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The Ability Manual is a resource page to explain common terms, functions, and base-line rules for Ability usage. If you play D&D, this should be as familiar as a Players Handbook. An indexed list of all Abilities can be found on the [[Ability List]] Page.
==Transformations==
 
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:
==Combat Roleplay==
* '''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.  
Combat Roleplay on MassiveCraft is done in two ways: System Combat, and Loose Combat. System Combat is to rules-bound interactions that make Combat Roleplay organized and reduces the risk of Power-Gaming. Everyone wants to win in Combat Roleplay, so System Combat helps assuage OOC frustration by giving everyone a fair chance. Loose Combat without Systemized Abilities and rules can be used to make Characters look cool, especially when both sides do not care about who wins, and is recommended for non-competitive settings. Loose Combat is sometimes also preferred during some Events or Private Roleplay, when the focus is more on the experience rather than the outcome. During System Combat, characters have Turns where they can use [[Proficiency]] based Ability or Attack Emote that do Damage, and everyone has a Health Pool that causes them to lose if they hit 0. Abilities are divided into Powers (always Magical) and Techniques (never Magical). MassiveCraft has a Plugin that allows Abilities to be Linked in Chat, by using (a:Ability Name) in your emote (with parenthesis). For more on System Combat, refer to the [[Proficiency#Optional_Combat_Roleplay_Rules|Proficiency]] Page.  
* '''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.  
==Combat Terms==
* '''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.
Combat Terms are Terms that are frequently used in Combat Roleplay (CRP). You will refer back to these terms often so they should be memorized. They are also crucial to know in understanding Ability Descriptions.  
==Marken Mechanics==
* '''Target:''' A Target is always another Character/Person in a Roleplay Scene. If you can see at least half the Minecraft Character in-Game, you are able to Target the person in question.  
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.
* '''Cover:''' Cover means your Character is protected from being Targeted, without necessarily being behind physical obstacles. Cover can only ever come from certain Abilities / is Temporary.
* '''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).
* '''Move:''' A Move is when you Walk/Run in a particular direction during a Turn. This never consumes the whole Turn, you can Move a max of 10 Blocks (Diagonal also), but, it cannot be used in the same Turn as a Movement Power.
* '''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.
* '''Move Reaction:''' You cannot move through a Person. While using Move to go around a person, if you go within 2 Blocks of a Person, they get an Attack Emote (never an Ability) on you out of Turn. This Attack Emote is known as an "Opportunity Attack."
* '''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).
* '''Attack Emote:''' Attack Emote means using a Turn to perform a Weapon/Magic Attack on a Target. When using an Attack Emote, you cannot also use Abilities in the same Turn unless specified.
* '''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.
* '''Attack Stat:''' Attack Stat is a Number based on Proficiency used for Attack Emotes on Targets. This is determined by the Abilities and Combat Style the Player is using.
* '''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.
* '''Defense Stat:''' Defense Stat is a Number based on Proficiency used for Defending against Attacks. This is determined by the Abilities and Combat Style the Player is using.
===Howl Marken===
* '''Block Token:''' A Block Token is a Resource that, if you take 2HP or more Damage from Abilities or Attacks, automatically triggers to reduce the Damage by 2HP, and then destroy the Block Token.
* '''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.
* '''Block Rules:''' Block Tokens can Stack, never more than 3 per Person, don't prevent Effects (like Displaced/Status Effects), and must be tracked in Nicknames (/nick use Harry 10 HP 3 BT)
* '''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.
* '''Armored:''' Whether by wearing an Armor Minecraft Skin, or using a Summon Armor Ability, this automatically grants 1 Block Token, which is automatically refreshed when Combat Ends.  
===Drakken Marken===
* '''Stagger:''' If you are Staggered, the Ability or Attack Emote you tried to do is interrupted, and has no effect or Damage. This never puts Abilities on Cooldown when used to interrupt.  
* '''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.
* '''Dispel:''' Dispel can only be used on Powers. If you are Dispelled, it means your Power (Ability) was interrupted, and no effects or Damage applies. Dispel puts Abilities on Half Cooldown.
* '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up to 9).
* '''Displaced:''' If you are Displaced, it means your Character is forcibly being moved from where they are, to somewhere else, and cannot use Move during the Turn immediately after.
===Strangle Marken===
* '''Stance Ability:''' A Stance Ability is a kind of Battle-Mode which grants specific Effects or gives access to new Abilities, they are indefinite and cannot be Dispelled/Staggered.
* '''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.
* '''Stance Rules:''' Only one Stance can be active at any time. Entering a Stance does not consume a whole Turn, but changing from one Stance into another does consume a whole Turn.  
* '''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).
* '''Link Break:''' Link Break is an effect that breaks all links applied to or applied by the specified Target. Link Breaks are always effects of Abilities, never Abilities themselves.
===Claw Marken===
* '''Ability Stacking:''' If an Ability says it "Does Not Stack" this means that the Ability cannot be used multiple times on the same person at the same time, even by different people.
* '''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.
* '''Line of Sight:''' Line of Sight, or LOS, is relevant for Ranged Attacks. Characters cannot make a Ranged Attack on someone they cannot see, or someone who they can only see a small portion of.
* '''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===
==Combat Rules==
* '''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.
Combat Rules are loose Rules that did not fit in any other section, but dictate some niche situations or circumstances that don't happen often, yet were necessary enough to be recorded on this page. This is still recommended reading.
* '''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.
* '''Combat Styles:''' When entering combat and drawing weapons or activating magic, doing so does not consume a Turn. However, Changing Combat Styles (and weapons) does consume a whole Turn.
===Scale Marken===
* '''Duplicate Abilities:''' Having/Point Buying Abilities with the same name, even from different Packs, does not grant a less Cooldown, or extra uses. It is inefficient Character Creation.
* '''Scale Marken Mechanic 1:''' While in Quartermarken Form or greater, when fighting in water gain +1 Attack Stat (breaks cap up to 11).
* '''Unwalkable Blocks:''' In any and all circumstances a Character cannot stand the following Blocks: Wool Blocks, Leaf Blocks, Barrier Blocks, Candles, Roots, Chains, Lanterns, Grindstones.
* '''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).
* '''Unwalkable Places:''' You can Roleplay anywhere (including roofs) your Minecraft Model can reach either by walking or with the Jump 1 Trait, and without moving on Unwalkable Blocks.  
==Fullmarken Form Mechanics==
* '''Falling Damage:''' You can only be knocked off a High Place through Abilities that mention Ledge Knocking. If falling more than 6 Blocks, take 2 HP Damage, unless Fall Immune.
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.  
* '''Identity Reveal:''' Having or not having Abilities, functioning or not functioning of Abilities, cannot reveal hidden traits like Afflictions or a person's Disguised Identity.
* '''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.
* '''Water Boundary:''' Abilities that Displace can never force you to fall into or out of Water. If a Knock Back would force you to the water's edge, stop at the nearest land Block.  
* '''Fullmarken Mechanic 2:''' Fullmarken forms regress into a more instinctive mindset, barring them from more complex abilities and functions. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
* '''Prone Movement:''' When a Character has the Status Effect of Prone applied to them, they cannot use Movement Powers, but can use Move during a Turn, however only at max 5 Blocks.
* '''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.
 
* '''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.
==Status Effects==
* '''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.
These Combat Effects stick with a Character between Turns. Some have a time limit, or require additional action. Status Effects of the same type cannot Stack. Additional Rules may be written in the Abilities themselves.
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* [[File:Trappedimg.png|22px]] '''Trapped:''' When Trapped, you cannot move, but can still use Abilities and fight on spot.
* [[File:Silencedimg.png|22px]] '''Silenced:''' When Silenced, you cannot use Powers. Counter & Passive Powers are unaffected.
* [[File:Weakenedimg.png|22px]] '''Weakened:''' When Weakened, you cannot use Active Techniques and Mount Techniques.
* [[File:Confusedimg.png|22px]] '''Confused:''' When Confused, you cannot Target the person who Confused you.
* [[File:Blindimg.png|22px]] '''Blinded:''' When Blinded, you cannot Target anyone. You can spend a turn to end the Effect.
* [[File:Markedimg.png|22px]] '''Marked:''' When Marked, you will be automatically hit on next Attack, then the Effect ends.
* [[File:Bloodyimg.png|22px]] '''Bloody:''' When Bloody, any healing you receive is reduced by 1, to a minimum of 0.
* [[File:Threatenedimg.png|22px]] '''Warned:''' When Warned, you must choose between two negative outcomes, then the Effect ends.
* [[File:Brittleimg.png|22px]] '''Brittle:''' When Brittle, you take +1 Damage on the next Attack, then the Effect ends.
* [[File:Guardedimg.png|22px]] '''Cursed:''' When Cursed, enemy Healers can target you, and Healing does Damage instead.
* [[File:Proneimg.png|22px]] '''Prone:''' When Prone, you cannot make Attack Emotes. Spend a turn to end the Effect.
* [[File:Levitateimg.png|22px]] '''Fleeting:''' When Fleeting, if using a Movement Power, become Prone instead, then the Effect ends.
</div>
</td></tr>
</table>
 
==Ability Types==
Ability Types are different ways Abilities are called or described that may affect how they interact with other Abilities. This is recommended reading for additional Ability context.
<table style="width: 100%;">
<tr><td style="width: 100%; vertical-align: top; text-align: left;">
<div class = "div-col">
* '''Instant Technique:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Staggered.
* '''Passive Technique:''' An Ability that applies an effect for every following Turn, and cannot be Staggered unless specified.
* '''Counter Technique:''' an Ability that can only be used if certain conditions described are met. This cannot be Staggered.
* '''Stance Technique:''' An Ability to activate a Stance Ability (described above in Combat Terms). This cannot be Staggered.
* '''Link Technique:''' An Ability that connects two users and confers some benefit to either or both. This cannot be Staggered.
* '''Passive Power:''' An Ability that applies an effect for every following Turn, and cannot be Dispelled unless specified.
* '''Summon Power:''' An Ability that creates something from nothing, like Weapons or Armor. This cannot be Dispelled.
* '''Buff Power:''' An Ability that enhances a Target with benefits, like Proficiency/Healing/Block Tokens. Can be Dispelled.
* '''Instant Power:''' An Ability with immediate usage and application of Ability Effects in the Turn. Can be Dispelled.
* '''Movement Power:''' An Ability that moves the User or Ally a specified amount of Blocks in a direction. Can be Dispelled.
*  '''Dispel Power:''' An Ability that Dispels another Power and prevents its Effects and Damage. This cannot be Dispelled.
* '''Link Power:''' An Power that connects two users and confers some benefit to either or both. This cannot be Dispelled.
 
</div>
</td></tr>
</table>
 
==Status Identity==
Status Identity is how a Character can be identified by specific in-Lore/OOC Terms. Status Identity does not confer moral correctness of any kind. Characters are always defined by their actions not what they are.
* '''Mundane:''' If you are Mundane, you have no Magic or Powers of any kind, not even God Magic. This is what Purists consider Purity.
* '''Purists:''' Purists are people who consider Magic or Powers evil, unless they are granted by their own specific God(s).
* '''Attuned:''' If you are Attuned, you have Magic or Powers like God Magic,  but never from another Dimension like the Void, Ordial, or Exist. (Archon, Affinities, Faith PB's, excl Prayer).
* '''Magical/Occult:''' If you are Magical, you have Magic or Powers, specifically from another Dimension like the Void and Exist.  (Magic, Afflictions).
* '''Disguised:''' Disguised means that a Character cannot be recognized, even if they look similar. This is always only because of Abilities, and cannot be stacked on top of itself.
* '''Hidden:''' Hidden means that any Abilities or Mechanics a Character uses cannot be recognized, and are totally unnoticeable, or "hidden." Event NPCs, especially the Imperial Palace, Arken, and Gods, ignore this status.
* '''Important Note on Hidden Abilities''' Please remember, that while Abilities themselves may be hidden, using them to have other Characters take actions that are out of the ordinary for them, may still result in suspicion.
 
==Persuasion Rolls==
This is an optional system to simulate Persuasion Dialogue. Persuasion is mostly used on Event Characters (such as for example Characters mentioned on the [[Profiles]] Page, but also other DM Event Characters), but can also be used on Players. OOC Consent is always required for a Persuasion Roll when used on Players, but if OOC consent is provided, then the player must abide by the result of the Persuasion Dice. Persuasion Rolls should be used in good faith not to make Characters do stupid things or harm themselves, but to simulate Charisma and Persuasion, which are hard to emulate in Roleplay. Persuasion Dices follow several rules:
* By default, Persuasion rolls for every Character are at least 3. This can be increased by up to 7, by adding Wisdom or Intelligence Proficiency.
* When doing a "Persuasion Check", the person attempting to persuade uses dialogue first, then Persuasion Roll, then the Target also does a Persuasion Roll.
* NPC/Event Characters/DM Characters do not do a Persuasion Roll, they have a set number (either declared on the Wiki, or hidden during Events).
* If the person attempting the Persuasion rolls equal or higher than the defender, they win. Persuasion Rolls can be used an infinite amount of times.
* Succeeding a Persuasion Roll only applies to a single attempt to sway someone of an opinion or action. Persuasion Rolls cannot be used on Gods in Summonings.
* By default, Persuasion Cap (meaning the maximum Dice Roll) is always 10. This can however be increased by outside sources and effects listed below here.
** [[Adapt Point Buy]] includes a Mind Control Pack which allows users to boost the final Dice result by +2 when used on others, which does not raise the Persuasion Cap.
** [[Adapt Point Buy]] includes a Mind Control Pack which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
** [[Hoterie Order]] members are granted a Mechanic which adds +2 to every Dice Roll before results only used by Self, which raises the Persuasion Cap by +2.
** [[Slizzar]] Always Persuasion Roll at the Persuasion Cap of 14 regardless if they have bonuses, and always gain +2 to the final result of each Dice Roll.
** [[Aelrrigan Order]], [[Viridian Order]], and [[Lothar Order]] Diplomacy Chapters gain +2 to Persuasion rolls, and raise the Persuasion Cap by +2.
** [[Archon#Phantom|Phantom Archon]] gain +2 to the final Dice result when Persuasion Dice Rolling against non-Mundane Characters, though Cap remains unchanged.
** [[Arkenborn#Pride_Arken|Pride Arkenborn]] can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
** [[Godborn#Estelley_Godborn|Estelley Godborn]] can choose to derive Persuasion Dice from Wisdom, or Intelligence, or Magic, instead of just the former two.
** [[Arkenborn#Fury_Arken|Fury Arkenborn]] that defeat someone, gain +5 to the final Dice Result for up to 7 days after having defeated them in Combat.
** [[Arkenborn#Happiness_Arken|Happiness Arkenborn]] that make someone laugh, gain +2 to the next Persuasion Dice and can also gain Persuasion from Dexterity.
** [[Draconism]] Faithful are allowed to Persuasion Dice against Gods, while gaining +2 to Persuasion rolls + raising the Persuasion Cap by +2 on Gods only.
** [[Fin'ullen]] have a Heritage Trait Mechanic that increases their Dice Rolls on Arken, Arkenborn, and Spirits, by +2, and also their Persuasion Cap by +2.
* Whatever combination to increase the Persuasion Cap, the Persuasion Cap can never go over 14. If additional Persuasion Cap bonuses are stacked, they do nothing.

Revision as of 21:41, 29 February 2024

Transformations

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:

  • 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.

  • 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

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.

  • 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 more complex abilities and functions. While in Fullmarken Form, they may only use point buy abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
  • 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.
  • 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.