Her entire world was built on lies.
The Fathom was wrongly born to a human slave and a Witch Wolf, suffered to the fate of her own mother. Many stories were told of this union, in which she was not given a name in public but in private. Mystics bound her to the name of The Fathom, and often told lies and stories of her impending doom to their kind as well as themselves, but this was only to keep her in line. They've also bound to her this simple fact: She shall spend a life of servitude to whomever she crosses and soul connects with, until that deed is done. And once it's done, she shall suffer no contact to whom she was bound to, lest she or that person die within weeks time. Again, all a lie.
But the Fathom kept this as gospel, and lived her life with her head down and fighting on the terrible side of war. Until an opportunity came, in which she left the battlegrounds in search of a way to free herself from this supposed curse. The Fathom is destined to end the world, and hopefully many good deeds could sway her path to destiny. (Cause it's all a total lie.)
Half Witch-Wolf Slaveling Mystic
Born a slave to evil, she's a shapeshifter who's time is slowly ticking until she believes the world will finally end. (It's a lie!)
Invoke: Orders are orders. The Fathom is bound to follow those orders through a connection on a spiritual level and will follow those orders until her job is rendered complete. And only she will know when.
Compel: To stop her from those orders is particularly damaging to her psyche. She thrives on direction. To mess with that would throw her world into chaos.
The Fathom could potentially be a terrible force that's unleashed upon the world if she were to go outside of her orders. This is a lie that was told since her birth to keep her in line and under the thumb of the major ruling faction in New Orleans.
Invoke: Tempt her with straying from the path, bad things happen and dark magics could be used during.
Compel: Remind her of what's important. Life or death? Freedom or captivity?
The Fathom has been told since birth that she's destined to end the world. It was a lie to keep her contained and controlled.
Invoke: Remind her of this. She is not good nor evil, and her destiny is not her choice.
Compel: Hey, it's not real! Something else will ruin the world! That'll really mess her up upon finding that out!
One True Name
The Fathom has a name, only known to the one who cursed her.
Invoke: Ask her name, and ye shall not receive!
Compel: Remind her that names have power.. what could happen then?
The Fathom fought on the 'wrong' side of the war, depending on the majority.
Invoke: Any who come into contact with her will remind her of this, if they knew her of fighting on the opposite side, there may be trouble, no matter how much she's reformed.
Compel: Go ahead, persecute her if you want! It won't make a bit of difference, someone is going to die in the end..
Skills - Form 2
Greater Dimensional Being (2)
You may take up to four (4) racial quirks as part of this gateway. If you don’t need or want four (4) racial quirks, you may select a stunt for each unused quirk. Racial quirks covers racial abilities that are not defined in other packages, often specific unique things. Racial quirks //must// be purchased at character creation. Generally speaking these quirks are either ubiquitous or very widespread in a given race or culture. Racial quirks need not refer to genetic or biological abilities but can also be used to simulate rare technology never seen on Rifts Earth outside a given race’s hands. A list of example quirks has been provided at the bottom of this article and more can be created as needed. You may purchase extras from the Greater Dimensional Being list.
World Walker (0)
You may use Arcana instead of Survive in very high magic environments.
Heavy Hitter (0)
When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
Okay, Fine! (0)
You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.)
Deep Sight (Witch Wolf) (0)
Witch Wolves can see invisible, intangible, shadowmelded and magically hidden individuals. Any attempts to hide from a Witch Wolf must use more mundane methods.
Feeding Requirement (0)
Regular food does not nourish you, or perhaps it does but it doesn’t provide quite everything you need. Instead you must feed in some manner appropriate to your race. This seemingly often requires injuring the victim being fed upon and can cause any number of problems.
Shapeshifting, as opposed to Polymorphing, is the art of altering a body’s abilities and not simply its form.
Greater Paranormal Power (1)
Arcane Assault (1)
There are a lot of ways to hurt or impede someone with magic. The Arcane Assault Purview deals with those methods that are a little more direct than simply throwing fireballs or summoning lightning. Arcane Assault spells often cause direct harm or lack a flavor that makes them more appropriate for other fields of study.
Arcane Fundamentals (1)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Dimensional Transit (1)
The shortest distance between to points is a jaunt through some other dimension. No one said anything about the safest or the smartest. Dimensional Magic makes short work of space for travelling just as Sympathetic Magic makes short work of space for communicating or observing. Teleportations, portals to other dimensions and the ability to influence the very rifts that define the present age are the rewards of those who study this field of magic.