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 linkIt 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 range
    7th-10th Power: Medium range
    11th Power and up: Long range (1 zone)

    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 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.
    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 are also 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.
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. 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. 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. A possessed person cannot use arcana, commstones, or other Alacrian neural technology, since their mind is unconscious. They also lose access to all their Study Abilities, and these are replaced by the Close Combat 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 Abilities are gained.
    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. Draconic Abilities you use while possessed still consume favor.
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 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 Weapon - Melee    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. 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 Weapon - Ranged    This Ability requires that Aspect Channeling be active first. It functions as a ranged weapon with which you are automatically competent. Its offense rolls are d6/d20/X, and its RFD is 2. It follows normal ranged attack rules, may use Abilities from the Study of Marksmanship, and may use AoEs. 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. You may choose any type of energy damage.
    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.
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 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 turn (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 spear 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.