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:
| Spend | Effect |
|---|---|
| Perfect Opportunity | Before rolling, set one d20 to count as a 1 (critical success — 2 successes guaranteed) |
| Moment of Inspiration | After rolling, re-roll any number of d20s |
| Special Technique | Temporarily 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:
- Start with 1 Determination.
- Face a dilemma where your Values or Directives conflict with the situation.
- Gain Determination by challenging or complying.
- Spend Determination when your Values or Directives align with your actions.
- 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.