I'm going to more or less echo what many people have said above: a superfriends-esque free-for-all where everyone can play whatever kind of character they want is rough. No matter what choices you make, someone is going to be unhappy because the character type they wanted to play is got the shaft in order to make the game more fair for the other players. And it will probably be the mage player. Having said that, it will help to get your player group first, and then work backwards from the players you have to construct your game. In other words, do not go into this with any preconceived notions of the story you're going to tell (unless it's some kind of freewheeling magical romp through various fantasy worlds--like One Piece but in the Umbra,) because the odds are that you're just going to have to take scalpel and some duct tape to whatever your vision was in the first place in order to make it fit disparate capabilities you end up with at your table. And if you insist on starting with your story and then making it work for your players, I would institute a limit on how many of XYZ supernatural you can have, or a system by which having X number of one kind of supernatural means that you can't have even one of another type.
I will note that even though mages are probably the most likely to get nerfed in service to fairness, they are the easiest kind of character to crossover from a story-perspective. Admittedly, I am a Mage stan, but the fact is that a mage can be built to basically go anywhere or do anything--which, mind you, is different from going "everywhere" and "everything". In other words, you could make a mage that makes a lot of sense in-story to be hanging around with vampires, and you could make a mage that makes a lot of sense in-story to be hanging around with shifters (of whatever kind,) or changelings, or mummies, or Kue-Jin, etc. etc. But all those mages would look vastly different from one another. Other supernaturals are a little more difficult to build-for-purpose. Having said that, I think mages and werewolves go together very nicely. If they didn't, White Wolf wouldn't have had to spend so much ink in so many books across both lines confabulating reasons for not crossing over mages and werewolves willy nilly (i.e., all those times the books are like, "sure, it may seem like certain mages and Garou would get along for this that and other reasons, and it may seem like it makes perfect sense for them to work together against the Wyrm and/or Nephandi... but they definitely don't. For reasons.")
I will note that even though mages are probably the most likely to get nerfed in service to fairness, they are the easiest kind of character to crossover from a story-perspective. Admittedly, I am a Mage stan, but the fact is that a mage can be built to basically go anywhere or do anything--which, mind you, is different from going "everywhere" and "everything". In other words, you could make a mage that makes a lot of sense in-story to be hanging around with vampires, and you could make a mage that makes a lot of sense in-story to be hanging around with shifters (of whatever kind,) or changelings, or mummies, or Kue-Jin, etc. etc. But all those mages would look vastly different from one another. Other supernaturals are a little more difficult to build-for-purpose. Having said that, I think mages and werewolves go together very nicely. If they didn't, White Wolf wouldn't have had to spend so much ink in so many books across both lines confabulating reasons for not crossing over mages and werewolves willy nilly (i.e., all those times the books are like, "sure, it may seem like certain mages and Garou would get along for this that and other reasons, and it may seem like it makes perfect sense for them to work together against the Wyrm and/or Nephandi... but they definitely don't. For reasons.")
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