Download - Charmed RPG Netbook

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Page 1: Charmed RPG Netbook
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CChhaarrmmeedd RRPPGG

NNeettbbooookk

Written by Jeff Slick

Page 3: Charmed RPG Netbook

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 conceptand his great advice. Please 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 rulebook and The Magic Box supplement.

All non-proprietary material in this document is Copyright © Jeff Slick, 2003. This work is inthe public domain and may be distributed freely, so long as all copyright info (i.e. this page)

remains intact.

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

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

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

CHARMED © 2003 Spelling Television Inc. All Rights Reserved The CHARMED trademark is used without expressedpermission for Spelling Television Inc.

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CChhaarrmmeedd.

Hear now the words of the witches,the secrets we hid in the night. The oldest ofGods are invoked here, the great work ofMagic is sought. In this night and in thehour, I call upon the Ancient Power. Bringyour powers to we sisters three, we want thepower, give us the power!

~Phoebe, 1:1 "Something Wicca ThisWay Comes."

IInnttrroodduuccttiioonn.Charmed

appeared to thepublic in 1998,written byConstance M.Burge. A tale ofthree sisterssaddled with greatmagical powers andthe responsibility todefend innocentsfrom danger.Charmed is thestory of Prue, Piperand PhoebeHalliwell, and latertheir half-sister Paige Matthews; and theirstruggles with Magic, Demons and a need fora normal life. After the death of their Gramsthe three sisters move back into the housethey grew up in. After finding a mysterious"Book of Shadows," Phoebe discovers thatthey are not only witches, but the chosenones, Charmed ones. With a the recitationof a short incantation Phoebe infuses thethree sisters with magic powers and a greatdestiny. Prue gained the power to moveobjects with her mind; Piper, the ability tofreeze time; and Phoebe, the power to seethe past and future.

They fought demons, warlocks,monsters and the Source of all Evil; alongside Prue's on-again-off-again boyfriendAndy Trudeau, the girls Whitelighter LeoWyatt and Phoebe's future husband, the half-demon Cole Turner. With the death of Prueat the hands of the Source's assassin theremaining sisters believed their destiny wasfinished. Phoebe's premonition during Prue'sfuneral, of a woman being attacked by thevery assassin who had murdered her sister afew days earlier, led the sisters to thediscovery of their half-sister Paige.Together, the three sisters reconstituted the

Charmed ones andresumed theirdestiny

TThhee WWoorrllddooff CChhaarrmmeedd

"The Power ofthree will set youfree."

~Piper, 1:1Something WiccaThis Way Comes

The Charmedmythos is set in amodern fantasy

world full of Witches, Demons, and Faeries.But, unlike most fantasy worlds, the generalpopulace of the Charmed world are ignorantto the existence of these being; and that'sthe way both good and evil would like to keepit. Witches secretly protect the innocent withmagic powers, faeries aid nature andmankind from hiding, and Demons hide inthe shadows waiting for their chance tocreate some carnage.

Though the show is depicted in themodern era, your game could span any timein history. From the middle ages, to the

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roaring 20's, to the world of the future; themagic has always existed and will continueuntil the last witch has drawn breath.

WWiittcchheessPrue: You turned me into a Witch.Phoebe: You were born one. We all

were. And I think we better start to deal withit.

~Prue and Phoebe,1:1 Something Wicca ThisWay Comes

Witches are menand women who are borninto a heritage passed downfrom generation togeneration. Some peopleinherit their parents haircolor or mannerisms,Witches inherit their parentsmagic nature. Most beginto manifest their powersearly in life, often as earlyas a few months of age.Because of the danger thiscan cause, it is notuncommon for a parent tobind their childs powers witha spell, effectivly shutting offthe childs powers until thespell is reversed.

They eventually must decide whetherto fight on the side of good or evil. A goodwitch use their powers to help the helplessand fight demons, following the Wiccan Rede"And it harm none, do as ye will." Though itis rare for a witch to turn from her goodnature, a few do and become forces ofdarkness. These evil witches are oftencalled Warlocks, though they differ from thenatural born warlocks presented below, andfrom this point on the use of the termWarlock will be used to reference a bornWarlock. Evil witches are seldom concerned

with anything other than furtheringthemselves and destroying anything that getsin their way.

WWaarrlloocckkss"A Warlock has but one goal; to kill

good witches and retain their powers. Unfortunately, they look like regular people.

They could be anyone,anywhere."

~Phoebe, 1:1Something Wicca This WayComes

Though the term"Warlock" is often used toreference a Witch who hasturned to evil, true warlocksare born not made. Thechild of a warlock parent,they inherit their magicalnature in the same way aswitches do, though theirpowers don't advance in thesame way as a witches.Warlocks strive only forpower and gain it by killingwitches and stealing thewitches powers.

Though Warlocks areborn into their magical

nature, they do not acquire the full magicalgifts until they have murdered an innocent.This serves to twist the Warlocks mindenough to accept her full powers. Once thishas happened they are forever changed andnothing short of a good witches magic cansave them from their dark future. Unlike witches though, warlocks areinherently evil and can never truly ridthemselves of their demonic heritage withoutcommitting themselves to a holy order, likethe Catholic Priesthood. Only a Warlock whohas yet to murder an innocent can be savedfrom their evil destiny. By, giving themselves

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over to the holy order they are cleansed oftheir demonic nature and will spend the restof their lives as mortals without the darknessassociated with their evil past.

WWhhiittee lliigghhtteerrssPhoebe: I mean, up until today, I

thought you were a handyman, and now Ifind out you're a...

Leo: WhitelighterPhoebe: A

Whitelighter. What exactly isa Whitelighter?

Leo: Well, we're reallyjust messengers, guides.Think of us as GuardianAngels for good Witches.

~Phoebe and Leo,1:14 Secrets and Guys

Beings of divine power,Whitelighters begin theirexistence as normal humanmen and women who spendtheir lives doing great good tohelp their fellow man. Upondeath their soul is taken to agreat temple in the sky, werethey are given the opportunityfor immortal life and immensepowers in exchange for a vow to protect andguide other beings of good. They are thengiven their first charge, usually a good witch,whom they are expected to guide and protectwithout the charges knowledge.Whitelighters often pose as handymen (orwomen) or other professions that allow themto be close to their charge without divulgingtheir secret.

The Whitelighters are led by a groupof elder Whitelighters known as the"Founders." These elders are in completecharge of the Whitelighters, and regarded bythe majority of the "good magic community"as wise beings whose advise is to be taken

without question. Little is known about theElders; though they are beings of great good,they are enigmatic and prefer to workthrough their agents.

DDaarrkklliigghhtteerrssLeo: Yeah, they seduce innocent

women. Their goal is to create evil throughreproduction.

Phoebe: Great, Generation 666.~Leo and Phoebe, 1:21 Love

Hurts

As Whitelighters are beingswho exist to protect good andlove, Darklighters live only tospread evil and foster hate.They do this by killing orcorrupting beings of good,especially Whitelighters andfuture Whitelighters. It isunknown whether a governinggroup of elder Darklightersexist, like the Whitelighter's"Founders," thoughDarklighters are known to serveas spies and assassins in theemploy of powerful Warlocksand Demons.

Conon Alert: Little is known about theprocess in which a Darklighter is created,though it can be assumed that it is much thesame way a Whitelighter is. Truly evil beingsgiven immortality and the power to destroy inexchange for a vow to serve the forces ofevil. It may also be that a child of aDarklighter has the full powers of theirparent, making any child born to aDarklighter parent a full Darklighter, not aHalf-Darklighter like is produced from theunion of a Whitelighter and a mortal.

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TThhee CChhaarrmmeedd OOnneess"We're the protectors of the innocent.

We're the Charmed Ones."~Phoebe, 1:1 Something Wicca This

Way ComesBrendan: Descended from an ancient

Warlock line intent on furthering the Rowe Coven. Three brothers destine to becomethe most powerful force of evil the world has ever known.

Prue: The Evil Charmed Ones.~Prue and Brendan, 1:18 When Bad

Warlocks Go Good.

The descendants oftwo ancient lines, theCharmed Ones are destineto become the greatestforce of good the worldhas ever known, well theirdark counterpart aredestine to become animmense force of evil.

The Charmed linebegan centuries ago with apowerful Witch, MelindaWarren, who set thewheels in motion thatwould one day lead to thebirth of the three mostpowerful witches the worldwould ever know. Thesethree witches, sisters, weredestine to face the forces of evil and protectthe innocent from demonic forces.

The Evil Charmed line also startedmany centuries ago with the creation of aWarlock family known as the Rowe coven.Their descendants, three warlock brothers,were to become the most powerful force ofevil the world would ever know, until two ofthe brothers killed each other and the thirdtook his oath as a priest. This destroyed theevil Charmed line forever.

Within the Charmed mythos, bothgroups of Charmed Ones have already beenpresented, though this does not prevent thedirector who wishes to use them from

altering the facts to create new groups.Perhaps Phoebe never read the invocationthat was to give them their powers, causingtheir legacy to be passed on to the nextgeneration or further.

QQuuaalliittiieess aanndd DDrraawwbbaacckkss

The majority of Qualities andDrawbacks from the Core rule book areavailable for Cast Members in a Charmed-

style game. Directorswanting to keep the gamefaithful to the show maywish to restrict the use ofthe following qualities;Initiative Commando,Military Rank, Robot,Slayer, Vampire, Watcherand Werewolf. A few of thequalities found in the Corebook and supplementsreceived modifications andare presented below. It issuggested that the modifiedqualities below be used tokeep the flavor of theCharmed mythos.

Charmed9 point Quality

You are one of the chosen ones, theCharmed ones, 3 female witches of immensepower. You and your two sisters are a majorforce of good, imbued with the "Power ofThree." The Charmed Quality grants thefollowing benefits:

l+1 to all spell casting rolls, this is inaddition to any bonus the caster mayhave from the Sorcery quality.lThe "Book of Shadows." This is a

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magical tome passed down generationto generation, and has now beenpassed down to you and your sisters.This book counts as an AmazingOccult library. The power of this bookprotects it from being touched by anydemon or warlock, or removed fromthe charmed ones homes by any otherthan another charmed one.l"The Power of Three Will Set YouFree." When all three charmed oneschant this phrase, it can destroyWarlocks and Demons. This does notwork on all warlocks and demons, onlythose with Willpower 3 or less will beeffected by the ability and after oneround of chanting youknow whether you willbe able to destroy thebeing with this power.The three sistersmust be in physicalcontact and chantingfor it to work. Thenthey each make awillpower roll,repeated each turn,until each of thewitches acquires anumber of successesequal to theWillpower of thetarget. During thechanting the witchesare protected fromthe demon by a glowing shield ofmagic. Unless the target makes awillpower(doubled) roll gaining anumber of successes equal to thehighest willpower among the sisters,the Demon cannot harm the charmedones in any way.

The life of the Charmed ones aretough. It doesn't just define who you are, itdefines your destiny. Because her destinyis something greater than herself, the worldforces things upon her.

lAdversary (5, the forces ofDarkness) Every evil being wants to

either kill you, steal your powers orturn you evil. lObligation (Major - Protectinnocents) The elder Whitelightershave charged you with protectinginnocents. You are compelled to doanything you can to protect anyonewho cannot protect themselves.lSecret (3 - Charmed One/Witch)You are a Witch and a Charmedone and no one can ever find outabout it. All the evil that demonsand warlocks could do to you isnothing compared to what thehuman world would do if presentedwith the fact that magic is real, and

you are one of themost powerfulwitches alive.

Darklighter50 point quality

You are a being of pureevil, given the power todestroy with just a touch.Charged with the job ofdestroying good beings,especially Whitelighter, youtravel the world either huntingbeings of good or morecommonly serving more

powerful demons and warlocks as theirpersonal assassins. The Darklighter qualitygrants the following benefits:

lOrbing - This is the ability toteleport yourself and a number ofothers equal to your willpower. Youdissipate into a cloud of black orbsand then completely disappear,reappearing anywhere on earth or inthe Underworld. This can also beused as a defensive action bymaking a dexterity or perception(players choice) + Acrobatics roll. Ifthe result is higher then the attack

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roll of the opponent you temporarily"orb" out and reappear a momentlater. This can only be done onceper turn.lTouch of Death - This deals 5 xwill per success level of the attackroll in non-specific damage. TheDarklighter must first succeed with aGrapple and then may use thisability on his next available attack.lGlamour - A Darklighter canchange his appearance to that ofany person he has seen.lNo need to breathlImmortal - The dark lighter neverages and will not die of naturalcausesl3 levels of Hardto Kill (max 10levels)lPoison Crossbow- A Darklighter cansummon hiscrossbow to him atanytime (an actionin combat), it isloaded whensummoned andreloads itselfautomatically at thebeginning of eachround. AgainstWhitelighters a hitinflicts a strength 8poison that drainsstrength (checkonce per 10 min). A warlock ordemon who kills a Darklighter gainsthe use of the Poison crossbow.lAdversary (3 beings of Good)lCovetous (Serious Ambition)lMental Problems (Serious Cruelty)lObsession (DestroyingWhitelighters)

Note: Darklighters, and Whitelightersbelow, are presented for Director use. Itwould be very difficulty for a Player to amassthe number of points to purchase thequalities, though a Director may work with

the player on a way for them to use thesequalities. Also of note, much like Warlocks,Darklighters do not make good castmembers. They are by their nature cruel,ghastly beings, who would rather kill most ofthe cast then help them.

Half - Whitelighter28 point Quality

One of your parents was aWhitelighter. Whitelighters normal have little

contact with mortals otherthat their charges, whom theyare forbidden to fall in lovewith. You have inheritedsome Whitelighter powersfrom your parent. The Half-Whitelighter quality grantsthe following abilities:

lOrbing - This is theability to teleportyourself and anumber of othersequal to yourwillpower. Youdissipate into acloud of whiteglowing orbs andthen completelydisappear,

reappearing anywhere on earth or inthe Underworld. This can also beused as a defensive action bymaking a dexterity or perception(players choice) + Acrobatics roll. Ifthe result is higher then the attackroll of the opponent you temporarily"orb" out and reappear a momentlater. This can only be done onceper turn. You may also use thisability to orb out during a fall, bymaking a Dexterity (doubled) roll,success allows you to "Orb Out" andreappear anywhere within sight.lGlamour - A half-Whitelighter can

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change her appearance to that ofany person she has seen.lAdversary (3 - Demons, Warlocksand Darklighters)lHonorable (Minimal)

Half-Whitelighters with Witch Powersmay have minor differences in the way theirPowers work. Examples:

lTelekinesis - This becomes"Telekinetic Orbing." Instead of theobject of the telekinesis floatingfrom one place to another, theobject disappears in an cloud ofwhite orbs and reappears at thedesired location. The lighter can

telekinetically "steal" fireballs andenergy balls from demons andwarlocks, by spending a dramapoint she can orb a thrown fireballor energy ball back at its thrower.The Lighter makes a Willpower +Telekinesis vs the demons dodge,the demon has a -2 to his roll do tothe surprise of the attack.lCloning - The clone appears in acloud of white orbs.lAstral Projection - When in astralform, the Lighter is unable to useher Orbing ability; also when theastral form dissipates it does so in acloud of white orbs.

Sorcery4 point per level quality to level 5 (see

below)

This quality is altered in a fewimportant ways for the Charmed setting. Forstarters the point cost is reduced from 5points per level to 4 points per level (to level5; see below). The reason for this is that inthe Charmed world Sorcery does not grantthe power of Telekinesis; Telekinesis is aseparate, 2 point per level, quality. Thisquality adds +1 per level to the Willpower +Occultism roll for casting spells and thecharacter does not suffer the penalty forcasting multiple spells during one day. Also,only characters with the Sorcery Quality can

cast spells, forothers theOccultism skill isused solely forinformation.Improving thisquality postcreation isexpensive; thecost of thisquality is 4points per levelto level 5. Eachlevel after 5 ispurchasedexactly like askill, at twice the

cost of the new level.With the exception of Warlocks and

Demons, any character taking this quality areconsidered Witches and are required to takeone or more of the Witch Power qualitieslisted below.

Also, magic in the Charmed settingnever involves spell like Lightning Bolts orFireballs, these are strictly the realm of WitchPowers and Demons.

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Warlock2 or 5 Point Quality

Warlocks are a lesser race ofDemons who strive for power above all else.They gain these powers by killing witchesand capturing the witches power. NormalWarlocks have high levels of the MentalProblems (Cruelty) drawback, and are for themost part unfit for human company. Theshow has only given us one example of aWarlock who has turned on his heritage, andhe had to give up his powers to do so. Evenso, if a player can come up with a reasonablejustification, a Warlock may be available as aplayer character. The cost to play a "good"warlock is 5 points. Normal Warlockcharacters cost 2points, but unlessthe Director wants amurderous monsterin the cast, this is notan option.

lStealPowers -Warlocks,like manydemons,possess theability stealthe powersof dyingwitches. Bykilling a witch with an Athame (aritual knife) the Warlock is able tosteal and "Witch Powers" the victimmay have had. She may choose toabsorb the power, by spending anumber of Experience Points equalto the cost of the Witch Power, inwhich case she now permanentlygains the use of the power. Shemay also choose to simply removethe power. A removed powerappears as a ball of glowing whitelight. She may then absorb thepower later or she may trade it toanother Warlock on the DemonicBlack Market.

lWarlocks in Demonic form havevarious facial features; from jaggedteeth, sagging or bumpy skin andyellow eyes. Whatever the facialfeatures, all warlocks have -3attractiveness in Demonic form.Well in demonic form their fingernail grow to inch long talons givingthem a claw attack at 2 x Strength.lTwo levels of Hard to kill. AWarlock may have up to sevenlevels of Hard to Kill.lA Warlock must purchase one,and only one, of the Witch PowerQualities listed below at charactercreation. She can only gain newpowers through the use of her Steal

Powersability.

Warlock alsoposses a number ofDrawbacks based ontheir demonic nature.

lCovetous(DesperateAmbition) -You will doanything tobecomemorepowerful;stealing,

killing or buying power if you haveto.lMental Problems (DerangedCruelty) - Having no soul doesn'tjust mean you are going to burn foreternity when you are destroyed,you are a sadistic animal with nofeelings of remorse and no regardfor the lives of the people aroundyou.

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Whitelighter56 Point Quality

You are one of the immortalprotectors and guides of Witches and beingsof good. When you were mortal you spentyour days aiding others and most likely gaveyour life protecting an innocent. When youdied you were turned into an angelic beingand given great powers to protect yourcharges.

All Whitelighter have the followingQualities:

lOrbing - This is the ability toteleport yourself and a number ofothers equalto yourwillpower.Youdissipateinto a cloudof whiteglowingorbs andthencompletelydisappear,reappearinganywhereon earth orin theUnderworld.This canalso beused as a defensive action bymaking a dexterity or perception(players choice) + Acrobatics roll. Ifthe result is higher then the attackroll of the opponent you temporarily"orb" out and reappear a momentlater. This can only be done onceper turn. You may also use thisability to orb out during a fall, bymaking a Dexterity (doubled) roll,success allows you to "Orb Out" andreappear anywhere within sight.lHealing Touch - A Whitelighter isable to heal the wounds of any goodbeing, including herself. This is

accomplished by laying her handson the wound of the victim (orconcentrating on healing herself). Ittakes one round to heal a victimwho has taken less than 50 pointsof damage or two rounds if a greateramount of healing to required.(note: a Whitelighter cannot chooseto just heal 50 life points if a victimhas taken a greater amount ofdamage.)lGlamour - A Whitelighter canchange her appearance to that ofany person she has seen.lLevitation - Lighters have theability to move themselves vertically

with thepower oftheir mind.This abilitydoes notgrant toability tomovehorizontally,though shecould pushherself alonga wall orclamoracross theceiling. lAWhitelightercan sense

the location of any of her chargesand her charges may call her atanytime and she will hear it as longas they are both on the same planeof existence.lSpeak Languages - She canspeak the language of any of hercharges.lTelekinesis - The Whitelighter isconsidered to have one level of theTelekinesis power. She cannotraise this ability beyond its startinglevel.lWhitelighters are Immortal. Shewill not die of natural causes ordisease and will not age.

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lWhitelighters gain Three levels ofthe Hard to Kill Quality and mayhave up to ten levels.lAll Whitelighters are considered tohave three levels of the Contacts(Elders) Quality. She may raise thisto a five level quality with characterpoints or during play.lWhitelighters do not need tobreath, but can breath if they wishto.lThey also have a number of otherminor abilities: They can createSmall Globes of Light approximatelytwo inches in diameter which giveoff light equivalent to a 40 watt lightbulb. They can warm or cool up totwo cups of liquid, this can raise thetemperature to100 degrees F orcool it to 40degrees F.

For all of theirpowers, Whitelighters alsosuffer severe drawbacks:

lAdversary(Assorted - 5) -Whitelighters areseen as the livingembodiment ofgood, as such theare hunted by evil beings, especiallyDarklighters.lHonorable (Rigid) - Beingempowered by the forces of goodand committed to protecting theinnocent leaves the Whitelighterwith a very strict moral code.lDependent (Charges) -Whitelighters exist to guide andprotect their charges, and areexpected to be available for theircharges no matter what time of dayor night.lObligation (Total) - Protecting theircharges is a Whitelighters mainconcern and they must be willing toprotect them at any cost.

lSecret (Whitelighter) - Not onlymust she protect her secret from theforces of Evil and the generalpopulation, it is often necessary tokeep their secret from the chargesthey are sent to protect.lPacifist - All Whitelighters arepacifists by nature. They will neverattack unprovoked and will only fightto protect themselves or aninnocent, but will always seek anon-violent means to settle adispute if possible.

Witch PowersThe following qualities

are only available tocharacters who have takenone or more levels of theSorcery Quality, and atleast one of the followingqualities must be taken byany non-Demon characterwho has taken a level of theSorcery Quality.

These Qualities areavailable to witches aftercharacter creation. It is

recommended that directors limit the numberof powers a witch has to two or three.

Astral Projection9 Point Quality

This power allows the Witch to projecther Astral Body onto the physical plane. Todo this she falls into a coma like state andher consciousness is projected into an Astralbody that can form anywhere she knows ofor can see, but no further than 100 miles.The Astral Body is a physical manifestationthat has all the skills and abilities of theWitch except it lacks any magical ability, this

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means the astral form cannot cast spells oruse any "Witch Power" qualities. The witchcan appear with different clothing or hairstyles as she sees fit. This power requiresone turn to activate and can be canceled atany time (a combat action).

If the Astral for is destroyed the witchmust immediately pass a survival test with a-1 penalty plus any penalty for damage theAstral body took. Success returns thewitches mind to her body, though she isunable to act for two rounds due to the stressof having sufferedthe death of her"body." Failurecauses the Witch todie instantly. Thedeath of the naturalbody kills the Witchinstantly anddestroys the AstralBody.

Blinking12 point

Quality

This abilityallows the Witch toteleport in the blinkof an eye. She canteleport anywherethat is known to heror anywhere she canfind on a map. Shecan also specify aspecific direction and distance were shewishes to go and will appear in the nearestunoccupied space available. She may takeup to one other person with her.

This can also be used defensively, bymaking a Dexterity or Perception (playerschoice) + Acrobatics roll vs. the attack rollshe can blink out before the attack strikesand reappear after the attack has passedthrough the area she had occupied. She canalso make a dexterity (doubled) roll to blink

out during a fall and reappear anywherewithin sight.

Cloning9 point Quality

The witch possesses one of the mostpotent abilities known, they ability to create aduplicate of herself. With this power a witch

can create a clone ofher self, which has allof her skills andpowers.

Creating aclone takes oneminute, during whichtime the witch can donothing morestrenuous thenwalking and cannotmove more thantwenty feet from theclone. The clone hashalf as many lifepoints as the witchhas at the time of itscreation, but isotherwise identical tothe Witch. The clonecan use DramaPoints, but they aredrawn from thewitches Drama Pointpool. The clone isunder the completecontrol of the Witch at

all times and she can sense everything theclone can.

Destroying the clone has no effect onthe Witch, but if the witch is killed the cloneinstantly dissipates in a red flash. The Cloneautomatically dissipates in a number ofminutes equal to her Willpower times ten, orif she moves more than twice her willpower inmiles from the clone.

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Cryokinesis5 Point Quality

Simply by breathing on somethingyou can freeze it. Your icy breath can turnpeople into giant icicles, extinguish fires andyour pretty handy on hot days. The Witchmust make a Dexterity (doubled) + Sorceryroll to hit the target. Each success level onthis roll reduces the targets Dexterity by onepoint. If the targets dexterity is reduced toone or lower, the target is frozen solid. Theyare still alive and will recover normally withmedical attention; ifleft to thaw on theirown they sufferfifteen Life Points ofdamage. Targetswho have only hadtheir dexterityreduced recover inan hour (half hourunder medicalsupervision). Afrozen target that isstruck hard willshatter instantlykilling the person. AWitch may affect anybeing within fiveyards of herself.This power is mosteffective on humansand animals;Demons, Warlocks,Whitelighters andDarklighters onlylose one Dexteritypoint per two successes.

Electrokinesis7 Point Quality

A Witch with this ability can chargeher hands with electricity. When this is usedto attack it requires a Dexterity + Kung Fu orAcrobatics (players choice) roll and deals 5 x

Willpower per success level of fire damage.The character can do a number of otherthings with this ability; such as poweringtelevisions, jump starting her own car ordestroying computers by overloading themwith current.

Empathy

This follows all rules as presented inThe Magic Box.

Fireball, AcidSpray, Energyball

5 Point Quality

With this powera witch can project adangerous substancefrom hands (chosenwhen the quality istaken). Fireballs andEnergy balls appearin the witches handand are thrown at thetarget, Acid is sprayedin a jet toward thetarget. This requires

a Dexterity (Doubled) + Sorcery roll anddeals an amount of damage equal to thewitches Willpower per success level.All three forms of this power act as firedamage and are considered to be suchfor purposes of their effect on certaincreatures. Anything within her line of sight can be affected by this power.

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Glamour8 Point Quality

This isn't your mothers spell to covera zit, you can completely change yourappearance and voice to mimic that of anyperson you have seen face to face. This hasno effect on the witches attributes, skills orqualities except for attractiveness (the witchgains any attractiveness levels of theperson). She can also create a new imageby defining age, sex, height, weight, etc.; thewitch decides on any levels of attractiveness(from -4 to +4).

The witch canstay in the assumedform for as long asshe wishes.

Levitation5 Point

Quality

Witches withthis power have theability to movethemselves verticallywith the power oftheir mind. Thisability does notconvey the ability tomove horizontally,though she couldpush herself along awall or clamor acrossthe ceiling. In all ways this ability works justlike the spell of the same name from TheMagic Box, except this has an unlimitedduration.

Molecular Acceleration8 Point Quality

Molecular Acceleration is the power to

drastically increase the speed of molecules ina target causing it to explode. The Witchmay target anything with her line of sight.When used on inanimate objects, the objectis automatically destroyed as long as it isless then 4 cubic feet and not in thepossession of another person. If the objectis currently in the possession of anotherperson the witch must make a Dexterity(doubled) + Sorcery roll versus the PersonsDodge, success destroys the object, failuremeans the object is safe.

If used against a living being, thewitch must make aDexterity (doubled) +Sorcery roll versusthe targets Dodge. Ifthe attack succeedsthe victim must makea Constitution (notdoubled) roll with apenalty equal to onehalf the WitchesSorcery score (rounddown). Failure resultsin the targetexploding, dyinginstantly; successcauses 10 Life Pointsof damage to thetarget. The witch canchoose to target aspecific body part(either an arm or leg)with this power, itfollows the sameprocedure asdescribed above;

except failing the roll causes the lose of thebody part and one quarter of the targets lifepoints (round down), success reduces theLife Point lose to 5 points.

Precognition2 Point Quality

A witch with this power gets visions of

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the future and the past, this usually happenswhen she comes into contact with an objector person related to the vision, though shemay some times receive visions withoutcontacting anything. She may also attemptto force a vision to come by touching anobject she wishes to have a vision of. To doso, the witch must touch the object and makea perception (not doubled) or a Perception +Notice roll and acquire three or moresuccesses. These visions follow the rules forpsychic visions in the Core Rule book.

Telekinesis/Psychokinesis2/3 Points

per Level Quality

Telekinesisis the ability tomove object withyour mind. Thispower follows allrules as presentedin The Magic Boxexcept for duration.Unlike telekinesis inthe Magic Box,Charmedtelekinesis does notbecome lesspowerful with use,the Witch gains no penalty for continued useof this power.

Psychokinesis works exactly liketelekinesis, but the witch can affect objectsshe cannot see. She must either have firsthand knowledge of the item and its locationor detailed diagram of the object and itslocation. This power can affect objects up to100 yards away. The witch can only effectliving creatures with her telekinetic power ifshe can see them.

Temporal Stasis4 Points per Level Quality

Temporal Stasis, also known as"freezing time," is the ability to slow themolecules in an area to the point where theystop moving completely, effectively freezingthe area in time. At its lowest level the powerdoes not extend very far and only last for afew seconds, but it can eventually effectlarge areas and last for a few minutes. Thispower has no effect on good witches, andthe witch may choose to only effect mortals.Any successful attack on a "frozen" targetimmediately ends the stasis effect, also anyforceable movement of the target ends thestasis effect. The power level and effect is

shown on the tablebelow.

Temporal StasisEffect by level:

Level 1 Effect -The Witches powerextends out to 10ft.and lasts up to 15seconds (3 rounds).

Level 2 Effect -The power nowextends out to 20ft.

and lasts up to 30 seconds (5 rounds).

Level 3 Effect - The Powers rangeextends to 50ft, the durations remainsunchanged.

Level 4 Effect - The durationincreases to one minute (10 rounds), and thewitch can unfreeze specific people and bodyparts of people within the effected area.

Level 5 Effect - With each additionallevel either the range is extended by 30ft. orthe duration is extended by 30 seconds (5rounds).

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This power may effect anything withinthe given radius or the witch may selectivelytarget one person within the area. Peopleand animals that move into the radius are notautomatically effected by the power and mayact normally. Also, this power is stopped byany solid barrier, such as a wall.

The power may also be useddefensively, by making a Dexterity +Temporal Stasis Level roll instead of a dodgeroll. If successful an attacker engaged inhand to hand combat is frozen, in the case ofranged combat the missile (bullet, arrow,thrown stake) is frozen in the air a few inchesfrom the witch. This is the only defenseaction the witch can take in the round.


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