Motivation
Select your character’s motivation.
When playing to motivations, you may receive a fate point.
You may select one major motivation and one minor (or one public and one hidden). Some motivations might be directed at a group. Some examples of motivations are listed below:
• Achievement To overcome obstacles and succeed; to become the best
• Acquisition To obtain possessions/wealth
• Balance/Peace To bring all things into harmony and equilibrium
• Beneficence To protect the helpless, heal the sick, feed the hungry, etc.
• Competition to enter into or create zero-sum opportunities to win over others
• Creation To build or make new, such as art, culture, invention, design, etc.
• Discovery/Adventure To explore, uncover mysteries, and pioneer
• Domesticity to get married, have children, and live a family life
• Education To provide information, teach, enlighten, or train
• Hedonism To enjoy all things sensuous
• Liberation To free the self and/or others from perceived captivity or enslavement
• Nobility/Honor To exalt ideals such as generosity, honesty, bravery, and courtliness
• Order To arrange, organize, and reduce chaos
• Play To have fun, to enjoy life
• Power To control and lead others
• Rebellion to act out against or contrary to any and all forms of authority
• Recognition To gain approval, social status, or fame
• Service To follow a person, government, order, religion, etc.
• Tranquility to live a life with minimal conflict or disturbance
• Understanding To seek knowledge or wisdom