| Race | Wererat |
| Over-race | Zoanthrope |
| Classification | Pseudohuman/Shapeshifter |
| Family | |
| Sphere | Pestilence |
| Origin | Venair made them from diseased animals |
| Lifespan | 70-100 years |
| Habitat | Sewers |
| Food | Augmented human fare |
| Description | Wererats appear as they did before being infected in normal form. In animal form, they appear to be large versions of their given animal, usually a particularly carnivorous breed. In mixed form, they appear to be anthropomorphic rats. |
| Procreation | Wererats are only formed through infection. When a wererat mother has a child, it is infected in the womb, but it is genetically of the race the mother was before she was infected. If a wererat male fathers a child on a female pseudohuman of another race, there is an average of 75% infection rate, with some races (empaths, other zoanthropes) having nigh immunity to others (humans, tythes) being almost 100% susceptible. |
| Magic | One in a million have soul magic. One in a million have heart magic. Mind magic is possible. Body magic is very effective. Void is possible. Faith is not uncommon. |
| Special Powers | Wererats can shift form between "human," rat, & mixed forms. Each form has advantages: "human" form blends with society, rat form has all the advantages the rat has (keen smell, bad vision, small size, diseases), & the mixed form combines the two (keen smell, bad vision, small size, diseases, blending into animalman societies). Every wererat has "outbreaks" of their disease that cause them to lose control and go on sprees of violence and animalistic behavior. This can be curbed by actually infected others while not in an outbreak, however. The more people they infect normally, the less frequent the outbreaks. During their outbreaks, wererats break out in pustules and lose control of their bowels and bladder. During other periods, they can control the shift, unless bound by maple wood or white gold. Wererats have heigtened hearing & smell & weak vision. They are very skilled at thievery & tend to be disease carriers, in accordance with their nature. While only supernaturally empowered weapons, maple wood, or white gold can kill them, wounds made by other weapons do not generally heal quickly--they just don't bother them. Instead, they tend to get infected with something horrible that does not harm the wererat, but serves as a vector of the disease for others. Wererats can sustain massive amounts of poison and do not react to mundane diseases at all. Wererats also have the ability to control rats through speaking their tongue and having a commanding presence over them. |
| Weaknesses | Maple wood, white gold, magic, or faith is required to kill a wererat. Healing magic or faith is especially effective. |
| Culture | The first outbreak of arourianthropy was in southeastern Ansulym. Early humans contracted the disease when bitten by huge rats in the region, and instead of being shunned, outcast, or killed, they were revered as shamans. Since then, a society grew around the reverence of these beings, until a small nation of wererats formed. This society reveres the diseased and the foul, and after the rise of the Hollow God, it was assimilated into the nation of Mal'sk, where rats are revered as symbols of the Hollow God. Outside of Ansulym, most wererats are outcasts. They have reputations as thieves, plaguebearers, and murderers, and they often find homes in sewers, where the filth does not affect them and they can survive. Some few have found their ways into civilization by suppressing their natures, and these often prove to be very cunning, capable members of society. Others have embraced the benefits of their natures and found places in society where these benefits are turned into benefits for others, such as agents of war, espionage, or waste management. |
| Notables | Jeremy Doyle, Chosen of Chaos; the Rat-King |
| Sample statistics | Normal: PRO 11 ATH 12 STR 9 AWA 10 Smell 12 Hear 12 See 8 WIL 10 ROG 12 Sneak/Hide 13 Rat: PRO 11 ATH 13 STR 4 AWA 10 Smell 14 Hear 14 See 4 WIL 10 ROG 12 Sneak/Hide 17 Mixed: PRO 11 ATH 13 STR 11 AWA 10 Smell 13 Hear 13 See 6 WIL 10 ROG 12 Sneak/Hide 15 Zoanthroic Infectiousness 16 Other Diseases 10 Quick Healing Weak to Silver (-6) Rat Call 13 Rat Control 10 |
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.