From memory:
Guide My Hand represents direct divine guidance. It lets you arrive at a convenient place without spending a FP and it lets you spend a FP to replace a non-attack skill with Conviction.
Righteousness represents being filled with divine power. It lets you pray and spend a FP to make Conviction complement everything for a while in pursuit of a noble goal and its lets you blast people with holy power when things get bad.
Practically everything is "just stress". The sole exception is some rituals you can do to temporarily assign aspects or to select consequences.
Richard
'Temporarily assigning aspects' is more commonly known as 'maneuvering', and 'selecting consequences' violates one of the fundamental strictures of the system.
Attempting to be non combative when addressing this.Huh. You read far more negativity into that than I did. Not sure if I need to boost Rapport or not....(click to show/hide)
Could someone maybe post the actual mechanics/text for Righteousness, please?
'Temporarily assigning aspects' is more commonly known as 'maneuvering', and 'selecting consequences' violates one of the fundamental strictures of the system.
Attempting to be non combative when addressing this.
PS: @Burpcycle: You should totally buy YS. It was one of the best purchases I ever made.
Potent Prayer. When pursuing your calling,
you may make a prayer (page 324) to guide
your actions righteously—spend a fate point
to invoke your high concept and define a
Divinely-inspired purpose you’re aiming
at. While in effect, use your Conviction to
complement (page 214) any action that directly
addresses your purpose. If you either achieve
your purpose, take any compels that would
threaten to derail you from your pursuits, or
refuse any compels that are meant to keep
you true to your purpose, the effect immediately
ends.
Desperate Hour. In times of most desperate
need, you may call out a prayer for aid from
the Divine. Any time you are hit by an attack
that requires you to take a severe or extreme
consequence to avoid being taken out, you
may make such a prayer. You may also call
upon this prayer in any scene where a friend,
ally, or innocent victim is taken out, forced to
concede, or otherwise suffer a lasting, terrible
fate (like being crippled, kidnapped, etc.).
Roll your Conviction as an attack against
every non-allied, supernatural creature in
the same zone as you, which can be resisted
by their Discipline. This attack does holy,
physical damage that cannot be offset by any
supernatural abilities (it automatically satisfies
the Catch on any Toughness powers).
You can only make one such prayer per scene.
'selecting consequences' violates one of the fundamental strictures of the system.
Here are the effects of righteousness.
Does that help, Burpcycle?
More on selecting consequences:
Quote from: Your Story: 265