"It's just bones, they don't need them anymore. Well, I won't tell their family if you won't. And why would you? That would be cruel!"
Grave Robber, Taxidermist, Witch...
She was born in Quebec, but was taken at a very young age to a small community in the cold, desolate ruins of some ancient northern town, as her family tried to escape the persecution of mages.
Her magic developped naturally, if not unexpectedly, as she'd always shown some strange affinity for it, and it took a creepy turn. Maybe it was all the remains of long-dead people she found as a child, playing in secret places deep under the ruins... probably a bad idea.
She was accepted, more or less, as a hunter, gatherer, crafter and even apprentice witch, but her affinity for the dead made it all too easy to fear her.
One day, she had to leave. Free Quebec was a terrifying presence nearby, and put pressure on the territory just by its existence. Having a scary necromancer around was just pushing their luck.
So she took to the remains of a long-dead road, heading south. Often she kept to herself, hunting and scavenging, studying new places, new animals, new remains of the ancient dead.
Sometimes she approached communities to trade, sometimes to offer assistance with an undead or magical problem. Each time, the torches and pitchforks eventually came out to chase out the evil necromancer, driving her further and further away from home.
Natural Born Necromancer
She has a natural affinity for death and for dead things, an understanding of the processes of death, and is generally completely at ease around death, undeath, and its many manifestations.
Invoke: Understanding death, why someone or something is dying or how they died, manipulating death and dead matter or dealing with the spirits or remains of the long deceased.
Compel: She's sometimes obliviously comfortable with death and inappropriately fascinated by it, and she is also far less talented at dealing with fragile living things, struggling with things like even the simplest of gardening or, worse, medicine.
A Dread Witch!
She was raised in an isolated community, and she understood their needs, but found herself inadequate as their prospWhen being scary or witchy, or when dealing with simple, superstitious folk.ective village witch, unable to provide more than comfort for the grieving. She tried, but she was too feared.
Invoke: When being scary or witchy, or when dealing with simple, superstitious folk.
Compel: Necromancy is not the most beloved of the arts, and she has a knack for exposing herself or acting creepy and attracting torches and pitchforks.
She was raised in the middle of nowhere, eking a living through hunting and gathering and scavenging, and she has spent some time since traveling through the wilderness and often avoiding civilization altogether.
Invoke: She's used to exploring or surviving in the wild and abandoned places of the world or dealing with its inhabitants.
Compel: When dealing with technology and the complex societies that wield it proficiently, she's just curious enough that her incompetence may get her into trouble.
Major Gateway: Mage (Mystic)
At one with the universe, Mystics combine the power of the arcane arts with the powers of the mind. No Mystic studies to become one. Either the universe calls to you and provides you with knowledge, or it does not. Mystics start with the following purviews: Arcane Fundamentals or Auramancy, One psychic discipline of choice, one arcane purview of choice. Mystics may use psychic abilities with Will and purchase psychic disciplines as if they were a psychic, though their magic and their level of exotic stress keys off their Arcana skill. Mystics may learn additional purviews by purchasing them with refresh. They may also open themselves to the Supernatural, allowing beings in the area to partially possess them and communicate through them. This is best done with some caution.
Mages have long been credited with the power to see things that others could not, and percieve that which is hidden. Auramancy specializes in exactly that. At its base level, Auramancy is about perceiving the world by understanding the way that energy flows through it as it relates to living beings. With practice, the windows of the soul begin to open up onto levels of reality never before imagined.
Summon and Control (Dead)
The arts of necromancy are – ironically – alive and well on Rifts Earth. In most magical societies the concept of using the dead as servants or warriors is an old one. Whether or not it’s accepted depends on how those societies view the dead and their remains. On Rifts Earth this study includes a wide variety of spells for animation and control both of the remains of the dead and of the specters of the departed. On the one hand, the dead tend to be relatively easy to control. After all their husks have no will to fight and the shades that can be called tend to be relatively low will creatures. On the other, finding the raw materials can be difficult even in a place as violent as Rifts Earth and because the dead tend to have to be given very specific directions, the spells needed to regulate their activities tend to be a bit fiddly. Finally while the knowledge of necromancy is not necessarily inherently corruptive, the kinds of people it draws are often quite shady and one does not dabble in the power of death without some cost.
Those same talents that are used in service of the healing arts do have other uses. Many healers choose not to pursue them simply because of temperament but they most certainly exist. Manipulating the bodies of others to strike them blind, deaf or mute, paralyze them or simply leave them in agony is all within the reach of those used to telling the body to ignore pain and heal itself. Some can even convince a body that it’s ill, causing the victims to grow feaverish and weak even though its all in their head – as it were.
Darkness and Doubt
Confusion, Fear and Concealment are the paradigms of this Purview which manipulates the senses, clouds the mind and wraps the world in shadows and shades of grey. Practitioners well versed in these spells can cause confusion and panic, shield the identities from the minds of others, play tricks on the senses, mute sounds, turn invisible and literally meld into the shadows.
Control of the mind is absolutely essential to a psychic and this is nowhere more true than when danger rears its head. Some times the best thing or the only thing that can be done to fortify the mind is to suppress any feelings of fear. Against more esoteric threats, psychics can shield themselves and their companions from having their mental and metaphysical energies harvested by those creatures – such as psi-stalkers – who feed on them. Finally, against mental intrusion psychics can engage their ultimate defense: closing themselves or their companions off. This utterly prevents the use of any psychic power at all, but also prevents any intrusion into the closed off minds.
Arcane Mastery: Summon and Control (Dead)
Arcane Mastery: Some mages either have a natural talent or a long history with a particular purview. They tend to have a wider range of spells within that Purview and know how to get more out of them.
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
You are able to perform impressive acrobatic feats. No individual source of opposition related to balance can be used to justify opposition to your actions.