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 Cooperative. Cancels 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