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Ego

Lucid Jack

Mark Description

"The Jack walked blankly, no rhythm to how they stepped and no facial expressions either. The whole discussion felt like I wasn't talking to a Jack at all, and yet the whole time I felt as though I was being watched."

Overview

The Ego has so much control over their body that they don't need to be attached to it to control it. The Jack may split its mind and spirit from their physical body at any time and move through the dream almost like a ghost. This leaves their body to act a bit like a golem that follows the ghost's orders. There are some disadvantages as their physical form can struggle with more complex interactions or can be left vulnerable to marks with strong empathy.

Passives

Level 1

Level 2

Level 3

Level 4

Level 5

The Ego can split their form into a Ghost and a Golem.

Focus for a round to receive Dissociated. While dissociated, the Golem may move, attack, talk, or interact with objects. It also passes on sensory information to the Ghost. The Ghost on the other hand can see, move, Dream Weave and use abilities as well as having a flying move distance of 25DU. Note that both forms can take the actions at the same time during a round.

Additionally, the Golem has Immunity to Shaken and Panicked and the Ghost has immunity to Pained and Wounded. 

The Jacks movement, attacks, abilities and decisive rolls are made by the GM or at random.

Dream Weaving is a decisive roll that is made when a Jack tries to do anything that would not be normally possible in the real world.

Immunity means that certain conditions cannot be received by those Immune to them.

-1 Empathy. Removed when rounds stop.

-1 Empathy. Lasts until the end of the dream.

-1 Lucidity. Removed when rounds stop.

-1 Lucidity. Lasts until the end of the dream.

The Golem has gotten pretty good at taking hits and not being bothered by them.

Ignore the difficulty changes caused by the pained and wounded conditions while the ghost is outside the body. 

In addition, the Ghost has gotten pretty creative with solving problems without a body. 

All Dream Weaving is one difficulty easier. Note, this is in addition to being one easier if something is related to your specialisation.

The Ego can remain in the dream without their body.

Failing a Wake Check that was caused by lucidity conditions results in the Golem becoming Shattered but the Ego does not wake up and instead remains as Ghost.    

The occupant's physical form breaks and is scattered over a large area.

A special roll that usually occurs when an Aether drops to -4 from permanent conditions or when the chaos scale gets too high. Failing the roll results in the Jack waking up.

The Ego has gotten better at moving through the dream as their ghost.

The ghost can move through walls and obstacles as well as hear what is happening nearby. 

The Ego spends so much time outside of their body that something else might have moved in, luckily it still follows your commands. The Golem seems more fluent in communication and seems to have gained some resistances to the dream's influence. Reducing the difficulty of all occupant interactions by one. In addition, when the Golem receives an Elemental condition, roll at d6, on a 5 or 6 that condition is not received.

Elemental conditions are Hot, Burning, Melting, Cold, Wet, Frozen, Grounded, Petrified, Zapped and Charged.

Abilities

Level 1 - Reform

Level 2 - Transparency

Level 3 - Taunt

Level 4 - Ghostly Weapon

Level 5 - Golem Bomb

The Ego can reconnect their forms quickly effectively teleporting one to the other.

The Golem moves to the Ghost's position, or the Ghost moves to the Golem's position. Remove Dissociated. Quick ability.

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The Jacks movement, attacks, abilities and decisive rolls are made by the GM or at random.

Chaos Effect

There was some mix up on bodies. Assign your allied Jacks to numbers on a die. Instead, That Jack rolled is teleported to you or your ghost is teleported to that Jack. 

Order Effect

This was particularly easy this time round. Becomes a Free Ability.

Quick abilities can be used as an extra ability each round. Only one quick ability can be used per round.

Free abilities do not count as a use of that ability for the sake of maximum uses per dream or scene.

The Ego's Ghost becomes invisible.

Ghost receives Invisible for 5 rounds.

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Cannot be seen.

Chaos Effect

The Ego goes a little too far. 

Instead, receive Shifted.

Cannot interact or be interacted with by other Jacks, Occupants or Auras. Stacks. Fades.

Order Effect

How do you reflect light again?

Lasts until the next Scene.

The Ego's Golem takes an imposing stance that draws attention to itself and away from other Jacks. 

All nearby occupants focus their attention and attacks if in combat, towards the Golem for 5 rounds. 

 

Chaos Effect

Spikes grow on the golem.

The Golem receives the Spiked Trait.

Apply Pained to adjacent things that attack these occupants.

Order Effect

The golem braces for what's to come. When the golem receives a condition from a weapon, roll a d6, on a 5 or 6, do not receive that condition.

Manifest a duplicate of your weapon at your Ghost.

For 5 rounds the ghost can attack.

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Chaos Effect

The weapon has some unexpected effects. Apply an additional d6

Chaos Condition Whenever the Ghost attacks.

Order Effect

The weapon is so concrete that it sticks around. Last until the next scene.

Chaos conditions are rolled on a list. The die roll determines the elemental condition that is applied.
1. Hot
2. Cold
3. Wet
4. Zapped
5. Grounded
6. Burning
7. Charged
8. Fugued
9. Shifted
10. Frozen
11. Paralysed
12. Petrified

The Ego isn't very attached to their body by this point so can shatter it explosively in dire situations. 

The Golem becomes Shattered applying five d10 Piercing attacks to anything in a 1DU Radius.

​

The occupant's physical form breaks and is scattered over a large area.

1. Shaken
2. Hazed
3. Pained
4. Pinned
5. Pained
6. Wounded
7. Pinned
8. Severed
9. Wounded
10. Executed

Chaos Effect

Something inside the golem refuses to let you do this and takes control. 

???

Order Effect

The shards linger and have an effect on what they hit. Anything Pinned by this ability is Dissociated or Disconnected for 3 rounds. 

The Jacks movement, attacks, abilities and decisive rolls are made by the GM or at random.

The dream's hostility scale is at 6 or below.

Tips for playing as The Ego.

The Ego requires creativity to be strong in combat as they don't have many ways to give out conditions. They are however great at exploring the dream and getting to places they shouldn't be. 

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There Golem is a low-risk way to soak up a lot of weapon attacks so use it to protect your party. Your Ghost on the other hand relies a lot on Dream Weaving to find sneaky ways to get ahead in any situation. 

Back to Specialisations?

Or perhaps you want to pick this specialisation for your Jack, in that case head straight to the affinities page.

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