Wererat - Games

Games

In the Dungeons & Dragons fantasy role-playing game, the wererat is one of several different types of animalistic forms. They are classified as "lycanthropes", despite the fact that the term reflects a lupine, or wolven, form. In the Oriental Adventures supplemental sourcebook, they appear as the Chinese mythological creatures, the Nezumi, or "ratlings" as they are often called by humans, are a race of bipedal ratlike humanoids. They are also found in various games inspired by or based on Dungeons & Dragons such as Legend of the Five Rings, NetHack and Neverwinter Nights.

See Ratkin for wererats in White Wolf's "World of Darkness" role-playing setting.

Another example of wererats can be found in the Kamigawa plane of Magic: The Gathering, a race of bipedal ratlike humanoids called the Nezumi.

In the Palladium Fantasy Role-Playing Game wererats are one of the species of werebeasts that dwell in the Darkest Heart, a magically corrupted forest found in the southern region of the Land of the Damned. Wererats, along with many other werebeasts, are relatively unheard of in the Palladium world outside of the mysterious Land of the Damned.

In Warhammer Fantasy the Skaven are a ratlike race. While not wererats, per se, they are very close in appearance. They are divided into many clans each seeking power. It has been hinted that this infighting is the only reason they have not yet taken over. These include Clan Moulder, mad users of alchemy and mutation magic, Clan Pestilens, the plagued rats, Clan Eshin, a secretive assassin clan, and Clan Skryre, insane magic engineers. All clans use the mysterious Warpstone to further their causes in their own backstabbing ways.

In Arcanum: Of Steamworks and Magick Obscura wererats are enemy monsters that can be found in the wild, in the sewers and in other places.

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Famous quotes containing the word games:

    Criticism occupies the lowest place in the literary hierarchy: as regards form, almost always; and as regards moral value, incontestably. It comes after rhyming games and acrostics, which at least require a certain inventiveness.
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    In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.
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    At the age of twelve I was finding the world too small: it appeared to me like a dull, trim back garden, in which only trivial games could be played.
    Elizabeth Bowen (1899–1973)