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  • Achtung! Cthulhu: NPC Nazis, like the investigators, might fear and hate the Cthulhu Mythos, even (or especially) if the entity in question was summoned by their own Sturmbannführer. Do the players accept help from the Luftwaffe? From the Waffen-SS? From Einsatzgruppen troopers, fresh from shooting Jewish civilians in the head all day? As the war goes on, there are a number of situations where Nachtwölfe and the Allies co-operate, actively or covertly helping each other against their mutual enemies.
  • Arkham Horror: It's possible to have a group of investigators containing a federal agent, a gangster, a rookie cop, and a bootlegger. And have one of them become deputy of Arkham. The threat of the Ancient One dwarfs petty human crime.
  • Arkham Horror: The Card Game: In Shattered Aeons, two (out of five available) endings allow you to side with either Valusians or the Yithians, and save their civilisation while dooming our own.
  • Ashen Stars:
    • The Combine was born when Human Practitioner-General Hera Ferrer proposed for the establishment of a single stellar government to the kch-thk, balla and tavak in the face of the mynatid threat.
    • A once-despised enemy of the Combine, the durugh initially threw in their lot with the Mohilar when war broke out until they discovered the Mohilar's genocidal plans for them after the Combine was defeated. Since then they have learned that the universal tolerance espoused by the Combine is more ideal than reality, but old hatreds die hard.
    • If a Bleed world still maintains formal affiliation with the Combine, it sends representatives to the Conference. Vastly outnumbered, Bleed conferees expect to see their interests ignored. In pursuit of leverage, Bleed conferees are tightly allied even when their worlds are not.
  • AT-43: The U.N.A and the Red Blok, normally bitter ideological enemies, joined forces temporarily to fend of the Therian invasion on Ava.
  • BattleTech: Just about all the Successor States were quite happy to blow each other to kingdom come. And then the Clans came, and all of a sudden, Arch Enemies were forming alliances to stop the threat. A few decades later, the Word of Blake started nuking everyone. So the Successor States ended up forming an alliance with the Clans to nuke the Blakists back.
  • Delta Green:
    • In a singular moment of cooperation, on 24 August 2001, elements of MAJESTIC, Delta Green and GRU SV-8 coordinated operations to uproot and destroy the Karotechia, from its South American headquarters to its sorcerers and reanimated officers active around the world.
    • In Operation SIC SEMPER TYRANNIS, to destroy SMERSH's experiments to continue Karotechia's "resurrected casualties" program and prolong Stalin's lifespan, the strike team was suddenly helped by GRU SV-8, who helped them by smuggling the strike team into the island where the facilities were and finished off the survivors after DG was done, as they wanted to destroy their political enemy SMERSH and end the experiments which they deemed a threat to the Soviet Union.
  • A Disney Lorcana deck can feature both heroes and villains as long as they're within the deck's two ink colors, and they have no difficulty questing together or challenging the opponent's characters.
  • Dungeons & Dragons:
    • There's not much love lost between the githyanki and the githzerai, sundered subraces of the ancient gith, but their mutual hatred of the mind flayers who once enslaved them is intense enough that any hostility between the two peoples comes second to killing mind flayers whenever they raise their heads. If you see a githzerai monk and a githyanki knight in the same force, they're probably setting off to behead some illithids.
    • Baldur's Gate: Descent into Avernus: Individual devils may work with adventurers to further their own ends, the most powerful of these being the archdevil Bel, who hopes the party will sabotage Zariel's plans and give him an opportunity to gain power at her expense. Some devils, such as Zariel's pit fiend general Lucille, are also perfectly willing to let players go about their day as long as they don't intervene in the Blood War on the demons' behalf.
    • Nentir Vale: In general, the good gods don't actually want the evil ones destroyed, since they sometimes provide useful services (Torog's assistance is generally required to imprison anything really powerful). Additionally, if the primordials ever re-emerge, all of the gods' combined strength will probably be required to subdue them again.
    • Out of the Abyss: A drow archmage named Vizeran DeVir enlists the help of the players in order to use a Summoning Ritual to stop the demon lords. He's listed as Lawful Evil, and, while it's patently obvious that he's got something else going on and shouldn't be trusted, he at least won't stab the players in the back as long as they're helping him get what he wants.invoked
    • Queen of the Spiders: In Against the Giants the party can free various groups of humans and Orcs enslaved by the giants and convince them to join forces against their oppressors. In Vault Of the Drow it is possible to end with Loth loyalist helping the party against the Drow aligning themselves with the Elder Elemental God. Gygax's original plan for the finale of the module was to let players decide whenever they side with Loth or Elder Elemental God.
    • Raiders of the Serpent Sea: In times of trouble even rival clans must come together. When needed, a group will swear fellowship to one another and promise to defend each other, share glory and spoils, and to never act against the others, at least while the terms of the fellowship are valid.
    • Savage Tide: In the penultimate adventure, "Enemies of My Enemy", the players recruit the eladrin paragon Gwynharwyf, the Demon Prince of Undeath Orcus, the sorceress Iggwilv, and possibly Demogorgon's lover, the succubus queen Malcanthet.
    • Tomb of Annihilation:
      • Valindra Shadowmantle, an elf lich and agent of Szass Tam, can be encountered. She'd prefer to capture the Soulmonger, but she's more than willing to collaborate with the players, and will even point them in the right direction.
      • Ras Nsi. is afflicted by the death curse, and, if the characters can convince him of this and that whatever is causing it is in the Tomb of the Nine Gods, Ras Nsi will cooperate with them.
    • Tyranny of Dragons:
      • Several opposing factions, like the Red Wizards of Thay and the Order of the Gauntlet, are willing to work together to stop Tiamat. Several of these evil factions hate good guys, but, when the alternative is The End of the World as We Know It, working with the enemy is a much better option. Several of the allies you get for the finale of Rise of Tiamat include giants, metallic dragons, devils, and the various mortal races and their factions, many of whom hate each other. Despite how much they hate each other, however, all of them agree that letting Tiamat be summoned is a bad idea.
      • Blagothkus the giant will help the party if they can talk him into it at the end of Hoard of the Dragon Queen, but he's not doing it out of self-preservation or because he fears the Cult. It's because he wants to spur other giants into action, and he was already planning on betraying the Cult if it meant getting giants to fight dragons. Blagothkus wants giants to take their "rightful place" as rulers of the world. This belief lasts even if the party convinces him to help them, so he's a nominal ally with a shaky alliance at best.
    • La Notte Eterna: Thanks to the hardships and dangers of The Night That Never Ends, many races have set aside their past differences in the interest of survival, and thus elves and humans fight alongside orcs and ogres.
  • Eclipse Phase: Firewall, as a group, really doesn't like the Ultimates (even if they have some Ultimate members at the lower end), and the Ultimates have little fondness for anyone outside their own clique. But Firewall recognizes the Ultimates' incredible ability in combat against x-risks, and a sentinel team who happens to be pointed at the same target as an Ultimate unit are advised to take all the help they can get.
  • Exalted:
    • In Return of the Scarlet Empress, the player characters have the chance to forge a number of such unlikely alliances to resist the forces of the Empress and Hell, although most are tenuous at the very best.
      • The Western front can see an alliance — a fragile, tense, and inevitably bound to go down in treachery one, but still an alliance — between the mortal fleets of Coral, the undead navy of the Skullstone Archipelago, the ancient Lunar Leviathan and his army of marine beastmen, and the fey raiders of the Opal Court to combat the fleets of the Lintha and Infernal Exalted.
      • The final endgame against the Ebon Dragon can see members of almost any force arrayed against him — nobody wants the Ebon Dragon to win, and the defenders of Creation may find aid among the forces of the Deathlords, Fair Folk desperate to stop the endless story of tragedy the Dragon would write, and even forces of Hell furious at the Dragon's sudden but inevitable betrayal of the other Yozi.
    • In the Gunstar Autocthonia setting, the Viator of Nullspace — an extremely dangerous, robotic entity obsessed with protecting Autocthon no matter the cost to the people living inside him, and a villain in the default setting — is noted to be a possible, if very risky, ally for the Exalted in their fight against the Tyrant Sun and the forces of the Primordials.
  • Flames of War: The Oil War expansion for Team Yankee features a bizarre alliance between Israel, Iraq and NATO.
  • Gloomhaven: During a late-game quest, the players can strike an alliance with some Sun Demons, glowing humanoid shapes of sunlight, in order to unlock a scenario. The demons actually propose the quest on the grounds that humans cannot live without the sun. Several other scenarios also involve monsters acting as allies for that scenario. Forgotten Circles has a Rift event in which you can rescue a bandit, who will fight with you on the next round.
  • Gobblin': Apparently goblinkind was so obnoxious in their old world that the forces of good and evil teamed to cast on massive spell to banish them to a new one.
  • Gods of the Fall: The Lords of Hell fight tooth and nail against each other, but sometimes they broker brief ceasefires to ally against the Hellmaw.
  • Grim Hollow: The Ostoyan provinces of Soma and Raevo hate each other, as Raevo split away from Soma after the vampires took over and the vampires want it back, but the Bürach Empire wants to conquer them both. As a result, each has come to the other's aid when they were invaded by the Bürach Empire, and they also try to avoid getting too caught-up in fighting each other to prevent being conquered whilst weak.
  • GURPS Reign of Steel:
  • Heavy Gear: The Northern and Southern factions temporarily join forces to combat the invading Colonial Expeditionary Force from Earth.
  • Hollow Earth Expedition: One of the example situations covers a combat scene where a player character yells in German to a group of Thule Society soldiers to band together against lizardmen, followed by a Diplomacy check. While the check fails, the game openly encourages this sort of behaviour and the player is even granted a Style point for quick thinking.
  • Infinite Worlds:
    • One suggestion in the book is that Infinity and Centrum could ally against Reich-5. On the other hand, a vignette in the book suggests that Centrum might take advantage of Homeline's fixation on "the Irrationalist sect from Bavaria" to draw off Infinity resources.
    • Averted on Steel. Both Infinity and Centrum agree that the zoneminds have gotta go, but they aren't talking to each other about their plans and have somewhat different priorities.
    • The oil companies on Homeline are funding Greenpeace, who oppose the exploitation of other worlds. Said oil companies are trying to make outtime operations harder to preserve their own dying markets.
  • In Nomine: Normally, an Archangel and his Evil Counterpart are bitter enemies, but this is not the case for Dominic and Asmodeus, the leaders of Heaven and Hell's respective inquisitions. They instead have a secret alliance across battle lines for the purpose of dealing with serious problems; just hunting Outcasts and Renegades won't cut it, but major issues — large groups of Outcasts or Renegades, rogue Superiors, potential emergences of the Grigori, large plots by pagan gods — can see Dominic's angels and Asmodeus' demons assigned to cooperate.
  • Magic: The Gathering has a number of scenarios:
    • Almost all cards are divided into one of five categories, defined by certain characteristics and assigned a colour. The five colours are seen on the back of the cards in a pentangle. The characters and creatures associated with any particular colour are hated by the colours on either of the nearer points, but even they will ally to fight against a colour further away (physically and thematically) from one of them.
    • This forms a significant part of the dynamic for the good guys in the Archenemy variant (since they can easily be colors that either do or would hate each other slightly less than they hate the main opponent).
    • The events of the Zendikar block have the vampires, elves, humans, Kor, minotaurs, goblins, merfolk and what-have-you uniting against the Eldrazi). The team-up continues into Battle for Zendikar block, where the Ally creature type was repurposed from representing adventurers to the semi-unified military forces.
    • In the Scars of Mirrodin block, the Mirran forces in all five colors were forced to team up against Phyrexia... although the Black-aligned section was wiped out by the second set, and Phyrexia won in the end.
    • In the Eldritch Moon set the non-mutated humans, werewolves, and vampires all team up to battle the abominations created by Emrakul, and Liliana's zombie army proves to be immune to this corruption and vital to driving them back (while none of her teammates are explicitly her enemies, few of them would team up with her unless forced to).
    • March of the Machine follows New Phyrexia invading every plane in the multiverse, and everyone teaming up to fight back. Monsters and cathars on Innistrad, angels and gangsters on New Capenna, rebels and cops on Kaladesh - some of them gain a new respect for each other, though many know that as soon as the massive threat is dealt with it will be business as usual. There were even a bunch of two-in-one legendary creatures showing old enemies teaming up: vampire leader Mavren Fein riding one of Ixalan's mightiest dinosaurs, Consulate enforcer Baral working with pirate captain Kari Zev, Thalia, a monster slayer, charging into battle on a frog monster that eats people, and Surrak, a man best known for punching a bear in another timeline, fighting alongside Tarkir's biggest bear.
  • Mistborn House War: The core of the game is that the Houses are rivals that won't hesitate to backstab each other to be the most powerful, but still have to cooperate to solve problems that may threaten them all.
  • Monsterpocalypse: The game's factions are arranged in an "Agenda Wheel" provided by the game's manual, and may ally with whomever comes before and after them in the following list: GUARD and Elemental Champions (Defenders), Terrasaurs and the Empire of the Apes (Radicals), Lords of Cthul and Subterran Uprising (Fiends), Planet Eaters and Savage Swarm (Destroyers), Martian Menace and Tritons (Invaders), Shadow Sun Syndicate and Ubercorp International (Collaborators), and back to GUARD and Elemental Champions.
  • My Little Pony Collectible Card Game: In "Absolute Discord", several characters who appeared as Troublemakers in previous sets now appear as friends. Ahuizotl, Oppressive, Nightmare Moon, Deep Darkness, Flim & Flam, Shrewd Schemers, King Sombra, Slave Driver, and Queen Chrysalis, Identity Theft are all colorless friends.
  • Nobilis: Heaven loathes Hell, but the Angels and Devils need to fight alongside each other to oppose the Excrucians that seek to undo all existence.
  • The Others (2015): Morgana and Karl had been fighting each other for centuries until she called a truce so they could team up to fight the Others.
  • Paranoia: Even if someone's ideology is directly opposed to yours (Psion vs. Anti-Mutant, Corpore Metal vs. Frankenstein Destroyers), alliances can always shift to suit the demands of the moment. You can always hose them later.
  • Pathfinder:
    • Every other god that existed at the time joined forces to battle and imprison Rovagug, an immensely powerful god who sought to destroy all of creation, despite many of them being bitter enemies.
    • The non-canon Bad Endings of a number of adventure paths see enemies, sometimes very bitter ones, join forces to combat a new and far worse threat.
      • In Rise of the Runelords, of the PCs fail to prevent Karzoug's return into the world and to sabotage the Leng Device, Karzoug's return completes a ritual that allows Mhar, the World Thunder, to be born from beneath Xin-Shalast, annihilating the city and Karzoug's forces. Although Karzoug survives by teleporting away, the narration notes that Mhar would pose such a cataclysmic threat to... everything, essentially, that the PCs might be forced to ally with Karzoug to face it down.
      • In Wrath of the Righteous, if the PCs lose to the demon lord Deskari and his forces and fail to halt the next major demonic incursion from the Worldwound, then the already overwhelmed defending forces quickly collapse and the hordes of the Abyss swiftly overwhelm most of northeastern Avistan. The existential threat posed by this impending apocalypse causes a number of alliances to form as nations that have been enemies with each other for most of their existences — including the eternally-warring Nirmathas and Molthune; the crumbling empire of Taldor and its former colonies, the freedom-loving democracy of Andoran and the devil-worshipping tyranny of Cheliax; and the Ulfen warriors of the Land of the Linnorm Kings and the winter witches of Irrisen — join forces with one another to hold back the demonic tide.
  • Rifts:
    • Tolkeen and Free Quebec were under attack by the Coalition, and the wizards of Tolkeen approached the magic-fearing technocrats of Free Quebec. They attempted to invoke this trope, pointing out that if Free Quebec attacked the Coalition forces from the front, while Tolkeen came in from behind, they could crush half the Coalition force in one fell swoop. Unfortunately, Free Quebec was horrified by the Sorcerer's Revenge, so they pretended to agree to the plan but secretly planned to not get involved. However, when the forces of Tolkeen sent demons and monsters after the Coalition, they joined in on the Coalition's side.
    • The Minion War is sparking widespread incidents of individual cooperation between Coalition forces and everyone else, including D-Bees and practitioners of magic.
  • Rocket Age: When humanity started pushing its interests on Mars many warring city states put aside their differences to combat the new threat. Thus far this hasn't worked so well for them. There are also some adventures where the heroes could find themselves shoulder to shoulder with their rivals and enemies, at least for a little while.
  • Sentinels of the Multiverse:
  • Shadowrun: In Better than Bad, Freya relates a time when Humanis Policlub (a human-supremacist group) and the Sons of Sauron (ork and troll supremacists) were marching side by side against the government of Tir Tairngire (elf fascists). Since the SOS are kind of popular among Jackpointers, a couple of the kibitzers were a little queasy to hear about that, especially when it was confirmed by another source.
  • Space 1889: Shaptash is hostile to humans but doesn't hesitate to gang up with Fenian terrorists and German agents to fight the British.
  • Splicers: Gaia hates humanity, more than almost any of the other personalities, but her priority directive is to restore the ecosystem. Accordingly, she's willing to barter with humans if that'll help her goal (such as buying genetic samples from extinct or near-extinct species).
  • Starfinder: The Veskarium and the Pact Worlds were at war with each other until the Swarm arrived to attack both. The uneasy truce that developed between the two to fight off the Swarm currently holds, but both sides are distrustful of each other.
  • Star Fleet Battles: The Kzinti were at war with the Federation for nearly eighty years. The rise in power of their mutual enemies, the Klingons, as well as their oldest enemies and Klingon allies, the Lyrans, forced the Kzinti into an alliance with the Federation.
  • Star Realms: The card Unlikely Alliance, which has art of a fleet of Blob and Cult ships working together.
  • The Strange: In Camelot Le Morte, Sir Lancelot and a handful of former knights of Arthur work with the former traitor Mordred, who leads the organised resistance against Queen Gwenhwyfar and her propagation of the maladie de la machine. Old slights and betrayals have not been forgotten: former associates of Arthur consider Mordred cruel and sadistic, leading through fear and intimidation, and he only shows sympathy to outsiders whose original loyalties didn't lie with Camelot.
  • Unmasked: Despite their less-than-charitable attitude, all "evil" mask-forms live in mortal fear of Prester John and its minions. It is likely that, if push comes to shove, they will team up with "good" mask-forms to fight against this force.
  • Warhammer:
    • Warhammer Fantasy:
      • While the Empire and the Bretonnia have been fighting each other on and off for centuries, they will readily join together in the face of large external threats such as Greenskin migrations or Chaos hordes. Knights from the two factions even launched a counter invasion of Araby after the southern kingdom was manipulated into invading the Old World by the Skaven. despite the two human nations being rivals.
      • Normally, the vampires and human nations of the Old World are bitter enemies, since the vampires prey on humanity and typically wish to rule over humanity directly so as to prey on it freely. However, both view Chaos as a worse enemy; a successful Chaos invasion would, at the very least, destroy all civilization in the area it hits, thus causing far more damage to humanity than the vampires' deliberate predation and rule would and threatening the undead's food supply. At worst, Chaos would utterly destroy the world. As such, when the armies of Chaos come marching south, it's fairly common for the living and the dead to temporarily put aside their quarrels in order to meet the greater threat; this is always a very tense, very temporary truce, but the presence of the vampires' undead armies has often been a major factor in helping the forces of humanity beat back the Chaos invasions.
    • Warhammer Fantasy Roleplay: Lore from some editions of the game mentions that Bretonnian nobles are often at odds with the Herrimaults, forest-dwelling bandits who steal from the nobility to help the peasants Just Like Robin Hood. The nobles and Herrimaults, however, will still join forces or at least cease hostilities to deal with the worshippers of Chaos — the Code of the Herrimaults has a special proviso allowing them to ally with tyrants in order to oppose the Ruinous Powers.
    • Warhammer: The End Times: When the Skaven and Chaos joined forces to launch one final invasion, the resulting destruction forced the warring forces of Order to join together with their traditional enemies to counter the threat — the High, Wood and Dark Elves unite after millennia of bitter rivalry and ally with the Dwarfs (who have their own deep-seated vendetta against all Elves) and the Empire, with the resulting alliance then joining up with the forces of Death (the Vampire Counts and Tomb Kings) against the combined forces of Chaos in a final battle at Middenheim to decide the fate of the Old World.
    • Warhammer 40,000:
      • There are some occasional instances in the lore where the more reasonable factions will hold off on killing each other to deal with a more immediate mutual threat, although once the threat has past they will almost immediately go back to killing each other. Some versions of the game will represent such instances with an Allies system that includes categories such as "Desperate Allies" and "Unholy Alliance" that introduce extra rules to represent the continued mistrust between the two forces.
      • Due to their status as a Dying Race, the Craftworld Aeldari are often the most willing to Invoke an Enemy Mine situation, particularly when the forces of Chaos are involved. They will typically attempt to manipulate the situation to their advantage, however.
      • Orks are naturally violent creatures who spend most of their time fighting amongst themselves but, should an Ork world come under attack from an external force, the invasion will often cause the Ork population to join together without a second thought to fight against the non-Orks. There have even been instances in the lore where such an invasion has triggered an Waaagh! where the now united Orks continue to fight together and invade other worlds.
    • Deathwatch: The Achilus Crusade was originally intended to drive the Tau from the worlds of the Jericho Reach. Following the arrival of Hive Fleet Dagon in the Reach, certain Imperial commanders and Tau leaders have suggested temporary alliances in order to stand against the Tyranid threat. The Tau Commander Flamewing exemplifies this mindset.
    • Warhammer: Age of Sigmar: Tyrion and Malerion (formerly known as Malekith) don't hate each other any less than they did as mortals; if anything, becoming the new gods of light and shadow, respectively, has only made their old rivalry worse, as they're now as opposite as it's possible for two beings to be. However, they put were willing to put their differences aside if it meant saving countless elven souls from Slaanesh, and together with Teclis and Morathi, trapped the Chaos god, ripped as many souls as they could from his stomach, and divided them between them to begin the resurrection of their race. They since have agreed to mostly just ignore each other, but lately they've been seen testing the border's of each other's Realms...
  • Wasteland 2010: In "When Titans Clash", the heroes have to team up with the Crimson Overlord to stop Krome from nuking Overlord Island.
  • WitchCraft:
    • The various Gifted factions rarely see eye-to-eye, and the Sentinels in particular take a dim (if not downright hostile) view of all the others. However, if it means putting down Mad God cultists or a Dark Covenant, even the Sentinels will often (reluctantly) collaborate with their fellow Gifted — either that, or the other Gifted will manipulate the Sentinels into getting involved.
    • The Sentinels themselves recruit Divinely Inspired operatives from all monotheistic faiths, with surprisingly few problems. Mundane Christians and Muslims may have a long history of enmity towards each other, but their counterparts among the Sentinels readily work together, with many feeling that the differences between their religions are a trick by the Adversary to keep the Creator's forces divided. (They tend to keep such views private when they're among their Mundane cohorts, of course.)
  • The Witcher: Game of Imagination:
    • Dryads and Scoi'a'tel against humanity. The Dryads are open about the fact that in any other situation they would simply kill the elves, since they are no better than humans when it comes to preserving nature.
    • Dvarves actively reject this; whenever elves try to pull this against humanity, they coldly reply that elves only started talking about alliance after humans drove them to near-extinction.
  • World of Darkness:
    • Beast: The Primordial: Heroes will happily team up with any other race in the New World of Darkness for the sake of hunting down and killing Beasts. This is intended to show just why they are Designated Heroes; they are so obsessive that they will gladly ally with actually evil monsters to kill a harmless Beast, simply because they are so fixated on killing Beasts that they regard other supernatural entities as harmless.
    • Hunter: The Vigil:
      • It's not unheard of for Hunters, the people Heroes think they are, to form alliances of convenience between cells that dislike each other for personal or ideological reasons against the horrors in the dark — a fundamentalist Protestant from the Tribulation Militia likely doesn't have much regard for the secular, scientific compact of Null Mysteriis, for example, but at least a Godless evolutionist is somewhat better than a vampire. (Although any Hunter cell with a white nationalist or Neo-Nazi bent is not going to be able to form an alliance with the Loyalists of Thule under any circumstances, and indeed can consider themselves lucky if they survive the encounter.)
      • Some Hunter cells will even ally with the less evil monsters in order to drive out something worse. However, Hunters don't generally have access to the core books from other game lines, so their ability to tell which monsters or factions of monsters are the "good" ones, or that such factions exist, isn't necessarily reliable. The Hunter term for such an arrangement is a "cancer cell".
    • Mage: The Ascension has the Traditions and the Technocracy occasionally set aside their conflict long enough to take down a Nephandus or Marauder.
    • Mage: The Awakening generally sees the Pentacle Orders locked in battle against the Seers of the Throne, with Banishers attacking both sides. However, when The Mad, Reaper Legacies or the Abyss-aligned Scelesti show up, all three sides will most likely declare a truce to stop them.
    • Arcanacon in Australia featured a freeform called "Mars Attacks! the World of Darkness". The blurb for the game included:
      Will the Camarilla fight alongside the Sabbat?
      Will the Garou fight alongside the Wyrm?
      Will the Traditions fight alongside the Technocracy?
      Will the Seelie fight alongside the Unseelie?
      ...and will the Malkavians fight alongside the Martians?
    • Princess: The Hopeful: On the fan-made side of things, Princesses are often mentioned to dislike Beasts for their habit of hurting people as "lessons". Yet, Dark and Light reveals the two of them regularly join forces in their common hatred toward the Hunter Compacts known as the Ashwood Abbey.
    • Vampire: The Requiem saw this happen in its backstory, when the five Covenants stopped their mutual jockeying for power long enough to hunt down and eradicate the Melissidae bloodline, who they saw as a perversion of vampirism (and a massive Masquerade breach due to their Hive Mind practices). They took out most of them, but three escaped to continue the bloodline into the present.
    • Werewolf: The Apocalypse: The Garou species is split into two major groups — the Gaians, the player faction, who seek to defend Gaia and the natural world, and the Black Spiral Dancers, who serve the Wyrm and is campaign to destroy and defile everything. The two groups despise each other and their interactions typically end in the slaughter of one side or the other. In the Time of Judgement scenario "Weaver Ascendant", the threat of the Wyrm is suddenly and dramatically eclipsed by that of the Weaver, who seeks to calcify all of reality into unchanging stasis and uses a series of lightning strikes from its servants to kill the majority of the Gaian Garou. When the survivors gather in a war council, they are approached by the Dancers, who — for probably the first time in their shared history — come under genuine truce and reveal that they have been hit just as hard by the Weaver, who seeks to destruction of both Gaian and Wyrmish forces, and seek to unite against their common foe.
    • Werewolf: The Forsaken: The Forsaken and the Pure are reluctantly willing to put aside their ancient and ongoing war and put down Bale Hounds or the Idigam whenever they pop up. An entire Lodge, the Lodge of the Hunt, exists to invoke this trope, bringing together werewolves who have a common Arch-Enemy.

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