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=The Supernatural People= Obviously, this being a World of Darkness title, the big focus is on playing things that go bump in the night, and there are several different kinds. They are collectively known in-universe as "The Shadow Cultures", and fortunately for humanity, despite the common origins of most of them, they follow the grand old WoD tradition of absolutely ''sucking'' at working across faction lines. Mechanically, each Shadow Culture is treated as its own class. ==Vampires== Because ''of course'' this setting has fucking vampires. What else were you expecting? These are the spirits of dead people - of evil, murderous bastards and bitches, specifically - who have been released back into the world of the living and taken over the body of a once-living human being, usually with the original soul crushed and subordinate to the older soul. Vampires were "created" (though that implies a purposefulness that the Inconnu don't really seem to have) as spies and assassins, existing to hunt down and slay the Awakened - we'll get to them. Much like in [[Vampire: The Requiem]], vampires in McWoD are divided into five clans; [[Daeva]], [[Gangrel]], [[Mekhet]], [[Nosferatu]] and [[Ventrue]], with each clan typically corresponding to a particular kind of evil soul - Nosferatu were typically the most terrifying of mortal sinners; child murderers, pedophiles and cannibals. Vampires who turn against the Inconnu, either actively by trying to stop their plans or passively by just refusing to help the Inconnu's loyalists, are known as '''The Broken'''. ==Werewolves== Like vampires, werewolves in McWoD are the result of a human being being possessed by something. Unlike vampires, the "progenitors" of werewolves aren't human ghosts, but instead bestial spirits from some unknown otherworld. As a result, the native soul is pretty much annihilated, leaving only its memories, knowledge and emotions to influence a very confused spirit, who is now trying to understand concepts it never could have possessed before. Werewolves are the "shock troopers" of the Inconnu; created to kill, rampage and destroy, but restrained by instincts of self-preservation and lingering impulses from their host's soul. [[Werewolf: The Forsaken]] loaned McWoD the Auspices; Irraka (New Moon), Ithaeur (Crescent Moon), Eolodoth (Half Moon), Cahalith (Gibbous Moon) and Rahu (Full Moon). Werewolves who decided they like this world as is and don't want to help the Inconnu are called '''The Calm''', which even the viewpoint character in their subchapter notes is a pretty ridiculous choice. ==Mages== Unlike the vampires or the werewolves, mages ''are'' human, 100% human. It's just that, ever since the Nightmare Wave washed over the Earth, they found they could work [[magic]]. Now, this has obviously endeared the Inconnu to some mages, who worship them for various reasons, and other mages are arrogant enough to believe they could exploit or control them. But the majority either want nothing to do with the struggle or actively oppose them, and thus mages are broken into two major groups; '''The Strangers''' (those who work with the Inconnu) and '''The Bound''' (those who fight the Inconnu). Whilst most mages are heavily shaped by real-world magical traditions they believed in before the Intrusion gave them power, and others [[weeb|style themselves after fiction]], in practice mages can be boiled down to five archetypes; Enchanter, Warlock, Necromancer, Theurgist and Shaman. ==Demons== A third "race" unleashed by the Inconnu, demons are, like werewolves, natives of some hellish otherworld unknown to humanity. Unlike werewolves, demons don't bother possessing a human host, but instead fashion themselves a body to occupy through sheer will. Demons are closer to vampires, in that their "assigned" role is one of deception and manipulation - they're the ones who work to cover up the Inconnu's forces at work in the world, maintaining the shield of public oblivion and ignorance that lets vampires and werewolves and the Strangers work their wicked wills with relative impunity. Their biggest enemies are mages, especially the Bound. They are the rarest of the supernaturals walking in the post-Intrusion world. Demons are divided into Temptors (who favor corruption and seduction) and Scourges (who favor destruction and violence). Demons who decided that "hey, I actually ''like'' this world; I don't want to let it get destroyed!" and go off-script are simply known as '''Rogues'''. ==Awakened== Finally, there's the 1% of humanity whose presence preserved Earth from the Intrusion. These are the Awakened, those whose souls are just that little bit... "special". Their willpower is enough to make them capable of resisting the dark powers of the Inconnu's agents, and achieve heights that other humans can only boggle at. They are the pillars that reinforce Earth's reality... and, thus, their destruction is the goal of vampires, werewolves, demons, and those mages who have become Strangers. Awakened are the "everyman" of the race-classes of McWoD, lacking the flash and dazzle of the others. They get ''tons'' of bonus [[Feat]]s, can make Concentration checks to buff themselves, sense places/things altered by the Nightmare Wave, gain some [[Skill Monkey]] attributes, and as their climax ability can add +20 to any d20 roll once per day. [[Category: Dungeons & Dragons]] [[Category: White Wolf]] [[Category: World of Darkness]]
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