Lone Wanderer VS Ghost Wake
Lone Wanderer knows Ghost Wake's greatest asset is his speed-and he's heard that he's skilled in using the mind blast technique, but thankfully, he's only using the non lethal training version here. A kai priest helpfully uses magic to dull both opponents blades.
He begins by positioning his long polearm in an attempt to keep Ghost from getting close. But he's too fast! In a blur of superhuman speed, Lone Wanderer feels a long blade poke him in the side-a deadly blow, but not fatal-he returns it, smacking the foppish menace in the chops and sending him back a step.
It's at this time, Lone Wanderer begins to feel the affects of the Mind Blast-it's like hundreds of women, screaming in ecstasy, in his head! He knows he must break his opponents concentration...he feigns an opening, and Ghost rockets toward him, only to almost get impaled on the glaive. The Ghost is forced back with a grunt, and Wanderer feels the mental pressure subside. They repeat this dance for sometime, each giving ground, Ghost Wake attempting to lock down Wanderers mind, and Wanderer trying to pen his quarry in. It's clear to both of them that Lone Wanderer has the physical advantage-Ghost Wake's speed is impressive, but it is only buying him time...
But Lone Wanderer suddenly felt himself begin to weaken. His mental defenses, already lamentably weak compared to Ghost, cannot hold back the torrent of Psionic Energy. The screaming gets louder...and louder...he feels himself slow down. Ghost wake dances around him, knowing the battle is over, but Lone Wanderer will not surrender! His final desperate thrust is a solid blow, but judged not to be able to stop Ghost Wake. His opponent slugs him in the jaw-low blow!-and Lone Wanderer hits the floor face first.
Ghost Wake throws his fancy hat in the air, catches it on the tip of his sword, then rolls it off the blade and onto his head, where he jauntily tips the feathered brim to his fallen foe, and retires to his bench to woo the female Healers with tales of his great victory.
Final Health Numbers:Wanderer 2/15 VS Ghost 1/16
Specials: Lone Wanderer 6th Sense roll for (3) rounds
Round 1
Intiative: Wanderer 5+2+2=9 VS Ghost 8+10=18, Ghost strikes first!
(Ghost Agi Roll to close=6, pass)
(Ghost Mind Blast attack, 1, pass, Wander resist Mind Blast Technique, Charisma roll=7. fail, -1 to agi and str)
(Ghost Str roll: 2 Hit!Damage 5-2+1=4) (Wanderer agility Defense roll=10+1, fail)
(Wanderer Str roll:6-2+1=5, hit! Damage 6-5+2=3) (Ghost agility Defense roll=2, pass, 2 damage negated)
Round 2
Intiative: Wanderer 5+6+2=13 VS Ghost 8+8=16, Ghost strikes first!
(Ghost Agi Roll to close=7, fail, stunned, takes +1 damage on a successful hit, cannot attack)
(Ghost Mind Blast attack, 10, fail, damaged on turn-Ghost regains +1 agi and str)
(Wanderer Str roll:5, hit! Damage 6-5+1+1=3) (Ghost agility Defense roll=5, pass, 2 damage negated)
Round 3
Intiative: Wanderer 5+1+2=7 VS Ghost 8+10=18, Ghost strikes first!
(Ghost Agi Roll to close=1, Pass)
(Ghost Mind Blast attack, 8, fail)
(Ghost Str roll:5, hit! Damage 5-5+1=1) (Wanderer agility Defense roll=5, pass, 2 damage negated, 1 minimum)
(Wanderer Str roll:8-2=6, hit! Damage 6-6+2=2) (Ghost agility Defense roll=8, fail)
Round 4
Intiative: Wanderer 5+3=8 VS Ghost 8+4=12, Ghost strikes first!
(Ghost Agi Roll to close=2, Pass)
(Ghost Mind Blast attack, 7, Pass, Wander resist Mind Blast Technique, Charisma roll=10. fail, -1 to agi and str)
(Ghost Str roll:10, miss)
(Wanderer Str roll: 4+1=5, hit! Damage 6-5+2=3) (Ghost agility Defense roll=8,fail)
Round 5
Intiative: Wanderer 5-1+9=13 VS Ghost 8+4=12, Wanderer strikes first!
(Ghost Agi Roll to close=4, Pass)
(Ghost Mind Blast attack, 10, fail-damaged on turn, Ghost regains +1 agi and str)
(Wanderer Str roll: 4+1=5, hit! Damage 6-5+2=3) (Ghost agility Defense roll=8, fail)
(Ghost Str roll:7, miss)
Round 6
Intiative: Wanderer 5+7=12 VS Ghost 8+7=15, Ghost strikes first!
(Ghost Agi Roll to close=6, Pass)
(Ghost Mind Blast attack, 2, pass, Wander resist Mind Blast Technique, Charisma roll=5. fail, -1 to agi and str)
(Ghost Str roll:2, hit! Damage 5-2+1=4) (Wanderer agility Defense roll=6, fail)
(Wanderer Str roll: 2, hit! Damage 6-2+2=4) (Ghost agility Defense roll=4, pass, 2 damage negated)
Round 7
Intiative: Wanderer 5+7-1=11 VS Ghost 8+7=15, Ghost strikes first!
(Ghost Agi Roll to close=6, Pass)
(Ghost Mind Blast attack, 2, pass, Wander resist Mind Blast Technique, Charisma roll=5. fail, -2 to agi and str)
(Ghost Str roll:2+1, hit! Damage 5-3+1=3) (Wanderer agility Defense roll=6, fail)
(Wanderer Str roll: 2, hit! Damage 6-2+2=4) (Ghost agility Defense roll=4, pass, 2 damage negated)
Round 8
Intiative: Wanderer 5+9-2=12 VS Ghost 8+6=14, Ghost strikes first!
(Ghost Agi Roll to close=1, Pass)
(Ghost Mind Blast attack, 5, pass, Wander resist Mind Blast Technique, Charisma roll=7. fail, -3 to agi and str)
(Ghost Str roll:7, miss)
(Wanderer Str roll: 6+2, miss)
Round 9
Intiative: Wanderer 5+9-3=11 VS Ghost 8+6=14, Ghost strikes first!
(Ghost Agi Roll to close=6, Pass)
(Ghost Mind Blast attack, 4, pass, Wander resist Mind Blast Technique, Charisma roll=4. fail, -4 to agi and str, knocked out next turn)
(Ghost Str roll:2, hit! Damage 5-2+1=4) (Wanderer agility Defense roll=7, fail)
(Wanderer Str roll: 1+3=4, hit! Damage 6-4+2=4) (Ghost agility Defense roll=5, fail)
Round 10
Lone Wanderer agility is reduced to 0-he is subdued by mental damage!
WANDERER
Strength: 5+1=6
Endurance: 5
Agility: 4+1=5
Intelligence: 4
Charisma: 3
+2 Damage
+2 Defense
GHOST
Strength: 4+1=5
Endurance: 6
Agility: 7+1=8
Intelligence: 2
Charisma: 7
+1 Damage
+1 to hit
+2 Defense
Wow. That was a lot closer than I thought it would be! Very exciting, but, it demonstrated how dangerous psionic attacks can be at least. Wander rolled awesomely, but he failed to resist Ghost Wakes mental attacks, and was knocked out-he'll wake up with just a bad headache. Now, if you were facing a darkspawn, your brain would probably have exploded.
You'll see, if either the person attempting the mindblast fails, or you resist, and you damage them, you break their concentration. Battling a psionic enemy without defense is very dangerous!
I can only hope I did Pierre justice.