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Occupants

Occupants are the NPCs of the dream and they can have deep personalities of very simple ones. The more important they are to the scenes and the more connections they have to the Mark, the more fleshed out they will be. 

It's a good idea to have a short list of people important to the Mark that could pop up at any time.

Occupants mechanical behaviour is determined by their traits. 

Example Occupant list

Think about who the Occupants would be in the dream and also who they are in the overworld to the mark.

Traits

Ambushers

These occupants are always hidden and apply surprised if they attack while being unseen.

Armoured

When this occupant receives the Pained condition roll a d6, on a 5 or 6 the condition is ignored.

Brave

These occupants cannot receive the Feared condition.

Cute

These occupants gain +2 to their Empathy.

Flying

These occupants have a 25DU flying move distance. Costs 2 Traits.

Hardy

These occupants gain +1 to all Æthers.

Helper

These occupants can help an ally as a quick ability each round.

Lost

These occupants begin the dream disconnected from their Mark with the Detached condition.

Rideable

These occupants can be ridden. Each may have 1 rider.

Spiked

Apply Pained to adjacent things that attack these occupants.

Understanding

Jacks cannot fail their first interaction with these occupants, instead they have a complication.

Amphibious

These occupants have a 25DU swimming move distance.

Augmented

These occupant's weapons have an addition augment chosen by the GM or at random.

Cagey

Decisive rolls to speak with these occupants are one difficulty harder.

Fast

These occupants increase their base move distance by 10DU.

Fragmented

These occupants are only fragments of ideas and begin the dream with the Shattered condition.

Heavy Coat

These occupants move distance is not affected by the Cold condition.

Jumpy

These occupants jump distance is tripled.

Mimic

These occupants can disguise themselves as other occupants or things. Costs 2 Traits.

Slow

These occupants have all of their move distances decreased by 5DU.

Strong

These occupants gain +2 to their Lucidity.

Unpredictable

These occupants have one random trait, and one random weapon augment changed each scene.

Aquatic

These occupants have a 50DU swimming move distance, The land move distance changes to 10DU.

Brainy

These occupants gain +2 to their Mentality.

Creatures

Some of these occupants are creatures and work under the Menageries creature rules.

Flees

These occupants gain the fear condition whenever they are attacked.

Freezes

These occupants always have the surprised condition for the first round of interaction or combat.

Held Strikes

These occupants cannot deal Permanent Conditions with weapon attacks. Instead, they apply the Basic equivalent.

Keen Eyed

Decisive rolls to see things are one difficulty easier for these occupants.

Regenerating

Remove one basic condition from these occupants each round. Costs 2 Traits

Sneaky

Decisive rolls to see this occupant are one difficulty harder for the Jacks.

Supportive

These occupants provide Self-Confident, Focussed and Perceptive to their Aura or Allied Jacks. Can only be affected by this once.

Creatures

You may need or want to put some creatures into your Marks dream that aren't your usual occupants, you can use the size guide bellow to make these creatures. 

Tiny

Fits in - 15cm cube

Speed - 50DU

Lucidity - -3

Mentality - 0

Empathy - 0

Weapon die - d8 cannot use physical weapons. 

Trait number - 3

Special - Has the invisible condition until it does something. becomes invisible again after being unseen for 2 rounds. 

Large

Fits in - 4m cube

Speed - 30DU

Lucidity - +3

Mentality - +1

Empathy - +1

Weapon die - d8

Trait number - 2

Special - extra weapon augment

Small

Fits in - 1m cube

Speed - 25DU

Lucidity - -1

Mentality - 0

Empathy - 0

Weapon die - d4

Trait number - 2

Special - extra attack

Colossal

Fits in - 16m cube

Speed - 50DU

Lucidity - +5

Mentality - +3

Empathy - +3

Weapon die - d10

Trait number - 5

Special - Is so intimidating that normal occupants will spend the first round running in fear. Cancels if the dream is CooperativeCancels if the occupants have the Brave trait.

Medium

Fits in - 25m cube

Speed - 1DU

Lucidity - +1

Mentality - 0

Empathy - 0

Weapon die - d6

Trait number - 3

Special - nil

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