1. Premise of the Role-Playing Game "The Battle of the Forces“

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The Charmed RPG “The Battle of the Forces” is a play-by-post role-playing game in which players interact with each other and a predefined environment via text. When signing up for the RPG, players choose a side: Good (Crescent Coven) or Evil (Brotherhood of the Valac). They also decide on a specific race and a character name because in the RPG, players do not act as themselves but as a fictional character of their choosing.
After registering for the RPG, players can communicate by posting texts in threads. The more they participate in fights, create holistic characters and get involved in their side’s everyday life, the faster they level up. When players level up (get promoted), their magical abilities grow and develop.

For more specific information how “The Battle of the Forces” works, read the General Rules, the Fight Rules and the description of the different races. If you have any questions, you are very welcome to use the question thread in the “The Battle of the Forces” - forum.

2. General Rules

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  1. You do not play yourself but a character.
  2. Play your character according to their race and magical powers. A character on Level 0 (an aspirant) can’t use any magic. As an aspirant you can only use very basic martial arts to defend and attack. Be creative and realistic.
  3. Your powers grow and get stronger when you are promoted. On Level 3 you can choose a second power. On Level 5 you receive a talisman of your choice that grants you another magical ability.
  4. Criteria for promotion: general participation in the RPG, fighting style and frequency, demeanor and active collaboration on your own side.
  5. Write your posts elaborately and in detail, so that it’s easier for your fellow players to understand and react. Posts should be longer than just two lines.
  6. Act out your character convincingly and appropriately. There are no ‘evil’ Crescents or ‘good’ Valacs: It’s forbidden for Crescents to harm innocents, risk exposure as well as using their powers excessively for personal gain. It’s forbidden for Valacs to risk exposure. Crescents and Valacs do not harm people from their own side.
  7. No information exchange between the two sides (Crescents and Valacs). Everything that happens within the headquarters is secret.
  8. The RPG will grow as more members join. There are many ideas which will be implemented in the future (weekly newspaper, jobs, missions, feasts …).
  9. How to post inside the RPG:
    Your character’s speech has to be in quotation marks. The description of their action can be written as a regular text. If you want to add something that isn’t part of your character or the RPG, parenthesize it.

    Example:

    Prescott entered the bar wearing dark blue jeans, a grey sweater and white sneakers. His shoulder-length hair was tied up in a knot. He slowly walked by the other guests and smiled friendly. Unfortunately, he didn’t know anybody in this room. After he had sat down at the bar, Prescott eyed the bartender.

    “Excuse me, I’d like a glass of water, please!”

    He massaged his neck. He could still feel the blow to his spine from earlier. That warlock had almost knocked him out.

    (Back in 20! I gotta eat something.)


  10. Do not create double posts. Edit your post if you need to add something and wait until another person posts.
  11. If you discover a rule violation of any kind, please contact the leader of the respective side.

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3. Fight Rules

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  1. Fight fairly and always accordingly to your powers and your Level. Be sure to know your own and your opponent’s magical abilities before you start fighting.
  2. You should always fight with the same number of people on both sides.
    Example: two Crescents vs. two Valacs.
  3. Per post you can only perform one attack and one defense response – meaning only two actions at the maximum.
  4. Write your posts elaborately and in detail, so that it’s easier for your opponent to understand and react.

    Example with a warlock (Level 1) and a telekinetic witch (Level 2):

    It was too late. Prescott couldn’t dodge the warlock’s fireball. He got hit right on his shoulder and fell down to the ground. Prescott looked at his wound. It was a minor burn but it still hurt a lot. He grimaced and watched Chrissy again.

    “Well, I guess I have to be glad that you’re not an upper-level warlock.”

    Stumbling he got up and wiped the sweat from his forehead. Prescott looked around – nobody was in sight. He eyed Chrissy and started to concentrate. The witch reached out his hand and quickly raised two fingers. Chrissy was literally swept off her feet and levitated six feet above the ground.

    “How’s the air up there?”

  5. Be aware that you cannot kill your opponents until you are at least Level 5.
  6. You are not allowed to use weapons or objects you find coincidentally in the battle arena – unless it is explicitly allowed in the battle arena description.
  7. You are not allowed to involve NPCs (non-player characters) like passersby or other people in your fights. That would risk exposure.
  8. Some races are able to teleport (warlocks, assassins, furies and fairies). It is only allowed to use that power for entering and leaving the arena – you can’t use that ability during fights.
  9. If you get severely injured in battle, you are allowed to call a Whitelighter / Darklighter once per battle. Do so by writing a PM (private message) to the Whitelighter / Darklighter and they will help you as soon as they’re online.
  10. Agree on a result (won, lost or draw) with your opponent. If you are running out of time and you have to pause the fight, you can do so by writing “Freeze” (You should both agree on the freeze beforehand.) Finish the fight on the next day the latest. If you freeze the fight for more than 48h, it expires and won’t count.
  11. If your opponent doesn’t respond to your last post for 24h (and you didn’t agree on freezing the fight), you automatically win the battle.
  12. If you discover a rule violation, please contact the leader of the respective side.

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4. Races of the Crescent Coven

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  1. Level: You can move little objects (knives, etc.) with your mind.
  2. Level: You can raise a person into the air for one post.
  3. Level: You can move a person freely for two posts. Magical missiles (e.g. fireballs, energy balls) can be deflected to the side. Objects up to the size of a person can be moved.
  4. Level: You can move a person freely for four posts. Magical missiles can be deflected onto the attacker.
  5. Level: You can throw a person through the air so powerfully, that they need healing. Objects up to the size of a car can be moved.
  6. Level: You can throw a person through the air so powerfully, that they die instantly.

On Level 3 choose between …

Astral Projection

  1. Level: You can project your astral self for one post at any place. The astral projection isn’t able to use magical powers and your body falls into a trance for the time being.
  2. Level: The astral self can be projected for two posts and is able to use your magical power on Level 1.
  3. Level: Your body doesn’t fall into a trance when you astral project. You and your astral self can attack and defend for two posts.
  4. Level: You can create an astral projection for as long as you like. Your body doesn’t fall into a trance and your astral self can use your magical powers on Level 6.

Deflection

  1. Level: You can deflect every power on Level 2. The attacker doesn’t get hurt.
  2. Level: You can deflect every power on Level 3 and throw it back onto the attacker on Level 1.
  3. Level: You can deflect every power and throw it back onto the attacker on Level 4.
  4. Level: You can deflect every power and throw it back onto the attacker.




  1. Level: You can freeze little objects (knives, etc.) or one body part of a person for one post.
  2. Level: You can freeze a person for one post.
  3. Level: You can freeze a person for two posts. Magical missiles (e.g. fireballs, energy balls) can be frozen for one post.
  4. Level: You can freeze objects up to the size of a person and magical missiles for an indefinite period of time.
  5. Level: You can freeze the whole room (or wider area) for three posts.
  6. Level: You can freeze the whole room (or wider area) for an indefinite period of time.

On Level 3 choose between …

Explosion

  1. Level: You can cause little explosions that inflict first-degree burns on a person’s body. You can blow up little objects (knives, etc.).
  2. Level: You can cause explosions that inflict second-degree burns on a person’s body. You can blow up objects up to the size of a person. Magical missiles (e.g. fireballs, energy balls) can be blown up.
  3. Level: You can cause big explosions that inflict third-degree burns on a person’s body. They need to be healed. You can blow up objects up to the size of a car.
  4. Level: You can blow up a person.

Ignition

  1. Level: You can ignite a fire that will burn small objects (knives, etc.). The fire can inflict first-degree burns on a person’s body.
  2. Level: You can ignite a circle of fire around a person that will confine them for one post and inflict second-degree burns on their body.
  3. Level: You can ignite a person. It will cause third-degree burns and they have to be healed. You can set objects up to the size of cars on fire.
  4. Level: You can ignite a fire storm around you that will burn everything but doesn’t harm you. People around you die instantly.




  1. Level: You can read a person’s thoughts by touching them. Thus you can forsee their next defensive move.
  2. Level: You can read a person’s thoughts by touching them. Thus you can forsee their next offensive, non-magical move.
  3. Level: You can read a person’s thoughts without the need to touch them. Thus you can forsee their next offensive, non-magical and defensive move.
  4. Level: You can read a person’s thoughts. Thus you can forsee their next offensive and defensive move.
  5. Level: You can read a person’s thoughts. Thus you can forsee their next three offensive and defensive moves.
  6. Level: You can read a person’s thoughts. Thus you can forsee everything that this person will do.

On Level 3 choose between …

Levitation

  1. Level: You can levitate three feet above the ground for one post. Thus you can avoid a non-magical attack.
  2. Level: You can levitate seven feet above the ground for two posts. Thus you can avoid magical missiles (e.g. fireballs, energy balls).
  3. Level: You can levitate ten feet above the ground for three posts. When you come down, you can hit a person hard, so that they suffer from severe injuries and need to be healed. You suffer minor injuries from the fall.
  4. Level: You can levitate as high as you want for an indefinite period of time. When you come down, you can hit a person hard, so that they are knocked out completely. You suffer minor injuries from the fall.

Psychic Reflection

  1. Level: You can channel a person’s emotions and reflect these emotions back into the person’s brain. The victim is distracted with the overflow of emotions for one post.
  2. Level: You can channel a person’s emotions and reflect these emotions back into the person’s brain. The victim is distracted with the overflow of emotions for two post and suffers from headaches for five posts.
  3. Level: You can channel a person’s emotions and reflect these emotions back into the person’s brain. The victim’s brain is overloaded which results in severe pain. They need to be healed.
  4. Level: You can channel a person’s emotions and reflect these emotions back into the person’s brain. The victim’s brain shuts down immediately and the person dies.






Fairies can come and go by flying (only outside of fights).
  1. Level: You can fly in fights and thus avoid an attack.
  2. Level: Using fairy dust you can let your partner (if available) fly for one post. Used on an enemy, the fairy dust lets the person go blind for one post.
  3. Level: Using fairy dust you can let your partner fly for two posts. Used on an enemy, the fairy dust lets the person go blind for three posts.
  4. Level: Using fairy dust you can let your partner fly for four posts. Used on an enemy, the fairy dust lets the person go blind for four posts.
  5. Level: Using fairy dust you can let your partner fly for five posts. Used on an enemy, the fairy dust lets the person go blind permanently – unless they are healed.
  6. Level: Using fairy dust you can let your partner fly for an indefinite period of time. Used on an enemy, the fairy dust will kill instantly.

On Level 3 choose between …

Call of the Fairy

  1. Level: You can call three fairies that look exactly like you for one post. The enemy won’t be able to recognize you. You are not able to control the fairies’ behavior.
  2. Level: You can call three fairies that look exactly like you for three posts. The enemy won’t be able to recognize you. You are not able to control the fairies’ behavior.
  3. Level: You can call three fairies that look exactly like you for three posts. The enemy won’t be able to recognize you. You are able to control the fairies’ behavior and thus attack and defend four times per post.
  4. Level: You can call three fairies that look exactly like you for an indefinite period of time. The enemy won’t be able to recognize you. You are able to control the fairies’ behavior and thus attack and defend four times per post.

Invisibility

  1. Level: You can make yourself and little objects (knives, etc.) invisible for one post.
  2. Level: You can make yourself, objects up to the size of a car and another person invisible for three posts.
  3. Level: You can make yourself, objects up to the size of a small house and other persons invisible for four posts.
  4. Level: You can make yourself, objects up to the size of a small house and other persons invisible for an indefinite period of time.

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5. Races of the Brotherhood of the Valac

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Warlocks have the magical ability of blinking (only outside of fights).
  1. Level: You can throw small fireballs which inflict first-degree burns. Your fireballs are able to destroy little objects (knives, etc.).
  2. Level: You can throw medium-sized fireballs which inflict second-degree burns. Your fireballs are able to destroy objects up to the size of a person.
  3. Level: You can throw big fireballs which inflict third-degree burns. Your fireballs are able to destroy objects up to the size of a car.
  4. Level: You can throw fireballs which hurt the person physically so much, they can only attack with their magical abilities for the rest of the fight. Your fireballs are able to destroy magical missiles.
  5. Level: You can throw fireballs which hurt the person physically so much, they need to be healed.
  6. Level: You can throw fireballs which pulverize a person.

On Level 3 choose between …

Power Absorption

  1. Level: You can absorb a person’s power for one post. You are able to use this power on Level 1, while the person can’t use the ability.
  2. Level: You can absorb a person’s power for one post. You are able to use this power on Level 3, while the person can’t use the ability.
  3. Level: You can absorb a person’s power for three posts. You are able to use this power on Level 5, while the person can’t use the ability.
  4. Level: You can absorb a person’s power for an indefinite period of time. You are able to use this power on Level 6, while the person can’t use the ability.

Shapeshifting

  1. Level: You can shapeshift into a demonic form for one post, once per fight. In that form, you are able to use your fireball power on Level 4.
  2. Level: You can shapeshift into a demonic form for two posts, once per fight. In that form, you are able to use your fireball power on Level 5. Your demonic form makes you immune to magical attacks on Level 1-3.
  3. Level: You can shapeshift into a demonic form for four posts, once per fight. In that form, you are immune to magical attacks on Level 1-5.
  4. Level: You can shapeshift into a demonic form for an indefinite period of time. In that form, you are immune to all magical attacks.






Assassins have the magical ability of shimmering (only outside of fights).
  1. Level: You have supernatural physical strength and you are able to lift up a person for one post.
  2. Level: You have supernatural physical strength and you are able to lift up a person for one post and throw them through the air. The person is slightly injured.
  3. Level: You have supernatural physical strength and you are able to lift up a person for two posts and throw them through the air. The person is severely injured. You have an athame which can hurt a person severely.
  4. Level: You have an athame which can deflect magical missiles on Level 4 for two posts.
  5. Level: You have an athame which can deflect magical missiles on Level 5 for three posts. You are able to stab a person so that they need to be healed.
  6. Level: You have an athame which can deflect magical missiles on Level 6 for an indefinite period of time. You are able to stab a person to death.

On Level 3 choose between …

Tornado

  1. Level: You can create a small tornado that catches a person and throws them through the air. They are slightly injured. As an alternative to shimmering, you can turn into a tornado as a way of teleporting outside of fights.
  2. Level: You can create a small tornado that catches a person and throws them through the air. They are severely injured.
  3. Level: You can turn into a tornado for two posts. Every magical attack will be deflected back onto the attacker.
  4. Level: You can turn into a tornado for an indefinite period of time. As a tornado you are able to catch people and throw them so powerfully through the air that they die instantly.

Energy Ball

  1. Level: You can throw small energy balls which inflict first-degree burns. Your energy balls are able to destroy little objects (knives, etc.).
  2. Level: You can throw big energy balls which inflict third-degree burns. Your energy balls are able to destroy objects up to the size of a person.
  3. Level: You can throw energy balls which hurt the person physically so much, they need to be healed. Your energy balls are able to destroy objects up to the size of a car.
  4. Level: You can throw energy balls which pulverize a person.






Furies have the magical ability of smoking – teleporting through smoke (only outside of fights).
  1. Level: You can slightly injure a person with your claws.
  2. Level: You have supernatural physical strength which can be used to injure a person moderately.
  3. Level: You are immune to witches’ magic up to Level 1.
  4. Level: You can severely injure a person with your claws and your supernatural physical strength.
  5. Level: You are immune to witches’ magic up to Level 3. You can harm a person with your claws and your supernatural physical strength so severely that they need to be healed.
  6. Level: You are immune to witches’ magic. You can kill a person with your claws.

On Level 3 choose between …

Smoke Secretion

  1. Level: You can generate smoke from your mouth. Inhaled, the smoke suffocates a person for one post.
  2. Level: You can generate smoke from your mouth. Inhaled, the smoke suffocates a person for three posts. If it’s a witch who inhales the smoke, they won’t attack for five posts.
  3. Level: You can generate smoke from your mouth. Inhaled, the smoke suffocates a person for five posts. They need to be healed. If it’s a witch who inhales the smoke, they won’t attack and look after your wounds for five posts.
  4. Level: You can generate smoke from your mouth. Inhaled, the person dies from suffocation. If it’s a witch who inhales the smoke, they turn into a fury for the rest of the fight and will be on your side.

Audible Inundation

  1. Level: You can make your opponent hear the cries of pain of every person they have every hurt physically and mentally. Your opponent won’t attack for two posts.
  2. Level: You can make your opponent hear the cries of pain of every person they have every hurt physically and mentally. Your opponent won’t attack for two posts and due to guilt, will harm himself severely.
  3. Level: You can make your opponent hear the cries of pain of every person they have every hurt physically and mentally. Your opponent won’t attack for four posts and due to guilt, will harm himself so severely, that they need to be healed.
  4. Level: You can make your opponent hear the cries of pain of every person they have every hurt physically and mentally. Your opponent kills themself out of guilt.




  1. Level: With your staff, you can conjure little objects (knives, etc.) which may be used to inflict minor injuries. The objects disappear after one post.
  2. Level: : With your staff, you can conjure objects up to the size of a person which may be used to inflict moderate injuries. The objects disappear after two posts.
  3. Level: With your staff, you can conjure an illusion of a doppelganger of yourself. The doppelganger can also non-magically attack a person and defend yourself. The illusion lasts for two posts.
  4. Level: With your staff, you can conjure an animal which fights for you for three posts. The animal can’t kill a person.
  5. Level: With your staff, you can conjure objects up to the size of a car which may be used to inflict severe injuries. To go on, the person has to be healed. The objects disappear after four posts.
  6. Level: With your staff, you can conjure an illusion of a doppelganger of yourself. The doppelganger can also attack a person and defend yourself. You are able to conjure objects up to the size of a small house which may be used to kill a person. You can also conjure an animal which fights for you. The illusions last for an indefinite period of time.

On Level 3 choose between …

Telekinesis

  1. Level: You can move little objects (knives, etc.) with your mind.
  2. Level: You can move a person freely for two posts. Magical missiles (e.g. fireballs, energy balls) can be deflected to the side. Objects up to the size of a person can be moved. You are able to choke a person telekinetically for two post. This leaves them severely injured.
  3. Level: You can throw a person through the air so powerfully, that they need healing. Objects up to the size of a car can be moved. Magical missiles can be deflected onto the attacker.
  4. Level: You can throw or choke a person so powerfully, that they die instantly.

Lightning Bolt

  1. Level: You can create weak lightning bolts which slightly injure a person.
  2. Level: You can create lightning bolts which severely injure a person and paralyze them, so that they can’t use their powers for three posts.
  3. Level: You can create lightning bolts which injure a person so much that they need to be healed. They can only use their powers on Level 2 for the rest of the fight.
  4. Level: You can create lightning bolts which pulverize a person.

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Talismans

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On Level 5 choose one of the following …

Fire Throwing

The talisman absorbs every fireball thrown.
  1. Level: You can throw fire which causes third-degree burns.
  2. Level: You can throw fire which causes so severe burns, the person has to be healed. You are also able to create a ring of fire which traps a person for an indefinite period of time.

Lightning Bolt

The talisman absorbs every energy ball thrown.
  1. Level: You can create lightning bolts which severely injure a person and paralyze them, so that they can’t use their powers for three posts.
  2. Level: You can create lightning bolts which injure a person so much that they need to be healed. They can only use their powers on Level 2 for the rest of the fight.

Ice Blast

The talisman absorbs every attack with telekinesis.
  1. Level: You can create a powdery ice cloud which freezes a person for two posts. The frozen person suffers from hypothermia for the rest of the fight. Objects up to the size of a person can be frozen too for an indefinite period of time.
  2. Level: You can create a powdery ice cloud which freezes a person for three posts. The frozen person suffers from hypothermia so badly that they need to be healed. Objects up to the size of a car can be frozen too for an indefinite period of time.

Hydrokinesis

The talisman absorbs the smoke of the furies.
  1. Level: You can create a gush of water which changes into a water cage when hitting a person. The captive is not able to free themself for two posts.
  2. Level: You can create a gush of water which changes into a water cage when hitting a person. The captive is not able to free themself for three posts. After the attack the person suffers from hypoxia and needs to be healed.

Wind Burst

The talisman absorbs every tornado. Persons turned into a tornado are deflected.
  1. Level: You can create a burst of wind which sends a person flying through the air. The person hit suffers from severe injuries. Magical missiles and objects up to the size of a person can be deflected to the side.
  2. Level: You can create a burst of wind which sends a person flying through the air. The person hit suffers from so severe injuries they need to be healed. Objects up to the size of a car can be deflected an moved to the side.

Invisibility

The talisman blocks every attempt of somebody trying to absorb your powers.
  1. Level: You can make yourself, objects up to the size of a car and another person invisible for three posts.
  2. Level: You can make yourself, objects up to the size of a small house and other persons invisible for four posts.



On Level 5 choose one of the following …

Tempest

The talisman absorbs every explosion aimed at you.
  1. Level: You can create a storm which brings lightnings and hail. It lasts for three posts. Your opponent may get hurt severely. You are save from the storm.
  2. Level: You can create a heavy storm which brings lightnings and hail. It lasts for five posts. Your opponent gets hurt severely so that they need to be healed. You are save from the storm.

Necromancy

The talisman makes you immune to the psychic reflection of witches.
  1. Level: You can summon a corpse that fights alongside you for three posts. The body is also able to attack your opponent and defend yourself.
  2. Level: You can summon three corpses that fight alongside you for five posts. They are also able to attack your opponent and defend yourself.

Acid Secretion

The talisman disperses all the fairies called through the call of the fairy.
  1. Level: You can spray acid which harms a person severely. Because of pain, they are not able to use their powers for two posts.
  2. Level: You can spray acid which harms a person so severely, they need to be healed. Because of pain, they are not able to use their powers for three posts.

Illusion

The talisman absorbs the fire created through ignition.
  1. Level: You can conjure objects up to the size of a person and an animal which fights for you for three posts. The animal can’t kill a person.
  2. Level: You can conjure objects up to the size of a car which may be used to inflict severe injuries. To go on, the person has to be healed. The objects disappear after four posts.

Force Field

The talisman makes you immune to the time-freezing power of witches.
  1. Level: You can create a force field for two posts. It deflects every magical attack up to Level 4.
  2. Level: You can create a force field for four posts. It deflects every magical attack up to Level 5.

Fear Projection

The talisman absorbs every attack with telekinesis.
  1. Level: You can sense the fears of a person and project them in front of that individual for two posts. Out of fear the person is not able to use their power.
  2. Level: You can sense the fears of a person and project them in front of that individual for three posts. Out of fear the person faints for three posts.

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Overview

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  1. Premise
  2. General Rules
  3. Fight Rules
  4. Races of the Crescent Coven
  5. Races of the Brotherhood of the Valac
  6. Talismans
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