Beam Saber's (a Forged in the Dark game of war drama and mechs by Austin Ramsay) Drive Clock mechanic is the one I'm most facing. At creation, your character has a Drive - some major goal they want to accomplish. You add ticks to the clock by either pursuing that goal in missions or through downtime activities. As an example, one of my players is playing someone who has arrived from another timeline in to the current timeline, where he is dead. His drive is "reunite with the boys" (that is to say, his old heist crew). So far he's pursued this by doing a mission for a racing gang to get one of his living buddies' contact info, but he's put actually contacting the guy on hold because he's so busy with everything else. If he fills out that clock, he can technically spend it on a variety of rewards, not just his goal - but by making it his goal, those clocks are the only way he can fulfill that. (There's also the Beliefs, which are descriptions each PC writes about other PCs and change over time and add up and it's just so tasty).
There's also Armour Astir Advent, by Briar Sovereign. In that game, you can create "Gravity Clocks" with a number of subjects, whether those be NPCs, PCs, locations, or objects. You write a sentence describing the relationship there, and as you roll with those subjects, you can add to the Gravity Clock. When it's filled, you can recontextualize it, end the relationship, or any number of things. (Mechanically, each time you choose to keep it filling, you get to use the number associated with the clock in place of a stat if it's involving the subject).