Vicars Dragons who make extensive use of acolytes often elect to produce Vicars. Originally created by both red and white dragons during the Alacrian Golden Age, the first Vicars served as the remote eyes of their dragon; once the Draconic Wars began, Vicars became both leaders of acolytes and vessels of draconic power. Advancements in Eer'Kallan and Uuranossan technology enabled Vicars to not only telepathically communicate and feed information to their dragons at seemingly unlimited range, but actually channel the abilities of their dragons directly to their own location. White Vicars were instrumental in the Draconic Wars, the white corruption of the Fallen Acolytes and the Third Era Alacris, and - according to many historians - the Fall itself. They have continued to comprise the primary means of white influence throughout the world in all the centuries since the Fall. Meanwhile, red Vicars continue to lead and regulate the masses of Lur-Asko's red acolytes. Red Vicars promote the Thirteen Virtues, standardize and enforce doctrine throughout the abbeys, and - when approved by the Red Synod - oppose the efforts of their white counterparts.
Though revered and/or feared as miracle workers by many commoners, Vicars are just as much rooted in technology and science as arcanists and technicians, though only dragons fully understand their inner workings. Vicars are simply high-ranking acolytes who, upon proving themselves via unwavering devotion and mental discipline, are implanted with a device called a vicarious filament. Microscopically narrow yet almost a mile long, this piece of organic technology is woven throughout the brain and spinal cord of the sedated acolyte. After the operation and sufficient mental training, the filament works in concert with the acolyte's own mental focus to provide a sort of interdimensional "lightning rod" for the dragon's power, enabling it to be channeled across continental distances.
After centuries of miniaturization and advancement, the only viable way to detect an inobvious Vicar is with draconic clairvoyance - that is, another Vicar, or a dragon itself. Even then, only an active Vicar can be detected. An inactive Vicar not currently channeling their dragon can only be reliably detected by a thorough brain autopsy, using Alacrian equipment found only in Lur-Asko's most advanced medical centers. This fact has led to uncountable panics, paranoid murders, and lynch mobs - mortal behaviors no doubt delighted in by the white dragons themselves. Since red Vicars are socially accepted and do not typically need to avoid detection - unless hunted by Aterr or other philosophical enemies - they rarely conceal their identities, keeping their links active to remain on the lookout for white Vicars.
Although dragons require the cooperation of their Vicars to actually work through them, so too do Vicars rely entirely on the dragon's favor to gain access to their power. Vicars of either color who defy their masters can quickly find themselves powerless fugitives. If you are a devoted acolyte seeking to gain and keep Vicar status, you must prepare for a life of following your Blessed Sovereign's commands to the letter.
Becoming a Vicar In order to become a Vicar, you must be an acolyte of a dragon, adhere to the appropriate philosophy (Red or White Draconic), and prove your unflinching loyalty to both your dragon personally and to their teachings and commandments. You must have the Draconic Disciplines Attribute, and must also have at least 5 tiers in Appeal; all dragons utilize Vicars as leaders of subordinate acolytes, and are uninterested in promoting someone who does not display the ability to influence others. Finally, once offered the position, you must appear at Eer'Kalla (for whites) or Uuranoss (for reds), the only locations where the vicarious filament can be implanted and the proper training received. If you lose or swap the Draconic Disciplines Attribute later, you will permanently lose the use of your Vicar condition.
Vicar's Link Your basic telepathic connection to your own dragon is called a Vicar's link. It must be active in order to use clairvoyance or any Draconic Ability, but must be deactivated in order to regain favor (see below). You may mentally activate or deactivate the link at will as a free action; your dragon cannot override this, but may express preference for when you do so. Dragons - even white ones - recognize the need for some personal privacy to maintain sanity, but are vigilant to maintain their interests. While your link is active, your dragon may "speak" to you mentally, and gains access to all your immediately conscious thoughts (identically to a successful use of the Draconic Telepathy Ability).
At the GM's discretion, conversing with your dragon in a long or particularly meaningful way may inflict a favor cost of 1-3. Most specifically, you can make a General Knowledge roll on your dragon's INT by spending 3 favor.
A Vicar's link would be neutralized by the presence
of adamant in the blood. Therefore, dragons do not make Vicars out of
arcanists, and forbid Vicars from becoming arcanists. Similarly, Vicars cannot receive Bionics devices.
Favor Long conversations with your dragon, as well as all of your Draconic Abilities, are "fueled" by points of favor. Favor represents not only your mental ability to endure the flow of draconic energy through your filament, but also the effort your dragon spends in making themselves available to you. Lower-Power dragons typically have fewer Vicars (and can therefore concentrate more on each individual Vicar), while more influential Vicars will gain more standing with any dragon.
For all these reasons, obtain your maximum favor by beginning with your bINT; multiply it by your Vicar tier, then multiply it by 7. Finally, divide the result by your dragon's Power.
Clairvoyance Though dragons have incredibly good "eyesight," detecting light much more efficiently than organic eyes, it is their peculiar clairvoyance that they share with their Vicars. By sensing and interpreting the energy within all objects, a dragon can "see" all of your immediate surroundings, putting that information directly into your brain. This is very easy for the dragon (not to mention potentially useful to them), and does not require favor. When linked to your dragon, you see perfectly within clairvoyance range (even through obstacles) and detect all hidden areas, items, or characters. You detect any illusions and disguises. You ignore the blinded status, except in relation to things outside your clairvoyance range. You receive a +2 bonus to DEX. Koh-Trr are still unable to truly perceive color, though they can be informed of it by their dragon.
The range of clairvoyance depends on the Power of your dragon:
1st-6th Power: Short rangeUnlike sorcerers' vision, your dragon handles all interpretation of what is detected, and you do not need to spend insight to use clairvoyance. The downside is that you must keep your link active, and in some cases of sensitive information your dragon may choose not to reveal certain things about your surroundings to you.
Clairvoyance cannot reveal the
amount of charge
within Alacrian power sources (due to the involvement of adamant even
within volatite crystals), nor can it directly determine the stats of
characters.Detecting
Vicars
A Vicar
whose link is not currently active cannot be practically identified as
such. A Vicar with an active link can be detected by any other Vicar or
dragon whose clairvoyance range they are within; this even allows the
exact dragon to be identified, as dragons can recognize each other's
energy signatures.
Non-Vicars can attempt to detect a Vicar if they are currently using their Abilities. Aspect Channeling and the Energy Weapon Draconic Abilities are all quite visually obvious, but the others do not directly reveal the Vicar's presence (unless, presumably, they are the only other character in the area). However, these other Abilities can still be detected by telltale signs such as a look of concentration, or even faint glimmers of energy around the Vicar's head.
To notice a Vicar using these Abilities, characters must have at least 3 bWILL, in order to overcome the low-level psychic aura that conceals active Vicars from notice. They must also be actively looking for a Vicar (typically in response to a use of these Abilities, such as hearing telepathy or seeing a possessed person). To attempt to spot a Vicar, they must spend 5 insight and make a roll on INT, depending on the size of the crowd suspected of containing a Vicar: d12 for a single person, d20 for a group of 10 or less, or 2d20 for a larger crowd up to 1 zone in size. Any +TN applicable to detection rolls may be applied in this roll. If the roll succeeds, the character either pinpoints the Vicar if present, or determines that the Vicar is not within the suspected group. If failed, the action cannot be re-attempted by that character unless the Vicar begins a new use of a Draconic Ability (for example, possessing a different person or harming a different character with telekinesis).
If these rules are applied in combat, attempting to spot a Vicar is a slowing minor action. It also requires the Vicar to be within visible range.
Particularly powerful dragons' Vicars can present difficulty in applying these rules, as their clairvoyance range can enable them to use their Abilities from unseen locations (such as through a building's wall). Darkeye vision does not automatically detect Vicars, but can allow them to be spotted using these rules in otherwise out-of-sight locations.
Draconic Non-Aggression Due to ancient teachings handed down from their Genitor-Gods, all dragons fastidiously avoid directly harming the aspect of another dragon. Red Vicars may harm white Vicars and vice versa, and all acolytes are allowed to battle an opposing dragon, but any attempt to directly use Draconic Abilities to harm a dragon's aspect will instantly fail. For example, you cannot use Energy Weapon - Ranged to target a dragon (not even potentially with an AoE), use Probability Field to hinder a dragon's rolls, or cause a possessed person to hit a dragon.
Acoluthics Regardless of Ability selection, all Vicars are able to perform consecration of acoluthic devices. For details, see Acoluthics. Any Vicar with at least 1 tier in Technology obtains Technology Competency - Acoluthics as an extra Ability and counts it as favored, regardless of their Technology Background. Vicars are able to consecrate their own devices.
Adamant Interference
Dragons cannot unravel
the distortions of the æther within and near adamant, and this
interferes
with their ability to see and manipulate energy. In order to retain the
use of their Abilities, Vicars cannot wear or carry any adamant or
quartz items for longer than 1 round (5 seconds). If they pick one up, they must drop it before the end of their next turn.
They retain all non-Ability aspects of
their condition (such as Vicar's link, clairvoyance, consecration, and
detectability), but cannot use any Abilities until they are rid of the
item(s), and any currently active
Abilities are ended. Problem items include adamant and quartz weapons
and armor,
volatite and insendite, Alacrian and elven ranged weapons, any device
found in the Adamantology and Crystallurgy device chapters, and any
other device that lists an Adamantology or Crystallurgy competency
requirement. Elixirs do not contain enough adamant to intefere.
Fleeting contact with adamant-containing items (such as being hit by an adamant weapon or projectile) does not trigger this weakness. However, if a Vicar is grappled or touched by another character for more than 1 round, and the other character is carrying any adamant or quartz items, the Vicar will lose their Abilities until released. Quartz or adamant shackles will also shut them down. Mounts that wear quartz or adamant armor will interfere, but mount inventory otherwise does not interfere.
Vicars all swear a formal oath to eschew the use of such items, in order to remain ready to serve their Blessed Sovereign. However, such oaths include exceptions for clandestine operations or avoiding persecution, eliminating this as a reliable way to reveal hidden Vicars.
Vicar Tiers Dragons tend to devote more effort to Vicars who prove more interesting to them, as well as those who show a greater affinity for influencing others and displaying leadership. As time progresses, you will become more adept in both areas, strengthening your connection to your Blessed Sovereign. This progression is quantified as your Vicar tier.
Normally, your Vicar tier is equal to 50% of your depth tiers, plus 50% of your Appeal tiers, minus 5. Because of the tier requirements to become a Vicar, your tier will never be less than 1. When you first become a Vicar, you will begin at 1st tier. If the above equation calls for a higher Vicar tier, you will gain 1 tier per day until the appropriate total is reached. After this point, you will immediately gain Vicar tiers whenever you gain an even-numbered depth or Appeal tier. This is the only way you can gain Vicar tiers.
At 1st tier, you gain two Draconic Abilities. At every tier beyond 1st, you may either gain a new Draconic Ability, or emphasize one you already have. Much like Study Abilities, each Draconic Ability lists progression effects for both Normal (unemphasized) and Emphasized states; each one refers to your Vicar tier.
Draconic Abilities Aspect Channeling This Ability is a prerequisite for many "flashier" Draconic Abilities. It can only be used during self-possession using Draconic Possession. It may be initiated as a free action for a cost of 6 favor anytime during possession, or simultaneously with the beginning of it. It cannot be used while possessing other characters. This Ability lasts until the end of Draconic Possession; if favor is spent to continue that Ability on yourself, favor must also be spent to continue this Ability.| Willful
Resistance -Target is aware of the attempt and consciously accepts it: 0 -Target is unaware of the attempt or wishes to oppose it: A value equal to 50% of their WILL |
Adamant
Resistance -Target is wearing quartz armor: 2 -Target is wearing adamant armor and/or an adamant headband: 5 -Target is an arcanist: 8 -Target is a sorcerer: 10 |
Draconic
Resistance -Another active Vicar or dragon with this Ability is within clairvoyance range of the target, and is unwilling: A value equal to double the dragon's Power (the dragon or Vicar is also immediately aware of the attempt) |