In The Dee Sanction, favours are an example of the lowest form of Angelic magick, base acts of command over the elemental forces that make up the landscape of the etheric realm. Favours work once per game session and automatically work, unless inhibited or prevented from activating — for example, if the characters have found themselves into some other realm, like Hell or the Fae.
When creating a character for the first time, a player chooses a playing card from a pack without Royalty (referred to as Unblooded in the game) or rolls a d4/d10 combo, then chooses a single word from those shown — or something similar. The fine detail can be worked with the table.
My favourite favour amongst those in the pre-generated characters I have been using for playtesting is Dirt — Once per game, create a molehill.
They’re minor effects; they’re meant to be. The Agents of Dee are not sorcerers or witches, but they’re also not common folk either. I wanted something that would set player characters apart; enough to raise an eyebrow in the wrong or wary company. It’s relatively open and intentionally vague; I think Numenera and Maelstrom have played their part in the concept. As noted, above, the fine details come with the agreement of the table—the GM and the other players—in approving the power level when chosen.
Every day during August, I’ll be writing something new on The Dee Sanction and aim to connect the word prompt of the day with the development of the game. Check out the concept, the list and the graphics over at AUTOCRATIK.