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 Purge of Magic: Children of War

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PostSubject: Purge of Magic: Children of War   Sun Jan 02, 2011 1:37 am

This is the second oldest ongoing series of Interactive Games, after Vampiel's Dreams and Nightmares. Apparently it proved very popular on the Guardians of Doom site, and I've decided to post the final version of it here for the benefit of those who use this site exclusively. I hold sessions on the GoD Misc. section, but if you want a special session just for Requiem, get a few buddies and contact me. Note that this game is heavily based on storyline, so you may be plunged into the fray at random points in time, and have to adjust to everything immediately. Hope you have fun!

Purge of Magic: Children of War

This is it. War has covered the continent of Andera as the Empire seeks to destroy magic and all who wield it. Those who resist are brutally crushed by the sheer number of the Empire soldiers. But there are still those who fight on against all odds, rallying against their generation’s finest heroes. The children of the last great war. Yet not all is as it seems. Behind the scenes, a darker force is wielding the might of the Empire for its own designs, seeking to unlock a power greater than any form of magic. It’s a race against time as the magical races struggle for their own survival...and the survival of all.

Gameplay

The gameplay is the same as always. You give out commands based on interaction with your surroundings and other people, and I will do my best to make them happen in the order their given. At times, there will be cutscenes, where actions are ignored as a single event unfolds. But in the end, the outcome of the game is up to you. Explore the world, pick up items, fight enemies, and do whatever it takes to win the war.

Leveling

You start off with half your level from your character in Origins, if you have one. If not, you start off at level 1. Leveling occurs through fighting enemies, and are given out at the end of each session. Each level gives you 1 skill point to spend on leveling up a School of War, and 5 stat points to spend on leveling up your stats.

Stats

Strength: STR – This stat determines how much you can move or carry and how powerful your melee attacks are.
Agility: AGI – This stat determines how fast you can move and react and how accurate your attacks are.
Endurance: END – This stat determines how much damage you can take and remain standing.
Intelligence: INT – This stat determines how powerful your magic is and how complex your magic can become.
Wisdom: WIS – This stat determines how quickly you can chain together magical spells and how reliable your magic is.

Schools of War

These are the skill trees that a player draws his or her attacks from. One can only attack using the skills presented below under each school. Your first skillset must come from the Artisan branch, and subsequent skillsets must match your progression of levels. One can choose no more than four Erudite Schools and no more than one God school. Choose your skills wisely, as one can only choose up to five skillsets.

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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 1:38 am

Artisan Skills: Lv. 1-20

Warrior
The basic, non-magical melee fighter. Using any non-specialized melee weapon, even dual-wielded if the same type, can perform the following skills.

1. Swing – A basic swing of a melee weapon. Does basic damage.
3. Stab – A basic stab of a melee weapon. Slightly slower than a swing, but is more likely to puncture armor.
5. Backhand – A reverse blow that adds on as a follow-up to the basic swing.
7. Lunge – A stab with added force and range, but slower to recover from.
9. Quickdraw – An attack dealt when unsheathing the weapon.
11. Cheap Shot – An attack that always deals critical damage, striking a vital area.
13. Uppercut – An attack that strikes upwards, sending the target flying.
15. Whirlwind – A flurry of slashes that strikes all around the user.
18. Jackhammer – A flurry of stabs that damages everything in a general direction.
20. Ending Blow – An epic leaping smash that deals harsh damage to the one targeted and sends enemies nearby flying.

Ranger
The basic, non-magical ranged fighter. Using any bow, or two bows if using light crossbows, can perform the following skills. In addition, can lay traps using nature.

1. Shot – A basic shot with the bow. Does basic damage.
3. Trick Shot – Allows the user to fire shots from awkward positions and while moving.
5. Trap – A basic disguised hole in the ground with spikes underneath. Impales any unsuspecting victim that falls in.
7. Double Shot – Allows for two arrows to be fired at once from a bow.
9. Hidden Loop – A small, simple trap that loops the leg of an unsuspecting target and hoists them high up into the air.
11. Cheap Shot – A shot that always deals critical damage, striking a vital area.
13. Falling Sky – A trap set up using an object swung down from a tree or dropped from above when activated.
15. Triple Shot – Allows for three arrows to be fired at once from a bow.
18. Barrage – A series of arrows rapidly fired with decreased accuracy, quickly depleting one’s quiver.
20. Arrow Storm – A series of crossbows hooked up to fill a general area with flying arrows when activated.

Assassin
The sneaky, stealthy non-magical melee and ranged fighter. Can use any combination of one-handed melee and ranged weapons. Also able to brew poisons.

1. Strike – A basic attack with the weapon. Does basic damage.
3. Stealth – A passive skill that grants you a lower profile.
5. Sneak Attack – A passive skill that doubles damage if the target doesn’t notice you.
7. Brew Poison – Using Nightshade and Venom, brews a poison that scrambles the senses of the one afflicted and slowly kills them.
9. Mortal Draw – A lightning-fast strike dealt when unsheathing the weapon, almost instantly followed up by a normal strike.
11. Cheap Strike – A swift strike that always deals critical damage, striking a vital area.
13. Freerun – Gives you the ability to sneak around through otherwise inaccessible places.
15. Silent Kill – A passive skill that silences the victim upon death.
18. Brew Acid – Using Sulfur and venom, brews an acid that eats away at the skin and flesh around the wounds of the afflicted.
20. Assassination – Chains together a series of complex maneuvers and strikes to leave a victim dead before anyone can notice.

Mage
The first of the forms of magic to develop. Mages rely on attacks based on elements in order to deal damage to the enemy. However, through constant warring, knowledge of elements has dwindled down to the three basic ones: fire, ice, and lightning. Attacks will be listed in that order.

1. Burn, Freeze, Shock – A basic, melee magical attack. Does basic damage, with a small chance of burning, freezing, or paralyzing the target. Affected by the strength of the user.
3. Fireball, Icicle, Zap – A basic, ranged magical attack. Does basic damage.
5. Flaming Fist, Frost Hand, Shocking Blow – A powerful melee magical attack. Affected by the strength of the user.
7. Fire Blast, Snowflake, Chain Lightning – An attack that strikes one target and branches out, hitting up to six people around the target.
9. Flamethrower, Ice Stream, Lightning – A ranged magical attack that constantly fires, depleting the user’s energy as it hits everything in a straight line. Has a moderate chance of burning, freezing, or paralyzing the target.
11. Firestorm, Blizzard, Thunder – An area attack that lightly damages all enemies and lasts for a while afterwards, affecting the environment.
13. Ignition, Deep Freeze, Lightning Shackles – Instantly afflicts an enemy with a serious burn, an instant freeze, or a strong paralysis.
15. Magma Plume, Frost Spike, Thunder Jolt – Calls an attack from above or below that devastates the target and seriously injures all those around.
18. Lava Flow, Avalanche, Power Surge – Sends out a rolling, wave attack that initially hits for massive damage, but weakens as the attack moves on. Has a high chance of burning, freezing, or paralyzing the target and those around.
20. Meteor, Comet, Smite – A massive attack that requires one turn to charge. Calls down an attack out of the sky that deals serious, widespread damage. Drains the user’s energy.

Druid
The second of the forms of magic to develop. Druids rely on the ability of transformation in order to become either a wolf, a hawk, or a bear. They do most of their fighting in this form, though they also know some basic magic in their regular form that relies on their environment. Animal-specific attacks appear in that order.

1. Transformation – You transform into either a wolf, a hawk, or a bear. You gain all the abilities of the animal you transform into, but retain your own stats.
3. Bite, Peck, Slash – In your transformation, your attacks become more focused.
5. Heal – You apply healing magic to either someone else or yourself, draining magic in order to fix wounds and eliminate status effects. Can only be done in human form.
7. Critter call – You call up small animals to search the area around you.
9. Gnaw, Rip, Tear – You follow up your attacks with a secondary motion that, if successful, allows you to swallow what you chew in order to regain some health.
11. Howl, Scream, Roar – You cry out, bolstering your attack as well as that of your allies, lowering enemy agility, or lowering enemy strength.
13. Vines – You summon vines to grab and hold down your target.
15. Ravage, Slash, Maul – You deliver a powerful attack that relies on either a bit of strength and agility, all agility, or all strength in order to be effective.
18. Thorny Vines – The vines you summon are now much stronger and are thorny.
20. Spirit Transformation – Your transformation is now ten times its normal size and appears as either the spirit of the red wolf, the black hawk, or the white bear. All your stats are doubled in this form.

Shaman
The third of the forms of magic to develop. Shamans can call up spirits from other worlds through totems that they carve. They must plant their totems, and then enter the spirit world in order to draw out a spirit to serve them.

1. Summon Spirit – You summon a spirit with minimal equipment from the spirit world and bind it to a totem. It fights by your side so long as your totem remains standing.
3. Spirit Animals – You can summon the spirit of a raven, a panther, or a cobra.
5. Exorcise – You gain the ability to banish wandering spirits to the spirit world.
7. Portable Totem – You can now use smaller, portable totems
9. Ghostwalker – You gain the ability to interact with spirits as if they were real.
11. Animal Spirit – You invite the spirit of a wild animal inside yourself, turning into a wild, savage melee fighter, essentially going bezerk.
13. Voodoo Doll – Using something from your target, you sew together a doll bearing a certain level of resemblance to your target. Whatever is done to the doll will be felt by the target, though actual damage is limited.
15. Ghost Dance – When activated, you go into a trance, all your actions becoming unpredictable. The power of your spirits increases substantially, as does your own magic.
18. Disconnect – You disconnect your spirit from your body, essentially able to go out and fight in spirit form with no damage done to yourself, so long as your body isn’t found.
20. Guardian Spirit – Your spirit no longer needs a totem to remain by your side, and can be fully customized with equipment.

Necromancer
The fourth of the forms of magic to develop. Necromancers can summon the spiritless bodies of the dead to do their bidding, acting only according to command. Necromancers rely totally on their ability to manipulate these bodies in order to fight. The number of minions you can summon is directly correlated to your Intellect level.

1. Undead Minion – You can summon skeletons or zombies. Skeletons move at ordinary speed and can wield equipment, but are fragile. Zombies are tough to kill and have a strong attack, but are slow and cannot wield equipment.
3. Bargheist – You can summon undead dogs that attack swiftly and silently, taking up only half an intellect point instead of a full point.
5. Undead Stallion – You gain the ability to summon Pale Horses and Death Riders. Pale Horses are undead horses that you can ride on, going tirelessly and swiftly. Death Riders are mounted skeletons on skeletal horses, gaining great speed and resilience.
7. Wendigo – An undead woman infused with the element of ice, moving swiftly. Has a set amount of magic, which comes in the form of melee attacks. Can eat victims in order to replenish magic, but not life. Has the ability to freeze enemies if attacked long enough.
9. Hellhound – An undead dog infused with the element of fire, moving faster than before and dealing much more damage, with the ability to set enemies on fire.
11. Improvisation – You gain the ability to mix and match bones and flesh to summon your own creations using just about anything dead. Note that each creation will be limited by certain restraints, and any summons requiring level 13 or higher cannot be altered.
13. Undead Eldar – You gain the ability to summon undead dwarves and elves. Undead dwarves are tough to kill and have a strong attack, and can wear armor. Undead elves are fast, silent, and can wield weapons.
15. Cauldron-Born – You gain the ability to summon Cauldron-Born and Iron Maidens. These special creations are summoned from corpses placed in a cauldron of boiling water that is infused with enchantments. Cauldron-Born are slow, but almost impossible to kill due to their ability to regenerate flesh. They can wield weapons and armor. Iron Maidens move faster than Cauldron-Born, summoned from the bodies of women that are brewed with shards of broken blades as well. While they cannot wield anything, spikes shoot out from their bodies, striking down enemies. Both summons take up two intellect points.
18. Undead Titan – You can summon a Flesh Golem or a Skull King. A flesh golem is made from ten corpses and as such, takes up ten intellect points. It is slow, but extremely difficult to kill and has a powerful attack. The Skull King is made from a hundred skulls, taking up a hundred intellect points, and is both well-armored and moves at a fair speed.
20. Undead Legendaries – You can now summon the corpses of legendary creatures, such as dragons. These monolithic beasts require all your attention to control, so no other minions can be summoned or used.

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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 1:39 am

Erudite Skills: Lv. 21-80

Blood Warrior
These might warriors are infamous for their superhuman strength and near-invincibility on the battlefield. They rely on the sheer lust for blood to drive them through the battle, and are easily identified by their red full-body tattoos. They use only melee weapons.

1. Slam – You deal a random attack that is both fast and hard-hitting.
3. Bloodlust – Passively, your damage increases a little every time you kill someone.
5. Bloodstain – Passively, your damage increases a little every time you take damage.
7. Bloodthirst – You drink some of the enemy’s blood, boosting your stats slightly.
9. Revenge – You deal a powerful attack that gets stronger the less health you have.
11. Battle Cry – You cry out, bolstering you and your allies’ strength and agility while decreasing the strength and agility of all enemies who hear you.
13. Rampage – You deal a barrage of swift, powerful random attacks.
15. Cannibalism – You gain the ability to eat the raw flesh of enemies to restore health.
18. Red Vengeance – Passively, your blood damages enemies when it splatters onto them.
20. Bezerk – You become insane, losing all control as you deal out massive amounts of damage with no regard for your own safety or caring whether you’re hitting friend or foe.

Blood Mage
These mages rely on their control over blood in order to affect both themselves and their victims. Their ability to carve up the opponent with magic can be somewhat sinister, but it relies heavily on their magic compared to the target’s endurance. Their presence on the battlefield is unmistakable with their blood tattoos.

1. Lacerate – A cut appears across the target’s body.
3. Blue Blood – You turn your own blood to pure magic, boosting your magical abilities at the cost of a chunk of health.
5. Eviscerate – Cuts appear across several targets in an area.
7. Hemorrhage – A chunk of flesh is torn out of the target’s body.
9. Boiling Blood – You boil blood wherever it has spilled, harming all in contact.
11. Massacre – Chunks of flesh are torn from several targets in the area.
13. Blood Fountain – Blood is squeezed out of all the target’s wounds.
15. Dismember – A limb is sliced out of the target’s body.
18. Frozen Blood – You freeze the blood of an enemy, stiffening their movements.
20. Death By 1000 Cuts – 1000 cuts appear all over an enemy body, each one with the power of a full slash. If the target dies before the 1000 cuts are delivered, the rest are transferred to the next enemy.

Aura Mage
These support mages utilize the auras of themselves and others in order to drastically alter stats and passively affect the outcome of a battle. Their own attacks may be a bit simple, but they use relatively little magic and are fairly potent.

1. Glowing Mark – You boost a random stat of the target by 10 for a while.
3. Aura Spark – You use part of your aura to fire a short-distance magical ranged attack.
5. Shining Recovery – You use the target’s aura in order to heal the target.
7. Aura Siphon – You siphon off some of your aura into someone else or take some of someone else’s aura in order to exchange mana and health with someone else.
9. Bright Shield – You use your aura to shield yourself and others.
11. Aura Mirror – You use your aura to reflect magical attacks up to a certain level.
13. Consumption – You use up all the target’s mana in order to boost their physical stats.
15. Aura Blast – You use up your entire aura in a single, raw blast of magic.
18. Last Hope – You cast an aura that keeps another person from dying for a while.
20. Aura Scream – Your aura overloads, exploding outwards and enhancing your magic.

Rune Mage
Rune mages are unique in that they do not start off with any spells. Instead, they learn spells from a variety of scrolls and books, able to memorize and document up to ten. These spells must be written out in thin air, making them slower to cast, but much more specific. In addition, a rune mage can have a wider variety of spells than a regular mage would, while using up less magic.

Elementalist
Elementalists develop supporting skills that lead to outright control over their selected element, without any direct attacks of their own. Customarily, elementalists pair their abilities with the skills of another class in order to make full use of their own skills. Elementalists have a different set of elements to choose from than mages, being able to select from fire, water, wind, and earth. Element-specific spells will be listed in that order.

1. Elemental Strike – You coat a limb in your element and strike the enemy.
3. Afflict – You afflict the enemy with either intense itchiness, jelly limbs, light-headed ness, or heavy feet, depending on your element.
5. Elemental Arrow – You fire a projectile made out of your element at the enemy.
7. Shield – You summon a wall of your element to shield yourself.
9. Elemental Dance – You perform a dance that summons up more of your element to use.
11. Imbue – You imbue an object with your element, coating it with your chosen element.
13. Elemental Blade – You summon a sword made up of your element.
15. Pillar – You summon a pillar of your element for various usage.
18. Elemental Summon – You summon a golem made out of your element to fight.
20. Immolation – You yourself become your chosen element, gaining complete control over the element in the quantities inside yourself and in the environment around you. Note that using up the element from yourself will deplete your health.


Seer
Seers rely on their intense vision in order to fight from an extreme range and yet still affect the outcome of a battle. Much of their fighting is done with a bow, although their proficiency with any ranged weapon is considerable.

1. Farsight – Your range of view is doubled.
3. Hawkeye – Your ranged attacks now can extend as far as your eyes can see.
5. Foresight – You can slightly predict enemy movements and attacks.
7. Eye of the Tiger – You gain a glare that saps enemy strength and increases your own.
9. Unwavering Vision – Your vision cannot be harmed in any way.
11. Piercing Gaze – You can see with your eyes closed and see through veils
13. Evil Eye – You glare at someone, rooting them to the spot for as long as your gaze remains transfixed on theirs and you don’t move.
15. Perfect Accuracy – All your attacks are guaranteed to hit with a little effort.
18. Clairvoyance – Through meditation, you can get a short glimpse into the future.
20. Death Gaze – Your gaze knocks a person unconscious if you lock eyes long enough.

Shadow Artist
These masters of stealth use shadows and darkness to their advantage, striking where least expected and killing their target before they know they’re being attacked.

1. Shadowmeld – You slowly melt into the shadows if you stay still long enough.
3. False Alarm – You can make your own shadow huge and look like anything.
5. Smuggle – You can hide large items by compressing them into the shadows of yourself.
7. Smokescreen – You unleash a cloud of smoke that obscures all vision.
9. Home Teleport – You can link two places with a simple teleportation circle.
11. Invisibility – You gain outright invisibility, slowly draining your mana.
13. Blackout – You black out the entire area, allowing only you and your allies to see.
15. Shadow Puppets – You can attack with your shadow, dealing damage in that manner.
18. Blink Teleport – You teleport a short distance in the blink of an eye.
20. Shadow Strike – You melt into your own shadow, able to pop up and strike any time.

Blade Dancer
These hypnotic mages use their abilities of levitation to wield multiple weapons in exotic ways. They can levitate up to five times as many weapons as their skill level, at a distance up to five times the distance from their hands in feet as a factor of their skill level. However, they themselves cannot be lifted up by their own weapons and they can only use bladed weapons such as swords.

1. Slice – You slash the enemy with your blades.
3. Dice – You cross up your slashes in order to carve up your enemy.
5. Mutilate – Your blades slash your target from all directions.
7. Pulverize – You rain stabs down on your enemy.
9. Grind – Your blades mince the enemy’s flesh.
11. Drill – Your blades form a giant, whirling drill.
13. Buzzsaw – Your blades form a giant, spinning, wheel, flying around.
15. Blades of Grass – Your blades dig into the ground, shooting up below the enemy.
18. Silver Rain – Your blades blacken the sky, raining down on all enemies.
20. Convergence – All your blades stab from all directions on a target at the same time.

Warden
Great lovers of the hunt, the wardens excel at traps and swift, deadly ranged attacks. They can track their targets unceasingly, finding trails that would be hidden to others.

1. Hidden Blade – You strike swiftly with a blade that pops up out of nowhere. The blade must be hidden beforehand, or specially equipped.
3. Windsprint – You can move from tree to tree, feet never touching the ground.
5. Spring Leaf – You use a simple blade trap that springs up to stab the target.
7. Tracker – You can follow the trail of most living things.
9. Quiet Fire – You create a fire trap, walling off the target with flames when activated.
11. Venom – You use a natural poison to knock out the target’s motor skills.
13. Crackle Net – You create a lighting trap, netting the target with electricity.
15. Deja Vu – You gain the ability to see everything that’s happened at a location over the past twenty-four hours.
18. Cryo Genesis – You create an ice trap, encasing the target inside a giant icicle.
20. Clean Kill – You kill your target in such a way that they keep living for a short while.

Dervish
These fanatics worship a higher authority, and claim that their powers are given to them in order to cleanse the world of unseemly influences. In reality, their own powers are unseemly, though they seem to fit well with that of the necromancer.

1. Goosebumps – You smile insanely, lowering all enemy accuracy.
3. Rot – You cast a spell with a low success rate on a target, slowly decaying their flesh.
5. Omen – You increase the chance for something unfortunate to happen to a target.
7. Corpse Explosion – You mix chemicals in a corpse to cause it to violently explode.
9. Plague – You cast a plague on a target, slowly defiling them while spreading to others.
11. Locust Swarm – You summon a swarm of locusts to chew away everything in sight.
13. Hallucination – You cast a spell with a low success rate on a target, causing them to hallucinate in a very disturbing way.
15. Madness – You afflict yourself with madness. No details are given.
18. Hellfire – Massive, unnaturally hot flames spring up from below, acting on their own.
20. Abyss – The earth cracks open, revealing a yawning abyss.

Witch
The homely witch relies on brews and enchantments in order to get by. While they rarely attack directly, they are able to assist others with their potions, while their other little abilities can become much more than they seem at first.

1. Brew – Using any two of the following ingredients: Woad Leaves, Rabbit’s Paw, Cow’s Blood, and Clover, you can brew a potion that increases a random stat by 10.
3. Soup – Using tasty, light ingredients, you make a healing soup.
5. Broth – Using bitter, light ingredients, you make a mana-restoring broth.
7. Chowder – Using tasty, thick ingredients, including milk, you make a chowder that can temporary boost your health beyond normal bounds.
9. Porridge – Using bitter, thick ingredients, including cabbage, you make a porridge that can temporary boost your mana beyond normal bounds.
11. Curse – You curse a target, giving the target unusually bad luck.
13. Hex – You hex a target, causing an unusual event to occur to them.
15. Levitate – You gain the ability to levitate certain objects and ride them.
18. Bottled Lightning – You can now catch lighting in a bottle. No idea what it’s used for.
20. Animate – You gain the ability to fully animate objects. The size and complexity of the object increases your magic use as you sustain it, as it grows limbs to move with.

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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 1:40 am

God Skills: Lv. 81-100


Dragon Mage
Embodying the might and fury of the last of the great dragons, these mages are more physical than any other magic-user, taking it upon themselves to sustain the blood of the dragons through their own bodies. Their feral skills and techniques can lay waste to huge swathes of the continent if the wielder so chooses. They are not to be taken lightly.

1. Dragon Claw – You grow dragon claws on your hands and feet, able to pierce metal.
3. Dragon Scent – You gain the ability to track a target by scent.
5. Dragon Teeth – You grow dragon teeth, able to bite chunks of armor out of enemies.
7. Dragon Tail – You grow a long, spiked tail, able to lash out from behind.
9. Dragon Roar – You let out an earsplitting dragon’s roar, literally splitting eardrums while increasing all your stats by 5 for the duration of a battle.
11. Dragon Scales – You gain the ability to grow dragon scales to stop any attack.
13. Dragon Breath – You unleash a massive breath of dragon’s fire, blast-melting your surroundings and reducing the enemy to ashes.
15. Dragon Wings – You grow dragon wings, gaining the ability of flight.
18. Dragon Rage – You give in to the primal influence of the dragon, overcome by savage rage, as all your attacks are bolstered, with a tinge of wildness in them.
20. Dragon Force – You lose your mind completely as you undergo a transformation, then unleash a devastating series of blows meant to pulverize any enemy.


Catalyst
These are not the thinkers, the planners. They are only the tools, the catalysts for disaster.

1. Explosion – Your enemy is hit by an explosion.
3. Hail – It begins to hail.
5. Thunderstorm – A thunderstorm brews.
7. Wildfire – A wildfire kicks up.
9. Tornado – A tornado forms.
11. Earthquake – An earthquake occurs.
13. Flood – A flood arrives.
15. Eruption – An eruption happens.
18. Inversion – The entire area undergoes inversion.
20. Titan – A titan of a disaster is summoned.


Zealot
These dedicated worshippers have seen fit to make pacts with demons, inviting such creatures inside themselves. The result can sometimes be brutal. They rely on possessions in order to attack the enemy, surrendering their sanity and control over their bodies in order to surprise the enemy with a completely different entity, fighting style varying. The body of a zealot may be altered depending on what possesses them.

1. Imp – You are possessed by an imp, becoming rather devious and agile.
3. Gargoyle – You are possessed by a gargoyle, becoming solid and defensive.
5. Lich – You are possessed by the soul of a lich, potent with deadly magic.
7. Djinn – A djinn possesses you, giving you a sneaky, high-flying fighting style.
9. Ifrit – An ifrit possesses you, giving you a curious fighting style.
11. Infernal – An infernal takes over your body, giving you dark, devastating powers.
13. Incubus/Succubus – You are possessed by an incubus if you are a guy or a succubus if you are a girl, luring in enemies before striking them with swift sneak attacks.
15. Hellspawn – A hellspawn is thrust into your body, drastically altering certain features.
18. Legion – A thousand suffering souls are stuffed into your body. Attacks are erratic.
20. Legend – You are possessed by a legendary beast. Who knows what happens...


Summoner
Summoners are unique in that they require a special item: a summon stone. Without this, they cannot use the one great skill they have: summoning. Summoners place great trust in their summon partner, developing a two-person fighting style unrivaled by any other cooperative class. Their summons can be practically any living thing, and can either be non-elemental or are imbued with the element of fire, lightning, water, ice, wind, earth, darkness, or light. Summons have a total of half the stat points that the summoner has. They are allowed to have up to two items. All armor collectively counts as one item, as do multiples of any melee or ranged weapon. Summon skills are given according to the summon developed. Summons are to be listed according to the following method.

Summon
Name:
Description:
Personality:
Element:
STR:
AGI:
END:
INT:
WIS:
Skills:
Items:


Knight
These are the most powerful of all the magical users. Their skills date back to antiquity, and their abilities are unrivaled anywhere. At least, that is how legend goes. Now, these mighty mage-warriors are fighting hard to preserve that reputation while defending their own interests and the interests of their people. Knights must undergo a special process before they can learn their skills: They must rip out their left eye in a magical extraction method. The socket is then sealed with a metallic silver representation of the former eye as an eyepatch, while the eyeball itself is implanted in an item of the knight’s choice. This item is an embodiment of an element, either fire, lightning, water, ice, wind, or earth, and can be used to wield that element with terrible force. In addition, the eye can continue to see for the knight, and after the knight dies, these objects are passed down generation through generation, the lingering fragment of each knight’s soul speaking through the item. These items have come to be known as Artifacts. A knight’s entire power stems from their artifact, and they can be powerful because of their item. However, should they lose this Artifact, they would be placed in a dire situation. Thus, they guard their items with their lives. Another interesting note is that Knights are incompatible with another class: Seer. This incompatibility stems from the fact that the Seer requires both eyes in order to function. This is the only such pair of classes that behave this way. Below are all the basic skills required by a Knight. Note that a Knight gains all the skills of a Warrior or Ranger class if their item is a weapon.

1. Elemental Plume – Your artifact is coated with your element.
3. Observation – You can see in two directions at once due to your Artifact.
5. Affliction – You afflict your target with a burn, paralysis, nausea, frostbite, lightheadedness, or heavy limbs, depending on your element.
7. Unbroken Sight – You maintain focus on one target, unable to miss them.
9. Elemental Flare – Your artifact is able to unleash a shockwave of your element.
11. Perspective – You can view hidden things with your Artifact.
13. True Sight – You can see the truth in things, unable to be lied to.
15. Elemental Rise – You can unleash powerful attacks pertaining to your element.
18. Future Sight – After a long period of meditation, you might witness one future event.
20. Dominion – You gain complete control over your element.

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Red Blizzard
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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 1:41 am

Location

It is highly encouraged that you explore the entire map. There is something major going on at different places at different times, and eventually, you will have to explore the entire map to unravel the storyline of this game. This is the summation of all the past games, and covers more plot than any before it. The general areas are as follows:

Central Plain

Western Jungle

Northern Forest

Southern Desert

Blue Mountains

White Mountains

Eastern Ocean

Western Ocean

Polar Pass

Icy Tundra

Red Strait

Echo Valley

Character Sheet

Name:
Location:
Level:
STR:
AGI:
END:
INT:
WIS:
Classes:
- (Name): (Level)
Items:

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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 2:19 am

Reserved. Can't wait to try it!

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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 5:47 am

Name: Jorge
Location:
Level: 94
STR: 5
AGI: 10
END: 50
INT: 205
WIS: 200
Classes:
- Necromancer: 20
- Dervish: 20
- Witch: 20
- Aura Mage: 20
- Zealot: 14
Items:
Black Tattered Robes, Hand of Strife, Blindfold


Last edited by Sir Jorge on Wed Jan 05, 2011 4:21 am; edited 3 times in total
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Skull
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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 6:04 am

=Name=
Skull

=Location=

=Level=
15

=Stats=
STR: 10

AGI: 12

END: 13

INT: 17

WIS: 23

=Classes=
-Shaman: 15

=items=
-Shaman Battle Robes
-Wooden Staff
- Totem Pole

Shaman Skills wrote:
1. Summon Spirit – You summon a spirit with minimal equipment from the spirit world and bind it to a totem. It fights by your side so long as your totem remains standing.
3. Spirit Animals – You can summon the spirit of a raven, a panther, or a cobra.
5. Exorcise – You gain the ability to banish wandering spirits to the spirit world.
7. Portable Totem – You can now use smaller, portable totems
9. Ghostwalker – You gain the ability to interact with spirits as if they were real.
11. Animal Spirit – You invite the spirit of a wild animal inside yourself, turning into a wild, savage melee fighter, essentially going bezerk.
13. Voodoo Doll – Using something from your target, you sew together a doll bearing a certain level of resemblance to your target. Whatever is done to the doll will be felt by the target, though actual damage is limited.
15. Ghost Dance – When activated, you go into a trance, all your actions becoming unpredictable. The power of your spirits increases substantially, as does your own magic.

_________________
[quote="Dye"]This shit is gay. Played for 5 minutes then realized "Wow. This is gay..."[/quote]





Last edited by Skull on Wed Jan 05, 2011 11:03 pm; edited 1 time in total
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Myth
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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 7:17 am

Sir Jorge wrote:
Reserved. New char or import? :3
Name: Jorge
Location:
Level: 73
STR: 5
AGI: 10
END: 50
INT: 200
WIS: 100
Classes:
- Necromancer: 20
- Dervish: 20
- Witch: 20
- Aura Mage: 13
Items:
Black Tattered Robes, Hand of Strife, 1 Undead Dragon

Aren't I such a good friend? Despite banning your account?
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Staitus
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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 12:07 pm

Staitus

Location:
Level: 36
STR: 59
AGI: 56
END: 59
INT:
WIS:
Classes:
Warrior - 20
Blood Warrior - 16
Items:
Iron Shortsword
Small Iron Roundshield
Small Iron Helm
Leather Armor
Collosus War-hammer
100 Dragon Scales
Longbow
50 Arrows
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Nef
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PostSubject: Re: Purge of Magic: Children of War   Sun Jan 02, 2011 1:23 pm

Name: Death
Location:
Level: 100
STR: 80
AGI: 90
END: 80
INT: 150
WIS: 100
Classes:
- Druid: Hawk, 20
- Warden, 20
- Seer, 20
- Dervish. 20
- Catalyst, 20
Items: Feather Robes

-Druid-
1. Transformation – You transform into a hawk. You gain all the abilities of the animal you transform into, but retain your own stats.
3. Peck – In your transformation, your attacks become more focused.
5. Heal – You apply healing magic to either someone else or yourself, draining magic in order to fix wounds and eliminate status effects. Can only be done in human form.
7. Critter Call – You call up small animals to search the area around you.
9. Rip – You follow up your attacks with a secondary motion that, if successful, allows you to swallow what you chew in order to regain some health.
11. Scream – You cry out, lowering enemy agility.
13. Vines – You summon vines to grab and hold down your target.
15. Ravage, Slash, Maul – You deliver a powerful attack that relies on either a bit of strength and agility, all agility, or all strength in order to be effective.
18. Thorny Vines – The vines you summon are now much stronger and are thorny.
20. Spirit Transformation – Your transformation is now ten times its normal size and appears as either the spirit of the red wolf, the black hawk, or the white bear. All your stats are doubled in this form.

-Warden-
1. Hidden Blade – You strike swiftly with a blade that pops up out of nowhere. The blade must be hidden beforehand, or specially equipped.
3. Windsprint – You can move from tree to tree, feet never touching the ground.
5. Spring Leaf – You use a simple blade trap that springs up to stab the target.
7. Tracker – You can follow the trail of most living things.
9. Quiet Fire – You create a fire trap, walling off the target with flames when activated.
11. Venom – You use a natural poison to knock out the target’s motor skills.
13. Crackle Net – You create a lighting trap, netting the target with electricity.
15. Deja Vu – You gain the ability to see everything that’s happened at a location over the past twenty-four hours.
18. Cryo Genesis – You create an ice trap, encasing the target inside a giant icicle.
20. Clean Kill – You kill your target in such a way that they keep living for a short while.

-Seer-
1. Farsight – Your range of view is doubled.
3. Hawkeye – Your ranged attacks now can extend as far as your eyes can see.
5. Foresight – You can slightly predict enemy movements and attacks.
7. Eye of the Tiger – You gain a glare that saps enemy strength and increases your own.
9. Unwavering Vision – Your vision cannot be harmed in any way.
11. Piercing Gaze – You can see with your eyes closed and see through veils
13. Evil Eye – You glare at someone, rooting them to the spot for as long as your gaze remains transfixed on theirs and you don’t move.
15. Perfect Accuracy – All your attacks are guaranteed to hit with a little effort.
18. Clairvoyance – Through meditation, you can get a short glimpse into the future.
20. Death Gaze – Your gaze knocks a person unconscious if you lock eyes long enough.

-Dervish-
1. Goosebumps – You smile insanely, lowering all enemy accuracy.
3. Rot – You cast a spell with a low success rate on a target, slowly decaying their flesh.
5. Omen – You increase the chance for something unfortunate to happen to a target.
7. Corpse Explosion – You mix chemicals in a corpse to cause it to violently explode.
9. Plague – You cast a plague on a target, slowly defiling them while spreading to others.
11. Locust Swarm – You summon a swarm of locusts to chew away everything in sight.
13. Hallucination – You cast a spell with a low success rate on a target, causing them to hallucinate in a very disturbing way.
15. Madness – You afflict yourself with madness. No details are given.
18. Hellfire – Massive, unnaturally hot flames spring up from below, acting on their own.
20. Abyss – The earth cracks open, revealing a yawning abyss.

-Catalyst-
1. Explosion – Your enemy is hit by an explosion.
3. Hail – It begins to hail.
5. Thunderstorm – A thunderstorm brews.
7. Wildfire – A wildfire kicks up.
9. Tornado – A tornado forms.
11. Earthquake – An earthquake occurs.
13. Flood – A flood arrives.
15. Eruption – An eruption happens.
18. Inversion – The entire area undergoes inversion.
20. Titan – A titan of a disaster is summoned.

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Last edited by Death594 on Sat Jan 08, 2011 12:16 am; edited 5 times in total
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PostSubject: Re: Purge of Magic: Children of War   Mon Jan 03, 2011 2:42 am

Name: SDDU
Location:
Level: 65
STR: 70
AGI: 35
END: 85
INT: 40
WIS: 70
Classes:
- Warrior: 20
- Shadow Artist: 20
- Blood Mage: 20
- Aura Mage: 5
Items: Big Double Bladed Staff, Leather Armor
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PostSubject: Re: Purge of Magic: Children of War   Mon Jan 03, 2011 2:34 pm

Merci
Location: Castle (?)
Element: Lightning
Level: 100
STR: 100
AGI: 100
END: 100
INT: 100
WIS: 100
Classes:
- Shaman: 20
- Blood Mage: 20
- Dervish: 20
- Rune Mage: 20
- Knight: 20
-Spells-
Hoodoo- Summons forth a plethora of dark arms from the ground.
Items:
Shaman Battle Robes
Blood Tattoos
Black Tome
Vulcans Hammer

Knight Artifact:
It is a long black staff with blood-red tribal engravings up to the eye that sits at its top, protected by blood-red glass.


Last edited by Merci on Thu Jan 06, 2011 9:38 pm; edited 7 times in total
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Sir Jorge
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PostSubject: Re: Purge of Magic: Children of War   Mon Jan 03, 2011 6:06 pm

Myth wrote:
Sir Jorge wrote:
Reserved. New char or import? :3
Aren't I such a good friend? Despite banning your account?

I guess. Thanks.
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Sai Akuto
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PostSubject: Re: Purge of Magic: Children of War   Mon Jan 03, 2011 6:41 pm

an import could be fun....
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Hydra
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PostSubject: Re: Purge of Magic: Children of War   Mon Jan 03, 2011 9:29 pm

Name: Boomfus
Location:
Level: 20
STR: 20
AGI: 20
END: 20
INT: 10
WIS: 10
Classes:
-Assassin: 20
Items:



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Last edited by Boomfus6 on Thu Jan 06, 2011 9:31 pm; edited 2 times in total
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Xerxes Break
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PostSubject: Re: Purge of Magic: Children of War   Tue Jan 04, 2011 10:26 pm

Name: Ares
Location:
Level: 1
STR: 1
AGi: 1
END: 1
INT: 1
WIS: 1
Classes:
Druid-1
items:

_________________
The first time you write, it's with your heart,
the second shall be with your mind...


Framed 'Joker'
Branded 'Lycan'

Once called 'Silence'
Yet comparable to 'Ares'

Glorified as 'Heatran'
Disguised as "Sven"

Bribed to be 'Cervantes'
Now resided as 'Break'...
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The Sword Saint
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PostSubject: Re: Purge of Magic: Children of War   Wed Jan 05, 2011 1:51 am

Man, so many "rpg"s...

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Orthrus
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PostSubject: Re: Purge of Magic: Children of War   Wed Jan 12, 2011 10:48 am

Name: Gia Monic
Location:
Level: 1
STR: 1
AGi: 1
END: 1
INT: 1
WIS: 1
Classes:
Necromancer-1
Items:

_________________




Thankies for the Userbar Skull :3

You know, the two-headed version of Cerberus? The one that nobody knows about? Yeah...you know.
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Oblivion
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PostSubject: Re: Purge of Magic: Children of War   Wed Jan 12, 2011 11:47 am

Name: Oblivion
Location:
Level: 1
STR: 1
AGI: 1
END: 1
INT: 1
WIS: 1
Classes:
Assassin - 1
Items:

Not sure when sessions are held now. I'll see if I can get on the chat for this stuff.



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Myth
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PostSubject: Re: Purge of Magic: Children of War   Thu Jan 13, 2011 10:39 am

Name: Myth
Location:
Level: 100
STR: 110
AGI: 355
END: 35
INT: 0
WIS: 0
Classes:
- Assassin: 20
- Warden: 20
- Blood Warrior: 20
- Blade Dancer: 20
- Zealot: 20
Items:
- 2 Iron Daggers
- Grey Assassin Garb
- Broken Blade

Assassin
Spoiler:
 
Warden
Spoiler:
 
Blood Warrior
Spoiler:
 
Blade Dancer
Spoiler:
 
Zealot
Spoiler:
 

Posted just for the sake of it.
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PostSubject: Re: Purge of Magic: Children of War   

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