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==Transformations==
===Clothing===
Marken have a number of 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, then into Fullmarken, but never "go back" any phase until the combat is concluded. Only one Transformation can be active at any time:
Slizzar derive much in the way of influence from Elven and Ithanian Ailor clothing styles, those two including the most flowing and comfortable robes that can sit fluidly between different shapes that the Slizzar like to take. Just like there is some telling similarity between the Slizzar and Suvial scripts, so too is there a little similarity between preferred way of dress, with the Slizzar having a love of richly decorated, colorful, and layered fabrics that serve as a sort of statement of identity to the wearer. Outside of that, much of Slizzar fashion is in a way utilitarian between the many shifts that their time is inevitably spanned between, though there are some Slizzar who like to play a game of call-signs with one another in terms of clothing patterns both so subtle and just repetitive enough to flag what they are to other Slizzar who are playing the game of politics with them in the same place at the same time. Very, very rarely, will a Slizzar occasionally cheekily engage in historical reconstructionism by donning the costume of a dead or destroyed civilization just to remember the good old days when they meddled in it, with this usually being reserved for the company of other Slizzar at house-parties. That said, Slizzar might full well be the only people in the world whose tailors could tell you exactly what the Meraic, Sarnan, and sunken Sundered Principalities dressed like, and make all their clothes with the same pair of hands.
* '''Quartermarken Form:''' Is when 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:''' is when 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:''' Is when a person fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise, but Marken status cannot be hidden.
==Marken Mechanics==
All Marken regardless of type or transfomration have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest 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), or hear quieter sounds from further away. (Consult with Event DM if this would reveal any new info).
* '''Mechanic 2:''' Marken have a danger sense that borders 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 present at a God Summoning of the God that cursed whatever Marken infected them (however far back), can possibly be given "Redemption Quests" to free them of the curse or help them master it. (Not Guaranteed, at Discretion of Lore Staff).
* '''Mechanic 4:''' Marken fare better in extreme temperatures and climates (cold or hot), 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/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, can scale walls (using Ender Pearls) and the sides of buildings 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.
===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 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, 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 break Cap up to 11.
===Brawl Marken===
* '''Brawl Marken Mechanic 1:''' While in Quartermarken Form or greater, Gain +1 Defense Stat (breaks cap up to 9) when fighting within emote range of a Temple.
* '''Brawl Marken Mechanic 2:''' While in Fullmarken Form, a 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, when fighting in water gain +1 Attack Stat (breaks cap up to 11).
* '''Scale Marken Mechanic 2:''' While in Fullmarken Form, Scale Marken tend 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==
===Art===
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 or useful 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 just stronger or weaker than others. Quartermarken and Halfmarken Forms can stilll 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.
Much like with clothing, the Slizzar have a cornucopia of different artistic styles collected from all around the world, but they also have their own. Slizzar are absolutely masterful workers of blown liquid glass, creating mosaics that lack the tiles, pieces of smooth and continuous glasswork that seem to bleed perfectly from color to color with an almost psychedelic effect. They tend to arrange these as a sort of individual viewing experience with a large series of mirrors that contrast the position of the viewer in relation to the piece, sometimes placing them outside it, sometimes visually within it. The Slizzar like to see their artwork as an interpretive experience, with the interpretation changing drastically depending on the arrangement of the mirrors, the time of day, and how many people are in the room. While these pieces were in the past hard to bring out of Sarakand because they implied the one who owned them to be a Slizzar, the looting of Ailor nobles from various Slizzar estates in the Chrysant War has meant that nowadays it is possible to enjoy these works without suspicion. That it was the greed of wartime enemies that made this possible, is a fact that the Slizzar enjoy very, very much.
* '''Fullmarken Mechanic 1:''' Fullmarken Forms cannot make use of weapons or armor at all, as their body becomes all they need for combat. They break out of armor and must use unarmed combat, but their hide acts as durable as if they were wearing Armor, and their claws act like steel weapons. They are forced to use the Warrior Combat Style, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.
 
* '''Fullmarken Mechanic 2:''' 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.
===Cuisine===
* '''Fullmarken Mechanic 3:''' Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.
The Slizzar have a complex cuisine that combines local Hadarian fish and wild plants with some of the jungle fruit that is common on the outlying islands like hearty plantains, only, they are sometimes frustrated that they have to change up their recipes all of the time when geopolitical conditions change or they must seal Sarakand to skip forward in time. However, generally speaking, the Slizzar have a refined native palate with a lot of fresh seafood and complicated plating usually assisted by Leytech automata. Since Sarakand has not closed off for a while now, though, Slizzar cuisine has been largely stable. Older Slizzar or those who have found a way to persist through the ages, however, stereotypically lament the loss of a particular blue plant from the Meraic era called Qalejara by the Maraya that gave a tang to fish soup that no modern plant can quite match. There are hundreds of attempted alchemical substitutes in the modern day to Qalejara flowers, some Meraic, some Slizzar, and some Allar who are just trying to help when asked to, but nothing is as good as the real thing, which the Maraya and Slizzar (despite the presence of some resentment) sometimes help each other try to recreate.
* '''Fullmarken Mechanic 4:''' 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 always.
* '''Fullmarken Mechanic 5:''' 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.

Revision as of 02:33, 26 March 2024

Clothing

Slizzar derive much in the way of influence from Elven and Ithanian Ailor clothing styles, those two including the most flowing and comfortable robes that can sit fluidly between different shapes that the Slizzar like to take. Just like there is some telling similarity between the Slizzar and Suvial scripts, so too is there a little similarity between preferred way of dress, with the Slizzar having a love of richly decorated, colorful, and layered fabrics that serve as a sort of statement of identity to the wearer. Outside of that, much of Slizzar fashion is in a way utilitarian between the many shifts that their time is inevitably spanned between, though there are some Slizzar who like to play a game of call-signs with one another in terms of clothing patterns both so subtle and just repetitive enough to flag what they are to other Slizzar who are playing the game of politics with them in the same place at the same time. Very, very rarely, will a Slizzar occasionally cheekily engage in historical reconstructionism by donning the costume of a dead or destroyed civilization just to remember the good old days when they meddled in it, with this usually being reserved for the company of other Slizzar at house-parties. That said, Slizzar might full well be the only people in the world whose tailors could tell you exactly what the Meraic, Sarnan, and sunken Sundered Principalities dressed like, and make all their clothes with the same pair of hands.

Art

Much like with clothing, the Slizzar have a cornucopia of different artistic styles collected from all around the world, but they also have their own. Slizzar are absolutely masterful workers of blown liquid glass, creating mosaics that lack the tiles, pieces of smooth and continuous glasswork that seem to bleed perfectly from color to color with an almost psychedelic effect. They tend to arrange these as a sort of individual viewing experience with a large series of mirrors that contrast the position of the viewer in relation to the piece, sometimes placing them outside it, sometimes visually within it. The Slizzar like to see their artwork as an interpretive experience, with the interpretation changing drastically depending on the arrangement of the mirrors, the time of day, and how many people are in the room. While these pieces were in the past hard to bring out of Sarakand because they implied the one who owned them to be a Slizzar, the looting of Ailor nobles from various Slizzar estates in the Chrysant War has meant that nowadays it is possible to enjoy these works without suspicion. That it was the greed of wartime enemies that made this possible, is a fact that the Slizzar enjoy very, very much.

Cuisine

The Slizzar have a complex cuisine that combines local Hadarian fish and wild plants with some of the jungle fruit that is common on the outlying islands like hearty plantains, only, they are sometimes frustrated that they have to change up their recipes all of the time when geopolitical conditions change or they must seal Sarakand to skip forward in time. However, generally speaking, the Slizzar have a refined native palate with a lot of fresh seafood and complicated plating usually assisted by Leytech automata. Since Sarakand has not closed off for a while now, though, Slizzar cuisine has been largely stable. Older Slizzar or those who have found a way to persist through the ages, however, stereotypically lament the loss of a particular blue plant from the Meraic era called Qalejara by the Maraya that gave a tang to fish soup that no modern plant can quite match. There are hundreds of attempted alchemical substitutes in the modern day to Qalejara flowers, some Meraic, some Slizzar, and some Allar who are just trying to help when asked to, but nothing is as good as the real thing, which the Maraya and Slizzar (despite the presence of some resentment) sometimes help each other try to recreate.