Favor
Favor measures a relationship. Every relationship your character has (family, friends, teachers, handlers, allies, nemeses, factions) has a rating, and that rating is measured in Favor. Favor is a social resource, separate from currency.
A relationship’s Favor stays between -5 and 5.
The Three Types
Section titled “The Three Types”| Type | What It Represents |
|---|---|
| Local Faction | Standing with a local branch of a larger faction, or the faction of a specific town or community. |
| Personal | Standing with a specific individual. |
| Organizational | Standing with a continent-spanning institution (the Yrialin, a major guild, a government). |
Spending Favor
Section titled “Spending Favor”When a relationship is relevant to a roll, you can cash in its Favor to reduce the number of dice the GM rolls, at 1 Favor per die.
Spending Favor lowers that relationship’s rating by the amount spent. Calling in a favor uses up goodwill.
Favor is specific. Favor with the Eventide Brigade does nothing in a Lithywae Imperial court. The GM decides whether a relationship is relevant to a roll.
Starting Favor
Section titled “Starting Favor”Your starting Favor comes from character creation: the Favor Rating on each relationship you roll (parents, siblings, role model, friends, teacher, handlers, allies, nemeses) and the Faction Favor from your mission outcomes, up to the cap of 5.
Gaining Favor
Section titled “Gaining Favor”Favor doesn’t regenerate on its own. You get more by doing things that matter to others:
- Major quests or deeds
- Fulfilling an NPC’s goals
- Sacrificing personal gain for others
- Tying yourself to their reputation or risk
Metanoia rules © Daniel Eynon, licensed under CC BY-NC-SA 4.0.