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== Werewolves in games == ===[[Warhammer Fantasy]]=== Instead of being called werewolves, they were called "Skin wolves". They are mutated human who were cursed by either witches or chaos. The reason they are not called werewolves is due to their transformation phase. [[Grimdark|When a human is undergoes this phase, they transform from the inside of their body, ripping through their former skin. After this is done, the man-wolf thing is covered by blood and its former skin]]. Like Fimir, these creatures were largely ignored by GW as other unimportant background lore until [[Total War: WARHAMMER]] [[AWESOME|made them a playable units in the hand of Norsca]], fighting along side the chaos viking with their enormous strength, cavalry like speed and anti-large bonuses. There is also some fluff about the children of Ulric, they show up in one of the Gotrek and Felix stories and are referenced in a couple of other places. Supposedly the results of Ulric's fling with a human woman the jury's out on whether or not they're chaos tainted. But that's very old, 2nd ed, and may or may not have been retconned. ===[[Dungeons & Dragons]]=== Werewolves started out as just the "lycanthrope" monster type, but issues of Dragon Magazine and later editions allowed players to add werewolf-ism as a feature of their character, or to take lycanthrope as a race like "elf" or "dwarf." Werewolves are always the disease type, with voluntary transformations. They are immune to damage unless you're using magic or silver weapons. There were also '''[[wolfwere]]s,''' which are basically bizarro werewolves who have a huge hate-on for their opposite numbers, '''[[seawolf|seawolves]]''', which were seafaring werewolves, '''[[loup-garou]]''', which were more powerful werewolves, and '''[[loup de Noir]]''', which are mythological skinchanger type werewolves. All of these kinds were pretty common in [[Ravenloft]] setting. The 3.5 Edition setting "Eberron" adds the [[Shifter]], which are distant descendants of true lycanthropes with watered-down lycanthrope traits. Although the laundry list of powers and the strongly established "bloodthirsty monster" fluff makes it difficult, D&D has made some attempts to offer a playable werewolf. In BECMI, they were amongst the many therianthropes made playable in the Creature Collection #4. In [[Advanced Dungeons & Dragons]], fan-made rules for werewolf (and other [[therianthrope]]) PCs can be found in the [[Books of S|"Book of Souls"]] netbook for [[Ravenloft]]. In 3rd edition, you could just slap the werewolf template on your PC, although that [[Level Adjustment]] was a bitch, and [[Dragon Magazine]] #313 offered the werewolf (and several other therianthropes) as "racial classes" you could take. 4th edition, finally, had character themes for the werewolf, wererat and werebear in [[Dragon Magazine]] #410, granting players some extra features and some optional utility powers so they could be shapeshifting wolf-monsters without being overpowered compared to the rest of the party. <gallery> Werewolf 1e.jpg|1e Werewolf monster card.jpg Werewolf MM 2e.png|2e Werewolf Dragon 313.jpg|3e Werewolf 4e.jpg|4e Werewolf Dragon 410.jpg Werewolf 5e.png|5e Werewolf B1.png|Pathfinder </gallery> {{D&D-Therianthropes}} ===[[Werewolf: The Apocalypse|Old World of Darkness]]=== Werewolves are genetic, the product of having a werewolf ancestor. You could be born a wolf that turns into a human, or a human that turns into a wolf. Werewolves are considered heroes fighting for hippy-dippy nature causes, do some special nature magic, and are always in danger of flipping out and killing everyone they can reach. They are in control of their transformations, they have a half-way state that is awesome, and they can regenerate from any wounds unless it was caused by silver or fire or other werewolves. ===[[Werewolf: The Forsaken|New World of Darkness]]=== Werewolves are genetic, the product of having a werewolf ancestor. You're born human, but transform into a werewolf "when the time is right", probably killing everything in sight in the process. Werewolves are the descendants of two mighty spirits (Mother Luna and Father Wolf), are charged with policing the spirit world, can do magic, and are always in danger of flipping out and killing everyone they can reach. They are in control of their transformations, they have a half-way state that is awesome, and they can regenerate from any wounds unless it was caused by silver. ===[[Shadowrun]]=== Werewolves have a unique designation; instead, the "loup-garou" (French for "werewolf") are humans infected with HMHVV II, a strain of a Awakened (read: "magical") virus. Loup-garou will transform under a full moon (or for a four day period in a 29 day cycle not linked to the phases of the moon, depending on the edition). Instead of becoming animals the loup-garou will turn hairy and monstrous, with fangs and claws, a hunger for metahuman flesh, enhanced physical abilities, diminished intelligence, and berserker rage, similar to "were-neanderthals" or Lon Chaney's version from ''The Wolf Man''. Other metahumans with the same strain of virus will turn into other creatures, such as dwarves becoming cadaverously thin Gnawers, Orks turn into Grendels, etc.; while different strains and metahuman combinations of the virus are responsible for vampires, ghouls, and other creatures. Similarly, Shifters are rare Awakened animals who can shapeshift into a metahuman form and back. They can learn to speak and behave like humans, but they are very much their original animal in mind. ===[[Warhammer 40,000]]=== A special order of Space Marines dubbed "[[Space Wolves]]" are infused with wolf-beast traits in their genetics during training. Part of the process of earning their place among the Adeptus Astartes is to learn to suppress their bestial urges. Those that fail become [[Wulfen]], those that succeed keep their intelligence and loyalty to the Emperor of Mankind, and gain resistance to the corrupting effects of Chaos and The Warp. The bestial traits still grow slowly. Under extreme conditions (Like the nightmare hellhole that is the Eye of Terror), many Space Wolves have shown increased wolf-like traits, to the point where they more or less become Space Marine Werewolves (a.k.a. Wulfen). With these Wulfen, the outnumbered Space Wolves 13th company has been kicking Chaos ass since M30. ===[[Ars Magica]]=== Werewolves are cursed, either by magic or by faeries, but some player-controlled companions or grogs can be werewolves who can control the transformation. ===[[RIFTS]]=== Modern humans are actually were-apes that lost the ability to change back. There is also a species called Loup-Garou that are Nazi Furries that must be killed twice, once in each shape, to stay dead. Plus there is a race of humanoid wolves, the Wolfen, that adapted pretty well to a good number of dimensions in the Megaverse with a structure similar to the Roman Empire( Italy included) ===[[Iron Kingdoms]]=== The Iron Kingdoms houses a faction called the Circle of Oroboros, a conclave of druids trying to protect the balance of Order and Chaos, nature and civilization. They worship the Devourer Wurm, the aspect of nature, and he grants them all kinds of awesome, if kinda [[furry]] powers - There among the Warpwolf, humans warped into wolflike forms, used by the druids to kill and maim in the Wurms name and to defend nature from those who harm it. No one really know if that human can change around to human again. ===[[Deadlands]]=== The DuPont family are inbred black magicians cursed with being werewolves. There are also rules for playing a werewolf PC (or a vampire PC) in the sourcebook "Rascals, Varmints & Critters 2: The Book of Curses". It's quite powerful, but completely worthless thanks to being one of the rare cases of game designers baking in their own moral take on shit, even when it's stupid: see, the big issue that a werewolf PC has to worry about is amounting a stat called "Corruption", which eventually turns your PC into a hostile NPC if it gets to high. Now, this'd be just fine on its own, and fitting for the setting, but guess what causes corruption? That's right: ''voluntarily changing shapes''. So you've got a race whose primary unique trick, changing forms, is one you can't ever use or you'll end up losing your character! Even the [[Harrowed]] aren't this gimped over! Admittedly, vampires have it worse. Needless to say, most decent Marshals will throw ''that'' steaming piece of crap right out the window and make up their own, fairer rules for earning Corruption based on what you actually do as a werewolf. ===[[Monster Hunter International]]=== Were-creatures don't make any radical deviations from the norm here. They're weak to silver (though most monsters are), virtually all-evil, long lived, transform at a full moon (though can voluntarily change at other times, with varying control ability based on the moon cycle) and turn others into werewolves with a bite or, rarely, claw. Like [[Vampires]] PUFF bounties are fairly high on PUFF list for a well-known monster capable of quick reproduction, though they are deadly enough to warrant it. Since being turned into a werewolf creates a dominant mental urge to be evil, only three sane were-creatures are known: The King of the Werewolves (or at least the North American ones) who is a WW1 veteran and experienced hunter that learned to control the beast by living alone on an island for years and throwing himself off cliffs, his girlfriend that's only in control thanks to an ancient artifact her grandfather stole, and a briefly mentioned were-Dolphin codenamed "Mrs. Fish" by the US government. Before the creation of the second, the first was explicitly the only lycanthrope with a PUFF exemptions. A young werewolf has the honor of being the first monster to appear and die in the series, when the main character is attacked in his office building by his werewolf boss and [[Awesome|wrestles said werewolf out a window]]. The RPG mentions that Werebears (primarily Canada/Alaska), Werejaguars (central America/Mexico), Wereleopards (various parts of Africa), Weresharks and Weretigers (India) also exist.
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