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		<id>http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563192</id>
		<title>Werewolf</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563192"/>
		<updated>2021-07-15T11:03:47Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D02:A219:767A:77C8: /* Skyrim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;Were you looking for the RPG by [[Werewolf: The Apocalypse|White Wolf Games]]? Or perhaps the us versus them [[Mafia|party game]]?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Werewolf RA1.jpg|thumb|400px]]&lt;br /&gt;
&#039;&#039;&#039;Werewolves&#039;&#039;&#039; are people that change their shape into something lupine. It used to be turning into a for-real wolf, but modern people don&#039;t find wolves so scary anymore, so we&#039;ve come up with transforming into half-man half-wolf monstrosities, or turning into HUGE wolves.&lt;br /&gt;
&lt;br /&gt;
Sometimes werewolves are the way they are because of a curse, or a transmitted disease, or just because they&#039;re evil. Or they&#039;re aliens. Or furfaggots that made a wish. Or it can even be that their situation is genetic and their ancestor was or turned into one. Werewolves of the cursed variety will transform against their will and have no control while in their monstrous shape, and get all emo when they turn back into a person, which usually makes sense if they have family or loved ones that they don&#039;t want getting killed, or even worse, cursed too. Many stories say that the cursed types will transform during the three days of a full moon; some make them transform when they experience intense emotions such as lust or anger (q.v. HULK SMASH!) Notably, however, the idea of the curse being spread by a bite didn&#039;t show up until around the mid 20th century. Up till that point, werewolf attacks generally didn&#039;t leave enough left of the victim to turn into much of anything besides chunky salsa.&lt;br /&gt;
&lt;br /&gt;
Common weaknesses include weapons made from [[silver]] (a &amp;quot;pure&amp;quot; metal), and a plant called &amp;quot;wolfsbane&amp;quot;, based on a genus of whose juices were used on arrows and baits for killing wolves, and are thus obligated to show up on equipment lists for fantasy games.&lt;br /&gt;
&lt;br /&gt;
There are other monsters that are people-turning-into-animals, but werewolves (or Selkies, but we&#039;re splitting hairs there) were here first. The others are called were-(animal), such as were-rats, were-bears, were-bats (not to be confused with vampires), and even were-birds, were-dolphins, were-whales and were-snails. An inversion is an animal that turns into a person, jokingly called were-humans, but that&#039;s pretty lame because of course one of their shapes is a human but we need to know what the animal is. D&amp;amp;D tends to call these &amp;quot;inversions&amp;quot; by the formula of &amp;quot;(animal)-were&amp;quot;, which is only marginally less stupid.&lt;br /&gt;
&lt;br /&gt;
For more details on shapeshifting beasts, see the [[therianthrope]] page.&lt;br /&gt;
&lt;br /&gt;
Also, never tick off a Werewolf. Despite the [[furry]] jokes we make, they can typically kick your ass six ways from sundown. Even though wolves themselves aren&#039;t that notable in the muscle strength department, Werewolves tend to have incredible strength and/or speed for some reason. They&#039;re killing machines to be respected, despite the furry crap they&#039;re given.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in games ==&lt;br /&gt;
===[[Warhammer Fantasy]]===&lt;br /&gt;
Instead of being called werewolves, they were called &amp;quot;Skin wolves&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s fling with a human woman the jury&#039;s out on whether or not they&#039;re chaos tainted. But that&#039;s very old, 2nd ed, and may or may not have been retconned.&lt;br /&gt;
&lt;br /&gt;
===[[Dungeons &amp;amp; Dragons]]===&lt;br /&gt;
Werewolves started out as just the &amp;quot;lycanthrope&amp;quot; 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 &amp;quot;elf&amp;quot; or &amp;quot;dwarf.&amp;quot; Werewolves are always the disease type, with voluntary transformations. They are immune to damage unless you&#039;re using magic or silver weapons. There were also &#039;&#039;&#039;[[wolfwere]]s,&#039;&#039;&#039; which are basically bizarro werewolves who have a huge hate-on for their opposite numbers, &#039;&#039;&#039;[[seawolf|seawolves]]&#039;&#039;&#039;, which were seafaring werewolves, &#039;&#039;&#039;[[loup-garou]]&#039;&#039;&#039;, which were more powerful werewolves, and &#039;&#039;&#039;[[loup de Noir]]&#039;&#039;&#039;, which are mythological skinchanger type werewolves. All of these kinds were pretty common in [[Ravenloft]] setting. The 3.5 Edition setting &amp;quot;Eberron&amp;quot; adds the [[Shifter]], which are distant descendants of true lycanthropes with watered-down lycanthrope traits.&lt;br /&gt;
&lt;br /&gt;
Although the laundry list of powers and the strongly established &amp;quot;bloodthirsty monster&amp;quot; fluff makes it difficult, D&amp;amp;D has made some attempts to offer a playable werewolf. In [[Advanced Dungeons &amp;amp; Dragons]], fan-made rules for werewolf (and other [[therianthrope]]) PCs can be found in the [[Books of S|&amp;quot;Book of Souls&amp;quot;]] 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 &amp;quot;racial classes&amp;quot; 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.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Werewolf 1e.jpg|1e&lt;br /&gt;
Werewolf MM 2e.png|2e&lt;br /&gt;
Werewolf Dragon 313.jpg|3e&lt;br /&gt;
Werewolf 4e.jpg|4e&lt;br /&gt;
Werewolf Dragon 410.jpg&lt;br /&gt;
Werewolf 5e.png|5e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Apocalypse|Old World of Darkness]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Forsaken|New World of Darkness]]===&lt;br /&gt;
Werewolves are genetic, the product of having a werewolf ancestor. You&#039;re born human, but transform into a werewolf &amp;quot;when the time is right&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
===[[Shadowrun]]===&lt;br /&gt;
Werewolves are people infected with a disease where they transform under a full moon. Instead of becoming animals, they de-evolve into monstrous forms of their own species, making humans &amp;quot;were-neanderthals.&amp;quot; True werewolves are animals who are altered in birth with the same magic that turns human babies spontaneously into elves, orcs or trolls, but these animals are born with the ability to shift into human shape.&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer 40,000]]===&lt;br /&gt;
A special order of Space Marines dubbed &amp;quot;[[Space Wolves]]&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Ars Magica]]===&lt;br /&gt;
Werewolves are cursed, either by magic or by faeries, but some player-controlled companions or grogs can be werewolves who can control the transformation.&lt;br /&gt;
&lt;br /&gt;
===[[RIFTS]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Iron Kingdoms]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Deadlands]]===&lt;br /&gt;
The DuPont family are inbred black magicians cursed with being werewolves.&lt;br /&gt;
&lt;br /&gt;
There are also rules for playing a werewolf PC (or a vampire PC) in the sourcebook &amp;quot;Rascals, Varmints &amp;amp; Critters 2: The Book of Curses&amp;quot;. It&#039;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&#039;s stupid: see, the big issue that a werewolf PC has to worry about is amounting a stat called &amp;quot;Corruption&amp;quot;, which eventually turns your PC into a hostile NPC if it gets to high. Now, this&#039;d be just fine on its own, and fitting for the setting, but guess what causes corruption? That&#039;s right: &#039;&#039;voluntarily changing shapes&#039;&#039;. So you&#039;ve got a race whose primary unique trick, changing forms, is one you can&#039;t ever use or you&#039;ll end up losing your character! Even the [[Harrowed]] aren&#039;t this gimped over! Admittedly, vampires have it worse.&lt;br /&gt;
&lt;br /&gt;
Needless to say, most decent Marshals will throw &#039;&#039;that&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Monster Hunter International]]===&lt;br /&gt;
Were-creatures don&#039;t make any radical deviations from the norm here. They&#039;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&#039;s only in control thanks to an ancient artifact her grandfather stole, and a briefly mentioned were-Dolphin codenamed &amp;quot;Mrs. Fish&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in video games ==&lt;br /&gt;
===[[World of Warcraft]]===&lt;br /&gt;
([https://www.youtube.com/watch?v=qae25976UgA Play this while reading this entry.]) Worgen had been a mysterious species of savage, humanoid wolves which popped up out of nowhere, but served as an otherwise another generic mob. With the launch of Cataclysm, the Worgen became a playable race in a way that was &#039;&#039;less&#039;&#039; retarded than expected. The nation of Gilneas had all but disappeared from the fluff after they had [[/pol/|built that wall]] to keep out the decreasing-but-persistent Alliance tax collectors and the increasing-and-persistent Undead, until years later the Undead broke in. It turns out that Gilneas had been falling under an epidemic of the Worgen curse. Given a serum that partly cured them, the Gilneans are now stable and have to deal with the crisis of feral brethren and an Undead invasion. They&#039;re also Regency-era English people. They possess racial bonuses granting Shadow and Nature resistance, as well as a +1% Critical Strike bonus. They also /sniff and /roar. Horde can&#039;t wait to learn how to skin em in the next patch. They&#039;re also led by a badass old man called [[Vance Stubbs|Genn Greymane]]. And a [[C.S.Goto|drunken Irishman]] called Darius Crowley. An obvious reference to the song of Ozzy Osbourne, but not the [[Occultist]].&lt;br /&gt;
&lt;br /&gt;
===[[The Elder Scrolls]]===&lt;br /&gt;
====Daggerfall====&lt;br /&gt;
The ability to become a werewolf, and, uniquely, a wereboar is featured in the base game. This gives a bunch of stats boosts and a very strong alternate form. Unfortunately this comes with a need to kill an innocent humanoid every 15 days, which is a huge pain in the butt in a game where traveling time can take multiple days each way. The Hircine&#039;s Ring artifact can fix this, but it&#039;s near impossible to acquire without outside knowledge since starting the quest requires visiting one very specific witch coven that is hard to discover from randomly gifted locations and unlikely to be discovered through random map travel. Also, for some reason, being transformed doesn&#039;t lock out the ability to ride a horse or talk to non-combatant NPCs.&lt;br /&gt;
&lt;br /&gt;
====Morrowind====&lt;br /&gt;
Bloodmoon expansion allows for a player character to become a werewolf. The player can choose to keep the curse or have it removed. Basically, the Werewolf version of the player character is a machine of outright slaughter. This can be a handy tool for clearing out tougher dungeons. Just don&#039;t let yourself be spotted transforming, or you&#039;re toast. Any and all town guards will try to kill you. As to be expected they are vulnerable to silver and there is no short supply of silver weapons available in Bloodmoon.&lt;br /&gt;
&lt;br /&gt;
====Skyrim====&lt;br /&gt;
Werewolves make a return- the leaders of local fighters&#039; guild, known as the Circle of The Companions, are all Werewolves, and are opposed by the Silver Hand, a band of werewolf-hunters who all employ silver weapons. Transforming against a group of them is tantamount to suicide, at least in the beginning. When you reach the higher levels they&#039;re easy. You can become a werewolf yourself, and when transformed you are forced into third person, must consume corpses to stay transformed and heal, and get an claw attack. While not transformed, you gain immunity to disease, and lose the ability to gain rested bonuses. It should also be noted that PC werewolves can only transform once every 24 hours without the help of Hircine and are one of the fastest creatures in the game, easily outpacing even the best horses. The aforementioned &amp;quot;help&amp;quot; from Hircine is a ring that lets you transform whenever you want, but until its quest is finished will transform you at random. Unless you&#039;re not a werewolf, allowing you to get the purified ring without having to deal with the curse, something Hircine apparently never thought of. Also worth noting is that the Dawnguard DLC (DLCs are rarely awesome, but this one includes overzealous paladins led by a bald bearded Samuel L. Jackson and helping out a hot vampire chick who is a follower) will allow the player to gain werewolf perks by eating corpses in Beast form. These perks can then be used to make you into an absolute killing machine. The train will have no brakes...&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
Werewolves suffer the same problem as [[Gnoll]]s and other hirsute humanoid monstergirls: they&#039;re [[beastfolk]], and leaning into what /tg/ considers &amp;quot;[[furry]]&amp;quot; territory. Even with their shapechanging abilities, you&#039;re still looking at someone who can turn into a humanoid wolf, if not an actual wolf. Certain media solve the issue by making werewolf monstergirls into canine [[catgirl]]s: they display features of the animal they&#039;re based on on a human body. Dog ears and tails are common, as are tailwaggings when the girl receives headpats. Expect plenty of awoo, and they&#039;ll get mad if you don&#039;t take them for walkies. In Japanese media the lines between werewolf girls, dog girls and kobolds can be very thin, if not outright absent. Werewolves tend to be less common as well, with the other two taking the main stage in lieu of their [[Therianthrope|therianthropic]] cousins. The one unique fetish material they have is their transformation destroying clothes, which often results in a naked (or at least dressed in tatters) girl when she reverts after mauling people.&lt;br /&gt;
&lt;br /&gt;
===Monster Girl Encyclopedia===&lt;br /&gt;
The werewolves of the [[Monster Girl Encyclopedia]] take many variants.&lt;br /&gt;
*Werewolf: The standard werewolf is a pack animal of which the pack will form around a single man that they pass between each other and has heat cycles just like typical dogs. However, they can be tamed if one is capable of defeating them. Like the typical werewolves, they can turn other women into werewolves by biting them.&lt;br /&gt;
*Anubis: A dog monstergirl subservient to the Pharaoh queens who guard the ruins of their ancient society. Massive control freaks, they&#039;ll punish intruders with a &#039;Mummy Curse&#039; that makes men extremely sensitive to pleasure and turns women into mummy monstergirls (who are also extremely sensitive to pleasure). &lt;br /&gt;
*Kikimora: A maid monstergirl who serves hardworking men as their wife.&lt;br /&gt;
*Hellhound: One of the most aggressive werewolves with black skin and fur, burning red eyes and an intense domination streak. Unlike the werewolves, they are untamable, even by men stronger than them. This doesn&#039;t stop some men from trying, but it always ends with the man making those double peace signs hentai artists are so fond of for some reason.&lt;br /&gt;
&lt;br /&gt;
[[Category:Therianthropes]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons]][[Category: Werewolf: The Apocalypse]][[Category: World of Darkness]][[Category:Deadlands]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D02:A219:767A:77C8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563191</id>
		<title>Werewolf</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563191"/>
		<updated>2021-07-15T10:40:56Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D02:A219:767A:77C8: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;Were you looking for the RPG by [[Werewolf: The Apocalypse|White Wolf Games]]? Or perhaps the us versus them [[Mafia|party game]]?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Werewolf RA1.jpg|thumb|400px]]&lt;br /&gt;
&#039;&#039;&#039;Werewolves&#039;&#039;&#039; are people that change their shape into something lupine. It used to be turning into a for-real wolf, but modern people don&#039;t find wolves so scary anymore, so we&#039;ve come up with transforming into half-man half-wolf monstrosities, or turning into HUGE wolves.&lt;br /&gt;
&lt;br /&gt;
Sometimes werewolves are the way they are because of a curse, or a transmitted disease, or just because they&#039;re evil. Or they&#039;re aliens. Or furfaggots that made a wish. Or it can even be that their situation is genetic and their ancestor was or turned into one. Werewolves of the cursed variety will transform against their will and have no control while in their monstrous shape, and get all emo when they turn back into a person, which usually makes sense if they have family or loved ones that they don&#039;t want getting killed, or even worse, cursed too. Many stories say that the cursed types will transform during the three days of a full moon; some make them transform when they experience intense emotions such as lust or anger (q.v. HULK SMASH!) Notably, however, the idea of the curse being spread by a bite didn&#039;t show up until around the mid 20th century. Up till that point, werewolf attacks generally didn&#039;t leave enough left of the victim to turn into much of anything besides chunky salsa.&lt;br /&gt;
&lt;br /&gt;
Common weaknesses include weapons made from [[silver]] (a &amp;quot;pure&amp;quot; metal), and a plant called &amp;quot;wolfsbane&amp;quot;, based on a genus of whose juices were used on arrows and baits for killing wolves, and are thus obligated to show up on equipment lists for fantasy games.&lt;br /&gt;
&lt;br /&gt;
There are other monsters that are people-turning-into-animals, but werewolves (or Selkies, but we&#039;re splitting hairs there) were here first. The others are called were-(animal), such as were-rats, were-bears, were-bats (not to be confused with vampires), and even were-birds, were-dolphins, were-whales and were-snails. An inversion is an animal that turns into a person, jokingly called were-humans, but that&#039;s pretty lame because of course one of their shapes is a human but we need to know what the animal is. D&amp;amp;D tends to call these &amp;quot;inversions&amp;quot; by the formula of &amp;quot;(animal)-were&amp;quot;, which is only marginally less stupid.&lt;br /&gt;
&lt;br /&gt;
For more details on shapeshifting beasts, see the [[therianthrope]] page.&lt;br /&gt;
&lt;br /&gt;
Also, never tick off a Werewolf. Despite the [[furry]] jokes we make, they can typically kick your ass six ways from sundown. Even though wolves themselves aren&#039;t that notable in the muscle strength department, Werewolves tend to have incredible strength and/or speed for some reason. They&#039;re killing machines to be respected, despite the furry crap they&#039;re given.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in games ==&lt;br /&gt;
===[[Warhammer Fantasy]]===&lt;br /&gt;
Instead of being called werewolves, they were called &amp;quot;Skin wolves&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;s fling with a human woman the jury&#039;s out on whether or not they&#039;re chaos tainted. But that&#039;s very old, 2nd ed, and may or may not have been retconned.&lt;br /&gt;
&lt;br /&gt;
===[[Dungeons &amp;amp; Dragons]]===&lt;br /&gt;
Werewolves started out as just the &amp;quot;lycanthrope&amp;quot; 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 &amp;quot;elf&amp;quot; or &amp;quot;dwarf.&amp;quot; Werewolves are always the disease type, with voluntary transformations. They are immune to damage unless you&#039;re using magic or silver weapons. There were also &#039;&#039;&#039;[[wolfwere]]s,&#039;&#039;&#039; which are basically bizarro werewolves who have a huge hate-on for their opposite numbers, &#039;&#039;&#039;[[seawolf|seawolves]]&#039;&#039;&#039;, which were seafaring werewolves, &#039;&#039;&#039;[[loup-garou]]&#039;&#039;&#039;, which were more powerful werewolves, and &#039;&#039;&#039;[[loup de Noir]]&#039;&#039;&#039;, which are mythological skinchanger type werewolves. All of these kinds were pretty common in [[Ravenloft]] setting. The 3.5 Edition setting &amp;quot;Eberron&amp;quot; adds the [[Shifter]], which are distant descendants of true lycanthropes with watered-down lycanthrope traits.&lt;br /&gt;
&lt;br /&gt;
Although the laundry list of powers and the strongly established &amp;quot;bloodthirsty monster&amp;quot; fluff makes it difficult, D&amp;amp;D has made some attempts to offer a playable werewolf. In [[Advanced Dungeons &amp;amp; Dragons]], fan-made rules for werewolf (and other [[therianthrope]]) PCs can be found in the [[Books of S|&amp;quot;Book of Souls&amp;quot;]] 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 &amp;quot;racial classes&amp;quot; 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.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Werewolf 1e.jpg|1e&lt;br /&gt;
Werewolf MM 2e.png|2e&lt;br /&gt;
Werewolf Dragon 313.jpg|3e&lt;br /&gt;
Werewolf 4e.jpg|4e&lt;br /&gt;
Werewolf Dragon 410.jpg&lt;br /&gt;
Werewolf 5e.png|5e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Apocalypse|Old World of Darkness]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Forsaken|New World of Darkness]]===&lt;br /&gt;
Werewolves are genetic, the product of having a werewolf ancestor. You&#039;re born human, but transform into a werewolf &amp;quot;when the time is right&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
===[[Shadowrun]]===&lt;br /&gt;
Werewolves are people infected with a disease where they transform under a full moon. Instead of becoming animals, they de-evolve into monstrous forms of their own species, making humans &amp;quot;were-neanderthals.&amp;quot; True werewolves are animals who are altered in birth with the same magic that turns human babies spontaneously into elves, orcs or trolls, but these animals are born with the ability to shift into human shape.&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer 40,000]]===&lt;br /&gt;
A special order of Space Marines dubbed &amp;quot;[[Space Wolves]]&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Ars Magica]]===&lt;br /&gt;
Werewolves are cursed, either by magic or by faeries, but some player-controlled companions or grogs can be werewolves who can control the transformation.&lt;br /&gt;
&lt;br /&gt;
===[[RIFTS]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Iron Kingdoms]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Deadlands]]===&lt;br /&gt;
The DuPont family are inbred black magicians cursed with being werewolves.&lt;br /&gt;
&lt;br /&gt;
There are also rules for playing a werewolf PC (or a vampire PC) in the sourcebook &amp;quot;Rascals, Varmints &amp;amp; Critters 2: The Book of Curses&amp;quot;. It&#039;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&#039;s stupid: see, the big issue that a werewolf PC has to worry about is amounting a stat called &amp;quot;Corruption&amp;quot;, which eventually turns your PC into a hostile NPC if it gets to high. Now, this&#039;d be just fine on its own, and fitting for the setting, but guess what causes corruption? That&#039;s right: &#039;&#039;voluntarily changing shapes&#039;&#039;. So you&#039;ve got a race whose primary unique trick, changing forms, is one you can&#039;t ever use or you&#039;ll end up losing your character! Even the [[Harrowed]] aren&#039;t this gimped over! Admittedly, vampires have it worse.&lt;br /&gt;
&lt;br /&gt;
Needless to say, most decent Marshals will throw &#039;&#039;that&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Monster Hunter International]]===&lt;br /&gt;
Were-creatures don&#039;t make any radical deviations from the norm here. They&#039;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&#039;s only in control thanks to an ancient artifact her grandfather stole, and a briefly mentioned were-Dolphin codenamed &amp;quot;Mrs. Fish&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in video games ==&lt;br /&gt;
===[[World of Warcraft]]===&lt;br /&gt;
([https://www.youtube.com/watch?v=qae25976UgA Play this while reading this entry.]) Worgen had been a mysterious species of savage, humanoid wolves which popped up out of nowhere, but served as an otherwise another generic mob. With the launch of Cataclysm, the Worgen became a playable race in a way that was &#039;&#039;less&#039;&#039; retarded than expected. The nation of Gilneas had all but disappeared from the fluff after they had [[/pol/|built that wall]] to keep out the decreasing-but-persistent Alliance tax collectors and the increasing-and-persistent Undead, until years later the Undead broke in. It turns out that Gilneas had been falling under an epidemic of the Worgen curse. Given a serum that partly cured them, the Gilneans are now stable and have to deal with the crisis of feral brethren and an Undead invasion. They&#039;re also Regency-era English people. They possess racial bonuses granting Shadow and Nature resistance, as well as a +1% Critical Strike bonus. They also /sniff and /roar. Horde can&#039;t wait to learn how to skin em in the next patch. They&#039;re also led by a badass old man called [[Vance Stubbs|Genn Greymane]]. And a [[C.S.Goto|drunken Irishman]] called Darius Crowley. An obvious reference to the song of Ozzy Osbourne, but not the [[Occultist]].&lt;br /&gt;
&lt;br /&gt;
===[[The Elder Scrolls]]===&lt;br /&gt;
====Daggerfall====&lt;br /&gt;
The ability to become a werewolf, and, uniquely, a wereboar is featured in the base game. This gives a bunch of stats boosts and a very strong alternate form. Unfortunately this comes with a need to kill an innocent humanoid every 15 days, which is a huge pain in the butt in a game where traveling time can take multiple days each way. The Hircine&#039;s Ring artifact can fix this, but it&#039;s near impossible to acquire without outside knowledge since starting the quest requires visiting one very specific witch coven that is hard to discover from randomly gifted locations and unlikely to be discovered through random map travel. Also, for some reason, being transformed doesn&#039;t lock out the ability to ride a horse or talk to non-combatant NPCs.&lt;br /&gt;
&lt;br /&gt;
====Morrowind====&lt;br /&gt;
Bloodmoon expansion allows for a player character to become a werewolf. The player can choose to keep the curse or have it removed. Basically, the Werewolf version of the player character is a machine of outright slaughter. This can be a handy tool for clearing out tougher dungeons. Just don&#039;t let yourself be spotted transforming, or you&#039;re toast. Any and all town guards will try to kill you. As to be expected they are vulnerable to silver and there is no short supply of silver weapons available in Bloodmoon.&lt;br /&gt;
&lt;br /&gt;
====Skyrim====&lt;br /&gt;
Werewolves make a return- the leaders of local fighters&#039; guild, known as the Circle of The Companions, are all Werewolves, and are opposed by the Silver Hand, a band of werewolf-hunters who all employ silver weapons. Transforming against a group of them is tantamount to suicide, at least in the beginning. When you reach the higher levels they&#039;re easy. You can become a werewolf yourself, and when transformed you are forced into third person, must consume corpses to stay transformed and heal, and get an claw attack. While not transformed, you gain immunity to disease, and lose the ability to gain rested bonuses. It should also be noted that PC werewolves can only transform once every 24 hours without the help of Hircine and are one of the fastest creatures in the game, easily outpacing even the best horses. The aforementioned &amp;quot;help&amp;quot; from Hircine is a ring that lets you transform whenever you want, but until its quest is finished will transform you at random. Unless you&#039;re not a werewolf, allowing you to get the purified ring without having to deal with the curse, something Hircine apparently never thought of. Also worth noting is that the Dawnguard DLC (DLCs are rarely awesome, but this one includes overzealous paladins led by a bald bearded Samuel L. Jackson and helping out a hot vampire chick who is a follower) will allow the player to gain werewolf perks by eating corpses in Beast form. these perks can then be used to make you into an absolute killing machine. The train will have no brakes...&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
Werewolves suffer the same problem as [[Gnoll]]s and other hirsute humanoid monstergirls: they&#039;re [[beastfolk]], and leaning into what /tg/ considers &amp;quot;[[furry]]&amp;quot; territory. Even with their shapechanging abilities, you&#039;re still looking at someone who can turn into a humanoid wolf, if not an actual wolf. Certain media solve the issue by making werewolf monstergirls into canine [[catgirl]]s: they display features of the animal they&#039;re based on on a human body. Dog ears and tails are common, as are tailwaggings when the girl receives headpats. Expect plenty of awoo, and they&#039;ll get mad if you don&#039;t take them for walkies. In Japanese media the lines between werewolf girls, dog girls and kobolds can be very thin, if not outright absent. Werewolves tend to be less common as well, with the other two taking the main stage in lieu of their [[Therianthrope|therianthropic]] cousins. The one unique fetish material they have is their transformation destroying clothes, which often results in a naked (or at least dressed in tatters) girl when she reverts after mauling people.&lt;br /&gt;
&lt;br /&gt;
===Monster Girl Encyclopedia===&lt;br /&gt;
The werewolves of the [[Monster Girl Encyclopedia]] take many variants.&lt;br /&gt;
*Werewolf: The standard werewolf is a pack animal of which the pack will form around a single man that they pass between each other and has heat cycles just like typical dogs. However, they can be tamed if one is capable of defeating them. Like the typical werewolves, they can turn other women into werewolves by biting them.&lt;br /&gt;
*Anubis: A dog monstergirl subservient to the Pharaoh queens who guard the ruins of their ancient society. Massive control freaks, they&#039;ll punish intruders with a &#039;Mummy Curse&#039; that makes men extremely sensitive to pleasure and turns women into mummy monstergirls (who are also extremely sensitive to pleasure). &lt;br /&gt;
*Kikimora: A maid monstergirl who serves hardworking men as their wife.&lt;br /&gt;
*Hellhound: One of the most aggressive werewolves with black skin and fur, burning red eyes and an intense domination streak. Unlike the werewolves, they are untamable, even by men stronger than them. This doesn&#039;t stop some men from trying, but it always ends with the man making those double peace signs hentai artists are so fond of for some reason.&lt;br /&gt;
&lt;br /&gt;
[[Category:Therianthropes]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons]][[Category: Werewolf: The Apocalypse]][[Category: World of Darkness]][[Category:Deadlands]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D02:A219:767A:77C8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563190</id>
		<title>Werewolf</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werewolf&amp;diff=563190"/>
		<updated>2021-07-15T10:40:16Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D02:A219:767A:77C8: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
&#039;&#039;Were you looking for the RPG by [[Werewolf: The Apocalypse|White Wolf Games]]? Or perhaps the us versus them [[Mafia|party game]]?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Werewolf RA1.jpg|thumb|400px]]&lt;br /&gt;
&#039;&#039;&#039;Werewolves&#039;&#039;&#039; are people that change their shape into something lupine. It used to be turning into a for-real wolf, but modern people don&#039;t find wolves so scary anymore, so we&#039;ve come up with transforming into half-man half-wolf monstrosities, or turning into HUGE wolves.&lt;br /&gt;
&lt;br /&gt;
Sometimes werewolves are the way they are because of a curse, or a transmitted disease, or just because they&#039;re evil. Or they&#039;re aliens. Or furfaggots that made a wish. Or it can even be that their situation is genetic and their ancestor was or turned into one. Werewolves of the cursed variety will transform against their will and have no control while in their monstrous shape, and get all emo when they turn back into a person, which usually makes sense if they have family or loved ones that they don&#039;t want getting killed, or even worse, cursed too. Many stories say that the cursed types will transform during the three days of a full moon; some make them transform when they experience intense emotions such as lust or anger (q.v. HULK SMASH!) Notably, however, the idea of the curse being spread by a bite didn&#039;t show up until around the mid 20th century. Up till that point, werewolf attacks generally didn&#039;t leave enough left of the victim to turn into much of anything besides chunky salsa.&lt;br /&gt;
&lt;br /&gt;
Common weaknesses include weapons made from [[silver]] (a &amp;quot;pure&amp;quot; metal), and a plant called &amp;quot;wolfsbane&amp;quot;, based on a genus of whose juices were used on arrows and baits for killing wolves, and are thus obligated to show up on equipment lists for fantasy games.&lt;br /&gt;
&lt;br /&gt;
There are other monsters that are people-turning-into-animals, but werewolves (or Selkies, but we&#039;re splitting hairs there) were here first. The others are called were-(animal), such as were-rats, were-bears, were-bats (not to be confused with vampires), and even were-birds, were-dolphins, were-whales and were-snails. An inversion is an animal that turns into a person, jokingly called were-humans, but that&#039;s pretty lame because of course one of their shapes is a human but we need to know what the animal is. D&amp;amp;D tends to call these &amp;quot;inversions&amp;quot; by the formula of &amp;quot;(animal)-were&amp;quot;, which is only marginally less stupid.&lt;br /&gt;
&lt;br /&gt;
For more details on shapeshifting beasts, see the [[therianthrope]] page.&lt;br /&gt;
&lt;br /&gt;
Also, never tick off a Werewolf. Despite the [[furry]] jokes we make, they can typically kick your ass six ways from sundown. Even though wolves themselves aren&#039;t that notable in the muscle strength department, Werewolves tend to have incredible strength and/or speed for some reason. They&#039;re killing machines to be respected, despite the furry crap they&#039;re given.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in games ==&lt;br /&gt;
===[[Warhammer Fantasy]]===&lt;br /&gt;
Instead of being called werewolves, they were called &amp;quot;Skin wolves&amp;quot;. 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, Calvary like speed and Anti-large bonuses.&lt;br /&gt;
&lt;br /&gt;
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&#039;s fling with a human woman the jury&#039;s out on whether or not they&#039;re chaos tainted. But that&#039;s very old, 2nd ed, and may or may not have been retconned.&lt;br /&gt;
&lt;br /&gt;
===[[Dungeons &amp;amp; Dragons]]===&lt;br /&gt;
Werewolves started out as just the &amp;quot;lycanthrope&amp;quot; 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 &amp;quot;elf&amp;quot; or &amp;quot;dwarf.&amp;quot; Werewolves are always the disease type, with voluntary transformations. They are immune to damage unless you&#039;re using magic or silver weapons. There were also &#039;&#039;&#039;[[wolfwere]]s,&#039;&#039;&#039; which are basically bizarro werewolves who have a huge hate-on for their opposite numbers, &#039;&#039;&#039;[[seawolf|seawolves]]&#039;&#039;&#039;, which were seafaring werewolves, &#039;&#039;&#039;[[loup-garou]]&#039;&#039;&#039;, which were more powerful werewolves, and &#039;&#039;&#039;[[loup de Noir]]&#039;&#039;&#039;, which are mythological skinchanger type werewolves. All of these kinds were pretty common in [[Ravenloft]] setting. The 3.5 Edition setting &amp;quot;Eberron&amp;quot; adds the [[Shifter]], which are distant descendants of true lycanthropes with watered-down lycanthrope traits.&lt;br /&gt;
&lt;br /&gt;
Although the laundry list of powers and the strongly established &amp;quot;bloodthirsty monster&amp;quot; fluff makes it difficult, D&amp;amp;D has made some attempts to offer a playable werewolf. In [[Advanced Dungeons &amp;amp; Dragons]], fan-made rules for werewolf (and other [[therianthrope]]) PCs can be found in the [[Books of S|&amp;quot;Book of Souls&amp;quot;]] 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 &amp;quot;racial classes&amp;quot; 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.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Werewolf 1e.jpg|1e&lt;br /&gt;
Werewolf MM 2e.png|2e&lt;br /&gt;
Werewolf Dragon 313.jpg|3e&lt;br /&gt;
Werewolf 4e.jpg|4e&lt;br /&gt;
Werewolf Dragon 410.jpg&lt;br /&gt;
Werewolf 5e.png|5e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Apocalypse|Old World of Darkness]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Werewolf: The Forsaken|New World of Darkness]]===&lt;br /&gt;
Werewolves are genetic, the product of having a werewolf ancestor. You&#039;re born human, but transform into a werewolf &amp;quot;when the time is right&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
===[[Shadowrun]]===&lt;br /&gt;
Werewolves are people infected with a disease where they transform under a full moon. Instead of becoming animals, they de-evolve into monstrous forms of their own species, making humans &amp;quot;were-neanderthals.&amp;quot; True werewolves are animals who are altered in birth with the same magic that turns human babies spontaneously into elves, orcs or trolls, but these animals are born with the ability to shift into human shape.&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer 40,000]]===&lt;br /&gt;
A special order of Space Marines dubbed &amp;quot;[[Space Wolves]]&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Ars Magica]]===&lt;br /&gt;
Werewolves are cursed, either by magic or by faeries, but some player-controlled companions or grogs can be werewolves who can control the transformation.&lt;br /&gt;
&lt;br /&gt;
===[[RIFTS]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Iron Kingdoms]]===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[Deadlands]]===&lt;br /&gt;
The DuPont family are inbred black magicians cursed with being werewolves.&lt;br /&gt;
&lt;br /&gt;
There are also rules for playing a werewolf PC (or a vampire PC) in the sourcebook &amp;quot;Rascals, Varmints &amp;amp; Critters 2: The Book of Curses&amp;quot;. It&#039;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&#039;s stupid: see, the big issue that a werewolf PC has to worry about is amounting a stat called &amp;quot;Corruption&amp;quot;, which eventually turns your PC into a hostile NPC if it gets to high. Now, this&#039;d be just fine on its own, and fitting for the setting, but guess what causes corruption? That&#039;s right: &#039;&#039;voluntarily changing shapes&#039;&#039;. So you&#039;ve got a race whose primary unique trick, changing forms, is one you can&#039;t ever use or you&#039;ll end up losing your character! Even the [[Harrowed]] aren&#039;t this gimped over! Admittedly, vampires have it worse.&lt;br /&gt;
&lt;br /&gt;
Needless to say, most decent Marshals will throw &#039;&#039;that&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
===[[Monster Hunter International]]===&lt;br /&gt;
Were-creatures don&#039;t make any radical deviations from the norm here. They&#039;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&#039;s only in control thanks to an ancient artifact her grandfather stole, and a briefly mentioned were-Dolphin codenamed &amp;quot;Mrs. Fish&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
== Werewolves in video games ==&lt;br /&gt;
===[[World of Warcraft]]===&lt;br /&gt;
([https://www.youtube.com/watch?v=qae25976UgA Play this while reading this entry.]) Worgen had been a mysterious species of savage, humanoid wolves which popped up out of nowhere, but served as an otherwise another generic mob. With the launch of Cataclysm, the Worgen became a playable race in a way that was &#039;&#039;less&#039;&#039; retarded than expected. The nation of Gilneas had all but disappeared from the fluff after they had [[/pol/|built that wall]] to keep out the decreasing-but-persistent Alliance tax collectors and the increasing-and-persistent Undead, until years later the Undead broke in. It turns out that Gilneas had been falling under an epidemic of the Worgen curse. Given a serum that partly cured them, the Gilneans are now stable and have to deal with the crisis of feral brethren and an Undead invasion. They&#039;re also Regency-era English people. They possess racial bonuses granting Shadow and Nature resistance, as well as a +1% Critical Strike bonus. They also /sniff and /roar. Horde can&#039;t wait to learn how to skin em in the next patch. They&#039;re also led by a badass old man called [[Vance Stubbs|Genn Greymane]]. And a [[C.S.Goto|drunken Irishman]] called Darius Crowley. An obvious reference to the song of Ozzy Osbourne, but not the [[Occultist]].&lt;br /&gt;
&lt;br /&gt;
===[[The Elder Scrolls]]===&lt;br /&gt;
====Daggerfall====&lt;br /&gt;
The ability to become a werewolf, and, uniquely, a wereboar is featured in the base game. This gives a bunch of stats boosts and a very strong alternate form. Unfortunately this comes with a need to kill an innocent humanoid every 15 days, which is a huge pain in the butt in a game where traveling time can take multiple days each way. The Hircine&#039;s Ring artifact can fix this, but it&#039;s near impossible to acquire without outside knowledge since starting the quest requires visiting one very specific witch coven that is hard to discover from randomly gifted locations and unlikely to be discovered through random map travel. Also, for some reason, being transformed doesn&#039;t lock out the ability to ride a horse or talk to non-combatant NPCs.&lt;br /&gt;
&lt;br /&gt;
====Morrowind====&lt;br /&gt;
Bloodmoon expansion allows for a player character to become a werewolf. The player can choose to keep the curse or have it removed. Basically, the Werewolf version of the player character is a machine of outright slaughter. This can be a handy tool for clearing out tougher dungeons. Just don&#039;t let yourself be spotted transforming, or you&#039;re toast. Any and all town guards will try to kill you. As to be expected they are vulnerable to silver and there is no short supply of silver weapons available in Bloodmoon.&lt;br /&gt;
&lt;br /&gt;
====Skyrim====&lt;br /&gt;
Werewolves make a return- the leaders of local fighters&#039; guild, known as the Circle of The Companions, are all Werewolves, and are opposed by the Silver Hand, a band of werewolf-hunters who all employ silver weapons. Transforming against a group of them is tantamount to suicide, at least in the beginning. When you reach the higher levels they&#039;re easy. You can become a werewolf yourself, and when transformed you are forced into third person, must consume corpses to stay transformed and heal, and get an claw attack. While not transformed, you gain immunity to disease, and lose the ability to gain rested bonuses. It should also be noted that PC werewolves can only transform once every 24 hours without the help of Hircine and are one of the fastest creatures in the game, easily outpacing even the best horses. The aforementioned &amp;quot;help&amp;quot; from Hircine is a ring that lets you transform whenever you want, but until its quest is finished will transform you at random. Unless you&#039;re not a werewolf, allowing you to get the purified ring without having to deal with the curse, something Hircine apparently never thought of. Also worth noting is that the Dawnguard DLC (DLCs are rarely awesome, but this one includes overzealous paladins led by a bald bearded Samuel L. Jackson and helping out a hot vampire chick who is a follower) will allow the player to gain werewolf perks by eating corpses in Beast form. these perks can then be used to make you into an absolute killing machine. The train will have no brakes...&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
Werewolves suffer the same problem as [[Gnoll]]s and other hirsute humanoid monstergirls: they&#039;re [[beastfolk]], and leaning into what /tg/ considers &amp;quot;[[furry]]&amp;quot; territory. Even with their shapechanging abilities, you&#039;re still looking at someone who can turn into a humanoid wolf, if not an actual wolf. Certain media solve the issue by making werewolf monstergirls into canine [[catgirl]]s: they display features of the animal they&#039;re based on on a human body. Dog ears and tails are common, as are tailwaggings when the girl receives headpats. Expect plenty of awoo, and they&#039;ll get mad if you don&#039;t take them for walkies. In Japanese media the lines between werewolf girls, dog girls and kobolds can be very thin, if not outright absent. Werewolves tend to be less common as well, with the other two taking the main stage in lieu of their [[Therianthrope|therianthropic]] cousins. The one unique fetish material they have is their transformation destroying clothes, which often results in a naked (or at least dressed in tatters) girl when she reverts after mauling people.&lt;br /&gt;
&lt;br /&gt;
===Monster Girl Encyclopedia===&lt;br /&gt;
The werewolves of the [[Monster Girl Encyclopedia]] take many variants.&lt;br /&gt;
*Werewolf: The standard werewolf is a pack animal of which the pack will form around a single man that they pass between each other and has heat cycles just like typical dogs. However, they can be tamed if one is capable of defeating them. Like the typical werewolves, they can turn other women into werewolves by biting them.&lt;br /&gt;
*Anubis: A dog monstergirl subservient to the Pharaoh queens who guard the ruins of their ancient society. Massive control freaks, they&#039;ll punish intruders with a &#039;Mummy Curse&#039; that makes men extremely sensitive to pleasure and turns women into mummy monstergirls (who are also extremely sensitive to pleasure). &lt;br /&gt;
*Kikimora: A maid monstergirl who serves hardworking men as their wife.&lt;br /&gt;
*Hellhound: One of the most aggressive werewolves with black skin and fur, burning red eyes and an intense domination streak. Unlike the werewolves, they are untamable, even by men stronger than them. This doesn&#039;t stop some men from trying, but it always ends with the man making those double peace signs hentai artists are so fond of for some reason.&lt;br /&gt;
&lt;br /&gt;
[[Category:Therianthropes]][[Category:Monsters]][[Category:Dungeons &amp;amp; Dragons]][[Category: Werewolf: The Apocalypse]][[Category: World of Darkness]][[Category:Deadlands]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D02:A219:767A:77C8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Therianthrope&amp;diff=495688</id>
		<title>Therianthrope</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Therianthrope&amp;diff=495688"/>
		<updated>2021-07-15T01:43:43Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D02:A219:767A:77C8: /* Giant Therianthropes */&lt;/p&gt;
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&#039;&#039;&#039;Therianthrope&#039;&#039;&#039; is a scientific(ish) term thrown around to serve as a general placeholder for the vast array of monsters who boil down to &amp;quot;people who can change into animal form&amp;quot;. Like, you&#039;re familiar with the [[werewolf]]? Replace &amp;quot;wolf&amp;quot; with literally any other animal, and you&#039;ve got the therianthrope in a nutshell. The term is also used to cover an array of animal shapeshifters who aren&#039;t &amp;quot;were(insert species here)&amp;quot;, from D&amp;amp;D&#039;s &amp;quot;Beastweres&amp;quot;/&amp;quot;Antherions&amp;quot; (sapient animals who can take on humanoid forms, in other words reverse-werewolves) to mythical creatures like the [[Hengeyokai]] and [[Selkie]].&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Therianthropes==&lt;br /&gt;
[[Dungeons &amp;amp; Dragons]] has a truly massive array of the things, which [[Pathfinder]] has shamelessly followed up on. In D&amp;amp;D, they&#039;re actually called &amp;quot;Lycanthropes&amp;quot;, but that&#039;s actually the formal name for [[werewolf]], so we just use the term &amp;quot;werebeast&amp;quot; or &amp;quot;therianthrope&amp;quot; The most iconic D&amp;amp;D therianthropes are [[Werebear]]s, [[Wereboar]]s, [[Wererat]]s and [[Weretiger]]s, but a list of other were-beasts that appeared in 2nd edition alone would include:&lt;br /&gt;
* [[Werebadger]] (mostly dwarven in origin)&lt;br /&gt;
* [[Werebat]]&lt;br /&gt;
* [[Werecrocodile]]&lt;br /&gt;
* [[Song Dragon|Weredragon]] (technically a form of &amp;quot;animal bride&amp;quot;; an all-female race of dragons who can assume human shape and breed with human men to propagate)&lt;br /&gt;
* [[Werefox]] (an all-female race of elven therianthropes; even non-elven women who get infected will change to look like elves in their human form)&lt;br /&gt;
* [[Werehyena]]&lt;br /&gt;
* [[Werejackal]] (in default and [[Ravenloft]] flavors).&lt;br /&gt;
** There is also a monster called a [[Jackalwere]] which is like a reverse werejackal, as its true form is its animal form instead of its humanoid form.  Their bite does not spread therianthropy, and they strangely have the ability to put victims to sleep with their gaze.&lt;br /&gt;
* [[Werejaguar]] (in default, [[Mystara]] and Ravenloft flavors)&lt;br /&gt;
* [[Wereleopard]]&lt;br /&gt;
* [[Werelion]]&lt;br /&gt;
* [[Werepanther]]&lt;br /&gt;
* [[Wereraven]]&lt;br /&gt;
* [[Wereray]] (as in were-manta/stingray)&lt;br /&gt;
* [[Wereshark]] (in default and Ravenloft flavors)&lt;br /&gt;
* [[Werespider]]&lt;br /&gt;
* [[Wereswine]]&lt;br /&gt;
* [[Seawolf]]&lt;br /&gt;
* [[Selkie]] a [[Fey]] seal that can take human form by removing their skin, which they must put back on to change back.&lt;br /&gt;
&lt;br /&gt;
And because that wasn&#039;t enough, [[Ravenloft]] fans invented [[Werealligator]]s, [[Werebaboon]]s, [[Werecheetah]]s, [[Werecobra]]s (in normal and spitting varieties), [[Weremustela]] (in ermine, mink, polecat, and weasel flavors), [[Werepossum]]s, [[Wereraccoon]]s, and [[Werewolverine]]s! &lt;br /&gt;
&lt;br /&gt;
The [[Forgotten Realms]] setting introduced a wide number of therianthropes, almost as many as [[Ravenloft]], although a significant portion of these were benevolent werebeasts who thusly received little information beyond the fact that they exist. This list includes Wereapes, Werebison, Werecats, Weredogs, Weredolphins, Wereowls, Werepegasi, Werewyverns and Werecougars. Many of these creatures made their appearance in the [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition splatbook &amp;quot;Hall of Heroes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Giant Therianthropes===&lt;br /&gt;
Because D&amp;amp;D is a setting where [[giant]]s exist alongside normal humanoids, inevitably, somebody began to wonder: can giants be affected by the different therianthropy strains? This got an official answer in the Dragon Bestiary article for [[Dragon Magazine]] #266, which provided the following giant species vs. therianthrope strain breakdown, and also provided stats for the two species of &amp;quot;true giant therianthrope&amp;quot;; the Polarwere (a [[Frost Giant]] [[Werebear]]) and the Shadkyn ([[Voadkyn]] [[Werebat]]). All giants not mentioned on this list are immune to all forms of therianthropy.&lt;br /&gt;
* Cyclopskin: All therianthrope strains&lt;br /&gt;
* [[Cyclops]]: Usually [[werebear]] or [[werebat]], but cannot contract [[werefox]], [[weretiger]], [[seawolf]] or &amp;quot;any of the more exotic types&amp;quot;. Cyclops therianthropes only have giant and hybrid forms.&lt;br /&gt;
* [[Desert Giant]]: Their slow petrification curse makes them immune to therianthropy.&lt;br /&gt;
* [[Ettin]]: Can only become [[werewolves]], [[wererat]]s and [[wereboar]]s, can only assume a 2-headed hybrid form.&lt;br /&gt;
* [[Firbolg]]: All strains except [[Wereraven]].&lt;br /&gt;
* [[Fomorian]]: Immune to therianthropy.&lt;br /&gt;
* [[Fog Giant]]: Immune to therianthropy.&lt;br /&gt;
* [[Frost Giant]]: [[Werebear]] and [[Seawolf]].&lt;br /&gt;
* [[Hill Giant]]: All strains except [[Wereraven]], most commonly [[werewolf]], [[wereboar]], [[wererat]], and [[werebat]].&lt;br /&gt;
* [[Jungle Giant]]: All strains native to the jungle, specifically [[werefox]], [[werebat]] and [[werecat]] - feline therianthropy is incredibly common amonst jungle giants.&lt;br /&gt;
* [[Stone Giant]]: Immune to therianthropy.&lt;br /&gt;
* [[Verbeeg]]: All strains except [[Wereraven]].&lt;br /&gt;
* [[Voadkyn]]: All strains.&lt;br /&gt;
&lt;br /&gt;
Third Edition allows &#039;&#039;any&#039;&#039; animal to have werecreatures if there&#039;s a humanoid or giant type within one size category of the animal.&lt;br /&gt;
&lt;br /&gt;
===Playing Werebeasts in D&amp;amp;D===&lt;br /&gt;
====BECMI Werebeast Classes====&lt;br /&gt;
Most subsequent editions of [[Dungeons &amp;amp; Dragons]] would forbid PCs playing a therianthrope; the power differential is just too great to be balanced. BECMI was not afraid to get crazy. Thusly, the fourth and last of its [[Creature Crucible]] series, &#039;&#039;Night Howlers&#039;&#039;, focused on introducing an array of therianthrope race-classes, all of which shared the same following rules:&lt;br /&gt;
&lt;br /&gt;
::The following BECMI Werebeast Classes exist: [[Werebat]], [[Wereboar]], [[Werefox]], [[Wererat]], [[Selkie|Wereseal]], [[Wereshark]], [[Weretiger]], [[Werewolf]], [[Wereswine]].&lt;br /&gt;
::Except for Werefoxes and Wereswine, who use [[Intelligence]] instead, all Werebeasts treat [[Strength]] as their prime requisite when in werebeast form.&lt;br /&gt;
::Being a therianthrope is a form of [[multiclassing]]; XP earned in werebeast form is tracked separately to that earned in human form. Thusly, a therianthrope can reach 36th level in their chosen race-class, as well as in their original class, but they will need to adventure sufficiently in the form of a beast to do so.&lt;br /&gt;
:::Nothing is mentioned as to whether the Beast-Man Form affects this EXP gaining.&lt;br /&gt;
::A therianthrope has access to their original class abilities in human form, and to beast abilities in beast form.&lt;br /&gt;
::Assuming beast form applies a number of racial ability modifiers unique to a given werebeast strain. These modifiers only apply in beastform - and, for [[Charisma]], apply only when interacting with animals or werebeasts of the same species.&lt;br /&gt;
::All therianthropes have natural armor in their beast and beast-man forms, but they can commission special armor designed to fit either their humanoid forms (human and beast-man) or their beast forms (which somebody with hands will need to put on them). In this case, use the superior AC value.&lt;br /&gt;
::In combat, a therianthrope that has reached a level higher than 8th counts as having +1HD per 2 levels over 8th (+1 at 10th, +2 at 12, etc) &#039;&#039;for combat purposes only&#039;&#039;.&lt;br /&gt;
::Therianthropes have different hit points between their bestial and human forms, which are tracked separately. A therianthrope can only die if reduced to 0 hit points in the form with the &#039;&#039;larger&#039;&#039; hit point total; if reduced to 0 HP in the form with the &#039;&#039;smaller&#039;&#039; hit point total, it is forced into that other form.&lt;br /&gt;
::In beast form, therianthropes save as [[Fighter]]s at a level equal to their Hit Dice. Upon gaining maximum Hit Dice for their weretype, they may apply the &#039;&#039;higher&#039;&#039; of either their Hit Dice or their therianthrope experience level to the Fighter Saving Throws Table to determine their saves. Damage received in one form remains when the therianthrope changes to its second form.&lt;br /&gt;
::All Therianthropes gain 9 special abilities shared in common across all the breeds, as well as a 10th ability unique to their breed, as they level up. Which abilities are gained at which level depends on the species. See the table below for the common special abilities.&lt;br /&gt;
::At 9th level, all therianthropes gain access to their Beast-Man form. In this form, a therianthrope has access to &#039;&#039;&#039;all&#039;&#039;&#039; of their special abilities from &#039;&#039;&#039;both&#039;&#039;&#039; their beast form &#039;&#039;and&#039;&#039; their human form. In this form, they use their beast-form HP pool, and they use the better of their saves between their beast-form saves and their human-form saves. They can attack with weapons or their natural attacks, cast spells, and optionally may either gain the benefits of the beast form&#039;s ability score modifiers, and/or from 20th level may only apply &#039;&#039;positive&#039;&#039; ability score modifiers from their beast form when in hybrid form.&lt;br /&gt;
::Therianthropes touched by Wolfsbane suffer the effects of a Cause Fear spell that lasts for 2 turns, requiring a Save vs. Poison to avoid fleeing. This applies in all forms, and even in human form, the therianthrope uses its beast-form saves, regardless of if these are worse.&lt;br /&gt;
::Silver weapons always do normal damage to a therianthrope. Even in human form, touching silver for more than 1 turn requires a Save vs. Poison (beast-form saves) to avoid breaking out in a painful rash.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Werebeast Ability Number ||Werebeast Ability Description&lt;br /&gt;
|-&lt;br /&gt;
|I ||&#039;&#039;Must&#039;&#039; take beast form on the nights of, preceding and following the full moon. Can voluntarily transform at night if the moon is visible.&lt;br /&gt;
|-&lt;br /&gt;
|II ||Normal weapons do 1/2 damage (round up). Can voluntarily transform at night without needing the moon.&lt;br /&gt;
|-&lt;br /&gt;
|III ||Can speak with other therianthropes and creatures of own weretype while in beast form.&lt;br /&gt;
|-&lt;br /&gt;
|IV ||Can voluntarily transform whenever desired.&lt;br /&gt;
|-&lt;br /&gt;
|V ||Normal weapons do 1/4 damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
|VI ||Immune to normal weapons when in beast or beast-man form.&lt;br /&gt;
|-&lt;br /&gt;
|VII ||Can summon 1d2 animals of own weretype, which will arrive in 1d4 rounds (if in immediate vicinity) or 1d4 turns (if in the general area). This increases to 1d4 at 2nd level, 1d6 at 4th level, 1d8 at 6th level, and 1d10 at 8th level. Every four levels thereafter, add +1d10 to the animals summoned.&lt;br /&gt;
|-&lt;br /&gt;
|VIII ||Can recover 1d4+1 hit points for every full 24 hours of rest spent in wereform, increasing by +1 for every 3 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
|IX ||Can now summon therianthropes of own weretype when summoning animals; the total remains unchanged from Ability VII, with DM determining how many are normal and how many are werebeasts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
&lt;br /&gt;
====AD&amp;amp;D Werebeasts====&lt;br /&gt;
A draft attempt at making werebeasts into a playable race was seen in the [[Ravenloft]] [[Netbook]] titled [[Books of S|&amp;quot;The Book of Sorrows&amp;quot;]], which took its inspiration from official rules first seen in the boxed set &#039;&#039;Requiem: The Grim Harvest&#039;&#039;, which allowed players to play various [[undead]] monsters.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
==Pathfinder Therianthropes==&lt;br /&gt;
The 3e ability to apply the template to anything was kept in [[Pathfinder]]. Weresharks were canonically introduced in the Skull and Shackles [[Adventure Path]].&lt;br /&gt;
&lt;br /&gt;
The Pathfinder werebeast list consists of the following monsters:&lt;br /&gt;
* Silverblood Werewolf - A variant [[werewolf]] with immunity to silver, but who weakens and often dies as the moon waxes.&lt;br /&gt;
* Werebat&lt;br /&gt;
* Werebear&lt;br /&gt;
* Wereboar&lt;br /&gt;
* Werecrocodile&lt;br /&gt;
* Wereraptor - No, not a were[[dinosaur]], a were-eagle or hawk.&lt;br /&gt;
* Wererat&lt;br /&gt;
* Wereshark&lt;br /&gt;
* Weretiger&lt;br /&gt;
* Werewolf&lt;br /&gt;
&lt;br /&gt;
In its Bestiary 6, Pathfinder also introduced the &#039;&#039;&#039;Entothrope&#039;&#039;&#039; template, a variant of the standard Lycanthrope template that allows for the existence of werebugs. Three entothropes were statted; the Weremantis, Werespider, and Werewasp.&lt;br /&gt;
&lt;br /&gt;
==World of Darkness Therianthropes==&lt;br /&gt;
In the [[World of Darkness]], both [[Werewolf: The Apocalypse]] and [[Werewolf: The Forsaken]] have included therianthropic player&#039;s options ranging from Weresharks to Wereravens to Wereboars.... and so on.&lt;br /&gt;
&lt;br /&gt;
==Monster Hunter International Therianthropes==&lt;br /&gt;
In [[Monster Hunter International]] werecreatures almost all become crazed killer beasts. The few exceptions put themselves through hell to control it, used an ancient artifact, or were high functioning crazed killers before the transformation and managed to coax the urges into a symbiotic relation. The one exception is weredolphins who are actually friendly, which is surprising given how sick and twisted &#039;&#039;normal&#039;&#039;, real world dolphins are... but then, they&#039;ve got great publicity, which is why they tend to be portrayed as Good aligned in fantasy games and books.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furry]]&lt;br /&gt;
[[Category:Pathfinder]][[Category:Monsters]][[Category: World of Darkness]] [[Category:Therianthropes]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D02:A219:767A:77C8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562760</id>
		<title>Werebunny</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562760"/>
		<updated>2021-07-15T01:40:30Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D02:A219:767A:77C8: &lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
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&#039;&#039;&#039;Werebunnies&#039;&#039;&#039; [https://www.youtube.com/watch?v=-nk6Gs6Z_Bo| (not to be confused with the dreaded wererabbit)]are a species of fanmade [[therianthrope]] created by fans of the [[Planescape]] setting in the late 1990s for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, alongside the [[Peganthrope]], [[Werestag]] and [[Werefox]]: [[Kitsune]] variant. It can still be found in the [[netbook]] &amp;quot;Planescape Creature Compendium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Native to Amoria, the first layer of [[Elysium]], these Neutral Good therianthropes may be tied to the [[guardinal]]s, and possibly be manifest spirits of fertility and motherhood. Why is this a theory? Well, for starters, all werebunnies are female, able to assume the form of a hot woman with a, quote, &amp;quot;highly developed body&amp;quot; ([[Charisma]] 19), a rabbit, or a hybrid form, which is described in the &amp;quot;official&amp;quot; lore as adding a rabbit&#039;s tail, rabbit ears, and a full-body pelt to the human form. Secondly, any kid around the age of 6 or younger will find a werebunny absolutely fascinating. Finally, they are &#039;&#039;obsessed&#039;&#039; with making and then rearing babies; whilst they often find work as waitresses or wet nurses, really what every werebunny wants is to be a stay-at-home barefoot &#039;n&#039; preggers mom. If you doubt us, read the entirety of their official Habitat/Society writeup:&lt;br /&gt;
::&#039;&#039;It is thought that werebunnies exist for motherhood, they live to bear and raise children; their character is totally structured around family and being nurturing and supportive. The only communities known to include significant numbers of Bunnies are on the first layer of Elysium; elsewhere, they are very rare at best.&lt;br /&gt;
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Truth be told, werebunnies aren&#039;t much good outside of being eye-candy and baby factories. The average [[Intelligence]] score of a werebunny is a jaw-dropping &#039;&#039;5-7&#039;&#039; - for those of you only familiar with [[Dungeons &amp;amp; Dragons 5th Edition]], this was even &#039;&#039;&#039;worse&#039;&#039;&#039; back in 2nd edition. In comparison, their [[Wisdom]] is better than average, averaging about 13-14. So they&#039;re great at caring for things and being empathic, but otherwise dumb as a stump.&lt;br /&gt;
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To reproduce, werebunnies turn to the aid of humanoid males - usually humans, always giving birth to twins; a female werebunny and a male of the father&#039;s race. Of course, if you wanted to make them more rabbit-like, you could have them produce litters that consist of 1 son of the father&#039;s race and 2d8 werebunny daughters (rabbits average 7 kits in a litter, and can have over 15). A werebunny is born in its hybrid form and doesn&#039;t gain the ability to change shapes until the age of 7 years old.&lt;br /&gt;
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You&#039;re unlikely to get into a fight with a werebunny. They&#039;re not aggressive, preferring to run and hide rather than fight, and attacking one is formally considered an Evil Act by the rules. If they do get into a scrap, they are considered to have 20 [[Constitution]], which makes them immune to nonmagical diseases and lets them [[Regeneration|regenerate]] 1 hit point per hour, and have the standard therianthrope immunity of being impossible to hurt without using silver or +1-or-better magic weapons. But before you think about bullying the bunny, keep in mind that they &#039;&#039;can&#039;&#039; bite, and they &#039;&#039;can&#039;&#039; spread a form of werebunny therianthropy with their bites. Infected werebunnies turn into sex-crazed bunnygirls on the nights of the full moon and are compelled to find a hot guy to shag senseless for the duration of the night, typically gravitating towards a guy that the infectee already has strong emotional bonds with, whether this is attraction or loathing. The infectee will snap back to normal in the morning, with only hazy memories of what they did.&lt;br /&gt;
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...Don&#039;t snicker, guys; &#039;&#039;men&#039;&#039; can become infected werebunnies too, and yes, that &#039;&#039;&#039;includes&#039;&#039;&#039; the whole &amp;quot;turn into a horny bunnygirl and find a dude to shag&amp;quot; thing.&lt;br /&gt;
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The werebunny&#039;s official lore doesn&#039;t describe what happens if an infected werebunny&#039;s escapades leave her pregnant. Presumably she gives birth to true werebunnies. Whether a guy infected with the werebunny curse can get pregnant depends on your DM&#039;s [[Magical Realm]].&lt;br /&gt;
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They showed up again in 5e via [[Van Richten&#039;s Guide#Van Richten&#039;s Guide to Ravenloft|Van Richten&#039;s Guide to Ravenloft]], in the form of Alti the Werehare, a trouper at the traveling realm known as the Carnival. Don&#039;t get too excited; she uses the statblock of a wererat, since it wouldn&#039;t make sense to write out a whole unique statblock for someone who only has &#039;&#039;a single sentence&#039;&#039; devoted to her in the whole book.&lt;br /&gt;
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A final thing to consider is that the idea of a wererabbit is a very interesting one, especially if you&#039;re familiar with the idea of the Moon Rabbit. See, unlike people in the Western world who usually see a face when they look at the moon, most people in the East instead see a rabbit working a mortar and pestle to make dumplings. There&#039;s even a Chinese myth about this, in which the rabbit is the pet of a woman who took an immortality potion and thus had to live on the moon (don&#039;t ask). In short, the idea of a rabbit-like creature being prone to a form of lunacy has some merit to it.&lt;br /&gt;
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[[Category: Furry]] [[Category: Planescape]]&lt;/div&gt;</summary>
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