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Markenism is an [[Aloria]]n-based [[Affinities|Affinity]] that has plagued rare individuals and even some families for centuries. Marken, or the "God Cursed," have been hunted down for centuries and killed due to a lack of understanding about their condition and fear of the violence and killing that usually goes in their wake. Marken are typically very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called "God Marked" or "God Cursed" is because this affinity frequently occurs at the hands of a divine entity or a god belonging to a religion. In recent centuries, Marken were victims of the Darkwald, now [[Lothar Order]] in the [[Regalian Empire]]. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the "God Cursed" pose a constant, considerable, and incurable risk to society that often incarcerates them for life. When gods come to punish mortals, they don't do that for any reason that is easily dismissed. | |||
==Playing a Marken in Regalia== | ==Playing a Marken in Regalia== | ||
Marken are simply put monsters, and so many characters will react with disgust and potentially violence when seeing them. Though | Marken are, simply put, monsters, and so many characters will react with disgust and potentially violence when seeing them. Though illegal for most of history, a strenuous agreement in the Imperial Court has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player-created Marken should take care not to lose control or attack those around them for this reason. | ||
==Becoming a Marken== | ==Becoming a Marken== | ||
Marken are considered | Marken are considered dangerous not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one, via scratching or biting, always causes infection. While this guaranteed infection is the case in lore, we understand this is not viable Out-of-Character, so we encourage players to come up with reasons why attacks don't always break the skin (armor, clothes, some item/object/magic protecting them), having the Marken not use their claws or teeth, or, if they are a sentient Marken, wearing steel caps on their claws. Someone can also be born a Marken, as Marken always pass their curse on to their children. Another method is to be cursed into being one by a god, which is common for those who defile holy sites and temples dedicated to specific gods. There are, however, also more benign infection methods. Marken may infect a willing person by choice, while some gods may also grant Markenism as a blessing. Finally, cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the host, after which they are permanently and incurably a Marken. A character that is [[Afflictions|Afflicted]] cannot become a Marken, and Marken also cannot become Afflicted. | ||
==Infection Changes== | ==Infection Changes== | ||
Markenism can cause physical changes in the | Markenism can cause physical changes in the host even outside of transformation. Hosts can become more muscular, broader, larger, hairier (or scaley), and more aggressive; their hair color can change, their eye color can change, and they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse and become able to transform at will and retain control entirely. Markenism, however always, worsens bad personality traits and suppresses good ones. There is a wide range of ways people deal with Markenism: some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause. | ||
==Marken Types== | ==Marken Types== | ||
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at | There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at its default design, but players have more creative freedom to tweak aspects of it (further down). Choosing one type of Marken is also not permanent. Each type is strongly attached to a particular personality trait or quality of a person - if their personality greatly shifts, or they experience major life events, the type of Marken may also shift. | ||
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"> | <table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"> | ||
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<span style="font-size:130%;><center>'''Howl Marken'''</center></span> | <span style="font-size:130%;><center>'''Howl Marken'''</center></span> | ||
The Howl Marken | The Howl Marken is the most traditional kind of werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Fornoss]] religion, as well [[Minor Faiths#The Broken Gods|The Covenant]], making the Howl Marken a distinctly [[Ailor]] cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represents the personality traits of pride and vanity. | ||
|} | |} | ||
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<span style="font-size:130%;><center>'''Drakken Marken'''</center></span> | <span style="font-size:130%;><center>'''Drakken Marken'''</center></span> | ||
The Drakken Marken | The Drakken Marken is a very rare sighting, hailing originally from the province of [[Anglia]]. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a blood rage. Some [[Draconism]] believers, however, consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represents the personality traits of dignity and stoicism. | ||
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<span style="font-size:130%;><center>'''Strangle Marken'''</center></span> | <span style="font-size:130%;><center>'''Strangle Marken'''</center></span> | ||
The Strangle Marken | The Strangle Marken is a quintessentially [[Allorn]] Curse. A prophecy of doom placed on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estelley]] Gods cursed some of the greediest tomb robbers, turning them into venomous murderous snake-like beings. Over time, however, some [[Elves]] have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represents the personality traits of deceitfulness and dishonesty. | ||
|} | |} | ||
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<span style="font-size:130%;><center>'''Claw Marken'''</center></span> | <span style="font-size:130%;><center>'''Claw Marken'''</center></span> | ||
The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the | The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the Goddess Avinla to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represents the personality traits of revenge and obsession. | ||
|} | |} | ||
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<span style="font-size:130%;><center>'''Brawl Marken'''</center></span> | <span style="font-size:130%;><center>'''Brawl Marken'''</center></span> | ||
The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in | The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represents the personality traits of disobedience to gods and stubbornness. | ||
|} | |} | ||
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<span style="font-size:130%;><center>'''Scale Marken'''</center></span> | <span style="font-size:130%;><center>'''Scale Marken'''</center></span> | ||
The Scale Marken | The Scale Marken was once thought to be a failed experiment among the [[Allar]], of biology-changing alchemy gone wrong, but was later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of, in contrast to the Yellow Water Dragons. Scale Marken are the quintessential werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represents the personality traits of hatred and jealousy. | ||
|} | |} | ||
</center> | </center> | ||
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==Marken Designs== | ==Marken Designs== | ||
As mentioned above, the art provides a "Default" Marken design. By default all Marken have a predominantly black | As mentioned above, the art provides a "Default" Marken design. By default, all Marken have a predominantly black color scheme with purple eye colors. However, there is a wide range of customization options: | ||
* '''Eye Colors:''' Eye | * '''Eye Colors:''' Eye colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions. | ||
* '''Colorings:''' Fur or | * '''Colorings:''' Fur or scale colors do not need to be Black. They can be based on natural hair color, monochromatic white and black patterns, stripes and spots, shapes, inverted patterning, and even have other colors, though the colors should, in general, be somewhat muted and never become glaringly vibrant, nor can the fur be glowing. | ||
* '''Aesthetics:''' Additional thematic | * '''Aesthetics:''' Additional thematic aesthetics may be added, for example, a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, or a Velheim Marken can have rune tablet bone plates. There is a great deal of freedom so long as the animal is recognizable. | ||
==Transformations== | ==Transformations== | ||
Marken have | Marken have many transformations which may alter the way a Marken character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can transform into Quartermarken, then into Halfmarken, and then into Fullmarken, but never turn back any phase until the combat is concluded. Only one transformation can be active at any time. See Marken Form explanations below: | ||
* '''Quartermarken Form:''' | * '''Quartermarken Form:''' A person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. | ||
* '''Halfmarken Form:''' | * '''Halfmarken Form:''' A person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise, but Marken status cannot be Hidden. | ||
* '''Fullmarken Form:''' | * '''Fullmarken Form:''' A person fully transforms into a more bestial form, becoming more monster-like and hunched over, and becoming larger. This is a Disguise and a Monster Transformation, but Marken status cannot be hidden. | ||
== | ==Marken Mechanics== | ||
All Marken, regardless of type or transformation, have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat, ways. Mechanics add aesthetic flair that invests in the "werewolf" niche. Each sub-type of Marken has 2 unique Mechanics that only they can use. It is not possible to switch between Marken Types. | |||
* ''' | ===General Marken Mechanics=== | ||
* ''' | * '''Mechanic 1:''' Marken have enhanced senses, even when not transformed. They can see better (even in darkness), and hear quieter sounds from further away. (Consult with an Event DM if this would reveal any new information). | ||
* ''' | * '''Mechanic 2:''' Marken have a sense for danger bordering on precognition and are warned of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something. | ||
* ''' | * '''Mechanic 3:''' Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can be given "Redemption Quests" to free them of the curse or help them master it. (Not guaranteed, at the discretion of Lore Staff). | ||
* '''Mechanic 4:''' Marken fare better in extreme temperatures and climates (hot or cold), and are not hurt or slowed down where other people might be, but this only applies to weather. | |||
* '''Mechanic 5:''' Marken can declare Rental/Estate/Shop/Base Region or a wilderness cave as their "territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their territory, neither gets the bonus and they must fight over the area with the winner getting the bonus. | |||
===Howl Marken=== | ===Howl Marken=== | ||
* '''Howl Marken Mechanic 1:''' While in | * '''Howl Marken Mechanic 1:''' While in Quartermarken Form or greater, while out of Combat, a Howl Marken can scale walls and the sides of buildings (using Ender Pearls) as long as they are not a perfectly flat surface. | ||
* '''Howl Marken Mechanic 2:''' While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, best out of three. The loser is forced to look away, deferring to the winner for that one instance. | * '''Howl Marken Mechanic 2:''' While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, the best out of three. The loser is forced to look away, deferring to the winner for that one instance. | ||
===Drakken Marken=== | ===Drakken Marken=== | ||
* '''Drakken Marken Mechanic 1:''' While in | * '''Drakken Marken Mechanic 1:''' While in Quartermarken Form or greater, they can soothe other Fullmarken. The Drakken Marken may roll a Persuasion check to help calm down a rampaging Marken, with +2 added to the final result. | ||
* '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, | * '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up to 9). | ||
===Strangle Marken=== | ===Strangle Marken=== | ||
* '''Strangle Marken Mechanic 1:''' While in | * '''Strangle Marken Mechanic 1:''' While in Quartermarken Form or greater, they can focus their senses on an Event/DM Character to learn if they have any hidden intentions or something they are hiding. | ||
* '''Strangle Marken Mechanic 2:''' While in Fullmarken Form, gain a dangerous | * '''Strangle Marken Mechanic 2:''' While in Fullmarken Form, gain a dangerous venom which can (with OOC Consent) paralyze or cause anyone affected by it to become gravely ill. (Discuss the effects in DMs). | ||
===Claw Marken=== | ===Claw Marken=== | ||
* '''Claw Marken Mechanic 1:''' While in | * '''Claw Marken Mechanic 1:''' While in Quartermarken Form or greater, the Claw Marken can declare a single (non-artifact) item of theirs an Object of Obsession. They can always track it down, wherever it is being held. | ||
* '''Claw Marken Mechanic 2:''' While in Fullmarken Form, the Claw Marken can challenge another Marken to a duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not stack but can breaks cap up to 11. | |||
===Brawl Marken=== | ===Brawl Marken=== | ||
* '''Brawl Marken Mechanic 1:''' While in | * '''Brawl Marken Mechanic 1:''' While in Quartermarken Form or greater, the Brawl Marken gains +1 Defense Stat (breaks cap up to 9) when fighting within emote range of a temple. | ||
* '''Brawl Marken Mechanic 2:''' While in Fullmarken Form, | * '''Brawl Marken Mechanic 2:''' While in Fullmarken Form, the Brawl Marken can perform great feats of strength out of Combat (carry multiple people, throw boulders, etc.). They also gain +5 in out of Combat dice roll Strength competitions. | ||
===Scale Marken=== | ===Scale Marken=== | ||
* '''Scale Marken Mechanic 1:''' While in | * '''Scale Marken Mechanic 1:''' While in Quartermarken Form or greater, the Scale Marken when fighting in water gains +1 Attack Stat (breaks cap up to 11). | ||
* '''Scale Marken Mechanic 2:''' While in Fullmarken Form, Scale Marken | * '''Scale Marken Mechanic 2:''' While in Fullmarken Form, the Scale Marken tends to be one of the bigger threats in the waters, and can easily scare off most aquatic creatures in Events (consult with Event DMs). | ||
==Fullmarken Form Mechanics== | |||
Fullmarken Form is the only transformation that has functionally different mechanics. The Fullmarken form is a very specific kind of transformation that is not always beneficial to every Marken. For example, a scribe who gets infected with Markenism will most likely have a weaker form than a seasoned warrior, and sometimes some Marken are simply stronger or weaker than others. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently. All Marken, when transformed into their Fullmarken Form, share the same set of "general" mechanics. | |||
* '''Fullmarken Mechanic 1:''' Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor. | |||
* '''Fullmarken Mechanic 2:''' Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7. | |||
* '''Fullmarken Mechanic 3:''' Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use Point Buy Abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery. | |||
* '''Fullmarken Mechanic 4:''' Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise called Marken Speech which any other Marken can understand, even while untransformed. | |||
* '''Fullmarken Mechanic 5:''' Fullmarken Forms are not constrained by any environment they have to fight in, whether that be underwater or in frozen wastelands. They can use Attack Emotes or Abilities like normal. | |||
* '''Fullmarken Mechanic 6:''' Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them, without discretion. This mechanic does not work if they have no allies present. | |||
==Trivia== | ==Trivia== | ||
* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet | * Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet and a bear head. It remains Humanoid in every other way. | ||
* Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions. | * Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions. | ||
* Opiates and alcohol work as a depressant to a degree. Because many Marken involuntarily transform due to emotional distress or anger, | * Opiates and alcohol work as a depressant, to a degree. Because many Marken involuntarily transform due to emotional distress or anger, these substances can numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope. | ||
*One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian [[Arch Chancellor]] [[Morgan Kade]]. Killed after his master died, Narsil's | *One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian [[Arch Chancellor]] [[Morgan Kade]]. Killed after his master died, Narsil's body was preserved, and a fang was stolen to create the [[Artifact]] [[Narselendis]]. | ||
{{Affinities}} | {{Affinities}} | ||
{{Accreditation | {{Accreditation | ||
|Writers = MonMarty | |Writers = MonMarty | ||
|Processors = Scribbe, FireFan96 | |Processors = Scribbe, FireFan96, MantaRey | ||
}} | }} | ||
[[category:Affinities]] | [[category:Affinities]] |
Latest revision as of 22:09, 2 November 2024
Markenism is an Alorian-based Affinity that has plagued rare individuals and even some families for centuries. Marken, or the "God Cursed," have been hunted down for centuries and killed due to a lack of understanding about their condition and fear of the violence and killing that usually goes in their wake. Marken are typically very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called "God Marked" or "God Cursed" is because this affinity frequently occurs at the hands of a divine entity or a god belonging to a religion. In recent centuries, Marken were victims of the Darkwald, now Lothar Order in the Regalian Empire. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the "God Cursed" pose a constant, considerable, and incurable risk to society that often incarcerates them for life. When gods come to punish mortals, they don't do that for any reason that is easily dismissed.
Playing a Marken in Regalia
Marken are, simply put, monsters, and so many characters will react with disgust and potentially violence when seeing them. Though illegal for most of history, a strenuous agreement in the Imperial Court has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player-created Marken should take care not to lose control or attack those around them for this reason.
Becoming a Marken
Marken are considered dangerous not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one, via scratching or biting, always causes infection. While this guaranteed infection is the case in lore, we understand this is not viable Out-of-Character, so we encourage players to come up with reasons why attacks don't always break the skin (armor, clothes, some item/object/magic protecting them), having the Marken not use their claws or teeth, or, if they are a sentient Marken, wearing steel caps on their claws. Someone can also be born a Marken, as Marken always pass their curse on to their children. Another method is to be cursed into being one by a god, which is common for those who defile holy sites and temples dedicated to specific gods. There are, however, also more benign infection methods. Marken may infect a willing person by choice, while some gods may also grant Markenism as a blessing. Finally, cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the host, after which they are permanently and incurably a Marken. A character that is Afflicted cannot become a Marken, and Marken also cannot become Afflicted.
Infection Changes
Markenism can cause physical changes in the host even outside of transformation. Hosts can become more muscular, broader, larger, hairier (or scaley), and more aggressive; their hair color can change, their eye color can change, and they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse and become able to transform at will and retain control entirely. Markenism, however always, worsens bad personality traits and suppresses good ones. There is a wide range of ways people deal with Markenism: some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause.
Marken Types
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at its default design, but players have more creative freedom to tweak aspects of it (further down). Choosing one type of Marken is also not permanent. Each type is strongly attached to a particular personality trait or quality of a person - if their personality greatly shifts, or they experience major life events, the type of Marken may also shift.
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Marken Designs
As mentioned above, the art provides a "Default" Marken design. By default, all Marken have a predominantly black color scheme with purple eye colors. However, there is a wide range of customization options:
- Eye Colors: Eye colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.
- Colorings: Fur or scale colors do not need to be Black. They can be based on natural hair color, monochromatic white and black patterns, stripes and spots, shapes, inverted patterning, and even have other colors, though the colors should, in general, be somewhat muted and never become glaringly vibrant, nor can the fur be glowing.
- Aesthetics: Additional thematic aesthetics may be added, for example, a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, or a Velheim Marken can have rune tablet bone plates. There is a great deal of freedom so long as the animal is recognizable.
Transformations
Marken have many transformations which may alter the way a Marken character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can transform into Quartermarken, then into Halfmarken, and then into Fullmarken, but never turn back any phase until the combat is concluded. Only one transformation can be active at any time. See Marken Form explanations below:
- Quartermarken Form: A person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self.
- Halfmarken Form: A person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise, but Marken status cannot be Hidden.
- Fullmarken Form: A person fully transforms into a more bestial form, becoming more monster-like and hunched over, and becoming larger. This is a Disguise and a Monster Transformation, but Marken status cannot be hidden.
Marken Mechanics
All Marken, regardless of type or transformation, have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat, ways. Mechanics add aesthetic flair that invests in the "werewolf" niche. Each sub-type of Marken has 2 unique Mechanics that only they can use. It is not possible to switch between Marken Types.
General Marken Mechanics
- Mechanic 1: Marken have enhanced senses, even when not transformed. They can see better (even in darkness), and hear quieter sounds from further away. (Consult with an Event DM if this would reveal any new information).
- Mechanic 2: Marken have a sense for danger bordering on precognition and are warned of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.
- Mechanic 3: Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can be given "Redemption Quests" to free them of the curse or help them master it. (Not guaranteed, at the discretion of Lore Staff).
- Mechanic 4: Marken fare better in extreme temperatures and climates (hot or cold), and are not hurt or slowed down where other people might be, but this only applies to weather.
- Mechanic 5: Marken can declare Rental/Estate/Shop/Base Region or a wilderness cave as their "territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their territory, neither gets the bonus and they must fight over the area with the winner getting the bonus.
Howl Marken
- Howl Marken Mechanic 1: While in Quartermarken Form or greater, while out of Combat, a Howl Marken can scale walls and the sides of buildings (using Ender Pearls) as long as they are not a perfectly flat surface.
- Howl Marken Mechanic 2: While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, the best out of three. The loser is forced to look away, deferring to the winner for that one instance.
Drakken Marken
- Drakken Marken Mechanic 1: While in Quartermarken Form or greater, they can soothe other Fullmarken. The Drakken Marken may roll a Persuasion check to help calm down a rampaging Marken, with +2 added to the final result.
- Drakken Marken Mechanic 2: While in Fullmarken Form, when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up to 9).
Strangle Marken
- Strangle Marken Mechanic 1: While in Quartermarken Form or greater, they can focus their senses on an Event/DM Character to learn if they have any hidden intentions or something they are hiding.
- Strangle Marken Mechanic 2: While in Fullmarken Form, gain a dangerous venom which can (with OOC Consent) paralyze or cause anyone affected by it to become gravely ill. (Discuss the effects in DMs).
Claw Marken
- Claw Marken Mechanic 1: While in Quartermarken Form or greater, the Claw Marken can declare a single (non-artifact) item of theirs an Object of Obsession. They can always track it down, wherever it is being held.
- Claw Marken Mechanic 2: While in Fullmarken Form, the Claw Marken can challenge another Marken to a duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not stack but can breaks cap up to 11.
Brawl Marken
- Brawl Marken Mechanic 1: While in Quartermarken Form or greater, the Brawl Marken gains +1 Defense Stat (breaks cap up to 9) when fighting within emote range of a temple.
- Brawl Marken Mechanic 2: While in Fullmarken Form, the Brawl Marken can perform great feats of strength out of Combat (carry multiple people, throw boulders, etc.). They also gain +5 in out of Combat dice roll Strength competitions.
Scale Marken
- Scale Marken Mechanic 1: While in Quartermarken Form or greater, the Scale Marken when fighting in water gains +1 Attack Stat (breaks cap up to 11).
- Scale Marken Mechanic 2: While in Fullmarken Form, the Scale Marken tends to be one of the bigger threats in the waters, and can easily scare off most aquatic creatures in Events (consult with Event DMs).
Fullmarken Form Mechanics
Fullmarken Form is the only transformation that has functionally different mechanics. The Fullmarken form is a very specific kind of transformation that is not always beneficial to every Marken. For example, a scribe who gets infected with Markenism will most likely have a weaker form than a seasoned warrior, and sometimes some Marken are simply stronger or weaker than others. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently. All Marken, when transformed into their Fullmarken Form, share the same set of "general" mechanics.
- Fullmarken Mechanic 1: Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.
- Fullmarken Mechanic 2: Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.
- Fullmarken Mechanic 3: Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use Point Buy Abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
- Fullmarken Mechanic 4: Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise called Marken Speech which any other Marken can understand, even while untransformed.
- Fullmarken Mechanic 5: Fullmarken Forms are not constrained by any environment they have to fight in, whether that be underwater or in frozen wastelands. They can use Attack Emotes or Abilities like normal.
- Fullmarken Mechanic 6: Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them, without discretion. This mechanic does not work if they have no allies present.
Trivia
- Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet and a bear head. It remains Humanoid in every other way.
- Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions.
- Opiates and alcohol work as a depressant, to a degree. Because many Marken involuntarily transform due to emotional distress or anger, these substances can numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.
- One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian Arch Chancellor Morgan Kade. Killed after his master died, Narsil's body was preserved, and a fang was stolen to create the Artifact Narselendis.
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