Mortals are normal human beings - most of whom are unaware about the existence of the paranormal and supernatural contained within the Classic World of Darkness.
Overview[]
The common use of mortal is as the antithesis to immortal. An immortal is someone who will, at least, never die of natural causes. At other times immortality includes invincibility to weapons and/or diseases. Mortals are normal humans, who are in mortal peril of all these things; age, disease and physical trauma.
In the Classic World of Darkness, however, the designation is commonly attributed to non-supernaturals, even when some supernatural groups are not immortal as such. The question is usually raised when discussing the imbued or mages, since they are closest to normal humans in a physical sense.
Mortal Hunters[]
Main article: Witch-hunter
Just because the mortals have no innate powers, does not mean that they are helpless. Some mortals fight back and hunt the supernatural beings that walk among them. The capabilities of these mortal hunters (not to be mistaken with the Imbued) depend entirely upon their training, skills, and experience. While individual mortal hunters (or even small, loosely organized groups) are a minor threat to a whole supernatural community, there are large organizations that can be a major threat. Indeed, there are even some among the supernaturals that believe the greatest threat to their existence is the population of mortal-kind creating a unified, global front against them, for what mortals lack in powers, they make up in sheer numbers and attrition - thus why many like the Kindred tend to and strictly maintain their masquerades to keep the majority of the world's mortal population none the wiser.
Throughout the second half of the 20th century, governmental agencies that fight supernaturals have begun cropping up with increased frequency, such as Project Twilight in the USA and Strike Force Zero in Japan. Ancient societies can be far more dangerous though, as they actually have knowledge about supernatural beings passed down through the generations. Two examples of these ancient societies are the Shih (in Demon Hunter X) and the Inquisition. The two primary reasons the ancient societies are so dangerous is: they know all about supernaturals AND they can be trained to use very powerful supernatural abilities and/or ancient weapons. Since the beginning of the Reckoning, a pseudo-prophetic concept describing the triumph of mortals against the supernatural in terms of ultimate control over the world, these organizations, both new and old, have become both more common and better coordinated with one another. For the second time in history, a decisive victory over the supernatural looms on the horizon.
Many other types of "mortal hunters" exist in all the games. Information for these foes was often provided in the back of the main rulebook and in greater detail in "enemy" type sourcebooks. There was usually at least one enemy sourcebook for each game and the books also provided rules for players using mortal hunters in game.
Wraith: The Oblivion[]
(See also: Medium, Consort, Fog)
Ever since the dawn of humanity, humans have fought the shadow of death. Because of this, human willpower has become anathema to death itself: indeed, many people can stay alive through use of their willpower alone.
Because human willpower is directly opposed to death, humans can use their Willpower Trait in certain ways to inhibit and affect wraiths. This also includes the ritual defenses of warding and forbiddance to block or drive out a wraith from an area. However, these rituals require belief in order to use them. As the most well-educated skeptic will not be able to ward a site no matter how perfect the ritual is. They won't be able to invest Willpower in something that they know deep down, can't possibly work.
Mortals can't see wraiths at all. They only get vague impressions of ghostly presences when they're tired, drunk, injured or otherwise not quite themselves. This is both a blessing and a curse to wraiths, who are usually thankful that they pass through the mortal world unseen, but who occasionally wish that vision would pierce the Shroud. Even wraiths who actively wish to be seen (say, to deliver a warning) are often just not visible to those whom they wish to speak.
Finally, on rare occasions, the truly innocent can see and even converse with wraiths moving in the Shadowlands. These moments always occur at night, usually when the innocent is alone, and generally when the mortal isn't actively concentrating on anything specific. To determine if an innocent sees a wraith, the Storyteller rolls the child's Perception (difficulty 6). Success indicates that the child sees the wraith; three or more successes allows the two to converse.
Viewpoints[]
Wraith Perspective[]
While the Hierarchy strictly forbids the interaction with the Quick through the Dictum Mortuum, many wraiths end up intentionally or unintentionally breaking it.
Renegades have no such strict limitations on dealing with the Quick, as they play fast and loose with the inhabitants of the Skinlands. Their insistence on maintaining contact with living relations, friends - and sometimes enemies - leads many otherwise "upstanding" wraiths to cross the line into the Renegade camp. The attraction of the forbidden draws other wraiths into the excitement of congress with the living. For many Renegades, dealing with the Quick provides rest and relaxation. For others, it's a job.
Some of the Quick can serve as Consorts and can even be Fetters for wraiths.
The Haunters view the Quick as their way to freedom. It is human belief that reinforces the Shroud and it is the Haunters duty to haunt them into believing that ghosts exist. And thus, once they accept that ghosts are real, then the Shroud can be broken. However, they also tend to avoid haunting parapsychologists and "experts", as that may attract the attention of ghost hunters.
The Masquers don't really see the Quick on their high list of priorities. While the Quick may have nothing to do with them, the Masquers are still nothing without them.
The Sandmen enter the Quick's dreams though the use of Phantasm to inspire the Quick in the works of art. Many Sandmen work with mortals for the benefits they reap; Memoriam, Fetters, and Relics all constitute common forms of "payment" for their dreamwork. As a by-product of interacting with creative mortal's dreams, Sandmen also harvest and use Sand.
Gallery[]
References[]
- MTAs: Technocracy: N.W.O., p. 70 (Mortals are called "Natural/s")
- V20: Vampire: The Masquerade 20th Anniversary Edition
- WTA: Players Guide to Garou, p. 200-206 (Creating Mortal Characters)
- W20: Werewolf: The Apocalypse 20th Anniversary Edition
- MTAs: Masters of the Art, p. 34 (Humans in the Horizon)
- MTAs: Mage: The Ascension Revised Edition, p. 43
- MTAs: Tradition Book: Virtual Adepts, p. 8 (Bodybags)
- M20: Mage: The Ascension 20th Anniversary Edition
- WTO: Wraith: The Oblivion Rulebook, p. 234-236
- WTO: Wraith: The Oblivion Second Edition, p. 235-236, 287-289
- WTO: Wraith Players Guide, p. 111
- WTO: Shadow Players Guide, p. 64 (Les Chevaux)
- WTO: Guildbook: Haunters, p. 20, 25
- WTO: Guildbook: Masquers, p. 40
- WTO: Guildbook: Sandmen, p. 32-33, 34
- WTO: Renegades, p. 73-75
- WTO/cMET: Oblivion, p. 223-234
- H5: Hunter: The Reckoning 5th Edition Corebook



