Favor

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Variable

You saved someone's life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one.

A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then divide it by 5 (round up) to get the cost of the Favor. The catch is that the NPC(s) in question will help you out once ... and only once.

When you wish to "collect" on your Favor, the GM rolls against the frequency of appearance of the underlying advantage. On a failure, you couldn't reach your "friend" in time, or he couldn't comply, but you still have your Favor coming. You may try again on a later adventure.

On a success, you get what you want (subject to the limits of the advantage). But this discharges the obligation: remove the Favor from your character sheet and reduce your point total appropriately. However, if the roll is a 3 or 4, your "friend" still feels indebted to you, and you retain the Favor ... at least until next time.

You may buy a Favor in play, just like any trait of this kind. The GM may also wish to include a Favor as part of the reward for a successful adventure.