"Hot, cold? Either way I am going to burn bright."
One Aqua Blue, One Fiery Orange
Metallic Silver with Streaks of Gold
Xazara was born on Rifts Earth though her parents did not come from there. The world that they come from is steeped in magic. Most every being has magic in one form or other. Long ago, powerful sorcerers, seeking more power, altered people blending them with magical creatures in an attempt to make powerful soldiers. Xazara’s bloodline was one such people. They had been given draconic features, making a new race, the dragonkin, at least as they are known on their homeworld. Xazara’s mother was a powerful storm mage. When she was pregnant with Xaz, a powerful bloodmage targeted her as his next acquisition, intending to add her magic to his own. Her mother managed to cast a spell, one beyond her normal means and it got away from her. She was sucked into a rift. She ended up on Rifts Earth. The stress of pushing herself too far with the spell, and the transition to Earth, caused her to go into labor. Xaz was born during a powerful ley line storm. Something about the new world latched onto the young dragonkin as she was born and altered her forever. She was born like most of her people, silvery skin and hair, with hints of gold, the coloration not very common, what shocked her mother the most, was that one eye was brilliant blue, and the other a fiery red. She could sense the magic within her daughter, knowing it was something that she had never sensed before. She herself had been a water and air mage, but she could feel that her daughter possessed the affinity for both fire and water, usually a mix that didn’t occur naturally.
The bloodmage had followed them through the rift and the pair were constantly having to move to a new place. They almost always stuck in the wilderness. He caught up to them finally when Xaz was 6. He started to drain her mother, and was planning on draining Xaz next, when Xaz’s powers fully awakened. Not really knowing what she was doing, the air around him got wetter as more moisture was added to it and then suddenly flash freezed, trapping him in a block of ice. Then is flash thawed. The freezing and then the thawing, was too much for his system to handle, especially since not only did he thaw but he burst into flames too. He was incinerated. Xaz had saved them, though her mother was permanently damaged, not able to touch her magic anymore. She knew that Xaz would be a powerful force and kept them in the wilderness, teaching her about her heritage and teaching her everything she knew about accessing her magic. Xaz has learned to use her magic well, and seems to be particularly gifted when it comes to mixing her fire and water magic together. Her mother has since passed on, never having fully recovered from the bloodmage’s attack. Xaz is on her own, and has decided it is time to leave the wilderness and enter the society she has found herself in.
Dragonkin Elemental Fusionist of Frost and Flame
Xaz is dragonkin. Her people come from another world, though Xaz was born on Rifts Earth. She was born with the ability to manipulate the elements of Water and Fire and blend the two.
Invoke: She has an inate gift for creatively manipulating the elemental energy that she has access to, especially when mixing Fire and Water magic. She is also from a near human race that shares many characteristics with dragons and that has some benefits that come with it.
Compel: Many people are scared of dragons and those that wield magic. She both possesses magic and her race looks very draconic.
Stuck Between Worlds
Xaz is stuck between worlds in more ways than one. She is of a near human race that has many draconic features, but she is neither dragon nor human and does not really fit fully with either beings. Also she was raised to the beliefs and values of another world, vastly different from Rifts Earth.
Invoke: Caught between worlds, few things in Rifts Earth are built to accommodate someone of Xaz’s nature. There are vast differences in cultures from what Xaz was raised to, she doesn’t always understand when she has been slighted, or something is inappropriate.
Compel: It is easy for Xaz to make mistakes or errors due to her lack of understanding of Rifts Earth’s cultures. Places aren’t always able to accommodate, few buildings can handle when wings are unfurled and such, and the tail likes to knock into things.
A Place to Belong
Xaz doesn’t really have much, in the way of friends, a place to call home, or even something to do with her life, she seeks such.
Invoke: It brings one a sense of accomplishment when they can achieve a goal, make a friend, find a purpose. That sense can grant confidence and strength.
Compel: Having a strong desire can lead one to rush into things, leap to conclusions, and trust the wrong people.
Major Gateway: Mage (1)
You gain access to the Arcana skill and an Exotic Stress track appropriate for your Arcana skill level. You must also pick one of the schools of magic detailed below and gain the appropriate Arcane Purviews, benefits and special rules.
Elemental Fusionist (Fire/Water) (0)
Wild casters from the deep wilderness of Rifts Earth, Elemental Fusionists embody both the primal fury of the elements and the duality of perfectly balanced opposites. Elemental Fusionists must select either Earth/Air or Fire/Water as their combination. They then start with the elementalism purviews for each of their elements as well as the elemental fusionism purview for their combination. Elemental Fusionists may only learn additional purviews that are related the elemental planes and their particular elemental specializations.
Elementalism (Fire) (0)
Elementalists specialize in manifestations of earthly phenomenon and draw energies from the elemental planes. Fire elementalists wield an element that is often changeable, capricious and destructive. While all elemental purviews are somewhat limited, fire is often viewed as being particularly so. That may be true as fire is an inherantly consumptive element, but there’s no arguing with the raw power it brings to the table when unleashed. Example lower end spells: Spells to ignite or snuff out fires are the foundation of this purview, as are spells to artificially fuel flames or render the body immune to burns from natural fires. Example higher end spells: From walls and circles of protective flames to literally hurling fireballs to raining it down from the sky, the higher end spells enable any mage to ‘pack heat'.
Elementalism (Water) (0)
Water is the most slippery and muteable of the elemental purviews. More so than any other element water represents life in all its complexity, contradictions and cycles and its magic can be used to manipulate, aid or harm those things that depend upon it. Example lower end spells: Manipulation of the element of water can cleanse poisons and toxins and purify spoilt and rancid food just as much as it can alter the nature of food and drink to make it soporific or even deadly. Water can be called and created, heated, frozen or turned to steam. Ambitious neophytes might even try walking on water with some success. Example higher end spells: Calling the fury of a flood or a tsunami – if probably on a much smaller scale – is easily within the reach of the more complex and powerful spells in this Purview, as is manipulating larger amounts and bodies of water as is the preservation of life through healing and the curing of wounds and illness. Special Note: Healing spells can reverse physical or mental stress by spending exotic stress on a one for one basis (plus one if the spell was cast at full power). Consequences from mild to severe can be cleared entirely if the healer is willing and able to spend as much exotic stress healing them as they absorbed. Extreme consequences cannot be cleared in this fashion. Healing spells can also serve as justification to begin consequence recovery, which does not require any exotic stress to be spent beyond whatever is required to cast the spell and make the Arcana roll. This is far more common, as it taxes the caster much less.
Elemental Fusionism (Fire/Water) (1)
Elemental fusionists learn not only the principles of elemental magic but how to combine two seemingly opposite elements into a harmonious whole. Fire/Water fusionists can infuse the properties of the one into the other, allowing fire to flow and water to burn to a number effects. Example lower level spells: Turning water to steam and manipulating it or making fire flow like water, pouring over and drenching things in flames are generally the early lessons of this purview. Marshaling the absorbing power of water and the consumptive power of fire into a shield from harm is another quickly learned spell for most as is inuring the body to drowning or burning. Example higher level spells: Summoning literal fire storms, setting floods alight, making ice burn to the touch, flash heating water and of course sensing and speaking to the elemental powers of fire and water mark an advanced and experienced user of this Purview.
Arcane Mastery: Elemental Fusionism (Fire/Water) (1)
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. Select an Arcane Purview that you already have. You have +2 Arcana when casting from that purview.
Arcane Purview: Summon and Control (Elemental) (1)
Calling forth the denizens of the elemental planes is a chancy thing. These beings are among the most alien that many casters will interact with. How does one bargain with Earth. What does Fire want? Those who have affinity with the elements, though, or simply dislike summoning demons find elementals powerful servants and allies if still dangerous in different ways.
Deep Reserves (x2) (2)
For the most part, magi learn to draw more power and be more efficient in their workings as their Arcana skill increases. Some mages, though, simply have deeper reserves of power for whatever reason. Deep Reserves gives you one extra exotic stress box.
Inhuman Senses (Sight/Smell) (1)
Your senses are keener – for whatever reason, than the human norm. Perhaps you have a sense of smell like a bloodhound, or can hear beyond the human range of sound. Whatever it is, you perceive parts of the world more keenly than humans do. Define one or two senses that operate at better than humanoid average. You are +2 to Notice and Investigate rolls that use these senses and may use this ability as justification to make rolls where humans might not as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you. The difficulty of all such overcome rolls is increased by one. (Smell is sharper due to her draconic heritage. Eyes are also enhanced seeing more clearly at distances and noticing things around her more.)
Racial Quirk (Flight/Winged) (0)
Whether by wings, innate ability or some other means you can fly. The skies are the birthright of your people. You can fly and are able to make skill rolls (primarily athletics) in connection to it. Depending on your race you may well be able to engage in long range travel with your ability. This has no other mechanical effect but might be enhanced by other extras.
I Have the Power (1)
You’re better at channeling power than most mages, harnessing your inner potential. You gain +2 when attempting to overcome an obstacle that requires raw arcane might to deal with.
Three 'seekers' investigate a strange happenstance near one of the abandoned mining outposts in the Appalachian Mountains...
It's an interesting gathering at Grans