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Written by Jeff Slick
Layout and Design by Nick Katzfey II
Art by the great photographers and camera persons of Charmed
This netbook requires the use of the Buffy the Vampire Slayer ® RPG core rule book and The Magic Box supplement.
All non-proprietary material in this document is Copyright © Jeff Slick, 2003. This work is in the 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 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 without expressed permission of Fox.
CHARMED © 2003 Spelling Television Inc. All Rights Reserved The CHARMED trademark is used without expressed permission for Spelling Television Inc.
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. Please check out his various Unisystem Net Books at www.grey-elf.com
Charmed, Charmed World, Qualities/Drawbacks, Witch Powers/Qualities
Hear now the words of the witches, the secrets we hid in the night. The oldest of Gods are invoked here, the great work of Magic is sought. In this night and in the hour, I call upon the Ancient Power. Bring your powers to we sisters three, we want the power, give us the power!
~Phoebe, 1:1 "Something Wicca This Way Comes."
Introduction.
Charmed appeared to the public in 1998, written by Constance M. Burge. A tale of three sisters saddled with great magical powers and the responsibility to defend innocents from danger. Charmed is the story of Prue, Piper and Phoebe Halliwell, and later their half-sister Paige Matthews; and their struggles with Magic, Demons and a need for a normal life. After the death of their Grams the three sisters move back into the house they grew up in. After finding a mysterious "Book of Shadows," Phoebe discovers that they are not only witches, but the chosen ones, Charmed ones. With a recitation of a short incantation Phoebe infuses the three sisters with magic powers and a great destiny. Prue gained the power to move objects with her mind; Piper, the ability to freeze time; and Phoebe, the power to see the past and future.
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 Wyatt and Phoebe's future husband, the half-demon Cole Turner. With the death of Prue at the hands of the Source's assassin the remaining sisters believed their destiny was finished. Phoebe's premonition during Prue's funeral, of a woman being attacked by the very assassin who had murdered her sister a few days earlier, led the sisters to the discovery of their half-sister Paige. Together, the three sisters reconstituted the Charmed ones and resumed their destiny.
Charmed, Charmed World, Qualities/Drawbacks, Witch Powers/Qualities
"The Power of three will set you free."
~Piper, 1:1 Something Wicca This Way Comes
The Charmed mythos is set in a modern fantasy world full of Witches, Demons, and Faeries. But, unlike most fantasy worlds, the general populace of the Charmed world are ignorant to the existence of these being; and that's the way both good and evil would like to keep it. Witches secretly protect the innocent with magic powers, faeries aid nature and mankind from hiding, and Demons hide in the shadows waiting for their chance to create some carnage.
Though the show is depicted in the modern era, your game could span any time in history. From the Middle Ages, to the roaring 20's, to the world of the future; the magic has existed from the dawn of mankind and will continue until the last witch has drawn breath.
Witches
Prue: You turned me into a Witch.
Phoebe: You were born one. We all were. And I think we better start to deal with it.
~Prue and Phoebe, 1:1 Something Wicca This Way Comes
Witches are men and women who are born into a heritage passed down from generation to generation. Some people inherit their parent’s hair color or mannerisms, Witches inherit their parent’s magic nature.
They eventually must decide whether to fight on the side of good or evil. A good witch uses their powers to help the helpless and fight demons, following the Wiccan Rede "And it harms none, do as ye will." Though it is rare for a witch to turn from her good nature, a few do and become forces of darkness. These evil witches are often called Warlocks, though they differ from the natural born warlocks presented below, and from this point on the use of the term Warlock will be used to reference a born Warlock.
Warlocks
"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, 1:1 Something Wicca This Way Comes
Though the term "Warlock" is often used to reference an evil witch, true warlocks are born not made. The child of a warlock parent, they inherit their magical nature in the same way as witches do, though their powers don't advance in the same way as witches. Warlocks strive only for power and gain it by killing witches and stealing the witches’ powers.
Though Warlocks are born into their magical nature, they do not acquire the magical gift until they have murdered an innocent. Once this has happened they are forever changed and nothing short of good witches magic can save them from their dark future.
Unlike witches though, warlocks are inherently evil and can never truly rid themselves of their demonic heritage without committing themselves to a holy order, like the Catholic Priesthood. Only a Warlock who has yet to murder an innocent can be saved from their evil destiny. By, giving themselves over to the holy order they are cleansed of their demonic nature and will spend the rest of their lives as mortals without the darkness associated with their evil past.
Whitelighters
Phoebe: I mean, up until today, I thought you were a handyman, and now I find out you're a...
Leo: Whitelighter
Phoebe: A Whitelighter. What exactly is a Whitelighter?
Leo: Well, we're really just messengers. Guides. Think of us as Guardian Angels for good Witches.
~Phoebe and Leo, 1:14 Secrets and Guys
Beings of divine power, Whitelighters begin their existence as normal human men and women who spend their lives doing great good to help their fellow man. Upon death their soul is taken to a great temple in the sky, were they are given the opportunity for immortal life and immense powers in exchange for a vow to protect and guide other beings of good. They are then given their first charge, usually a good witch, whom they are expected to guide and protect without the charges knowledge. Whitelighters often pose as handymen (or women) or other professions that allow them to be close to their charge without divulging their secret.
The Whitelighters are led by a group of elder Whitelighters known as the "Founders." These elders are in complete charge of the Whitelighters, and regarded by the majority of the "good magic community" as wise beings whose advice is to be taken without question. Little is known about the Elders; though they are beings of great good, they are enigmatic and prefer to work through their agents.
Darklighters
Leo: Yeah, they seduce innocent women. Their goal is to create evil through reproduction.
Phoebe: Great, Generation 666.
~Leo and Phoebe, 1:21 Love Hurts
As Whitelighters are beings who exist to protect the good and love, Darklighters live only to spread evil and foster hate. They do this by killing or corrupting beings of good, especially Whitelighters and future Whitelighters. It is unknown whether a governing group of elder Darklighters exist, like the Whitelighter's "Founders," though Darklighters are known to serve as spies and assassins in the employ of powerful Warlocks and Demons.
Canon Alert: Little is known about the process in which a Darklighter is created, though it can be assumed that it is much the same way a Whitelighter is. Truly evil beings are given immortality and the power to destroy in exchange for a vow to serve the forces of evil. It may also be that a child of a Darklighter has the full powers of their parent, making any child born to a Darklighter parent a full Darklighter, not a Half-Darklighter like is produced from the union of a Whitelighter and a mortal.
The Charmed Ones
"We're the protectors of the innocent. 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 has ever known.
Prue: The Evil Charmed Ones.
~Prue and Brendan, 1:18 When Bad Warlocks Go Good.
The descendants of two ancient lines, the Charmed Ones are destine to become the greatest force of good the world has ever known, well their dark counterpart are destine to become an immense force of evil.
The Charmed line began centuries ago with a powerful Witch, Melinda Warren, who set the wheels in motion that would one day lead to the birth of the three most 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.
The Evil Charmed line also started many centuries ago with the creation of a Warlock family known as the Rowe coven. Their descendants, three warlock brothers, were to become the most powerful force of evil the world would ever know, until two of the brothers killed each other and the third took his oath as a priest. This destroyed the evil Charmed line forever.
Within the Charmed mythos, both groups of Charmed Ones have already been presented, though this does not prevent the director who wishes to use them from 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 generation or further.
Charmed, Charmed World, Qualities/Drawbacks, Witch Powers/Qualities
The majority of Qualities and Drawbacks from the Core rule book are available for Cast Members in a Charmed-style game. Directors wanting to keep the game faithful to the show may wish to restrict the use of the following qualities; Initiative Commando, Military Rank, Robot, Slayer, Vampire, Watcher and Werewolf. A few of the qualities found in the Core book and supplements received modifications and are presented below. It is suggested that the modified qualities below be used to keep the flavor of the Charmed mythos.
Charmed
9 point Quality
v You are one of the chosen ones, the Charmed ones, 3 female witches of immense power. You and your two sisters are a major force of good, imbued with the "Power of Three." The Charmed Quality grants +1 to all spell casting rolls, this is in addition to any bonus the caster may have from the Sorcery quality.
v The "Book of Shadows." This is a magical tome passed down generation to generation, and has now been passed down to you and your sisters. This book counts as an Amazing Occult library. The power of this book protects it from being touched by any demon or warlock or removed from the charmed ones homes by any other than another charmed one.
v "The Power of Three Will Set You Free." When all three charmed ones chant this phrase, it can destroy Warlocks and Demons. This does not work on all warlocks and demons, only those with Willpower 3 or less will be affected by the ability and after one round of chanting you know whether you will be able to destroy the being with this power. The three sisters must be in physical contact and chanting for it to work. Then they each make a willpower roll, repeated each turn, until each of the witches acquires a number of successes equal to the Willpower of the target. During the chanting the witches are protected from the demon by a glowing shield of magic. Unless the target makes Willpower (doubled) roll gaining a number of successes equal to the highest willpower among the sisters, the Demon cannot harm the charmed ones in any way.
v Adversary (5, the forces of Darkness) every evil being wants to kill you, steal your powers or turn you evil.
v Obligation (Major - Protect innocents) the elder Whitelighters have charged you with protecting innocents. You are compelled to do anything you can to protect anyone who cannot protect themselves.
v Secret (3 - Charmed One/Witch) you are a Witch and a Charmed one and no one can ever find out about it. All the evil that demons and warlocks could do to you is nothing compared to what the human world would do if presented with the fact that magic is real, and you are one of the most powerful witches alive.
Darklighter
50 point quality
You are a being of pure evil, given the power to destroy with just a touch. Charged with the job of destroying good beings, especially Whitelighter, you travel the world either hunting beings of good or more commonly serving more powerful demons and warlocks as their personal assassins. The Darklighter quality grants the following benefits:
v Orbing - This is the ability to teleport yourself and a number of others equal to your willpower. You dissipate into a cloud of black orbs and then completely disappear, reappearing anywhere on earth or in the Underworld. This can also be used as a defensive action by making Dexterity or Perception (player’s choice) + Acrobatics roll. If the result is higher then the attack roll of the opponent you temporarily "orb" out and reappear a moment later. This can only be done once per turn.
v Touch of Death - This deals 5 x will per success level of the attack roll in non-specific damage. The Darklighter must first succeed with a Grapple and then may use this ability on his next available attack.
v Glamour - A Darklighter can change his appearance to that of any person he has seen.
v No need to breath
v Immortal - The dark lighter never ages and will not die of natural causes
v 3 levels of Hard to Kill (max 10 levels)
v Poison Crossbow - A Darklighter can summon his crossbow to him at anytime (an action in combat), it is loaded when summoned and reloads itself automatically at the beginning of each round. Against Whitelighters a hit inflicts a strength 8 poison that drains strength (check once per 10 min). A warlock or demon who kills a Darklighter gains the use of the Poison crossbow.
v Adversary (3 beings of Good)
v Covetous (Serious Ambition)
v Mental Problems (Serious Cruelty)
v Obsession (Destroying Whitelighters)
Note: Darklighters, and Whitelighters below, are presented for Director use. It would be very difficulty for a Player to amass the number of points to purchase the qualities, though a Director may work with the player on a way for them to use these qualities. Also of note, much like Warlocks, Darklighters do not make good cast members. They are by their nature cruel, ghastly beings, which would rather kill most of the cast then help them.
Half - Whitelighter
28 point Quality
One of your parents was a Whitelighter. Whitelighters normal have little contact with mortals other that their charges, whom they are forbidden to fall in love with. You have inherited some Whitelighter powers from your parent. The Half-Whitelighter quality grants the following abilities:
v Orbing - This is the ability to teleport yourself and a number of others equal to your willpower. You dissipate into a cloud of white glowing orbs and then completely disappear, reappearing anywhere on earth or in the Underworld. This can also be used as a defensive action by making Dexterity or Perception (player’s choice) + Acrobatics roll. If the result is higher then the attack roll of the opponent you temporarily "orb" out and reappear a moment later. This can only be done once per turn. You may also use this ability to orb out during a fall, by making a Dexterity (doubled) roll, success allows you to "Orb Out" and reappear anywhere within sight.
v Glamour - A half-Whitelighter can change her appearance to that of any person she has seen.
v Adversary (3 - Demons, Warlocks and Darklighters)
v Honorable (Minimal)
Half-Whitelighters with Witch Powers may have minor differences in the way their Powers work. Examples:
v Telekinesis - This becomes "Telekinetic Orbing." Instead of the object of the telekinesis floating from one place to another, the object disappears in an cloud of white orbs and reappears at the desired location. Also the lighter can telekinetically "steal" fireballs and energy balls from demons and warlocks, by spending a drama point she can orb a thrown fireball or 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 to the surprise of the attack.
v Cloning - The clone appears in a cloud of white orbs.
v Astral 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.
Sorcery
4 point per level quality to level 5 (see below)
This quality is altered in a few important ways for the Charmed setting. For starters the point cost is reduced from 5 points per level to 4 points per level (to level 5; see below). The reason for this is that in the Charmed world Sorcery does not grant the power of Telekinesis; Telekinesis is a separate, 2 point per level, quality. This quality adds +1 per level to the Willpower + Occultism roll for casting spells and the character does not suffer the penalty for casting multiple spells during one day. Also, 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 skill, at twice the cost of the new level.
With the exception of Warlocks and Demons, any character taking this quality are considered Witches and are required to take one or more of the Witch Power qualities listed below.
Also, magic in the Charmed setting never involves spell like Lightning Bolts or Fireballs, these are strictly the realm of Witch Powers and Demons.
Warlock
2 or 5 Point Quality
Warlocks are a lesser race of Demons who strive for power above all else. They gain these powers by killing witches and capturing the witches power. Normal Warlocks have high levels of the Mental Problems (Cruelty) drawback, and are for the most part unfit for human company. The show has only given us one example of a Warlock who has turned on his heritage, and he had to give up his powers to do so. Even so, if a player can come up with a reasonable justification, a Warlock may be available as a player character. The cost to play a "good" warlock is 5 points. Normal Warlock characters cost 2 points, but unless the Director wants a murderous monster in the cast, this is not an option.
v Steal Powers - Warlocks, like many demons, possess the ability steal the powers of dying witches. By killing a witch with an Athame (a ritual knife) the Warlock is able to steal and "Witch Powers" the victim may have had. She may choose to absorb the power, by spending a number of Experience Points equal to the cost of the Witch Power, in which case she now permanently gains the use of the power. She may also choose to simply remove 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.
v Warlocks in Demonic form have various facial features; from jagged teeth, sagging or bumpy skin and yellow eyes. Whatever the facial features, all warlocks have an Attractiveness penalty -3 in Demonic form. Well in demonic form their finger nail grow to inch long talons giving them a claw attack at 2 x Strength.
v Two levels of Hard to kill. A Warlock may have up to seven levels of Hard to Kill.
v A Warlock must purchase one, and only one, of the Witch Power Qualities listed below at character creation. She can only gain new powers through the use of her Steal Powers ability.
A Warlock has a number of Drawbacks.
v Covetous (Desperate Ambition) - You will do anything to become more powerful; stealing, killing or buying power if you have to.
v Mental Problems (Deranged Cruelty) - Having no soul doesn't just mean you are going to burn for eternity when you are destroyed, you are a sadistic animal with no feelings of remorse.
Whitelighter
56 Point Quality
You are one of the immortal protectors and guides of Witches and beings of good. When you were mortal you spent your days aiding others and most likely gave your life protecting an innocent. When you died you were turned into an angelic being and given great powers to protect your charges.
All Whitelighter have the following Qualities:
v Orbing - This is the ability to teleport yourself and a number of others equal to your willpower. You dissipate into a cloud of white glowing orbs and then completely disappear, reappearing anywhere on earth or in the Underworld. This can also be used as a defensive action by making Dexterity or Perception (player’s choice) + Acrobatics roll. If the result is higher then the attack roll of the opponent you temporarily "orb" out and reappear a moment later. This can only be done once per turn. You may also use this ability to orb out during a fall, by making a Dexterity (doubled) roll, success allows you to "Orb Out" and reappear anywhere within sight.
v Healing Touch - A Whitelighter is able to heal the wounds of any good being, including herself. This is accomplished by laying her hands on the wound of the victim (or concentrating on healing herself). It takes one round to heal a victim who has taken less than 50 points of damage or two rounds if a greater amount of healing to required. (Note: a Whitelighter cannot choose to just heal 50 life points if a victim has taken a greater amount of damage.)
v Glamour - A Whitelighter can change her appearance to that of any person she has seen.
v Levitation - Lighters have the ability to move themselves vertically with the power of their mind. This ability does not grant to ability to move horizontally, though she could push herself along a wall or clamor across the ceiling.
v A Whitelighter can sense the location of any of her charges and her charges may call her at anytime and she will hear it as long as they are both on the same plane of existence.
v Speak Languages - She can speak the language of any of her charges.
v Telekinesis - The Whitelighter is considered to have one level of the Telekinesis power. She cannot raise this ability beyond its starting level.
v Whitelighters are Immortal. She will not die of natural causes or disease and will not age.
v Whitelighters gain 3 levels of the Hard to Kill Quality and may have up to ten levels.
v All Whitelighters are considered to have three levels of the Contacts (Elders) Quality. She may raise this to a five level quality with character points or during play.
v Whitelighters do not need to breath, but can breath if they wish to.
v They also have a number of other minor abilities: They can create 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 100 degrees F or cool it to 40 degrees F.
For all of their powers, Whitelighters also suffer severe drawbacks:
v Adversary (Assorted - 5) Whitelighters are seen as the living embodiment of good, and are hunted by evil beings, especially Darklighters.
v Honorable (Rigid) - Being empowered by the forces of good and comed to protecting the innocent leaves the Whitelighter with a very strict moral code.
v Dependent (Charges) - Whitelighters exist to guide and protect their charges, and are expected to be available for their charges no matter what time of day or night.
v Obligation (Total) - Protecting their charges is a Whitelighters main concern and they must be willing to protect them at any cost.
v Secret (Whitelighter) - Not only must she protect her secret from the forces of Evil and the general population, it is often necessary to keep their secret from the charges they are sent to protect.
v Pacifist - All Whitelighters are pacifists by nature. They will never attack unprovoked and will only fight to protect themselves or an innocent, but will always seek a non-violent means to settle a dispute if possible
Charmed, Charmed World, Qualities/Drawbacks, Witch Powers/Qualities
The following qualities are only available to characters who have taken one or more levels of the Sorcery Quality, and at least one of the following qualities must be taken by any non-Demon character who has taken a level of the Sorcery Quality.
Astral Projection
9 Point Quality
This power allows the Witch to project her Astral Body onto the physical plane. To do this she falls into a coma like state and her consciousness is projected into an Astral body that can form anywhere she knows of or can see, but no further than 100 miles. The Astral Body is a physical manifestation 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 use any "Witch Power" qualities. The witch 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 must immediately pass a survival test with a -1 penalty plus any penalty for damage the Astral body took. Success returns the witches mind to her body, though she is unable to act for two rounds due to the stress of having suffered the death of her "body." Failure causes the Witch to die instantly. The death of the natural body kills the Witch instantly and destroys the Astral Body.
Blinking
12 point Quality
This ability allows the Witch to teleport in the blink of an eye. She can teleport anywhere that is known to her or anywhere she can find on a map. She can also specify a specific direction and distance were she wishes to go and will appear in the nearest unoccupied space available. She may take up to one other person with her.
This can also be used defensively, by making a Dexterity or Perception (players choice) + Acrobatics roll vs. the attack roll she can blink out before the attack strikes and reappear after the attack has passed through the area she had occupied. She can also make a dexterity (doubled) roll to blink out during a fall and reappear anywhere within sight.
Cloning
9 point Quality
The witch possesses one of the most potent abilities known, they ability to create a duplicate of herself. With this power a witch can create a clone of her self, which has all of her skills and powers.
Creating a clone takes one minute, during which time the witch can do nothing more strenuous then walking and cannot move more than twenty feet from the clone. The clone has half as many life points as the witch has at the time of its creation, but is otherwise identical to the Witch. The clone can use Drama Points, but they are drawn from the witches Drama Point pool. The clone is under the complete control of the Witch at all times and she can sense everything the clone can.
Destroying the clone has no effect on the Witch, but if the witch is killed the clone instantly dissipates in a red flash. The Clone automatically dissipates in a number of minutes equal to her Willpower times ten, or if she moves more than twice her willpower in miles from the clone.
Cryokinesis
5 Point Quality
Simply by breathing on something you can freeze it. Your icy breath can turn people into giant icicles, extinguish fires and 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 one or lower, the target is frozen solid. They are still alive and will recover normally with medical attention; if left to thaw on their own they suffer fifteen Life Points of damage. Targets who have only had their dexterity reduced recover in an hour (half hour under medical supervision). A frozen target that is struck hard will shatter instantly killing the person. A Witch may affect any being within five yards of herself. This power is most effective on humans and animals; Demons, Warlocks, Whitelighters and Darklighters only lose one Dexterity point per two success levels.
Electrokinesis
7 Point Quality
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 Willpower per success level of fire damage. The character can do a number of other things with this ability; such as powering televisions, jump starting a car or destroying computers by overloading them with current.
Empathy
This follows all rules as presented in The Magic Box.
Fire Ball, Acid Spray, Energy Ball
Ranged Attacks
5 point Quality
With this power a witch can project a dangerous substance from hands (chosen when the quality is taken). Fire balls and Energy balls appear in the witches hand and are thrown at the target, Acid is sprayed in a jet toward the target. This requires 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 for purposes of their effect on certain creatures. Anything within her line of sight can be affected by this power.
Glamour
8 Point Quality
This isn't your mothers spell to cover a zit, you can completely change your appearance and voice to mimic that of any person you have seen face to face. This has no effect on the witches attributes, skills or qualities except for attractiveness (the witch gains any attractiveness levels of the person). She can also create a new image by defining age, sex, height, weight, etc.; the witch decides on any levels of attractiveness (from -4 to +4).
The witch can stay in the assumed form for as long as she wishes.
Levitation
5 Point Quality
Witches with this power have the ability to move themselves vertically with the power of their mind. This ability does not convey the ability to move horizontally, though she could push herself along a wall or clamor across the ceiling. In all ways this ability works just like the spell of the same name from The Magic Box, except this has an unlimited duration.
Molecular Acceleration
8 Point Quality
Molecular Acceleration is the power to drastically increase the speed of molecules in a target causing it to explode. The Witch may target anything with her line of sight. When used on inanimate objects, the object is automatically destroyed as long as it is less then 4 cubic feet and not in the possession of another person. If the object is currently in the possession of another person the witch must make Dexterity (doubled) + Sorcery roll versus the opponent’s Dodge, success destroys the object, failure means the object is safe.
If used against a living being, the witch must make a Dexterity (doubled) + Sorcery roll versus the targets Dodge. If the attack succeeds the victim must make a Constitution (not doubled) roll with a penalty equal to one half the Witches Sorcery score (round down). Failure results in the target exploding, dying instantly; success causes 10 Life Points of damage to the target. The witch can choose to target a specific body part (eithean arm or leg) with this power, it follows the same procedure as described above; except failing the roll causes the lose of the body part and one quarter of the targets life points (round down), success reduces the Life Point lose to 5 points.
Precognition
2 Point Quality
A witch with this power gets visions of the future and the past, this usually happens when she comes into contact with an object or person related to the vision, though she may some times receive visions without contacting anything. She may also attempt to force a vision to come by touching an object she wishes to have a vision of. To do so, the witch must touch the object and make a perception (not doubled) or a Perception + Notice roll and acquire three or more successes. These visions follow the rules for psychic visions in the Core Rule book.
Telekinesis/Psychokinesis
2/3 Points per Level Quality
Telekinesis is the ability to move object with your mind. This power follows all rules as presented in The Magic Box except for duration. Unlike telekinesis in the Magic Box, Charmed telekinesis does not become less powerful with use, the Witch gains no penalty for continued use of this power.
Psychokinesis works exactly like telekinesis, but the witch can affect objects she cannot see. She must either have first hand knowledge of the item and its location or detailed diagram of the object and its location. This power can affect objects up to 100 yards away.
Temporal Stasis
4 Points per Level Quality
Temporal Stasis, also known as "freezing time," is the ability to slow the molecules in an area to the point where they stop moving completely, effectively freezing the area in time. At its lowest level the power does not extend very far and only last for a few seconds, but it can eventually effect large areas and last for a few minutes. This power has no effect on good witches, and the witch may choose to only affect mortals. Any successful attack on a "frozen" target immediately ends the stasis effect. The power level and effect is shown on the table below.
Power
Level Effect
1 The Witches power extends out to 10ft. and lasts up to 15 seconds (3 rounds).
2 The power now extends out to 20ft. and lasts up to 30 seconds (5 rounds).
3 The Powers range extends to 50ft, the durations remains unchanged.
4 The duration increases to one minute (10 rounds), and the witch can unfreeze specific people and body parts of people within the effected area.
5 With each additional level either the range is extended by 30ft. or the duration is extended by 30 seconds (5 rounds).
This power may affect 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 affected 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.
Charmed, Charmed World, Qualities/Drawbacks, Witch Powers/Qualities