Profit and Peril
What are Emperor’s Favor Points?
Emperor’s Favor Points are a reward given by the GM to Players for in-game and out-of-game achievements. EF points can be spent on a variety of abilities that affect game play to show you have gained the Emperor’s Favor. Some of these are temporary, while others are permanent.
How do I earn Emperor’s Favor Points?
Simple! By contributing to the ongoing creation and development of your character and the overall campaign site. Examples: having a background history for your character, a character or party journal, or keeping core stats updated on your character. Talk to the GM to see what more you can do to earn EF points. Also, the GM can rewards players or the party with EF points for things such as role-playing or overcoming a difficult challenge.
How do I use Emperor’s Favor Points?
Once points have been acquired, they may be used in one of four ways.
First, they may be used once per combat round to gain a short term ability lasting the duration of that round only. Each Round Ability costs 1-2 EF points, according to the Round chart below. You may use only one of these abilities per round. EF points used in this way are not permanently lost, but refresh at the start of the next game session.
Secondly, EF points may be used once per combat encounter to gain a short term ability benefit. Each Encounter Ability costs 2-3 EF points, according to the Encounter chart below. You may use multiple Encounter Abilities per encounter, with a few caveats. The first one is always “free”, meaning EF points used in this way are not permanently lost, but refresh at the start of the next game session. Subsequent Encounter Abilities used during that encounter will “burn” EF points, meaning these are permanently lost.
Third, EF points may be spent on a plot twist. This will give you a random plot twist card which has an immediate effect when played on any target. It also contains 4 plot twists you can use to change the story/situation.
Lastly, EF points may be burned either during a game session, or out of session, to gain some permanent benefit. The EF point cost of these abilities range from 2-10 according to the Permanent chart below. No ability may be purchased more than twice by the same character.
|Called Attack||1 EFP||+5 to WS before rolling dice|
|Called Shot||1 EFP||+5 to BS before rolling dice|
|Called Pain||1 EFP||+5 to Damage before rolling dice|
|Called Evade||1 EFP||+5 to Dodge before rolling dice|
|Called Taunt||1 EFP||+5 to Parry before rolling dice|
|Called Skill||1 EFP||+5 to any skill test before rolling dice|
|Emperor’s Fury||1 EFP||Confirm Righteous Fury|
|Emperor’s Grace||1 EFP||Avoid Righteous Fury|
|Emperor’s Protection||1 EFP||Avoid Critical Damage|
|Deferred Attack||2 EFP||+5 to WS after rolling dice|
|Deferred Shot||2 EFP||+5 to BS after rolling dice|
|Deferred Pain||2 EFP||+5 to damage after rolling dice|
|Deferred Evade||2 EFP||+5 to Dodge after rolling dice|
|Deferred Taunt||2 EFP||+5 to Parry after rolling dice|
|Deferred Skill||2 EFP||+5 to any skill test after rolling dice|
|Offensive Flurry||2 EFP||Reroll WS, choose best|
|Steady Aim||2 EFP||Reroll BS, choose best|
|Emperor’s Might||2 EFP||Reroll Damage, choose best|
|Rite of Speed||2 EFP||Reroll Dodge, choose best|
|Defensive Flurry||2 EFP||Reroll Parry, choose best|
|Emperor’s Luck||2 EFP||Reroll any skill test, choose best|
|Emperor’s Guard||3 EFP||Avoid Critical Damage|
|Emperor’s Swiftness||3 EFP||Win initiative|
|Extra Cover||3 EFP||+2 Toughness, +2 AP|
|Emperor’s Offensive||3 EFP||Gain an extra attack/round|
|Divine Fortitude||2 EFP||+1 Wound|
|Extra Training||3 EFP||+5 Competency bonus to any skill|
|All the Right Words||4 EFP||+1 degree for Multiple Acquisition tests vs. Unwanted Attention|
|Captain, My Captain||4 EFP||+1 degree of success for Retainer Endeavors, if successful|
|I’m That Good||4 EFP||+1 degree of success for any Challenge, if successful|
|Midas Touch||4 EFP||+10 to Acquisition rolls|
|Branching Out||5 EFP||Get a trained skill (Rank permitting) from any other class|
|Cross Training||10 EFP||Get a trained talent (Rank permitting) from any other class|
Don’t forget about Fate Points! These are detailed on page 233 of the Rogue Trader core book. In a nutshell though, you can use 1 Fate Point to do:
• Reroll a failed test once. The results of the re-roll are final.
• Gain a +10 bonus to a test. This must be chosen before dice are rolled.
• Add an extra degree of success to a test. This may chosen after dice are rolled.
• Count as having rolled a 10 for Initiative.
• Instantly remove 1d5 Damage (this cannot affect Critical Damage).
• Instantly recover from being Stunned.
Fate points spent this way refresh at the start of the next game session.
Sometimes though, neither the Emperor’s Favor nor Fate can save you from a Heavy Melta to the face. In these cases, you can permanently burn a Fate point to:
• Your Character survives whatever it was that would have killed him, but only just.