Difference between revisions of "Goal"

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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.
{{Vice and virtue}}
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Choose two competing loyalties from a list of ideals provided. Sometimes you will be forced to prioritize and choose between your own loyalties or the loyalties of the rest of your band. Each loyalty is a track from one to three, and you start with no circles filled in. You may gain circles in play from accomplishments, or lose circles during play for violations against the ideal. As you gain loyalty circles your reputation grows and becomes linked to your ideals. You gain assets and become a paragon to others who share your ideals. You can care about more than two things, but you must prioritize two above all the rest.  
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==Asset==
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==Game Axes==
When you select a loyalty ideal you tie a specific [[asset]] to each circle. If you gain that circle, you get access to the asset by your next [[respite]]. If you lose the circle through a violation 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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==Reputation==
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==Shiyan Goal Axes==
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. Your loyalty to an ideal also ties you to others with the same ideal. 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.
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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.
  
==Accomplishment and Violation==
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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.
An accomplishment is a notable deed or sacrifice to your ideal. Each ideal lists a general accomplishment, but you aren't limited to that. When in doubt, if performing the deed would cost you a circle from a different loyalty then it is probably an accomplishment. Accomplishments escalate, so you have to make larger gestures affecting more people or with deeper consequences to get the second and third circle. A [[dilemma]] will usually count as an accomplishment, and special missions may offer accomplishments as a reward.  A violation is the opposite of an accomplishment. Violations don't escalate, so minor infractions can cost you circles that were difficult to earn. The referee must always signal that a particular deed (or failure to attempt a deed) will be a violation, so a violation should always be a choice rather than a surprise. When you gain or lose a circle of loyalty you gain or lose the associated asset during your next respite.
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==Conversion==
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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.
You may change your ideals during play. If you have no circles in an ideal 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 is instead 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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{{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.
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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).
  
==Ideals==
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==Changing Goals==
*'''Decorum:''' You believe in courtesy, style, and ritual above all else. Extreme decorum can lead to intolerance and repression. Denying temptation is a accomplishment and causing a social scandal is a violation.
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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.
*'''Family:''' You believe in blood, friendship, and kinship above all else. Extreme family can lead to discrimination and favoritism. Putting other's needs above your own is an accomplishment and putting your own needs above others is a violation.
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*'''Justice:''' You believe in absolutes, integrity, and vengeance above all else. Extreme justice can lead to inflexibility and violence. Breaking the law to address a wrong is an accomplishment and trusting the system above your own instincts is a violation.
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*'''Law:''' You believe in duty, impartiality, and structure above all else. Extremes law can lead to tyranny and subservience. Trusting the system above your own instincts is an accomplishment and breaking the law to address a wrong is a violation.
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*'''Liberty:''' You believe in freedom, independence, and self-interest above all else. Extreme liberty can lead to greed and self-absorption. Putting your own needs above others is an accomplishment and putting other's needs above your own is a violation.
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*'''Mischief:''' You believe in fun, humor, and trouble above all else. Extreme mischief can lead to immaturity and outright malevolence. Causing a disturbance is an accomplishment and proving your supremacy is a violation.
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*'''Passion:''' You believe in love, lust, and romance above all else. Extreme passion can lead to promiscuity and a volatile temper. Causing a social scandal is an accomplishment and denying temptation is a violation.
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*'''Piety:''' You believe in harmony, serenity, and spirituality above all else. Extreme piety can lead to fanaticism and paralysis. Accepting adversity on faith is an accomplishment and innovating change beyond your current understanding is a violation.
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*'''Progress:''' You believe in enlightenment, intelligence, and science above all else. Extreme progress can lead to corruption and heartless pragmatism. Innovating change beyond your current understanding is an accomplishment and accepting adversity on faith is a violation.
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*'''Prowess:''' You believe in discipline, excellence, and professionalism above all else. Extreme prowess can lead to boasting and merciless cruelty. Proving your supremacy is an accomplishment and causing a disturbance is a violation.
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==See Also==
 
==See Also==
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*[[Ability]]
 
*[[Ability]]
 
*[[Concept]]
 
*[[Concept]]
*[[Facet]]
 
 
*[[Fault]]
 
*[[Fault]]
*[[Mastery]]
 
*[[Skill]]
 
 
*[[Asset]]
 
*[[Asset]]
  
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[[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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