Difference between revisions of "Goal"

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{{Sidebar}}
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Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains [[focus]]. Each goal also has a lesser condition that gains you (and only you) focus when met.
{{Fame and Infamy}}
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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'''.
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==Asset==
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==Game Axes==
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.
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[[image:conflict.jpg|right]]Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.
<br>[[image:1dot.gif]] __________________ (tier 1 asset)
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<br>[[image:1dot.gif]] __________________ (tier 2 asset)
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<br>[[image:1dot.gif]] __________________ (tier 3 asset)
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==Sacrifice==
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==Shiyan Goal Axes==
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.
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*'''Order''' vs '''Justice'''
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*'''Honor''' vs '''Passion'''
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*'''Glory''' vs '''Loyalty'''
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{{OrderG}} <br>The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the empire saves many more lives than it crushes.
  
==Breach==
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{{JusticeG}} <br>The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.
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.
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==Reputation==
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{{HonorG}} <br>You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.
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.  
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==Vice==
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{{PassionG}} <br>You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.
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.
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{{GloryG}} <br>You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.
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{{LoyaltyG}} <br>The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to allies.
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==Reputation==
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Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive [[reaction]] bonus), while those with opposing principles will doubt and hinder you (negative [[reaction]] penalty).
  
==Conversion==
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==Changing Goals==
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.
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Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a [[respite]] you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.
  
 
==See Also==
 
==See Also==
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*[[Ability]]
 
*[[Ability]]
 
*[[Concept]]
 
*[[Concept]]
*[[Equipment]]
 
*[[Facet]]
 
 
*[[Fault]]
 
*[[Fault]]
*[[Mastery]]
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*[[Asset]]
*[[Skill]]
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{{V250}}
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{{V252}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Latest revision as of 04:36, 28 January 2023

Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains focus. Each goal also has a lesser condition that gains you (and only you) focus when met.

Game Axes

Conflict.jpg
Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.

Shiyan Goal Axes

  • Order vs Justice
  • Honor vs Passion
  • Glory vs Loyalty

1square.gif Order: Catch and punish a wanted personality.
Focus: When you stop an easy solution by quoting a rule.
The Emperor's Word is the immutable law of the land. Without tyrannical force Shiyan would erupt into bloody anarchy and war. Brutal and pragmatic, the empire saves many more lives than it crushes.

1square.gif Justice: Eliminate a corrupt organization.
Focus: Avenge someone who was wronged.
The greater good is an illusion, there is only good. When an individual is hurt or oppressed, they should be helped regardless of the consequences. Corruption must be mercilessly uncovered and fought.

1square.gif Honor: Eliminate your other goal when duty requires it.
Focus: Give up an unfair advantage.
You follow the strict dictates of what society expects from you. You know your place and you follow the rules, even when it feels wrong. Being rude is a crime.

1square.gif Passion: Find true love (complete a romance).
Focus: Violate a taboo and flaunt it.
You follow your heart and find some happiness some fun, despite the rules that forbid it. You take what you want to, and you love who you want to. Society wants to put you into a sad little box, but you won't let that happen.

1square.gif Glory: Become World Famous for your skill.
Focus: Win a competition with stakes.
You are uncompromising in your quest to be the best, and to push the boundaries of excellence. You do not back down, compromise, or suffer insults regardless of the cost or the risks.

1square.gif Loyalty: Sacrifice yourself for someone close to you.
Focus: Prevent someone close to you from being harmed.
The lives and happiness of those around you are more important than your own ambitions. Even if the side you are on is wrong, you support those you were born to support. Loyalty is first to family (including sworn family), then to friends, then to allies.

Reputation

Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive reaction bonus), while those with opposing principles will doubt and hinder you (negative reaction penalty).

Changing Goals

Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a respite you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.

See Also


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