Difference between revisions of "Goal"

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{{Sidebar}}
 
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{{Shiyan Loyalties}}
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{{Fame and Infamy}}
 
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You will choose two competing loyalties from a list provided for the game. These are selected for each character individually, rather than for the [[band]] as a whole. Loyalty is important to the band because often the band will be forced to prioritize and choose between loyalties as a whole, so be aware of potential conflicts when you choose. Each loyalty is a track from one to 7, and you start with 1 circle filled in. You may gain or lose circles of loyalty during play or as a reward for [[advancement]]. As you gain loyalty your reputation becomes linked to what you are loyal to, and you gain benefits with others who share your loyalty. Note that you can care about more than two things, but you have to prioritize two above the rest.
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You will choose two competing loyalties from a list provided for the game. Loyalty can be important to the band because sometimes you will be forced to prioritize and choose between loyalties as a whole, so be aware of potential conflicts when you choose. Each loyalty is a track from one to three, and you start with no circles filled in. You may gain circles in play by making an appropriate sacrifice, or lose circles during play for infractions against the concept, called breaches. As you gain loyalty circles your reputation grows and becomes linked to what you are loyal to. You gain assets and become a paragon to others who share your loyalty. You can care about more than two things, but you must prioritize two above all the rest. You may change your loyalty during play, which is called '''conversion'''.
  
==Loyalty Benefits==
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==Asset==
The particular loyalty you choose ties you to others with the same loyalty. The number of circles you have counts as your rank within this community. Having the highest rank gives you an advantage during a [[dispute]], and you gain the [[Proven]] bonus (+2) on any [[social]] check against anyone with the same loyalty but fewer circles. Once you have 4 circles you are considered a paragon of that loyalty, and you will be automatically associated with it unless you take steps to disguise yourself. Paragons may be pestered for advice by individuals that share the loyalty but are lower ranked, but on the other hand they may draft a [[troop]] of such individuals in times of need. Once you have all 7 circles in a loyalty you are considered a master of that loyalty. You may create and lead an [[organization]] dedicated to that loyalty without a [[legacy]].
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When you select a loyalty, you tie a specific [[asset]] to each circle. If you gain the circle, you get access to the asset by your next [[respite]]. If you lose the circle through a breach then you also lose the asset by your next [[respite]]. You may not choose the same asset twice, but you may choose upgrades, and you may select lower tier assets for higher circles. If you choose an item for an asset, choose a specific item.
*Circles of loyalty equate to rank.
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<br>[[image:1dot.gif]] __________________ (tier 1 asset)
*4 circles allow [[troop]] drafts.
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<br>[[image:1dot.gif]] __________________ (tier 2 asset)
*7 circles allow [[organization]] creation.
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<br>[[image:1dot.gif]] __________________ (tier 3 asset)
  
==Gaining Loyalty==
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==Sacrifice==
 
The easiest way to gain a circle of loyalty is when it is offered as a reward for [[advancement]]. You may select which loyalty to add to. An increase for a specific loyalty may be offered as a reward for certain special jobs. If you do not have that particular loyalty then you gain no benefit. The most important way to gain loyalty is through [[dilemma]]s, a special type of encounter that offers a choice between two possible loyalties. Once the choice is made participants gain one circle in the victorious loyalty, but lose one from the other. This can be harder than it sounds, since different members of the band may have competing loyalties. Its also quite possible to have to choose between the two loyalties that you yourself possess.
 
The easiest way to gain a circle of loyalty is when it is offered as a reward for [[advancement]]. You may select which loyalty to add to. An increase for a specific loyalty may be offered as a reward for certain special jobs. If you do not have that particular loyalty then you gain no benefit. The most important way to gain loyalty is through [[dilemma]]s, a special type of encounter that offers a choice between two possible loyalties. Once the choice is made participants gain one circle in the victorious loyalty, but lose one from the other. This can be harder than it sounds, since different members of the band may have competing loyalties. Its also quite possible to have to choose between the two loyalties that you yourself possess.
  
==Losing Loyalty==
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==Breach==
You can lose a bubble by choosing against your loyalty in a [[dilemma]]. Just as jobs may offer loyalty as a reward, betrayals or breaches of behavior during play can decrease loyalty. If you lose your last circle in a loyalty it must immediately be replaced with a new loyalty, which in turn gains a single circle. Often it will be obvious from your behavior what the new loyalty should be, but you may choose from any available loyalty. If you lose the new loyalty you may even switch back to a loyalty you had before.
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Each loyalty lists a breach condition, which should hopefully be pretty obvious. If you act against the concept, it's a breach and you lose a circle. Note that while sacrifices escalate, breaches do not. Breaches occur most commonly in [[dilemma]]s. It's even possible to have to make a choice between your own two loyalties, and when that occurs one will lose. Just as goals may offer loyalty as a reward there may also be an opposing breach for completing the goal. Organizations within game worlds dedicated to specific loyalties may have intricate regulations on what counts as breach, but in the end the referee makes the call on whether the court of public opinion would rule the action as a true breach. In some cases failing to act can be a breach, if you clearly have the means and knowledge to stop some significant act against the idea.
  
{| cellspacing="3" cellpadding="3" style="background-color:#ffffcc; margin:1em 1em 1em 1em; border:solid 2px #AAAAAA; border-collapse:collapse;empty-cells:show;"
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==Reputation==
|-align="left"
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Having any circles in a loyalty grants you a reputation. The reputation is tagged with the specific loyalty or loyalties you have circles in, and associated to your impression. The particular loyalty you choose ties you to others with the same loyalty. You will gain a [[reaction]] bonus (+2) on social checks against denizens who have the same loyalty but at lower circles, and the individual with the most applicable circles counts as the '''authority''' during a [[dispute]]. Once you have all 3 circles in a loyalty you are considered a paragon, and you will be sought out by like-minded denizens for advice or help. Sometimes loyalties are in opposition, and you suffer a reaction penalty (-2) against anyone with an opposing loyalty regardless of the relative number of circles.
| {{bbord}}|Loyalty 1
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| {{bbord}}| [[image:filldot.gif]] [[image:5dots.gif]] [[image:1dot.gif]]
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==Vice==
|-align="left"
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Some settings will list certain loyalties as vices. If you have any circles in a loyalty that isn't a vice, plus no vice circles at all, you have a righteous reputation. If you have more circles of vice than other circles you have a sinister reputation. In any other case you have an ambiguous reputation. Righteous and sinister individuals and organizations are usually in conflict, at best suffering a [[reaction]] penalty and at worst openly and immediately attacking one another. Particularly zealous groups may require a reputation of the correct type before interacting with you at all.
| {{bbord}}|Loyalty 2
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| {{bbord}}| [[image:filldot.gif]] [[image:5dots.gif]] [[image:1dot.gif]]
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|}
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==Virtue and Vice==
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==Conversion==
Each loyalty will be labeled a virtue, a vice, or neither for a game. In some circumstances you will need to track how virtuous an individual's reputation is. If you have more circles in virtue than vice you are 'righteous', and gain a [[reaction]] bonus from other righteous individuals and a penalty from sinister individuals. Likewise if you have more vice than virtue you are 'sinister', and you gain the bonus with sinister individuals but a penalty when dealing with the righteous. When you would gain an eighth circle in a virtue you gain [[fame]] instead, or [[infamy]] for a vice.
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If you have no circles in a loyalty and would gain a circle in another you may choose to switch eliminate the old loyalty and add the new loyalty in its place. You select new bubble effects but you do not get the circle you just earned, that's the cost of switching. Note that you are never forced to switch, but if you face this decision more than once your character is probably telling you something.
  
 
==See Also==
 
==See Also==
*[[Band]]
 
 
*[[Character Creation]]
 
*[[Character Creation]]
 
*[[Character Sheet]]
 
*[[Character Sheet]]

Revision as of 20:43, 19 October 2014

Fame and Infamy
Your reputation is important. It travels faster than you do and affects many social interactions. If you are famous children will look up to you. Regular people will want your autograph, or to shake your hand. Promising young heroes want your advice. Prominent citizens want their sons or daughters to marry you. You're a big deal, enjoy it! Snubbing people won't actually affect your reputation, but it will keep the same person from looking at you quite the same way.

Likewise Infamy taints that celebrity. You're still famous, respected even, but you aren't as admired. A tinge of fear creeps into interactions with you. Prominent citizens prefer to applaud you from afar, and desperately hope you don't show awkward interest in their sons or daughters. Righteous heroes may be stand-offish or try to offer you advice. You may even prefer that distance and fear. Remember that the reputation belongs to the band as a whole. If most of the band wants to have a clean reputation then they may not appreciate it when you perform a deed that will taint them all.

Infamy is preventable. You have to get caught doing something despicable. If no one sees you do it then you don't gain infamy unless you just tell people and they believe you. Hiding your identity with a mask or eliminating witnesses are common preventative measures. There might still be rumors and suppositions, but no one believes them enough for it to stick to your reputation. Likewise even if a witness isn't credible or there is no solid proof that you performed a deed it will still tarnishes you if steps aren't taken.

Your fame is a tool to be cultivated and enjoyed. It will also attract people with similar goals and philosophies. These individuals may just be helpful personalities, or they may be characters that replace fallen comrades.

You will choose two competing loyalties from a list provided for the game. Loyalty can be important to the band because sometimes you will be forced to prioritize and choose between loyalties as a whole, so be aware of potential conflicts when you choose. Each loyalty is a track from one to three, and you start with no circles filled in. You may gain circles in play by making an appropriate sacrifice, or lose circles during play for infractions against the concept, called breaches. As you gain loyalty circles your reputation grows and becomes linked to what you are loyal to. You gain assets and become a paragon to others who share your loyalty. You can care about more than two things, but you must prioritize two above all the rest. You may change your loyalty during play, which is called conversion.

Asset

When you select a loyalty, you tie a specific asset to each circle. If you gain the circle, you get access to the asset by your next respite. If you lose the circle through a breach then you also lose the asset by your next respite. You may not choose the same asset twice, but you may choose upgrades, and you may select lower tier assets for higher circles. If you choose an item for an asset, choose a specific item.
1dot.gif __________________ (tier 1 asset)
1dot.gif __________________ (tier 2 asset)
1dot.gif __________________ (tier 3 asset)

Sacrifice

The easiest way to gain a circle of loyalty is when it is offered as a reward for advancement. You may select which loyalty to add to. An increase for a specific loyalty may be offered as a reward for certain special jobs. If you do not have that particular loyalty then you gain no benefit. The most important way to gain loyalty is through dilemmas, a special type of encounter that offers a choice between two possible loyalties. Once the choice is made participants gain one circle in the victorious loyalty, but lose one from the other. This can be harder than it sounds, since different members of the band may have competing loyalties. Its also quite possible to have to choose between the two loyalties that you yourself possess.

Breach

Each loyalty lists a breach condition, which should hopefully be pretty obvious. If you act against the concept, it's a breach and you lose a circle. Note that while sacrifices escalate, breaches do not. Breaches occur most commonly in dilemmas. It's even possible to have to make a choice between your own two loyalties, and when that occurs one will lose. Just as goals may offer loyalty as a reward there may also be an opposing breach for completing the goal. Organizations within game worlds dedicated to specific loyalties may have intricate regulations on what counts as breach, but in the end the referee makes the call on whether the court of public opinion would rule the action as a true breach. In some cases failing to act can be a breach, if you clearly have the means and knowledge to stop some significant act against the idea.

Reputation

Having any circles in a loyalty grants you a reputation. The reputation is tagged with the specific loyalty or loyalties you have circles in, and associated to your impression. The particular loyalty you choose ties you to others with the same loyalty. You will gain a reaction bonus (+2) on social checks against denizens who have the same loyalty but at lower circles, and the individual with the most applicable circles counts as the authority during a dispute. Once you have all 3 circles in a loyalty you are considered a paragon, and you will be sought out by like-minded denizens for advice or help. Sometimes loyalties are in opposition, and you suffer a reaction penalty (-2) against anyone with an opposing loyalty regardless of the relative number of circles.

Vice

Some settings will list certain loyalties as vices. If you have any circles in a loyalty that isn't a vice, plus no vice circles at all, you have a righteous reputation. If you have more circles of vice than other circles you have a sinister reputation. In any other case you have an ambiguous reputation. Righteous and sinister individuals and organizations are usually in conflict, at best suffering a reaction penalty and at worst openly and immediately attacking one another. Particularly zealous groups may require a reputation of the correct type before interacting with you at all.

Conversion

If you have no circles in a loyalty and would gain a circle in another you may choose to switch eliminate the old loyalty and add the new loyalty in its place. You select new bubble effects but you do not get the circle you just earned, that's the cost of switching. Note that you are never forced to switch, but if you face this decision more than once your character is probably telling you something.

See Also


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