The Unfated
String-Cutters, Bores, Masses
Exarchs that follow either The Ruin or The Prophet, and the ministries based on these concepts, can potentially gain access to these highly valued servants. Their greatest ability--the ability all the lesser beings should have before the Great Men who truly decide all of history--is their invisibility. They cannot be seen through prophecy, and attempts to establish Temporal sympathy with them always fail. In fact, they are not merely invisible to it, but unable to themselves understand what fate and destiny truly are. Such servants are created by a difficult process that scours them, burning off and then restoring their destiny and ties to fate so many times that at last it cannot be repaired.
In order to best train these fateless beings, whose trauma almost always pushes them into becoming Sleepwalkers, most Seer Pylons that specialize in their creation take them from a young age, but not birth: a child of six or seven is usually the perfect age to shape and mold. They are more likely than the average ex-Sleeper to develop various non-Supernal psychic powers, and as Sleepwalkers they can see, hold, and be openly subject to all manner of magic from their Seer masters.
A Bore is named so because the process that sears their Fate and makes them invisible to time also makes it hard for them to stand out: they never find themselves getting exceptionally lucky, and history has a way of ignoring them: a rogue Unfated could murder a nation's president and find that somehow someone else was credited with the deed: they are not one of the Great Men, and so they do not have a voice in history, and struggle to understand the chance, contingency, and destiny that others--even those without a destiny--are part of.
However, this makes them very hard to track, if you can hide the physical signs and calm and clear the mind. Most often, the Seers who engage with the process--and they keep it hidden to increase the 'market value' of their services--also train the Unfated as a spy, assassin, or courier.
They have no special mental control over their creations, beyond what their abusive and cult-like indoctrination and training generally achieves--and whatever magic can do--but having been stolen from their lives and fundamentally scarred in a way that they might never recover from, it isn't surprising that few have anywhere else to go.
Game Systems
Arcana-Less: The Fate and Time Arcana cannot affect them directly. If you set up bad luck in an area and they're passing through they might incidentally get hit with a falling brick, but any attempt to target them or see them through Fate or Time fails, and fails utterly. At times this can--for a clever Mage who knows what to look for--make it easier to find them, if you can tell where there's a void that shouldn't be, but most Unfated have learned to be very clever about their acts.
Half-Blind: They struggle to connect to people in some fundamental ways. When in an environment devoted to time--ancient dig sites, museums--or to the randomness of chance (such as casinos), reduce their Presence, Manipulation, and Composure by 1. Some of them desperately want to get it, but most of them truly can't. All the worse if they can--as some do--remember a time when chance, luck, and the endless expanse of history made sense.
Scar Tissue: Despite being bizarrely--and sickeningly--free of being able to truly be touched by two of the Arcana, they are in a way sensitive to it: they can tell when anyone attempts to see them in the past, view their nonexistent fates, or otherwise interact with them with Time or Fate. This manifests as a sort of painful, even brutally disgusting, mental itching. In theory a Mage could cast dozens of Fate spells upon them, each doing nothing in truth, but driving them quite up a wall.
A Trained Person: This is not inherent to them: in theory a Seer could do the process on an adult and then leave them to make their way in the world. But practically speaking, unless they go rogue, every Unfated is either a spy, an assassin, or a courier. Their masters tend to ensure that they become a peerless one, or die in the process. For every Untamed that survives the brutal, potentially mind-destroying torture and supernal and sub-supernal alteration involved in their creation, and the years or decades of training that follows, a dozen or more die. And the creators of the Untamed are just fine with that: after all, scarcity breeds value.
Story Hooks
--A rogue Unfated approaches a Consilium, speaking of a plan to destroy it. But does he really mean it, or is he an enemy agent? He seems earnest, but minds can be wiped blank, and not just by Supernal magic, and without being able to read his future and his Fate, it can be hard to be sure.
--A maddened, desperate Untamed searches--between jobs for the Seers--for an Archmage of legend that is said to be able to restore the Fates of those like her. Before her surprisingly late 'recruiment' at ten, she says she was a lover of history and someone with a powerful Destiny that the Seers stole. Can they truly do that? Just steal destinities? And what are the hopes of the Untamed finding what she seeks?
--Your Cabal has made the wrong enemy, and now this Acanthus-heavy group has to deal with armed, fate-invisible assassins that seem to remorselessly chase after them, always in the right place to take the shots, and unwilling to give up.
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A/N: Each of the four major Seer ministries has special Foot Soldiers, and I thought of an idea for one for The Ruin and/or The Prophet. At the baseline, this is a grudging collaboration for the methods. But that can change.
Also, not sure what the dot cost for a Seer player to 'have' one of these people are, someone else can figure that out if interested.
I'm not sure if this should theoretically or metaphysically be possible, but there was one form of these Servitors that was made by a Lower Depths being that basically stripped them of their minds and turned them into empty dolls. I keep the process vague to allow people to fit their lore into it, but if it's too vague I can become more specific.