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Charm ed RPG

N etbo ok

Written by Jeff Slick


Written by Jeff Slick

Photos by the many great photographers and camera people of Charmed.

This work is dedicated to all the Unisystem fans; CJ Carella and Eden Studios;
and the cast, crew and writers of Charmed.

With special thanks to Jason Vey for the use of his Sorcery Quality concept
and his great advice. Pl ease check out his various Unisystem Net Books at
www.grey-elf.com

This netbook requires the use of the Buffy the Vampire Slayer ® RPG core rule
book and The Magic Box supplement.

All non-proprietary ma terial in thi s document is Copyright © Jeff Slick, 2003. Thi s work is in
the public domain and ma y be distributed freely, so long as all copyright info (i.e. this page)
remains intac t.

The Unisystem is Copyright © and Trademark ™ CJ Carella and Eden Studios, 2003, published under exclusive licence by
Eden Studios.

The Unisystem trademark is used without Mr. Carella's or Eden Studios' permission and neither of those parties are
responsible for the content of this publication.

BUFFY THE VAMPIRE SLAYER © 2003 Twentieth Century Fox Film Corporation. All Rights Reserved. The BUFFY THE
VAMPIRE SLAYER Trademark is used wi thout expressed permission of Fox.

CHARMED © 2003 Spelling Television Inc. All Rights Reserved The CHARMED trademark is used without expressed
permission for Spelling Television Inc.
C h arm e d.
They fought demons, warlocks,
monsters and the Source of all Evil; along
side Prue's on-again-off-again boyfriend
Andy Trudeau, the girls Whitelighter Leo
Hear now the words of the witches, Wyatt and Phoebe's future husband, the half-
the secrets we hid in the night. The oldest of demon Cole Turner. With the death of Prue
Gods are invoked here, the great work of at the hands of the Source's assassin the
Magic is sought. In this night and in the remaining sisters believed their destiny was
hour, I call upon the Ancient Power. Bring finished. Phoebe's premonition during Prue's
your powers to we sisters three, we want the funeral, of a woman being attacked by the
power, give us the power! very assassin who had murdered her sister a
~Phoebe, 1:1 "Something Wicca This few days earlier, led the sisters to the
Way Comes." discovery of their half-sister Paige.
Together, the three sisters reconstituted the
Charmed ones and
resumed their
destiny

Int r od uc tio n.
Charmed
appeared to the
public in 1998,
T he Wo rld
o f C h a r m ed
written by
Constance M.
Burge. A tale of
three sisters
saddled with great "The Power of
magical powers and three will set you
the responsibility to free."
defend innocents ~Piper, 1:1
from danger. Something Wicca
Charmed is the This Way Comes
story of Prue, Piper
and Phoebe The Charmed
Halliwell, and later mythos is set in a
their half-sister Paige Matthews; and their modern fantasy
struggles with Magic, Demons and a need for world full of Witches, Demons, and Faeries.
a normal life. After the death of their Grams But, unlike most fantasy worlds, the general
the three sisters move back into the house populace of the Charmed world are ignorant
they grew up in. After finding a mysterious to the existence of these being; and that's
"Book of Shadows," Phoebe discovers that the way both good and evil would like to keep
they are not only witches, but the chosen it. Witches secretly protect the innocent with
ones, Charmed ones. With a the recitation magic powers, faeries aid nature and
of a short incantation Phoebe infuses the mankind from hiding, and Demons hide in
three sisters with magic powers and a great the shadows waiting for their chance to
destiny. Prue gained the power to move create some carnage.
objects with her mind; Piper, the ability to Though the show is depicted in the
freeze time; and Phoebe, the power to see modern era, your game could span any time
the past and future. in history. From the middle ages, to the
roaring 20's, to the world of the future; the with anything other than furthering
magic has always existed and will continue themselves and destroying anything that gets
until the last witch has drawn breath. in their way.

Wi t c he s War lo cks
Prue: You turned me into a Witch. "A Warlock has but one goal; to kill
Phoebe: You were born one. We all good witches and retain their powers.
were. And I think we better start to deal with Unfortunately, they look like regular people.
it. They could be anyone,
~Prue and Phoebe, anywhere."
1:1 Something Wicca This ~Phoebe, 1:1
Way Comes Something Wicca This Way
Comes
Witches are men
and women who are born Though the term
into a heritage passed down "Warlock" is often used to
from generation to reference a Witch who has
generation. Some people turned to evil, true warlocks
inherit their parents hair are born not made. The
color or mannerisms, child of a warlock parent,
Witches inherit their parents they inherit their magical
magic nature. Most begin nature in the same way as
to manifest their powers witches do, though their
early in life, often as early powers don't advance in the
as a few months of age. same way as a witches.
Because of the danger this Warlocks strive only for
can cause, it is not power and gain it by killing
uncommon for a parent to witches and stealing the
bind their childs powers with witches powers.
a spell, effectivly shutting off Though Warlocks are
the childs powers until the born into their magical
spell is reversed. nature, they do not acquire the full magical
They eventually must decide whether gifts until they have murdered an innocent.
to fight on the side of good or evil. A good This serves to twist the Warlocks mind
witch use their powers to help the helpless enough to accept her full powers. Once this
and fight demons, following the Wiccan Rede has happened they are forever changed and
"And it harm none, do as ye will." Though it nothing short of a good witches magic can
is rare for a witch to turn from her good save them from their dark future.
nature, a few do and become forces of Unlike witches though, warlocks are
darkness. These evil witches are often inherently evil and can never truly rid
called Warlocks, though they differ from the themselves of their demonic heritage without
natural born warlocks presented below, and committing themselves to a holy order, like
from this point on the use of the term the Catholic Priesthood. Only a Warlock who
Warlock will be used to reference a born has yet to murder an innocent can be saved
Warlock. Evil witches are seldom concerned from their evil destiny. By, giving themselves
over to the holy order they are cleansed of without question. Little is known about the
their demonic nature and will spend the rest Elders; though they are beings of great good,
of their lives as mortals without the darkness they are enigmatic and prefer to work
associated with their evil past. through their agents.

Wh it e li ght ers Dar k lig ht ers


Phoebe: I mean, up until today, I Leo: Yeah, they seduce innocent
thought you were a handyman, and now I women. Their goal is to create evil through
find out you're a... reproduction.
Leo: Whitelighter Phoebe: Great, Generation 666.
Phoebe: A ~Leo and Phoebe, 1:21 Love
Whitelighter. What exactly is Hurts
a Whitelighter?
Leo: Well, we're really As Whitelighters are beings
just messengers, guides. who exist to protect good and
Think of us as Guardian love, Darklighters live only to
Angels for good Witches. spread evil and foster hate.
~Phoebe and Leo, They do this by killing or
1:14 Secrets and Guys corrupting beings of good,
especially Whitelighters and
Beings of divine power, future Whitelighters. It is
Whitelighters begin their unknown whether a governing
existence as normal human group of elder Darklighters
men and women who spend exist, like the Whitelighter's
their lives doing great good to "Founders," though
help their fellow man. Upon Darklighters are known to serve
death their soul is taken to a as spies and assassins in the
great temple in the sky, were employ of powerful Warlocks
they are given the opportunity and Demons.
for immortal life and immense
powers in exchange for a vow to protect and Conon Alert: Little is known about the
guide other beings of good. They are then process in which a Darklighter is created,
given their first charge, usually a good witch, though it can be assumed that it is much the
whom they are expected to guide and protect same way a Whitelighter is. Truly evil beings
without the charges knowledge. given immortality and the power to destroy in
Whitelighters often pose as handymen (or exchange for a vow to serve the forces of
women) or other professions that allow them evil. It may also be that a child of a
to be close to their charge without divulging Darklighter has the full powers of their
their secret. parent, making any child born to a
The Whitelighters are led by a group Darklighter parent a full Darklighter, not a
of elder Whitelighters known as the Half-Darklighter like is produced from the
"Founders." These elders are in complete union of a Whitelighter and a mortal.
charge of the Whitelighters, and regarded by
the majority of the "good magic community"
as wise beings whose advise is to be taken
T h e C h a rm e d O n e s
altering the facts to create new groups.
Perhaps Phoebe never read the invocation
that was to give them their powers, causing
their legacy to be passed on to the next
"We're the protectors of the innocent. generation or further.
We're the Charmed Ones."
~Phoebe, 1:1 Something Wicca This
Way Comes
Brendan: Descended from an ancient
Warlock line intent on furthering the Rowe
Coven. Three brothers destine to become
the most powerful force of evil the world
Q u a l i ti e s a n d D r a w b a c k s
has ever known.
Prue: The Evil Charmed Ones. The majority of Qualities and
~Prue and Brendan, 1:18 When Bad Drawbacks from the Core rule book are
Warlocks Go Good. available for Cast Members in a Charmed-
style game. Directors
The descendants of wanting to keep the game
two ancient lines, the faithful to the show may
Charmed Ones are destine wish to restrict the use of
to become the greatest the following qualities;
force of good the world Initiative Commando,
has ever known, well their Military Rank, Robot,
dark counterpart are Slayer, Vampire, Watcher
destine to become an and Werewolf. A few of the
immense force of evil. qualities found in the Core
The Charmed line book and supplements
began centuries ago with a received modifications and
powerful Witch, Melinda are presented below. It is
Warren, who set the suggested that the modified
wheels in motion that qualities below be used to
would one day lead to the keep the flavor of the
birth of the three most Charmed mythos.
powerful witches the world
would ever know. These
three witches, sisters, were
destine to face the forces of evil and protect
the innocent from demonic forces. Charmed
The Evil Charmed line also started 9 point Quality
many centuries ago with the creation of a
Warlock family known as the Rowe coven. You are one of the chosen ones, the
Their descendants, three warlock brothers, Charmed ones, 3 female witches of immense
were to become the most powerful force of power. You and your two sisters are a major
evil the world would ever know, until two of force of good, imbued with the "Power of
the brothers killed each other and the third Three." The Charmed Quality grants the
took his oath as a priest. This destroyed the following benefits:
evil Charmed line forever.
Within the Charmed mythos, both l+1 to all spell casting rolls, this is in
groups of Charmed Ones have already been addition to any bonus the caster may
presented, though this does not prevent the have from the Sorcery quality.
director who wishes to use them from lThe "Book of Shadows." This is a
magical tome passed down generation either kill you, steal your powers or
to generation, and has now been turn you evil.
passed down to you and your sisters. lObligation (Major - Protect
This book counts as an Amazing innocents) The elder Whitelighters
Occult library. The power of this book have charged you with protecting
protects it from being touched by any innocents. You are compelled to do
demon or warlock, or removed from anything you can to protect anyone
the charmed ones homes by any other who cannot protect themselves.
than another charmed one. lSecret (3 - Charmed One/Witch)
l"The Power of Three Will Set You You are a Witch and a Charmed
Free." When all three charmed ones one and no one can ever find out
chant this phrase, it can destroy about it. All the evil that demons
Warlocks and Demons. This does not and warlocks could do to you is
work on all warlocks and demons, only nothing compared to what the
those with Willpower 3 or less will be human world would do if presented
effected by the ability and after one with the fact that magic is real, and
round of chanting you you are one of the
know whether you will most powerful
be able to destroy the witches alive.
being with this power.
The three sisters
must be in physical
contact and chanting
for it to work. Then Darklighter
they each make a 50 point quality
willpower roll,
repeated each turn, You are a being of pure
until each of the evil, given the power to
witches acquires a destroy with just a touch.
number of successes Charged with the job of
equal to the destroying good beings,
Willpower of the especially Whitelighter, you
target. During the travel the world either hunting
chanting the witches beings of good or more
are protected from commonly serving more
the demon by a glowing shield of powerful demons and warlocks as their
magic. Unless the target makes a personal assassins. The Darklighter quality
willpower(doubled) roll gaining a grants the following benefits:
number of successes equal to the
highest willpower among the sisters, lOrbing - This is the ability to
the Demon cannot harm the charmed teleport yourself and a number of
ones in any way. others equal to your willpower. You
dissipate into a cloud of black orbs
The life of the Charmed ones are and then completely disappear,
tough. It doesn't just define who you are, it reappearing anywhere on earth or in
defines your destiny. Because her destiny the Underworld. This can also be
is something greater than herself, the world used as a defensive action by
forces things upon her. making a dexterity or perception
(players choice) + Acrobatics roll. If
lAdversary (5, the forces of the result is higher then the attack
Darkness) Every evil being wants to
roll of the opponent you temporarily the player on a way for them to use these
"orb" out and reappear a moment qualities. Also of note, much like Warlocks,
later. This can only be done once Darklighters do not make good cast
per turn. members. They are by their nature cruel,
lTouch of Death - This deals 5 x ghastly beings, who would rather kill most of
will per success level of the attack the cast then help them.
roll in non-specific damage. The
Darklighter must first succeed with a
Grapple and then may use this
ability on his next available attack.
lGlamour - A Darklighter can Half - Whitelighter
change his appearance to that of 28 point Quality
any person he has seen.
lNo need to breath One of your parents was a
lImmortal - The dark lighter never Whitelighter. Whitelighters normal have little
ages and will not die of natural contact with mortals other
causes that their charges, whom they
l3 levels of Hard are forbidden to fall in love
to Kill (max 10 with. You have inherited
levels) some Whitelighter powers
lPoison Crossbow from your parent. The Half-
- A Darklighter can Whitelighter quality grants
summon his the following abilities:
crossbow to him at
anytime (an action lOrbing - This is the
in combat), it is ability to teleport
loaded when yourself and a
summoned and number of others
reloads itself equal to your
automatically at the willpower. You
beginning of each dissipate into a
round. Against cloud of white
Whitelighters a hit glowing orbs and
inflicts a strength 8 then completely
poison that drains disappear,
strength (check reappearing anywhere on earth or in
once per 10 min). A warlock or the Underworld. This can also be
demon who kills a Darklighter gains used as a defensive action by
the use of the Poison crossbow. making a dexterity or perception
lAdversary (3 beings of Good) (players choice) + Acrobatics roll. If
lCovetous (Serious Ambition) the result is higher then the attack
lMental Problems (Serious Cruelty) roll of the opponent you temporarily
lObsession (Destroying "orb" out and reappear a moment
Whitelighters) later. This can only be done once
per turn. You may also use this
ability to orb out during a fall, by
Note: Darklighters, and Whitelighters making a Dexterity (doubled) roll,
below, are presented for Director use. It success allows you to "Orb Out" and
would be very difficulty for a Player to amass reappear anywhere within sight.
the number of points to purchase the lGlamour - A half-Whitelighter can
qualities, though a Director may work with
change her appearance to that of Sorcery
any person she has seen. 4 point per level quality to level 5 (see
lAdversary (3 - Demons, Warlocks below)
and Darklighters)
lHonorable (Minimal) This quality is altered in a few
important ways for the Charmed setting. For
Half-Whitelighters with Witch Powers starters the point cost is reduced from 5
may have minor differences in the way their points per level to 4 points per level (to level
Powers work. Examples: 5; see below). The reason for this is that in
the Charmed world Sorcery does not grant
lTelekinesis - This becomes the power of Telekinesis; Telekinesis is a
"Telekinetic Orbing." Instead of the separate, 2 point per level, quality. This
object of the telekinesis floating quality adds +1 per level to the Willpower +
from one place to another, the Occultism roll for casting spells and the
object disappears in an cloud of character does not suffer the penalty for
white orbs and reappears at the casting multiple spells during one day. Also,
desired location. The lighter can only characters with the Sorcery Quality can
cast spells, for
others the
Occultism skill is
used solely for
information.
Improving this
quality post
creation is
expensive; the
cost of this
quality is 4
points per level
to level 5. Each
level after 5 is
purchased
exactly like a
telekinetically "steal" fireballs and skill, at twice the
energy balls from demons and cost of the new level.
warlocks, by spending a drama With the exception of Warlocks and
point she can orb a thrown fireball Demons, any character taking this quality are
or energy ball back at its thrower. considered Witches and are required to take
The Lighter makes a Willpower + one or more of the Witch Power qualities
Telekinesis vs the demons dodge, listed below.
the demon has a -2 to his roll do to Also, magic in the Charmed setting
the surprise of the attack. never involves spell like Lightning Bolts or
lCloning - The clone appears in a Fireballs, these are strictly the realm of Witch
cloud of white orbs. Powers and Demons.
lAstral Projection - When in astral
form, the Lighter is unable to use
her Orbing ability; also when the
astral form dissipates it does so in a
cloud of white orbs.
Warlock lWarlocks in Demonic form have
2 or 5 Point Quality various facial features; from jagged
teeth, sagging or bumpy skin and
Warlocks are a lesser race of yellow eyes. Whatever the facial
Demons who strive for power above all else. features, all warlocks have -3
They gain these powers by killing witches attractiveness in Demonic form.
and capturing the witches power. Normal Well in demonic form their finger
Warlocks have high levels of the Mental nail grow to inch long talons giving
Problems (Cruelty) drawback, and are for the them a claw attack at 2 x Strength.
most part unfit for human company. The lTwo levels of Hard to kill. A
show has only given us one example of a Warlock may have up to seven
Warlock who has turned on his heritage, and levels of Hard to Kill.
he had to give up his powers to do so. Even lA Warlock must purchase one,
so, if a player can come up with a reasonable and only one, of the Witch Power
justification, a Warlock may be available as a Qualities listed below at character
player character. The cost to play a "good" creation. She can only gain new
warlock is 5 points. Normal Warlock powers through the use of her Steal
characters cost 2 Powers
points, but unless ability.
the Director wants a
murderous monster Warlock also
in the cast, this is not posses a number of
an option. Drawbacks based on
their demonic nature.
lSteal
Powers - lCovetous
Warlocks, (Desperate
like many Ambition) -
demons, You will do
possess the anything to
ability steal become
the powers more
of dying powerful;
witches. By stealing,
killing a witch with an Athame (a killing or buying power if you have
ritual knife) the Warlock is able to to.
steal and "Witch Powers" the victim lMental Problems (Deranged
may have had. She may choose to Cruelty) - Having no soul doesn't
absorb the power, by spending a just mean you are going to burn for
number of Experience Points equal eternity when you are destroyed,
to the cost of the Witch Power, in you are a sadistic animal with no
which case she now permanently feelings of remorse and no regard
gains the use of the power. She for the lives of the people around
may also choose to simply remove you.
the power. A removed power
appears as a ball of glowing white
light. She may then absorb the
power later or she may trade it to
another Warlock on the Demonic
Black Market.
Whitelighter accomplished by laying her hands
56 Point Quality on the wound of the victim (or
concentrating on healing herself). It
You are one of the immortal takes one round to heal a victim
protectors and guides of Witches and beings who has taken less than 50 points
of good. When you were mortal you spent of damage or two rounds if a greater
your days aiding others and most likely gave amount of healing to required.
your life protecting an innocent. When you (note: a Whitelighter cannot choose
died you were turned into an angelic being to just heal 50 life points if a victim
and given great powers to protect your has taken a greater amount of
charges. damage.)
All Whitelighter have the following lGlamour - A Whitelighter can
Qualities: change her appearance to that of
any person she has seen.
lOrbing - This is the ability to lLevitation - Lighters have the
teleport yourself and a number of ability to move themselves vertically
others equal with the
to your power of
willpower. their mind.
You This ability
dissipate does not
into a cloud grant to
of white ability to
glowing move
orbs and horizontally,
then though she
completely could push
disappear, herself along
reappearing a wall or
anywhere clamor
on earth or across the
in the ceiling.
Underworld. lA
This can Whitelighter
also be can sense
used as a defensive action by the location of any of her charges
making a dexterity or perception and her charges may call her at
(players choice) + Acrobatics roll. If anytime and she will hear it as long
the result is higher then the attack as they are both on the same plane
roll of the opponent you temporarily of existence.
"orb" out and reappear a moment lSpeak Languages - She can
later. This can only be done once speak the language of any of her
per turn. You may also use this charges.
ability to orb out during a fall, by lTelekinesis - The Whitelighter is
making a Dexterity (doubled) roll, considered to have one level of the
success allows you to "Orb Out" and Telekinesis power. She cannot
reappear anywhere within sight. raise this ability beyond its starting
lHealing Touch - A Whitelighter is level.
able to heal the wounds of any good lWhitelighters are Immortal. She
being, including herself. This is will not die of natural causes or
disease and will not age.
lWhitelighters gain Three levels of lSecret (Whitelighter) - Not only
the Hard to Kill Quality and may must she protect her secret from the
have up to ten levels. forces of Evil and the general
lAll Whitelighters are considered to population, it is often necessary to
have three levels of the Contacts keep their secret from the charges
(Elders) Quality. She may raise this they are sent to protect.
to a five level quality with character lPacifist - All Whitelighters are
points or during play. pacifists by nature. They will never
lWhitelighters do not need to attack unprovoked and will only fight
breath, but can breath if they wish to protect themselves or an
to. innocent, but will always seek a
lThey also have a number of other non-violent means to settle a
minor abilities: They can create dispute if possible.
Small Globes of Light approximately
two inches in diameter which give
off light equivalent to a 40 watt light
bulb. They can warm or cool up to
two cups of liquid, this can raise the
temperature to Witch Powers
100 degrees F or
cool it to 40 The following qualities
degrees F. are only available to
characters who have taken
one or more levels of the
For all of their Sorcery Quality, and at
powers, Whitelighters also least one of the following
suffer severe drawbacks: qualities must be taken by
any non-Demon character
lAdversary who has taken a level of the
(Assorted - 5) - Sorcery Quality.
Whitelighters are These Qualities are
seen as the living available to witches after
embodiment of character creation. It is
good, as such the recommended that directors limit the number
are hunted by evil beings, especially of powers a witch has to two or three.
Darklighters.
lHonorable (Rigid) - Being
empowered by the forces of good
and committed to protecting the
innocent leaves the Whitelighter
with a very strict moral code.
Astral Projection
lDependent (Charges) - 9 Point Quality
Whitelighters exist to guide and
protect their charges, and are This power allows the Witch to project
her Astral Body onto the physical plane. To
expected to be available for their
charges no matter what time of day do this she falls into a coma like state and
her consciousness is projected into an Astral
or night.
lObligation (Total) - Protecting their body that can form anywhere she knows of
charges is a Whitelighters main or can see, but no further than 100 miles.
The Astral Body is a physical manifestation
concern and they must be willing to
protect them at any cost. that has all the skills and abilities of the
Witch except it lacks any magical ability, this
means the astral form cannot cast spells or out during a fall and reappear anywhere
use any "Witch Power" qualities. The witch within sight.
can appear with different clothing or hair
styles as she sees fit. This power requires
one turn to activate and can be canceled at
any time (a combat action).
If the Astral for is destroyed the witch Cloning
must immediately pass a survival test with a 9 point Quality
-1 penalty plus any penalty for damage the
Astral body took. Success returns the The witch possesses one of the most
witches mind to her body, though she is potent abilities known, they ability to create a
unable to act for two rounds due to the stress duplicate of herself. With this power a witch
of having suffered can create a clone of
the death of her her self, which has all
"body." Failure of her skills and
causes the Witch to powers.
die instantly. The Creating a
death of the natural clone takes one
body kills the Witch minute, during which
instantly and time the witch can do
destroys the Astral nothing more
Body. strenuous then
walking and cannot
move more than
twenty feet from the
clone. The clone has
Blinking half as many life
12 point points as the witch
Quality has at the time of its
creation, but is
This ability otherwise identical to
allows the Witch to the Witch. The clone
teleport in the blink can use Drama
of an eye. She can Points, but they are
teleport anywhere drawn from the
that is known to her witches Drama Point
or anywhere she can pool. The clone is
find on a map. She under the complete
can also specify a control of the Witch at
specific direction and distance were she all times and she can sense everything the
wishes to go and will appear in the nearest clone can.
unoccupied space available. She may take Destroying the clone has no effect on
up to one other person with her. the Witch, but if the witch is killed the clone
This can also be used defensively, by instantly dissipates in a red flash. The Clone
making a Dexterity or Perception (players automatically dissipates in a number of
choice) + Acrobatics roll vs. the attack roll minutes equal to her Willpower times ten, or
she can blink out before the attack strikes if she moves more than twice her willpower in
and reappear after the attack has passed miles from the clone.
through the area she had occupied. She can
also make a dexterity (doubled) roll to blink
Cryokinesis Willpower per success level of fire damage.
5 Point Quality The character can do a number of other
things with this ability; such as powering
Simply by breathing on something televisions, jump starting her own car or
you can freeze it. Your icy breath can turn destroying computers by overloading them
people into giant icicles, extinguish fires and with current.
your pretty handy on hot days. The Witch
must make a Dexterity (doubled) + Sorcery
roll to hit the target. Each success level on
this roll reduces the targets Dexterity by one
point. If the targets dexterity is reduced to Empathy
one or lower, the target is frozen solid. They
are still alive and will recover normally with This follows all rules as presented in
medical attention; if The Magic Box.
left to thaw on their
own they suffer
fifteen Life Points of
damage. Targets
who have only had Fireball, Acid
their dexterity
reduced recover in
Spray, Energy
an hour (half hour ball
under medical 5 Point Quality
supervision). A
frozen target that is
struck hard will
shatter instantly With this power
killing the person. A a witch can project a
Witch may affect any dangerous substance
being within five from hands (chosen
yards of herself. when the quality is
This power is most taken). Fireballs and
effective on humans Energy balls appear
and animals; in the witches hand
Demons, Warlocks, and are thrown at the
Whitelighters and target, Acid is sprayed
Darklighters only in a jet toward the
lose one Dexterity target. This requires
point per two successes. a Dexterity (Doubled) + Sorcery roll and
deals an amount of damage equal to the
witches Willpower per success level.
All three forms of this power act as fire
damage and are considered to be such
Electrokinesis for purposes of their effect on certain
7 Point Quality creatures. Anything within her line of
sight can be affected by this power.
A Witch with this ability can charge
her hands with electricity. When this is used
to attack it requires a Dexterity + Kung Fu or
Acrobatics (players choice) roll and deals 5 x
Glamour drastically increase the speed of molecules in
8 Point Quality a target causing it to explode. The Witch
may target anything with her line of sight.
This isn't your mothers spell to cover When used on inanimate objects, the object
a zit, you can completely change your is automatically destroyed as long as it is
appearance and voice to mimic that of any less then 4 cubic feet and not in the
person you have seen face to face. This has possession of another person. If the object
no effect on the witches attributes, skills or is currently in the possession of another
qualities except for attractiveness (the witch person the witch must make a Dexterity
gains any attractiveness levels of the (doubled) + Sorcery roll versus the Persons
person). She can also create a new image Dodge, success destroys the object, failure
by defining age, sex, height, weight, etc.; the means the object is safe.
witch decides on any levels of attractiveness If used against a living being, the
(from -4 to +4). witch must make a
The witch can Dexterity (doubled) +
stay in the assumed Sorcery roll versus
form for as long as the targets Dodge. If
she wishes. the attack succeeds
the victim must make
a Constitution (not
doubled) roll with a
penalty equal to one
half the Witches
Levitation Sorcery score (round
5 Point
down). Failure results
Quality in the target
exploding, dying
Witches with instantly; success
this power have the
causes 10 Life Points
ability to move of damage to the
themselves vertically
target. The witch can
with the power of choose to target a
their mind. This
specific body part
ability does not
(either an arm or leg)
convey the ability to with this power, it
move horizontally,
follows the same
though she could procedure as
push herself along a
described above;
wall or clamor across except failing the roll causes the lose of the
the ceiling. In all ways this ability works just
body part and one quarter of the targets life
like the spell of the same name from The points (round down), success reduces the
Magic Box, except this has an unlimited
Life Point lose to 5 points.
duration.

Molecular Acceleration Precognition


2 Point Quality
8 Point Quality
A witch with this power gets visions of
Molecular Acceleration is the power to
the future and the past, this usually happens Temporal Stasis
when she comes into contact with an object 4 Points per Level Quality
or person related to the vision, though she
may some times receive visions without Temporal Stasis, also known as
contacting anything. She may also attempt "freezing time," is the ability to slow the
to force a vision to come by touching an molecules in an area to the point where they
object she wishes to have a vision of. To do stop moving completely, effectively freezing
so, the witch must touch the object and make the area in time. At its lowest level the power
a perception (not doubled) or a Perception + does not extend very far and only last for a
Notice roll and acquire three or more few seconds, but it can eventually effect
successes. These visions follow the rules for large areas and last for a few minutes. This
psychic visions in the Core Rule book. power has no effect on good witches, and
the witch may choose to only effect mortals.
Any successful attack on a "frozen" target
immediately ends the stasis effect, also any
forceable movement of the target ends the
Telekinesis/Psychokinesis stasis effect. The power level and effect is
2/3 Points shown on the table
per Level Quality below.

Telekinesis
is the ability to
move object with Temporal Stasis
your mind. This Effect by level:
power follows all
rules as presented Level 1 Effect -
in The Magic Box The Witches power
except for duration. extends out to 10ft.
Unlike telekinesis in and lasts up to 15
the Magic Box, seconds (3 rounds).
Charmed
telekinesis does not Level 2 Effect -
become less The power now
powerful with use, extends out to 20ft.
the Witch gains no penalty for continued use and lasts up to 30 seconds (5 rounds).
of this power.
Psychokinesis works exactly like Level 3 Effect - The Powers range
telekinesis, but the witch can affect objects extends to 50ft, the durations remains
she cannot see. She must either have first unchanged.
hand knowledge of the item and its location
or detailed diagram of the object and its Level 4 Effect - The duration
location. This power can affect objects up to increases to one minute (10 rounds), and the
100 yards away. The witch can only effect witch can unfreeze specific people and body
living creatures with her telekinetic power if parts of people within the effected area.
she can see them.
Level 5 Effect - With each additional
level either the range is extended by 30ft. or
the duration is extended by 30 seconds (5
rounds).
This power may effect anything within
the given radius or the witch may selectively
target one person within the area. People
and animals that move into the radius are not
automatically effected by the power and may
act normally. Also, this power is stopped by
any solid barrier, such as a wall.
The power may also be used
defensively, by making a Dexterity +
Temporal Stasis Level roll instead of a dodge
roll. If successful an attacker engaged in
hand to hand combat is frozen, in the case of
ranged combat the missile (bullet, arrow,
thrown stake) is frozen in the air a few inches
from the witch. This is the only defense
action the witch can take in the round.

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