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The Dresden Files => DFRPG => Topic started by: Burpcycle on November 05, 2011, 10:40:11 PM

Title: Righteousness and Guide My Hand
Post by: Burpcycle on November 05, 2011, 10:40:11 PM
I can't find descriptions of these powers anywhere. Could someone please post them?
Title: Re: Righteousness and Guide My Hand
Post by: NicholasQuinn on November 05, 2011, 10:41:25 PM
They are in Your Story, in the religious part of the powers section.
Title: Re: Righteousness and Guide My Hand
Post by: Sanctaphrax on November 06, 2011, 12:01:00 AM
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.
Title: Re: Righteousness and Guide My Hand
Post by: Burpcycle on November 06, 2011, 03:28:39 AM
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.

Thanks. The blast people thing is just straight stress damage?
Title: Re: Righteousness and Guide My Hand
Post by: Richard_Chilton on November 06, 2011, 03:31:00 AM
Practically everything is "just stress".  The sole exception is some rituals you can do to temporarily assign aspects or to select consequences.

Richard
Title: Re: Righteousness and Guide My Hand
Post by: Tedronai on November 06, 2011, 03:44:29 AM
'Temporarily assigning aspects' is more commonly known as 'maneuvering', and 'selecting consequences' violates one of the fundamental strictures of the system.
Title: Re: Righteousness and Guide My Hand
Post by: Silverblaze on November 06, 2011, 04:06:49 AM
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. 

(click to show/hide)

Yeah Righteousness is pretty nice, but seems to become weaker the tougher the bad guys get, as many will have a decent amount of discipline to defend with.  Early on though, it's devestating.

  In some cases a True Believer/KoC might be better off burning a few fate points on an attack instead.
Title: Re: Righteousness and Guide My Hand
Post by: UmbraLux on November 06, 2011, 05:33:25 AM
Attempting to be non combative when addressing this. 

(click to show/hide)
Huh.  You read far more negativity into that than I did.  Not sure if I need to boost Rapport or not....

Regarding the two powers the OP is looking for, this is a good quick reference (http://www.dresdenfilesrpg.com/wp-content/uploads/2010/03/Quick-Powers-Ref.pdf).
Title: Re: Righteousness and Guide My Hand
Post by: Burpcycle on November 06, 2011, 06:49:25 AM
Could someone maybe post the actual mechanics/text for Righteousness, please?
Title: Re: Righteousness and Guide My Hand
Post by: EdgeOfDreams on November 06, 2011, 08:55:15 AM
Could someone maybe post the actual mechanics/text for Righteousness, please?

Posting exact text from the book in large quantities may be against the terms of service or run into copyright issues. I can tell you that Righteousness is on Page 188 of the Your Story rulebook.
Title: Re: Righteousness and Guide My Hand
Post by: Richard_Chilton on November 06, 2011, 05:53:36 PM
'Temporarily assigning aspects' is more commonly known as 'maneuvering', and 'selecting consequences' violates one of the fundamental strictures of the system.

Sorry, it seems that I was unclear.

The poster was asking if the power 'only inflicted stress' and my reply was that that's what virtually all powers do.   As for the exception, I was referring to using Thaumaturgy to assign aspects and consequences - Your Story, pages 264 - 265.   That section specifically allows for someone to use Thaumaturgy to assign whatever consequence the caster wants.

As far as I can see, that use of Thaumaturgy is the only offensive power that doesn't work by inflicting stress...  Well, that and Addictive Saliva (that has a “consequential contest”) which allows the attacker to select a consequence.

Richard
Title: Re: Righteousness and Guide My Hand
Post by: Richard_Chilton on November 06, 2011, 05:58:28 PM
Attempting to be non combative when addressing this. 

I apologise if I'm coming off that way.  I'll try to merely post my own opinion and stop trying change people's opinions.

Richard
Title: Re: Righteousness and Guide My Hand
Post by: Sanctaphrax on November 06, 2011, 07:11:35 PM
I think that Silverblaze has Richard and Tedronai's recent history in mind in saying that.

Anyway...I can't post the text of Righteousness because I don't have YS right now.

Not too worried about copyright, since I'm pretty sure that giving Burpcycle the effects of these powers won't stop him from buying YS. If anything, it will make him more likely to do so.

PS: @Burpcycle: You should totally buy YS. It was one of the best purchases I ever made.
Title: Re: Righteousness and Guide My Hand
Post by: The Mighty Buzzard on November 07, 2011, 03:02:54 AM
PS: @Burpcycle: You should totally buy YS. It was one of the best purchases I ever made.

Not only is it useful and entertaining, it's bloody huge by RPG manual standards and could be used to brain someone in a pinch.
Title: Re: Righteousness and Guide My Hand
Post by: polkaneverdies on November 07, 2011, 01:33:18 PM
And the pages have a shiny coating so brains wipe off easily... or so I have heard.
Title: Re: Righteousness and Guide My Hand
Post by: sinker on November 07, 2011, 05:16:12 PM
Here are the effects of righteousness.

Quote from: Your Story: 188
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.

Does that help, Burpcycle?
Title: Re: Righteousness and Guide My Hand
Post by: devonapple on November 08, 2011, 12:00:11 AM
'selecting consequences' violates one of the fundamental strictures of the system.

There are a few ways to kinda 'select consequences.' If you Take Out your opponent, changing an Aspect is an option, and this is the best way to represent the intended effect of certain Rituals.

Also, a GM can set up a player with a Conflict for Effect, which essentially is a Save-Or-Take-An-Aspect conflict, though not a direct Consequence per se.
Title: Re: Righteousness and Guide My Hand
Post by: Burpcycle on November 08, 2011, 07:26:29 AM
Here are the effects of righteousness.

Does that help, Burpcycle?

Yes, thank you very much.
Title: Re: Righteousness and Guide My Hand
Post by: devonapple on November 10, 2011, 06:10:30 PM
More on selecting consequences:

Quote from: Your Story: 265
"If a consequence or permanent change is appropriate, the complexity of the spell must account for the target’s ability to resist, his stress track, and the level of desired consequence. This can lead to very large numbers if you want a sure thing. Inflicting a mild disease on a fairly hale target—say, Good (+3) Endurance—would be a 13 complexity spell: 7 to match the best Endurance roll possible, 4 for the target’s stress track, and 2 more for the mild consequence."
Title: Re: Righteousness and Guide My Hand
Post by: Richard_Chilton on November 10, 2011, 11:27:29 PM
More on selecting consequences:

Quote from: Your Story: 265

That is the section I was referring to.  Get a ritual link to someone and (given enough time) you can assign any consequence you want.  Want to make sure that the "sure thing" doesn't win the race? Get some of the horse's hair and assign it the consequence 'winded'.  Want to make sure a team loses? Get samples of their star players and assign them consequences like "sore leg", "twisted ankle", "tired", etc.  And if you're not worried about law breaking there's basically no limit on what you can do with a ritual and link.

Which is why Dresden once chased a man into a mob hangout to demand the return of his hair.

Richard