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 foolproof 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).
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 range
7th-10th Power:
Medium range
11th Power and up:
Long range (3 zones)
Unlike 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 damage related 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 9 zones 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, leading many Vicars
to obtain Urban Evasion (Stealth) as a countermeasure. The maximum range
for detection in this way is Long (5), even if the Vicar's visible range
is Long or Travel.
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
Invocation 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. Revenants and constructs are always considered to be carrying adamant.
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
Note that for any Ability that involves a roll on
your dragon's Power, this counts as a stat roll (e.g. it is valid for
blunders and lucky breaks).
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.
While active, this Ability allows your
dragon to
manifest portions of its aspect around your body; this generally takes
the form of an "armor" coating, ethereal horns reminiscent of the
dragon's five horns, and a single weapon or other object kept in hand.
The armor provides a natural armor range; the first number is equal to
4 times your dragon's Power, while the second number is equal to 6
times
Power (for example, a dragon of the 7th Power would provide you a
natural armor range of 28-42). A weapon is functionally equivalent to a
Prestige adamant melee weapon of any type, with a maximum SR equal to
double Power; the exception is that this weapon does not count as
adamant nor metallic. Like the aspects of dragons, all of these
manifestations glow slightly, ruining any attempt at stealth and
clearly revealing you as a Vicar. The color of the manifestations is
always appropriate to your dragon (white or red).
Whenever this Ability is active, you
have a particle
damage aura with a
maximum stored damage of 6 times Power. The damage aura can be
"refilled" to its maximum as a free action on your turn, with no favor
cost. You also resist fast-moving projectiles in an identical
fashion to an active blue kinetic shield.
Finally, you are immune to pseudogravity when channeling the aspect;
you cannot be moved by
any pseudogravity Ability or device. You can still be damaged by other
objects thrown at you by pseudogravity, and cannot share your
immunity with others.
Finally, while using this Ability, you are a 1st-degree draconic psychic hazard for those around you (see Environmental Hazards).
Though this is rarely relevant, as few Vicars channel outside of combat
long enough to create trauma, it is worth remembering that lengthy
aspect channeling in public areas is generally illegal in Declaration
realms, even for red Vicars.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.
Desecration To use this
Ability, specify one character within clairvoyance range, and spend 4
favor as a major action; that character immediately loses their mental
link to any acoluthic devices, removing their consecrated status. This
Ability is not effective on any devices that are within the
clairvoyance range of the dragon that consecrated them, or of any of
that dragon's Vicars.
Progression
Normal: The
favor cost is reduced by 1/8 your tier.
Emphasized:
The favor cost is reduced by 1/4 your tier, to a minimum of 1.
Draconic Possession
This Ability requires the Draconic Telepathy
Ability to use on others, and that Ability must have been active on the
target for at least 1 round prior. If your dragon's Power was at least
150% of the calculated resistance value (instead of merely greater),
you may allow your dragon to possess the target by spending 4 favor as a free action.
The possession lasts for the remainder of the 1 minute duration of
telepathy; another 4 favor must be spent (if telepathy is refreshed for
another minute) to continue possessing the target.
Due to the
dragon’s power and imperfect control, the target’s voice is
distorted. Possession can be detected by the target speaking, by clairvoyance,
or by characters who know the target's normal mannerisms. Generally, this means any character with
a Rapport level above No Rapport with the target can tell they are possessed (or at least that
something is wrong, if they are unfamiliar with possession).
At a cost of 5 fatigue for the victim, they may be given a
bonus to STR
equal to their bSTR, and a bonus to CON equal to their bCON; however,
they suffer no effects of fatigue for the duration of their
possession. Activating this effect is a free action for you, and lasts for the remainder of the 1 minute possession duration.
A possessed person cannot use arcana,
commstones, or other
Alacrian neural technology, since their mind is unconscious. They are
not endangered by any of their technology they lose access to due to
this rule, or due to the loss of competency-granting Abilities; the
devices simply deactivate. Possessed characters
lose access to all their Study Abilities, except for Technology Abilities related to acoluthics and Athletics
Abilities that do not require an action, and these are replaced by the
Close Combat and Marksmanship Abilities known by your dragon (see Dragons);
unlike the dragon's Abilities, use normal progression instead of
emphasized progression, and insight cannot be spent in the use of any
Ability. No Abilities other than Close Combat and Marksmanship Abilities are gained;
the dragon's inability to use its own Appeal Abilities through the person
reflects the unsettling nature of their voice and mannerisms.
You may also use this Ability on
yourself, in order
to gain access to both its own effects and those of Aspect Channeling
(Draconic). Unlike other targets, you do not lose consciousness
while possessed (though you do lose your non-Draconic Abilities), and
your dragon may even allow you to influence your
own actions. Since you are always telepathically linked to your dragon,
you do not require the Draconic Telepathy Ability, and need only spend
the favor from this Ability once per minute. Draconic Abilities you use while possessed
still consume favor, and the dragon cannot utilize any Draconic Abilities
you don't have.
Progression
Normal: The
favor cost is reduced by 1/8 your tier.
Emphasized:
The favor cost is reduced by 1/4 your tier, to a minimum of 1.
Draconic Telepathy
Within the range of their
clairvoyance, dragons
and Vicars
are able to detect the electrical energy in sentient organic brains.
Over millennia of associating certain electrical patterns with
certain behaviors and words, dragons have learned to interpret these
signals
to read the thoughts of sentient organics. Moreover, they are able to
manipulate these signals to communicate with sentients.
Telepathy may only target one individual
at a time.
It is a free action if done in combat. A Vicar with an active link is
always immune to
unwanted draconic telepathy from any source other
than their
own dragon. Besides the limited range of clairvoyance, draconic
telepathy is
limited by two other factors. One is adamant; wearing adamant armor
or headbands makes people more difficult targets for telepathic
abilities.
Due to the adamant in their bodies, arcanists are extremely
challenging.
Secondly, people with high Willpower also present difficulty, as their
more
powerful mentality makes their brain’s
electrical
patterns harder to correlate with their true consciousness.
To use telepathy, first calculate the
resistance of
the target, adding together one number from each of the columns below.
Consider only the highest applicable number in each column:
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 a revenant: 6
-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)
|
In order for telepathy to succeed, your
dragon's
Power must be greater
than the number calculated for resistance. You know (via clairvoyance)
the values above for adamant and draconic resistance before making the
attempt, but not the value for willful resistance; if you make an
attempt that fails due to willful plus adamant resistance alone, the
target is not aware
of the attempt.
Using telepathy costs 3 favor. If
successful, you
gain access to the
surface thoughts of the target for 1 minute; telepathy cannot
identify deep and profound motivations, nor anything the target
isn’t
currently thinking about. Your dragon may also communicate with
the target; this is generally heard as an eerie, echoing whisper,
though the
target is usually aware that it is not a real sound. This communication
may
be used to force the target to think about information you and your
dragon are after; resisting such an attempt is impossible, as the
target's WILL was already considered in the rules above. You do not
need to speak the same language(s) as your target, as your dragon can
interpret.
As further effects, you may
add 5 Easing
to any social offense roll solely against a character on which you are
currently using telepathy. A lesser amount of Easing may be granted by
the GM if the social offense roll is against a crowd, but you are
telepathically reading a member of the crowd. During combat, telepathy
is a free action, and you gain 2 Easing in all defense rolls against
the telepathy target for the duration.
You may continue telepathy on the
same target for another 1 minute by simply repeating the favor costs.
Progression
Normal: The
favor cost is reduced by 1/10 your tier.
Emphasized:
The favor cost is reduced by 1/5 your tier, to a minimum of 1.
Dulling Field
As a free action, for a cost of 6 favor, this
Ability dulls the effects of terror for
you and all allied characters within your clairvoyance range. The
amount of terror removed is equal to 3 times your dragon's Power. Only
one use of this Ability at a time is effective.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.
Energy Strike
This
Ability requires that Aspect Channeling be active first. It
enables energy damage to be
added to attacks made with the weapon gained from Aspect Channeling.
The energy damage is added to the attack's normal damage.
The maximum energy damage is equal to 8 times your dragon's Power, or 8
times
the weapon's SR (whichever is less). You
may choose
either particle, heat, frost, electricity, or blast for the damage
type. You may also choose sunfire damage, which functions as heat
damage, except that it also inflicts the special effects of particle damage.
The
usage of this Ability must be decided before the attack is performed,
and the favor is wasted if the attack fails. If used during Sweeping
Offense, this Ability can only be used against one target.
This attack costs 4 favor, regardless of
whether you
voluntarily reduce the damage.
Progression
Normal: The
favor cost is reduced by 1/8 your tier.
Emphasized:
The favor cost is reduced by 1/4 your tier, to a minimum of 1.
Energy Invocation
This Ability requires that Aspect Channeling be active first. It
functions as a ranged weapon with which you are
automatically competent. Its offense rolls depend on energy type (see below), and its RFD is
2. It follows
normal ranged attack rules and may use Abilities from the Study of
Marksmanship. It does not
require free hands; the energy seems to emerge from above your head,
between the aspect's horns.
The maximum amount of damage is equal to 20 times your dragon's Power;
you may voluntarily reduce the damage if desired. Each attack costs 4 favor, regardless of
whether you voluntarily reduce the damage.
For each attack, you may choose one of many types of energy damage:
-If you choose electric, heat, frost, or blast damage, the offense rolls are
d6/d20/X, and you may perform either burst or spray AoEs.
-If you choose particle damage, the offense rolls are d6/d12/X, and you may
perform either burst or spray AoEs.
-You may choose light-ray damage, which functions as heat damage, but
cannot perform deliberate burst AoEs. The offense rolls in this case are d6/d12/d20.
Light-ray damage is reduced to
17 times your dragon's Power instead
of 20 times, and it is further reduced to 75% if you shoot a
long-range distance in foggy weather, or any distance through thick
smoke. Light-ray AoEs also inflict 1/5 normal damage for spray AoEs, and
1/10 normal damage for overeffect.
-You may choose sunfire damage, which functions as heat damage, except
that it also inflicts the special effects of particle damage.
The offense rolls in this case are d6/d12/2d20, but you cannot
perform deliberate burst AoEs, and the damage is reduced to 17 times
your dragon's Power instead of 20 times. Unlike with sunfire acoluthics, performing this
attack does not expose you to war fever.
Progression
Normal: The
favor cost is reduced by 1/8 your tier.
Emphasized:
The favor cost is reduced by 1/4 your tier, to a minimum of 1.
Null-Energy Shielding
This
Ability requires that Aspect Channeling be active first. It
provides you with high-precision energy shielding (see Combat).
As a free action, you may spend 6 favor; this raises your
shielding points for this Ability to their maximum. The maximum is
equal to 60 times your dragon's Power. Shielding points can only be
replenished on your turn, and only by spending the full favor cost to
return them to maximum. There is no visual effect associated with this
Ability, and its shielding points can only be detected through draconic
clairvoyance.
Unused shielding points expire when
Aspect Channeling ceases.
This Ability's shielding cannot
be shared with another character.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.
Probability Field
As a free action, for a cost of 6 favor, this
Ability allows you to add Hindrance or
Easing to all of a specified character's STR and DEX rolls until
the beginning of your next turn. You may add either 1 Easing or 1
Hindrance to each
roll, and all rolls must be for events that occur within your
clairvoyance range. You may affect a maximum number of rolls equal to
50% of your dragon's Power. You may specify yourself.
A roll can be affected by this Ability
multiple
times (for example, another dragon or Vicar counteracting the effect of
another), but only once per dragon, and the amount of final Easing or Hindrance is capped at 1.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.
Telekinesis
Dragons are able to manipulate kinetic energy
within clairvoyance range, remotely moving objects. Though far less
powerful than gravitic arcanists, draconic telekinesis is much more
precise and versatile. In combat, this Ability is a free
action. It costs 3 favor per round (5 seconds).
The first and simplest application of
this Ability
is to simply move a single unsecured object; it can lift and move an
object weighing up to 10 pounds per dragon's Power. Once an object is
lifted,
you may choose to immediately roll a d6 on your dragon's Power; if
successful, you may
move the object a short-range distance horizontally and/or vertically.
If it is a character, they do not receive a movement phase next
round, and cannot use any Abilities which cannot be used while flying.
A
lifted character receives 2 Hindrance in all defense rolls, even if
they are an ally, and regardless of whether you rolled on DEX to move
them an appreciable distance. If the object leaves your
clairvoyance range, it is dropped. Otherwise, the object remains lifted
until your next turn; if you are still able, you may use this Ability
again to keep it aloft. This use of telekinesis never directly causes
damage. An unwilling character with flight capability may multiply
their weight by 50% of their flying SPD to resist the telekinesis.
Secondly, this Ability may be used for
fine
manipulation of small objects; anything that could reasonably be
operated by the average character can be operated by telekinesis.
Telekinesis can also accomplish tasks that are fairly simple, but would
otherwise be impossible due to concealment or covering; for example, a
single use of telekinesis can open any lock that would normally be
opened by a physical key, with no need for a roll. If a task still
seems like it might ordinarily need a roll on DEX, the roll is instead
made on your dragon's Power.
Thirdly, telekinesis may be used to
directly hold or
damage characters by interfering with their joints and bodily
processes. To obtain the damage inflicted by a single use of
telekinesis in this fashion, subtract the victim's CON from your
dragon's Power, then multiply the result by 3; this damage causes
whatever injury type you choose. The victim is also immobilized,
functioning as paralyzed until the beginning of your next turn. If the
victim's CON is equal to or greater than your dragon's Power, this
Ability has no effect.
Objects made entirely of adamant cannot
be affected
by telekinesis. Adamant also makes it more difficult to move objects in
close proximity to it; attempting to do so may reduce your dragon's
effective Power
available for telekinesis by anywhere from 5 to 10, as decided by the
GM. For example, it may be possible to move an adamant pollaxe
by
using
telekinesis on its wooden handle, but at a reduced Power value. When
attempting to use telekinesis against a character, the following values
are used for nearby adamant (use the highest value applicable):
-Arcanist (non-sorcerer): -6 Power
-Arcanist (sorcerer): -8 Power
-Wearing adamant armor: -5 Power
-Wearing quartz armor: -2 Power
Progression
Normal: The
favor cost is reduced by 1/10 your tier.
Emphasized:
The favor cost is reduced by 1/5 your tier, to a minimum of 1.
Terror
Field As a free
action, for a cost of 6 favor, this
Ability causes you to inflict terror.
Your
side's terror is raised to a value equal to 4 times
your dragon's Power.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.
Utmost Possession By
spending an additional 4 favor as a free action, you may enhance the
physical effects of Draconic Possession. Like the normal effects of
that Ability, this cost may be repeated to continue the extra effects.
The possessed character's body is suffused with extra draconic energy,
providing the following:
-The character gains a flying SPD of 4. If the
character is yourself and you are under the effects of Aspect
Channeling, the flying SPD is 8 instead.
-The character gains resistance to all damage except
from adamant weapons, taking 50% damage. If the character is yourself
and you are under the effects of Aspect Channeling, the percentage is
25 instead.
-The character is unaffected by the bleeding,
blinded, deafened, stunned, and paralyzed statuses. If this Ability
ends before the duration of any of these statuses, their effects resume.
-The character ignores the effects of all injuries,
except for 3rd-degree Perception Injuries, Core Injuries of at least
6th-degree, or injuries that cause dismemberment. Dismemberment injuries
do not cause any of their other effects, such as endurance rolls.
If this Ability ends and the character has an injury that
would cause incapacitation, they are stabilized.
-The optional STR bonus for 4 fatigue is double bSTR instead of equal to bSTR.
The enhanced effects continue for the remainder of
Draconic Possession's 1-minute duration. They may also be dismissed
separately as a free action for the Vicar or dragon. Flickers of white or red
energy normally make this Ability's use obvious, unlike normal
possession.
Progression
Normal: The
additional favor cost is reduced by 1/8 your tier.
Emphasized:
The favor cost is reduced by 1/4 your tier, to a minimum of 1.
Xenolalia All dragons
speak all Lur-Asko languages, and can translate to you via the basic
communication of your Vicar's link. But this Ability applies a greater
telepathic effect to yourself or possibly others; by
spending 3 favor as a free action, you gain perfectly fluent real-time
understanding of any language, whether written or spoken, for the next
15 minutes. You are aware of which content is being translated.
During the same duration, if you wish, you may cause
everyone within your clairvoyance range to hear your words in a
language they know fluently (you may choose for each character, if they
know more than one). You are actually speaking normally in a single
language, and this can be revealed by recording devices or intelligent
non-sentients who can understand language. Characters are also
unaffected if they would have enough willful or adamant resistance to
be unaffected by Draconic Telepathy; though it references those rules,
this Ability does not require that one. You do not gain any knowledge
of the affected characters beyond the languages they know fluently, and
must use normal Draconic Telepathy to read any thoughts.
Progression
Normal: The
favor cost is reduced by 1/6 your tier.
Emphasized:
The favor cost is reduced by 1/3 your tier, to a minimum of 1.