, you may spend 1 Determination for one of the following benefits:

SpendEffect
Perfect OpportunityBefore rolling, set one d20 to count as a 1 (critical success — 2 successes guaranteed)
Moment of InspirationAfter rolling, re-roll any number of d20s
Special TechniqueTemporarily gain a talent you don't possess for the rest of the scene (you must meet its prerequisites)

Perfect Opportunity

This is the most common spend. Before rolling your dice pool (after purchasing any bonus dice), choose one d20 and set it to 1. That die automatically scores 2 successes.

Moment of Inspiration

After you roll, if the result isn't what you wanted, spend Determination to re-roll any dice you choose. The new results stand.

Special Technique

Your character draws on hidden reserves — a technique they learned years ago, a piece of knowledge they'd forgotten, or the benefit of specialised equipment. You gain a single talent for the rest of the scene. The GM may veto talents that don't make narrative sense.

The Flow of Determination

Determination is a resource that cycles through your character's beliefs:

  1. Start with 1 Determination.
  2. Face a dilemma where your Values or Directives conflict with the situation.
  3. Gain Determination by challenging or complying.
  4. Spend Determination when your Values or Directives align with your actions.
  5. At the end of the mission, any crossed-out Values are rewritten.

This creates a natural story arc: your character's beliefs are tested, they grow from the experience, and their Values evolve.

Tips for Players

  • Invoke your Values deliberately. Don't wait for the GM to offer — if a Value applies, say so.
  • Let your Values cause problems. A Value that never creates complications isn't being tested. Complying with a Value at a bad time is how you gain Determination and create drama.
  • Use Special Technique creatively. Gaining a talent for one scene can turn the tide — but the GM has veto power, so pick something that fits the story.
  • Rewrite challenged Values thoughtfully. When you cross out a Value, it means your character's beliefs have shifted. Use this to deepen your character's arc.
Manual updated Aug 26, 2026.