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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.

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

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, 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 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.
  • 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.