Deep Ones
Deep Ones are amphibious, fishlike or batrachian humanoids; amphibious in their younger stages, but eventually fully aquatic. Deep Ones have a colossal lifespan; there are individuals older than all human civilization. Deep Ones are capable of hybridizing with humanity; such hybrids are human for all purposes (and, if not raised in a Deep One-influenced community, may not know their true nature) until their late twenties or afterwards.
Deep Ones are certainly affiliated with certain Outsiders and Old Ones, and may possess some relationship with them (perhaps they were created as a servant race, possibly as 'sleeper agents' toward humanity) -- the Seventh Law has drastically limited studies of this relationship.
High Concept: Deep One
Aspects: Amphibious; Uncanny Valley with a Vengeance
Skills:
Athletics Good (+3)
Discipline Fair (+2)
Endurance Fair (+2)
Fists Great (+4)
Lore Average (+1)
Survival Good (+3)
Stealth Fair (+2)
Other skills default to Average for physical skills, Mediocre otherwise.
Stunts:
No Pain, No Gain (+1 physical mild consequence)
Powers:
Aquatic [-1]
Claws [-1]
Inhuman Recovery [-2]
The Catch [+1]: Elder Signs
Stress: Mental OOO
Physical OOO (+1 mild consequence)
Social OO
Total Refresh Cost: -4
Notes: These statistics represent a very newly metamorphosed (within its first few decades) Deep One. As a Deep One ages, it is likely to gain Inhuman Strength and Toughness, Hulking Size, and eventually Supernatural upgrades to their physical abilities. (This growth is exceedingly slow, however. Deep Ones with Hulking Size likely remember the ice ages.)
High Concept: Deep One Sorcerer
Aspects: Amphibious; Uncanny Valley with a Vengeance; Wielder of Ancient Magic
Skills:
Athletics Good (+3)
Discipline Superb (+5)
Conviction Great (+4)
Endurance Great (+4)
Fists Fair (+2)
Lore Good (+3)
Survival Fair (+2)
Stealth Fair (+2)
Other skills default to Average for physical skills, Mediocre otherwise.
Stunts:
Sensitive (Discipline): use Discipline rather than Lore when rolling to detect the supernatural
Powers:
Aquatic [-1]
Claws [-1]
Channeling (Water) [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
The Catch: Elder Signs [+1]
Ritual (Entropomancy) [-2]
The Sight [-1]
Stress: Mental OOO
Physical OOOO
Social OOO
Total Refresh Cost: -11
Notes: This Deep One is perhaps a century or two old; such young individuals are the only Deep One sorcerers which will be encountered on land. Really skilled, older Deep One sorcerers will have full Evocation and Thaumaturgy, as well as some Refinements; they may also gain the physical improvements mentioned above.
source: H. P. Lovecraft, 'Dagon' (first mentions), 'The Shadow over Innsmouth' (most information)