Hunter
You are a mortal who has tangled with the supernatural - a lot more than just once - and who has come ahead some of those times. But it is not just you; your family, your friends or your secret group of weirdoes (read; secret society) have been training against, studying, cataloguing and, above all, hunting the supernatural. You have learned every trick in the book when it comes to resisting the supernatural influence and direct attacks of supernatural creatures - you may have even written the book in the first place - and you know their every weakness, or can find out.
Musts: Lore must be your highest skill. Real study as well as finely-tuned senses are usually required to take the stunts below. Also Hunters are usually -but not always- pure mortal.
Know Weakness: Hunters have +1 to rolls to identify a creature's weakness and +1 to declaration rolls to have items that satisfy catches with them.
Defy the Supernatural: Hunters specifically train against supernatural creatures. Against any creature who they have Occultlist for, they get +2 to their best physical defense rolls - usually athletics.
Hunt the Supernatural: Hunters train in how to better hunt supernatural creatures. Against any creature who they have Occultlist for, they deal +2 stress.
Slayer: +2 to gun rolls against supernatural creatures who they have Occultlist for.
Occultist: A hunter has this stunt at least three times, usually for different categories of creatures. (i.e. vampires/shapeshifters/fae or demons/undead/outsiders)
Weapon of Fate
Through accident of birth - though those that know would say it was intervention of Fate - you are one of a few humans born with a powerful ability to control chance and circumstance, see the world with peternatural clarity and alter it to your liking. Sooner or later you were tracked down by a secret brotherhood that gains insight through Fate's intervention in how to keep the balance of the world. They do this by murder - the murder of individuals that would upset that balance. They adhere blindly to Fate's decrees, even unto death. Or they're supposed to...
[-1] The Sight
[+0] Inhuman Constitution
[-1] Sight Mastery; +3 to discipline rolls to resist taking mental stress when using the Sight
[-1] Peternatural Clarity; +2 alertness rolls and +1 rolls with your chosen weapon when the Sight is on.
[-1] Fate's Guidance; when spending a fate point to invoke an aspect in a physical nonattack roll, you may also invoke one of your aspects at the same time for the same action for free. In addition, Fate may guide you where you need to be or arrange for fortuitous improbable coincidences that help in your fated mission.
[-1] Guided Path; you have the effects of inhuman speed when your Sight is on. (counted as inhuman speed modified by human form)
[-1] Fate's Guardian; this ability works as Sacred Guardian, only you're guided by Fate, not divine power.
[-1] Chosen Weapon; you have made or inherited a weapon or gun made with esoteric techniques that fits your style and ability peternaturally well. Unlike true items of power, it is not indestructible (though it is much harder to break than normal objects of its kind) but you can eventually replace it with months of effort if it is lost.
* One-time discount
* It is what it is: your weapon or gun usually is weapon 3
* True Strike
* Improbable Defense; by altering chance, you can use your weapon in ridiculously improbable ways to defend yourself such as batting aside bullets with a sword, shooting
bullets out of the air with a gun, making impossible trick shots to foil an enemy's aim or concentration and so on. You can use guns (or weapons, if that's your chosen weapon)
to defend against physical and mental attacks and maneuers, provided you are aware of the attack.
* Fate Deals Equally To All; if you use your weapon to attack everyone in the zone (with the possible exception of yourself), you only take a -2 to your attack roll
instead of the normal penalty of spreading your attack roll. If you also attack yourself, you get a +2 weapon and +2 to hit in that attack.
Advancement: Weapons of Fate usually train extensively with guns or improve their speed and perception with powers. They rarely, if ever, take other supernatural powers though the retired few may take ritual divination.
Keeper of the Akashic Record
A very long time ago - no mortal knows when - someone arranged for a great magic to be performed that would subtly affect every human and all their descendants. The magic would observe and store the history and knowledge of humans - forever. Initially constructed as a failsafe against civilization being lost after yet another extinction event (read; Great Flood/War/Nuclear Exchange), this magical record was to be fully accessed by one line of individuals that the archive itself bends probability in order to ensure the line's survival.
Secretly, descendants of mages of that long-ago time conspired to remove themselves from the world so as to be able to protect the Archive when need arises. They formed the Akashic Brotherhood, a secret society tasked with the Archive's continued survival. Keepers of the Akashic Record have limited access to the Archive's store of knowledge, thaumaturgical abilities and a life-bond to the Archive they take up when they join that prevents them from divulging information willingly or unwillingly. Keepers always have an identity and job in the supernatural world that hides their true allegiance; if the Brotherhood had no identity, someone would eventually notice people with supernatural power that tried to hide what they were doing.
Must: A Keeper's highest skill must be Lore and it must be at their skill cap: the Keepers dedicate much of their time and learning to the Archive.
[-3] Thaumaturgy
[+0] Wizard's Constitution
[-3] Modular Abilities, modified by Human Form. This represents the Keeper's access to the Archive; Keepers can use their modular points to get any mortal stunt, no matter how obscure, that could be the result of learning (i.e. scholarship stunts) or training (i.e. guns or some athletics stunts) but not the result of winning the gene lottery (might stunts, some endurance stunts). The Keeper can get a stunt as long as some human somewhere in the world could have it; downloading "UL vault quality tester" from the Archive for a +4 to burglary when faced with a vault Underwriters Laboratories, Inc. has tested in mock break-ins is perfectly acceptable. Downloading various "vampire hunter" stunts when facing vampires is also acceptable.
[-1] The Keeper's Pledge: item of power (amulet) with the following benefits.
* Trackless Passage; the Keeper is under a constant block against mundane archival of his actions equal to his Lore+2. This ability only works for actions that would betray him as a keeper, not his cover activities. Information can be observed but will eventually somehow be lost, depending on how high is the DC assigned by the GM. Electronic memory will degrade rapidly. Discs and video storage will degrade within the hour. Temporary writing will fade in days and books will only last weeks, their inks fading. More permanent storage such as clay or stone tablets might last for decades or centuries. Word-of-mouth is the only way to keep and spread the info. -1 refresh.
* Mental Immunity; the Keeper is immune to any mental senses, divinations or other mind-affecting effects that would track, uncover or force him to divulge information about his tasks as a Keeper and the Akashic Brotherhood. The immunity doesn't work on other mind-affecting effects that don't uncover information. Physical senses such as scent or infravision work normally. -2 refresh.
* One time discount; the Keeper must always wear his amulet for the amulet is his life. Removal of the amulet results in the immediate death of the Keeper. +2.
* Agenda; the amulet exists to protect the Akashic Record. Should the Keeper attempt to betray the Archive, the amulet falls off.
Advancement: Keepers may take Refinements to improve their thaumaturgy, put more points into their modular abilities or take various supernatural senses. Some few Keepers also develop more offensive magical abilities such as Evocation but never use Sponsored Magic as their sponsor would know of their Keeper activities.
Nephilim
Nephilim are offspring of a mortal and one of the Fallen in physical form. The Fallen must have constructed an actual physical body; merely possessing and warping a mortal does not count. This makes Nephilim extremely rare in the current age where the Fallen are not allowed much direct interference but they used to be very numerous once. The Nephilim are immortal and, combining human lack of wisdom with great power, often mature slowly. While they are physically adult in their thirties, they usually show some immaturity for decades more. Unlike their angel parents, they still eat and breathe and sleep like humans do and can be killed. Power-wise, the Nephilim start gaining enhanced physical attributes since birth and are as strong as giants when they enter adulthood. Eventually (as in centuries) they gain powers comparable to those of their angel parent but without any strings except what they apply themselves. Older Nephilim are bound by exaggerations of mortal failings; some are very violent and seek combat while others have failings like gluttony, lust and sloth. There are whispers that the first few generations of Nephilim eventually became the various pantheons of anthropomorphic gods of mythology - which would explain the extremely human nature of those gods.
Must: a Nephilim must have Might and Weapons as its highest skills; this reprsents natural inclination rather than training and also represents a slower learning rate than humans for all other skills (since they have fewer points left for them)
[-4] Supernatural Strength
[-4] Supernatural Toughness
[+3] Catch; nephilim are vulnerable to either silver (because it represents purity, which they do not) or poison (because it represents mortality, which is their failing). Choose either one or the other.
[+0] Inhuman Constitution: Nephilim grow more slowly than humans and never suffer from old age. They will, eventually, recover from any harm short of death.
[-1] Hulking Size, modified by Human Form. Some nephilim can grow to gigantic proportions, others can become inhumanly dense and tough. In either case, the result is the same; they are tougher but also slower to dodge and either visibly or audibly obvious.
[-1] Absorb Punishment: Nephilim can absorb punishment better than most creatures. When a blow dealing physical stress hits, they can either reduce bonus stress from a high attack roll by 2 or halve bonus stress from the attacker's strength powers, if any.
[-1] Choose one;
* Smashing Blows: Nephilim who give in to rage and their ability to destroy deal +2 stress with fits and heavy melee weapons.
* Sacred Guardian: Nephilim who decide to explore the more spiritual aspects of their heritage have this ability instead.
Advancement: Nephilim eventually develop powers similar in strength to their angelic parents but more physical in nature. Just as the legend says Zeus, Poseidon and Hades chose to be lords of Air, Sea and the Underworld respectively, choices and way of life of the Nephilim dictate what powers they develop. Mythic levels of strength and toughness are very common. Items of Power are just as common; Nephilim typically infuse part of their life-force into items they wield for a long time or are important to them. Some may even intentionally craft such items.
Farspawn
Farspawn are, and have always been, very rare. They are always made and there are two ways to go about it. The easiest is to find a human infant, or even an unborn child, rip the human soul away and replace it with an Outsider that is pure spirit. Unlike posessed humans, the abomination that results is not subject to exorcism; the human soul is gone and the original human is effectively dead. The Outsider does not need to expend energy to fight and control its host and because it has a body that leaves and breathes, it can stay in the mortal realm indefinitely, for as long as the body survives. While its magic may be limited by thresholds and circles, its physical form is living and real and has no problems crossing or functioning inside either. Using an infant or unborn is usually mandatory; soul transmigration is far easier, there's no established personality that others have noticed so changes cannot immediately betray the abomination and the Outsider can observe human physiology as the body grows and learn how to manipulate a living, physical form.
The second way is much more involved. A being from beyond the gates powerful enough to create a functioning living body must be called. Said being must have enough knowledge of the world to understand and complete the process in both action and biological level. And last but most important, said being must spawn a scion, usually with a human female. The child of such a union is born with a human body and an outsider's powers. It will grow, learn and develop as human, until it starts using its supernatural abilities. Growing up as it does, it will be integrated into and have an understanding of human society but also be infected by human morals. But every time it uses its power, it will grow closer to its true nature, be tempted or influenced by its parent. Its parent is immortal and infinitely patient; it has time. What is a few centuries of waiting if eventually the Farspawn will decide to use its power for the parent's ends? Being born human, it can easily deceive and corrupt other humans much better than the parent. Being human, it can understand its weaknesses. Being human, it will not be affected by Wardings and protections that were never built against humans...
[-5] Modular Abilities modified by Human Form. This represents a Farspawn's ability to manipulate its own living body. Catch for toughness powers always is Holy Items and True Faith.
[+0] Unnatural Constitution. Farspawn never age and eventually recover from most harm.
[-4] Sponsored Magic. An abomination is given power by a sponsor beyond the Gates. A scion farspawn uses its own power but its parent can use their sympathetic link to influence the scion as if it were its sponsor. Treat as Hellfire for mechanical purposes only instead of +1 complexity for thaumaturgy it offers +1 evocation control.
Advancement: Farspawn Abominations eventually gain all the powers they had as full Outsiders. Farspawn Scions will eventually gain power comparable to their parent but not always of the same type: free will interferes in how the power develop. The upper limits in strength depend on the parent. If your parent was a relatively minor knight Outsider, you are not going to end up stronger than a very powerful mortal wizard. If your parent was Walker-equivalent, you might eventually become serious badass. If your parent was the Black Goat with the Thousand Young... tentacles. Lots of them. And each one the size of the Eiffel Tower.