Lycanthropes

Therianthropes live in the Hestia Deme, their emoji is 🐺 because the very first therianthropes were wolves. Use the creature template to create your therianthrope.

## History

A long time ago, there was a man named Lycaon. For the sake of your patience and the fact there’s a lot to go over, we’re going to go over it all and then some… Because I gotta explain how the hell we got to…*\*dun dun DUN\* THE LYCANTHROPIC TRUTH!!! \*DUN DUN **DUNNNNN**\**

### The Beginning

In Greek mythology, Lycaon was a king of Arcadia who killed and cooked his son Nyctimus and served him to Zeus, to see whether the god was sufficiently all-knowing to recognize human flesh. Disgusted, Zeus transformed Lycaon into a wolf and killed his offspring. Despite being notorious for his horrific deeds, Lycaon was also remembered as a culture hero: he was believed to have founded the city Lycosura, to have established a cult of Zeus Lycaeus and to have started the tradition of the Lycaean Games, which Pausanias thinks were older than the Panathenaic Games.

Lycaon was the son of Pelasgus and either the Oceanid Meliboea or Deianira, daughter of another Lycaon. His wife was called Cyllene, an Oread nymph who gave her name to Mount Cyllenê. Lycaon was also known to have had at least three daughters: Callisto (a follower of Artemis), Dia, and Psophis.

Though his 50 sons were killed by Zeus, after he was turned into a wolf he began bearing more children. These children were conceived as “wolf men”, with the ability to change their shape willingly from human to lycanthrope–an anthropomorphic beast form that combined a human and a wolf into an apex predator.

### After the Transformation

At one point, these wolfmen ended up targeting Artemis’ Hunters, seemingly randomly and subconsciously. Artemis at first didn’t notice this phenomenon, but as it became more apparent that it was some kind of assault, she confronted Lycaon, who had admitted to telling his sons to attack her Hunters in search of his daughter, Callisto. He did not know that at this point, Callisto was already placed among the stars with her son, Arcas, for falling to Zeus’ seduction. After his admission of guilt, Artemis cursed him and his offspring, resulting in what became the modern day werewolf. This interaction would later become a generational feud between the Hunters and the Therianthropes, and even though in modern day it’s died down a bit, it’s still present. The more devout hunters disagree with their presence in a civilized place, and the ones who are just there to serve–”graciously”–recognize they're wild animals in a human's body and accept them as “lesser beings”.

As werewolves began evolving more, different predatory animals began melding with this phenomenon, distant from the oppressive genes of Lycaon. Depending on long-term residence in different locations, these individuals would evolve to mimic other apex predators. Even some lesser adaptations, such as rats and domesticated dogs and cats have appeared due to harsh circumstances. Rats evolved after the Bubonic Plague, and domesticated dogs and cats evolved as “feral strays” became more and more common in the world, as these “domesticated” Therianthropes represent those feral strays–not their friendly domesticated counterparts.

### The Modern Day

In Camp Half-Blood, Therianthropes are welcomed and even accommodated in camp. They have their own cabin in the Hestia Deme, which is larger to accommodate for the occasional transformation, and is fitted with facilities and utilities to help them. It has small rooms that automatically lock as soon as the full moon rises, allowing Therianthropes to safely isolate themselves during their Fury. Outside of the cabin, Camp Half-Blood also sometimes has the materials to brew a few servings of Nkalá Eíche, however this is not very often and is usually up to the Therianthropes and their friends to source.

The reason that the Therianthropes are welcomed into camp is because Chiron allows them in, and Dionysus is the only god who looks at them and is a definite "yes" for allowing them to stay in camp. Chiron pressed to allow them into camp for the sole reason to protect the Therianthropic youth, quoting the reason you would take street urchins off the street; the culture of Therianthropes is a dangerous one, and leaving kids in that culture is a 50/50 shot depending on whether the parents are more civilized humans or more traditional Therianthropes.

## Biology

### Species

Therianthrope is the true name of these transforming creatures, more commonly known as "were-animals" to regular people. There are many different kinds of therianthropes, all subspecies are listed below.

**Subspecies**

* Arouraíothrope (Wererat)
* Canisthrope (Feral Dog; Weredog)
* Gátathrope (Feral Housecat; Werecat)
* Gatópardothrope (Werecheetah)
* Krokóthrope (Werecrocodile)
* Leothrope (Werelion)
* Lycanthrope (Werewolf)
	+ First Generation (Direct Descendant of Lycaon; Limited to 5)
* Ursathrope (Werebear)
* Yainathrope (Werehyena)

### Biome of Origin

Anywhere, though subspecies tend to be found most commonly wherever you can find their equivalent animals. First Generation Lycanthropes can only be found in Greece.

### Physical Characteristics

Therianthropes appear as normal humans while in their human state, with little to no inhuman traits. The only exception is some might be slightly hairier than a normal person or might have slit-eyed pupils, though it doesn’t appear in all of them.

When in their Therianthropic form, they appear as an anthropomorphic version of whatever animal they represent. Examples can probably be found online for each if you cannot visualize them in your head, though do browse with caution, it is the internet.

### Age

Therianthropes age relatively the same as humans, there isn't enough of a difference for it to be noticeable.

## Culture

Therianthropes can be born into non-therianthrope families and be bitten, but they may also be born to therianthrope parents. Very few lycanthropes are born to Lycaon, the werewolf king, every generation.

Most therianthropes gain some behavior of the species that they are, possibly leading to social problems and often social ostricism because of how they appear different. Therianthropes are not inherently evil, they are still complicated people with complicated social dynamics and lives.

## Abilities

Please refer to the power-sets on the godrent page when choosing their powers

### For All

#### Major

Transformation (Major)

* Therianthropes can morph into their Therianthropic form and back again. Some individuals have full control over their transformation while others do not, being driven by emotion to transform as a reflex or reaction. While transformed, Therianthropes are unable to use any weapons or anything that requires any intense motor skill (using doors, chests, etc.), benefit from any armor they were wearing before the transformation, or speak human languages.
* Passive - This power does not level up the same way other powers do. Instead, the Lycanthrope must hunt and kill wild animals to level the power up. To hunt wild animals, the roleplayer must either come across them in event or quest RP or can roll a 16 or higher to encounter them in casual RP. The roleplayer must keep track of every animal they hunt in their sheet, submitting character updates when a kill is confirmed. Every 3 animals you hunt is one level. This method of leveling the power up has a cooldown of 1 month. The maximum level you can have this power at as a camper is Level 4-6.
	+ Level 1-3 - At this level, Therianthropes are likely new to their powers, and thus don’t have a lot of control even the most basic of them. When faced with a sufficiently emotional (usually stressful) situation (either Gamemaster staff or the roleplayer, whoever is the highest ranking in the situation can decide), make a 1d20 roll. If you roll a 1-10, your OC doesn’t transform. If you roll an 11-18, your OC transforms until they can calm down. If you roll a 19-20, you transform but can end it whenever you want, with a maximum duration of 5 turns. This is not a Fury despite being uncontrolled, and thus they are in full control. This can be triggered once a day.
	+ Level 4-6 - At this level, Therianthropes are now more skilled with their transformations, and are able to transform at will for short durations of time. After transforming, Therianthropes can hold their transformation for a maximum of 8 turns, with a minimum duration of 3 turns. Once they leave the transformation, they cannot transform again for one day.
	+ Level 7-8 - At this level, Therianthropes are finally at their peak, able to fully control their transformation. After transforming, Therianthropes can hold their transformation for a maximum of 12 turns, with a minimum duration of 3 turns. They can temporarily halt the duration of their transformation for 1 turn by drawing blood during that turn. Once they leave the transformation, they cannot transform again for one day.
	+ Level 8 Superpower - Using this superpower, a Therianthrope can sacrifice their ability to transform for a week to suppress their monthly Fury.

#### Minor

Vocalization (Minor)

* Therianthropes can perform a vocalization of their animal to call upon the aid of spiritual versions of their patron animal. The vocalization depends on the “characteristic” noise that the animal makes. If they are not transformed, their vocalization is a yell, however the power only lasts for half as long (rounded up) with a 1.5x as long cooldown.
* Passive - Therianthropes have a level of zoolingualism that allows them to serve as an “alpha” to their patron animals, allowing them to command them as if they were in charge. In addition, their vocal chords are specially shaped so they can also speak the “language” of those animals, creating the same noises they do and understanding their noises as if it was their mother tongue.
	+ Level 1 - The vocalization of a Therianthrope can summon one spiritual animal for 3 turns. This can be used once every 6 turns. The duration is only 2 turns and the cooldown is 9 turns if used outside of their transformation.
	+ Level 2 - The vocalization of a Therianthrope can summon one spiritual animal for 5 turns. This can be used once every 8 turns. The duration is only 3 turns and the cooldown is 12 turns if used outside of their transformation.
	+ Level 3 - The vocalization of a Therianthrope can summon one spiritual animal for 7 turns. This can be used once every 10 turns. The duration is only 4 turns and the cooldown is 15 turns if used outside of their transformation.

Pack Tactics (Minor)

* Therianthropes are stronger when surrounded by other transformed Therianthropes, allowing them to work more effectively. Both the user and the other Therianthropes must be transformed for this to take effect.
	+ Level 1 - At this level, all transformed Therianthrope’s powers last 1 turn longer and their cooldowns are 1 turn shorter as long as there are two or more transformed Therianthropes within 60 feet of each other.
	+ Level 2 - At this level, all transformed Therianthrope’s powers last 2 turns longer and their cooldowns are 1 turn shorter as long as there are two or more transformed Therianthropes within 60 feet of each other.
	+ Level 3 - At this level, all transformed Therianthrope’s powers last 2 turns longer and their cooldowns are 2 turns shorter as long as there are two or more transformed Therianthropes within 60 feet of each other.

#### Given

Fury (Given; Required by All)

* When Artemis cursed the Therianthropes, one of the side effects of the curse was the Fury. On the night of a Full Moon, the full unfiltered energy of Artemis’ domain causes Therianthropes to forcefully transform for the entire evening, in a unique kind of transformation known as a “Fury”. During a Fury, the Therianthrope has little to no control over their actions, attacking anything and everything in sight and acting extra animalistic. This Fury has two known sedatives that outright prevent or stop it, as well as a few countermeasures that lessen the damage that the Fury might inflict.

* Sedatives include:
	+ A drink known as Nkalá Eíche (γκαλά είχε), which is a variation on a ginger chai latte with nectar brewed with it, which calms the nerves of the Furied Therianthrope and stops their Fury, before it even starts if consumed preemptively.
	+ Laying eyes on someone who the Therianthrope shares a very close bond with will cause them to falter. They will not attack this person, and this person can then approach them and begin to help calm them down. The person is most commonly a family member, however a romantic partner or dear friend is also a possibility. There is only a few people who will cause this, a maximum of three in each Therianthrope

* Countermeasures include:
	+ Using what little will they have to target inanimate objects instead of living things.
	+ Locking themselves inside isolated rooms, as while they could break out, their reduced cognitive function causes them to forget this fact as long as they enter the room before the Fury starts.

Hibernation (Given)

* Therianthropes are able to slip into a hibernation-like sleeping state to slow down the rate at which they will need to eat and drink. They can survive for up to 3 weeks without food or drink if they stay in this state at least 20 hours per day, though at the end of those 3 weeks they’ll be weak and are gonna need some help.

Animalistic Nature (Given)

* Therianthropes tend to act similar to how an animal would, showing some traits similar to wolves. They bare their teeth and get low when angry, they get defensive and territorial over people and things, and they occasionally headbutt to show affection.

### For some

#### Given

Carnivorous Metabolism (Given; All but Ursathropes and Arouraíothropes)

* Therianthropes find it impossible to stomach any food but meat. Eating anything but that will give them a stomach ache and a migraine. However, in return, they are able to eat raw or unprepared meat without any negative side effects.

### Arouraíothrope (Wererat) only

#### Minor

Spread like the Plague (Minor)

* Arouraíothropes originally evolved in France during the Bubonic Plague, and as such they evolved in a time where rats were being infected with the plague by fleas. After years of evolving along with this plague, the Arouraíothropes have survived it and have since been able to perform a minor form of nosokinesis. They can only use this power during their transformation.
	+ Level 1 - Arouraíothropes can cause minor symptoms of sickness, such as a stuffy and runny nose, coughing, and lethargy in up to 3 people within 10 feet for 5 turns. These effects cause -1 to any rolls that the affected individuals would make during the duration.
	+ Level 2 - Arouraíothropes can cause the symptoms they previously were able to, but they’re now more detrimental, affecting up to 3 people within 10 feet for 7 turns and causing -3 to any rolls that the affected individuals would make during the duration.
	+ Level 3 - Arouraíothropes can cause one of the three symptoms to a larger degree, affecting up to 3 people within 10 feet for 10 turns and causing -3 to any rolls that the affected individuals would make during the duration.

#### Given

Hygienic (Given)

* Despite stereotypes surrounding their patron animal (and by extension, them), Arouraíothropes are known to be very clean, and hate getting dirty.

### Canisthrope (Feral Dog; Weredog) only

#### Given

K-9 (Given)

* Canisthropes are able to sniff out many things, even things that humans can’t. Notably, they are known for their ability to sniff out incoming epileptic episodes, emotions, and even electronic equipment, much like their patron animal.

### Gátathrope (Feral Housecat; Werecat) only

#### Minor

Don’t You %\*@$#\*! Do It! (Minor)

* When there’s a ledge, there’s a way. Gátathropes are especially good at pushing objects, especially off of ledges, to a superhuman degree. This can only be used while in their transformation.
	+ Level 1 - Gátathrope can push up to 3x their body weight off of a ledge, or 1.5x their body weight across a surface with no ledges.
	+ Level 2 - Gátathrope can push up to 5x their body weight off of a ledge, or 2.5x their body weight across a surface with no ledges.
	+ Level 3 - Gátathrope can push up to 7x their body weight off of a ledge, or 3.5x their body weight across a surface with no ledges.

#### Given

It’s Over! I Have the High Ground! (Given)

* Gátathropes are more comfortable at higher elevations.

I (Almost) Always Land On My Feet (Given)

* Gátathropes will land safely on their feet from elevations of 30 feet or less, as long as they make a roll of 3 or higher.

### Gatópardothrope (Werecheetah) only

#### Minor

Acceleration (Minor)

* Gátopardothropes can move exceptionally fast at running speeds with an insanely fast rate of acceleration. They can move even faster in their transformation, though this can be used both in and outside of their transformation.
	+ Level 1 - Gátopardothropes can reach 15 mph in 3 turns, or 50 mph if they’re in their transformation. They can hold this maximum speed for 3 turns once they reach their maximum speed, after which they must rest without intense physical activity for an hour before running at this speed again.
	+ Level 2 - Gátopardothropes can reach 20 mph in 3 turns, or 65 mph if they’re in their transformation. They can hold this maximum speed for 3 turns once they reach their maximum speed, after which they must rest without intense physical activity for an hour before running at this speed again.
	+ Level 3 - Gátopardothropes can reach 25 mph in 3 turns, or 75 mph if they’re in their transformation. They can hold this maximum speed for 3 turns once they reach their maximum speed, after which they must rest without intense physical activity for an hour before running at this speed again.

#### Given

Acceleration (Given)

* Gátopardothropes can move exceptionally fast at running speeds with an insanely fast rate of acceleration. They can move even faster in their transformation, though this can be used both in and outside of their transformation.

### Krokóthrope (Werecrocodile) only

#### Minor

Death Roll (Minor)

* Krokóthrope are able to grapple their opponents and roll with them to prevent them from escaping. When in their transformation, this instead takes the form of a bite, additionally providing stab wounds. To grapple an individual, the Krokóthrope must attempt a roll against the targeted individual, with the highest roller winning.
	+ Level 1 - Krokóthropes can secure targets up to 1.5x their weight for a maximum of 3 turns. To escape this early, the target can perform a “challenge roll”, where both the Krokóthrope and the target roll a 1d20 and the highest roll wins, either keeping the target grappled or allowing the target to escape.
	+ Level 2 - Krokóthropes can secure targets up to 1.5x their weight for a maximum of 3 turns. To escape this early, the target can perform a “challenge roll”, where both the Krokóthrope and the target roll a 1d20 and the highest roll wins, either keeping the target grappled or allowing the target to escape.
	+ Level 3 - Krokóthropes can secure targets up to 1.5x their weight for a maximum of 3 turns. To escape this early, the target can perform a “challenge roll”, where both the Krokóthrope and the target roll a 1d20 and the highest roll wins, either keeping the target grappled or allowing the target to escape.

#### Given

Do You Even Chew? (Given)

* No. The answer is no.
* Krokóthropes are able to swallow their food whole, and can even swallow things that aren’t food and “pass” them safely at a later point. They also cannot be choked by things inside of their throat, primarily to aid this fact.

Aquatic (Given)

* Krokóthropes are able to hold their breaths for up to 1 hour while submerged in water, and while they’re fully submerged they can force their transformation to remain until part of them goes above the water.

### Leothrope (Werelion) only

#### Minor

King of Beasts (Minor)

* Leothropes are the spiritual successors of the lion’s title “King of Beasts”, which gives them the strength and courage that lion’s are symbolic of and known for. This can only be used while in their transformation.
	+ Level 1 - Leothropes are exceptionally strong, allowing them to lift up to 1.5x their body weight. They are also resistant to Level 1 powers that influence fear.
	+ Level 2 - Leothropes are exceptionally strong, allowing them to lift up to 2x their body weight. They are also resistant to Level 2 powers that influence fear.
	+ Level 3 - Leothropes are exceptionally strong, allowing them to lift up to 3x their body weight. They are also resistant to Level 3 powers that influence fear.

#### Given

Glorious Mane (Given)

* Leothropes have naturally silky hair (or a mane while in transformation), which never needs to be brushed and never tangles. But, they can’t wear their hair in braids because of it. Womp womp.

### Lycanthrope (Werewolf) only

#### Minor

Lunamancy (Minor)

* Lycanthropes are able to perform a minor form of Lunamancy within a small margin, thanks to their closer relation to their ancestor Lycaon which heightens their proximity to the curse that Artemis put on him and his descendants.
	+ Level 1 - Lycanthropes can create a small dim light that covers a 10 foot area in dim moonlight centered on them. The duration is infinite, however the cooldown is however long they kept the power going +3 turns.
	+ Level 2 - Lycanthropes can infuse their claws with moonlight, allowing them to create wounds that don’t bleed, but instead attack the target’s vitality. This can only be used during their transformation, and can only be activated on one attack every 3 turns.
	+ Level 3 - Lycanthropes can perform a very minor form of divination that gives them vague guidance. This can only be performed in the presence of natural moonlight. This can be used once a week.

#### Given

Wulfenkind (Given)

* Lycanthropes are able to transform fully into a wolf instead of their Therianthropic form. This transformation is fully controllable no matter the level of their transformation power, and has no duration limit. The downside is the fact that they are genuinely an animal, and while in this form cannot perform any other powers.

False King (Given; **First Generation Lycanthrope only**)

* First Generation Lycanthropes have a powerful will that forces non-First-Generations into submission, bending them to their command. However, they are innately terrified of all things Zeus, as they still feel the effects of their father's crimes burdening their soul.

### Ursathrope (Werebear) only

#### Minor

Ursa Major (Minor)

* It’s said that Ursathropes were the first subspecies of Therianthrope, created by Lycaon after hearing of the news of his daughter Callisto. As such, they have a heightened connection with the constellations Ursa Major and Ursa Minor, Callisto and her son Arcas, which allow them to call upon their aid in combat.
	+ Level 1 - Ursathropes can create an avatar empowered by the spirit of Callisto, surrounding their body with magical energy. This energy gives off an aura of motherly protection, lessening the effects of magical attacks on the Ursathrope for 3 turns.
	+ Level 2 - In addition to the protection, the spirit of Arcas manifests as a spiritual bear cub who can perform simple actions such as pressing buttons or grabbing something. Since they are intangible, they can reach places others can’t to perform these actions, however they cannot retrieve objects without a direct and open path big enough for the object to pass through. Arcas’ spirit can remain for up to 3 turns.
	+ Level 3 - Arcas’ spirit can now be commanded to harmlessly hold enemies in place to give people +3 in any attack rolls made against them. Arcas can hold an enemy for 1 turn, after which he disappears no matter how long he has left.

#### Given

Look For The… (Given)

* Ursathropes can survive on the absolute…Wait for it, I’m gonna finish the joke…Bare Necessities…They can gorge themselves in anticipation of needing to go without eating for a while, and they will not need to eat for twice as long as the food would normally fuel them. They can alternatively only eat a little bit every day for an extended duration, however this is not as sustainable.

### Yainathrope (Werehyena) only

#### Minor

Vicious Mockery (Minor)

* Yainathropes are able to perform the laugh of a Hyena to provoke and antagonize enemies, causing disadvantage on attacks and reckless action. This can only be used effectively while in their transformation, but can be used outside to a lesser effect.
	+ Level 1 - Enemies who hear the Yainathrope’s laugh have -1 on all attack rolls they make for the next 3 turns. No effect outside of transformation. This can be used once every 7 turns.
	+ Level 2 - Enemies who hear the Yainathrope’s laugh have -2 on all attack rolls they make for the next 3 turns. No effect outside of transformation. This can be used once every 7 turns.
	+ Level 3 - Enemies who hear the Yainathrope’s laugh have -3 on all attack rolls they make for the next 3 turns. -1 outside of transformation. This can be used once every 7 turns.

#### Given

Scavenger (Given)

* Yainathropes are not affected by spoiled food, so long as the food is not manufactured in any way.