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INTRODUCTION

I've been hosting this file because a lot of forumites at the WW ask for it so many times. Here's a place for all those glorious battles well-documented. Please insert any combat you like at this page. Unfortunately, this battle is a very long one. Perhaps this is a good argument that defense rules? - Clebo


Invincible Sword Princess vs. Wind's Fang

Invincible Sword Princess takes a quick look at her surroundings, and sees... a roughly circular cave of around 500 yards diameter. 'What am I doing here?' she wonders, then she notices a figure standing about 40 yards away. Looking more closely she recognizes him as Ledaal Xeno, a legendary member of the Immaculate Order. 'How does this always happen to me?' she sighs, then, checking her equipment 'Well, at least I'm equipped for battle.' Invincible Sword Princess has refined her fighting techniques since her encounter with Choo- Choo Bear. She's dressed in black cloth and is carrying a multitude of weapons; a great sword, a fighting chain, a bundle of javelins, even a longbow and arrows. She's currently swinging the fighting chain in a defensive manner.

Ledaal Xeno, the Winds' Fang, stands, arms crossed in a simple but tasteful blue battle robe that flares around his legs. Three choirmen and a small band perform around him, singing praise to his great deeds fighting spirits on the Blessed Isle. His eyes are like ice, mist flows from his (stylishly) bald head. Attached to each limb is a quintet of chakrams bound together in a set. He is tall and still and quiet, and with a sharp hand gesture, he cuts off the minstrels, and they sing quietly in his name as they retreat from the battle that is to ensue. With no words but another sharp gesture, he invites his foe to battle.

TURN 1

Invincible Sword Princess regards her opponent carefully. For a moment it looks as if she will take no action, then she suddenly leaps backwards, somersaulting through the air and coming to land gracefully 200 yards away from her original position. [ISP uses Soaring Crane Leap to leap 200 yards backwards. She's holding her main action as a full dodge in case Xeno manages to pull some kind of funky attack on her. This cost her 2 motes.]

The Winds' Fang's eyebrow cocks slightly, and ribbons of flame sear into existence, swirling around him as he bends his legs slightly, and in a burst of winds that excites the flames into billowing about him, he leaps backwards and comes to land behind a thick protrusion of rock standing up from the floor. [Winds' Fang activates Arrow-Consuming Flame Defense and his anima power for a total of 11 motes and leaps 40 yards backwards behind full cover.]

TURN 2

Hoping fervently that she's out of immediate danger, Invincible Sword Princess concentrates on channeling Essence through her body. Her movements become exceptionally smooth and agile, and take on an almost liquid aspect. [ISP activates Flow Like Blood at a cost of 5 motes and 1 Willpower.]

Considered unorthodox in his methods by his famous comtempories the fear-inspiring Puff and the valorous Dust Devil (missing in action after following an anonymous note to a crater), Winds' Fang throws out both arms and draws them and the essence of the air around them into him, and he fades from the world like a whisper. [Winds' Fang activates Dragon Shroud Technique for 6 motes, 1 Willpower. All attempts to detect/affect him through the senses are now at a +2 difficulty, assuming they spot him in the first place.]

TURN 3

A ripple of wind draws the Anathema's attention at it rattles her javelins in their brace, and in that moment, Winds' Fang executes a flawless aerial cartwheel over behind a boulder to his right, a mere ripple in the air. [Winds' Fang spends a mote to activate Distracting Breeze Meditation. For the rest of the scene, ISP is at an additional +2 difficulty to spot Winds' Fang. He also makes a Dexterity+Stealth roll for his movement action, scoring 6 successes on 10 dice.]

[ISP makes a Reflexive Perception + Awareness roll to counter Winds' Fang's stealth attempt. She gets 3 successes which isn't enough to overcome the difficulty of the roll.]

[Note: Between Breeding 5 and anima restrictions on Stealth Charms, if Winds' Fang so much as spend 2 motes of peripheral essence, his cover is blown.]

Mildly concerned that she has completely lost sight of her enemy, ISP backs away even further from the position she last saw him, taking cover behind one of the larger stalagmites. She casts her mind back to the brief time she spent studying the Martial Arts with a Sidereal mentor, and quickly assumes the Ebon Shadow Form. As she does so her form seems to become shadowy and indistinct, flickering erratically from place to place. [ISP activates Ebon Shadow Form at a cost of 5 motes.]

TURNS 4-6

[Next 3 turns are summarized] Winds' Fang takes a deep, silent, cleansing breath and takes back in some of the essence he's expended. His breath deepens and he closes his eyes as he lets the currents of air flow around him, becoming part of his being. He is one with the winds. [1 Willpower to Elemental Empowerment Meditation for 4 motes of personal essence back. Air Dragon Form and Air Dragon Sight activated for 8 motes.]

While attempting to hide herself in the shadows, Invincible Sword Princess floods essence through her anima, increasing her ability to withstand damage. She then focuses her power on her skin, strengthening it even further. Turning her attention towards her unseen enemy, she extends her perceptions attempting to find some indication as to his location, as she does so her Caste Mark begins to glitter and glimmer with faint golden light. [ISP activates Iron Skin Concentration, Durability of Oak Meditation and Sensory Acuity Prana at a cost of 16 motes and 1 Willpower. She gets 10 successes on the Durability of Oak Meditation roll. She gets 2 successes on the Stealth roll.] [ISP's anima banner has activated at the lowest level, but not enough to interfere with Stealth attempts.]

TURN 7

Invincible Sword Princess's caste mark blazes with light as she channels her Conviction. She gives up any pretense of stealth, shouting "My righteousness will protect me from all harm!". [ISP uses Armor of Virtue Technique to increase her soak by 5. This cost 3 motes.] [Her Anima Banner has activated at the 2nd level.]

Careful to conceal the holy draconic nature within him, Winds' Fang leaps up to the side of a rock precipice dangling from the ceiling, a ghost of a breeze in the air. He backflips in midair and clings effortlessly to the surface of the rock, far above the ground, and he stares down, unseen, upon the glowing Anathema. [The two were 280 yards apart. They are now 240. Winds' Fang is on the ceiling.]

TURNS 8-12

[Following 5 turns is summarized.] Once again Invincible Sword Princess concentrates her Conviction into tangible protection. She slings her fighting chain around her waist, drawing instead her baroque Great Sword. Quickly she traces a series of familiar defensive arcs into the air, the weapon leaves glowing essence trails as she does so, forming the word 'Invincible' in Old Realm script. Stealing herself against the possibility of injury, Invincible Sword Princess performs a momentary meditation against the effects of pain. She then scans the cave, doing her best to locate the hidden immaculate. [ISP activates Armor of Virtue Technique, Fivefold Bulwark Stance and Pain-Reducing Meditation at a cost of 10 motes and 1 Willpower. She uses her action for 4 of those turns to attempt to locate Ledaal Xeno.] [The Awareness rolls show 4, 7, 7 and 11 successes.]

The Winds' Fang dances towards the Anathema from ceiling protrusion to ceiling protrusion, and not a pebble falls from where his airy hands and feet touch. His robe flares behind him as he finally reaches his intended destination, a rough outcropping 40 yards from his prey. A small smile crosses his lips as bats open their wings and take flight somewhere else across the cave, disturbing by his essence. [My opponent awards me 2 stunt dice. My Dexterity+Stealth rolls come up 6, 6, 7, and 8. With the difficulty modifier from my Charms subtracting 4 successes from each of his rolls, I succeed, although somewhat closely.] [All my essence is committed. I regain a Willpower, instead. I have now spent only 1.]

TURN 13

The winds in the room stop as Winds' Fang gathers his power, and he bursts into movement, streaking towards his prey below. He reaches inside his robe and retrieves his concealed 5th set of chakrams, horribly serrated, and the essence that was concealing him shatters into a falling shower of ice surrounding him in the air as he activates his signature move. Birds of icy blue essence swirl around him and join around the set of chakrams and as he releases them in mid-air, they become a quintet of shining birds in the air, streaking down towards the Anathema. Quick as the hurricane, he draws the other 4 sets of chakrams from his limbs and flicks them from his fingers, encased in the ice from his shattered Stealth Charms. As he releases the final weapon, he extends a leg and touches the final chakram, and pushes off it, flying back through the air farther than he had come forward. As he floats to the ground, landing 45 yards from his opponent, he unwraps an exquisitely detailed fighting chain with a dragon's head from around his leg. [Alrightite, this is a big attack. Stealth fails as Winds' Fang activates Hurricane Combat Method for 10 essence, 1 will, and uses his Thrown combo, combining Seeking Throw Technique, Loyal Weapon, and Persistent Hornet Attack, for 7 motes this turn, and 4 more every turn for the next 5 turns, with an extra mote to bring the weapon back to him on his final attack. He jumps forwards 15 yards to make the attack, then jumps backwards 20 more (only moving a total of 35) to land 45 yards away from ISP.] [My opponent has awarded me 3 stunt dice. The chakram attacks are each boosted 13 dice between Air Dragon Form (which the forum agreed operated independently of other dice bonuses) and Seeking Throw attack. The other chakrams are only boosted 5 dice from the form. This gives the initial attack 13+13+3 dice for 29 total, and I'm channeling my Valor (I've now spent 3 Willpower this attack) to boost that to 34. The others are only at 13+5+3, for 21 dice each.] [The first attack scores, happily, 25 successes. The others score 12, 10, 6, 14, and 15.] [I spent 10+7, 17 essence this turn.] [Note: last attack was agreed to be negated, as I forgot I didn't carry 6 sets of chakrams, only 5/]

A sudden premonition and Invincible Sword Princess is aware of imminent attack. Her anima burns with brilliant white light, banishing the shadows of the cavern and casting patterns of golden runes onto the walls. She spins to meet the incoming assault and her form seems to shimmer and sparkle at the edges, ghostly after-images in the air confusing her exact position. She springs lightly from the cave floor, whirling and lashing out in all directions with improbable ease. Every strike cuts another of the shining missiles out of the air, sending them clattering into the walls, ceiling, floor until there is nothing left but ringing echoes. With a final defiant cry she flips backwards and lands gracefully, only inches from her original position. [ISP uses 1 mote to activate Surprise Anticipation Method and become aware of the attack. 5 successes are removed from each attack due to Ebon Shadow Form. She then gets both a Reflexive dodge and parry against each attack.] [The dodge rolls 6, 4, 7, 9, 6 successes. The parry rolls 7, 10, 6, 6, 5. This makes 13, 14, 13, 15, 11 successes in total.]

[The first attack hits with 7 successes, for a total damage of 13L, soaked down to zero. The single damage die is rolled once for each chakram. 3 successes are scored, dealing 3 lethal damage.]

[ISP was awarded a 2 dice stunt, she regains 1 Willpower.] [ISP's defense also includes her action, i.e. attempting to knock the chakrams enchanted with Persistent Hornet Attack out of the air. Since the rules don't account for the possibility that the thrower might be an Air Immaculate who throws 5 chakrams at once we decided each success on the roll removed 1 chakram. ISP rolled 6 successes which was enough to knock 2 out of the air.]

The two disabled chakrams return to look as such, the shining birds fading in flashes of essence, and Winds' Fang pulls them back to his hand with a flick of his finger. [1 mote for Loyal Weapon.] [3 die stunt, 3 motes recovered.]

TURN 14

Always the non-conformist, Winds' Fang raises a foot and smashes it into the ground, knocking up a shower of earth and quartz crystals and steps forward through it. The earth clings to him and he grows physically, the quartz forming a rough ice-blue armor over his skin, his eyes shining brightly enough to give a blue cast to the cavern, a counterpoint to the sunlight emanating from his foe. The quartz creature streaks forward a few yards and throws the two chakrams he just caught, their serrated edges singing in the air, before retreating back to his starting position. The blue birds of essence that survived the last attack twirl back around and leave streaks of snow in the air as they bite the Anathema's iron skin deeply. [First things first, Winds' Fang activates Perfection of Earth Body for 10 motes and a Willpower, and then throws 2 chakrams in an attacks before retreating out of throwing range again, using Loyal Weapon. The chakrams from before attack again, drawing 4 more motes from Winds' Fang to attack at 26 dice.] [My opponent awards me two stunt dice. First attack scores, lucky again, 20 succeses. The others score 9.]

Without conscious thought Invincible Sword Princess ducks and weaves through the air as she advances on her foe. With uncanny precision her sword moves to meet any and all attacks which come close to striking her. [The dodge rolls were 6 and 8. The parry rolls were 10 and 5. This means neither attack hits.] Displaying no visible discomfort at her injuries, Invincible Sword Princess advances cautiously on Xeno. As she does so she removes 2 javelins from their brace and hurls them towards him. "This is all you're worth!" she shouts. Not even a flicker of emotion shows on her face as they burn up in the flames surrounding their target. [ISP throws 2 javelins. She rolls 13 and 12 dice, but it doesn't really matter what the result is since they burn up in the Arrow-Consuming Flame Defense. She also advances 9 yards on her enemy.]

The two regular chakrams fly back to Wind Fangs' waiting hand, and he sheaths them inside his robes.

TURN 15

Invincible Sword Princess watches her enemy cautiously. Awaiting his response. [ISP holds her action.]

"Your poor soul has been consumed by malevolent spirits, poor mortal, and it is time to free your body from it's cursed servitude. Come now, face your fate." The ice whirling around Winds' Fang expands into a whirling vortex of shards as he concentrates and buffs his essence flows against the Anathema's twisted ways. He frowns, and the bird-chakrams scream back at the Anathema from behind. [Winds' Fang activates Defense From Anathema Method for 6 motes and a Willpower and delays his action as far as his extra attacks are concerned. The chakrams attack again.] [They draw 4 more essence.] [They attack at 23 dice and score 15 successes.]

Swiftly and gracefully Invincible Sword Princess performs a forward summersault in order to evade the attack. As she does so she turns her body slightly and swings her sword backwards through the air in an effort to ward off the attack. [The usual reflexive defenses. 7 and 7 successes this time, stopping the attack easily.] Seemingly possessed of an erratic mind, Invincible Sword Princess sheathes her sword in a single motion and once again readies her fighting chain. "Let us see whose Martial Art is the stronger!" [ISP switches her weapon but doesn't do anything else.]

On one leg, Winds' Fang moves forward as the wind blows grass across the plains, passing within feet of his opponent and blowing by in a gust of wind, stopping 20 yards beyond him. [Winds' Fang makes no attack, but passes within a range close enough to affect his opponent with his anima flux before passing beyond him 20 yards.]

Invincible Sword Princess darts backwards, attempting to avoid the freezing winds circling her opponent. [We agreed ISP could make a Dodge roll to try and avoid being touched by the anima, with a difficulty of Ledaal Xeno's Dexterity.] [7 successes.]

TURN 16

The winds chant a haunting chorus, echoing throughout the cave as Winds' Fang darts forward again, this time reaching and circling around the Anathema in a tight arc with but a single toe touching the ground. He circles at an almost unfollowable speed and his form blurs as he darts into cartwheels and flying leaps in his inexorable circle. Through the holes in his pattern, the bird-chakrams screech as their wings recoat themselves with razor-sharp ice as they dart through, missing Winds' Fang but spiraling though the Anathema's defenses and out the other side. [Winds' Fang approaches his opponent, well within half his tripled movement distance, and circles fashionably. He stays there-- no dodging his anima flux this round as the birds draw yet another 4 essence to attack again.] [I receive 2 stunt dice, and attack at 24 dice for the chakrams. I score 14 successes. The single anima flux damage die rolls a 7, a success, doing 1 damage.]

Without ever looking away from her opponent, Invincible Sword Princess kicks several small rocks into the air. With three sudden movements she slams each one with her weapon, sending them hurtling into the incoming projectiles and knocking them completely off course. [More Reflexive defense rolls. The parry rolls 10 successes and the dodge rolls 6.] [ISP was awarded a 2 dice stunt. She regains another Willpower.]

[I still have my action and 5 extra MA or ranged attacks. I'm holding them.]

Once again Invincible Sword Princess switches her weapons, this time taking up a javelin in each hand. She twirls them for a moment or two, then falls into an extremely odd but obviously practiced guard stance. [Switching weapons (again).] Invincible Sword Princess twirls her javelins through the air with incredible speed, suddenly she drops to one knee and stabs forward with both weapons. [Two attacks, one with each javelin.] [ISP was awarded a 1 die stunt. Each attack is at 12 dice. She rolls 3 and 6 successes.]

Winds' Fang's acrobatics around his opponent suddenly are more than for show. He performs a handless cartwheel over the first and propels himself above the other before grabbing them both while landing. He pulls them together, slamming the hafts of the two weapons into each other, breaking them both. He then goes into a crouch and his whisper is the tickle of a gust in his opponent's ear. "Mistake. Be freed." He twirls his fighting chain around one arm before slamming his opponent with two sledgehammer fists that crack his ribs and make him cough blood before drawing both arms of icy quartz together and bashing the Anathema's head in from both sides. He lifts into the air and delivers a spinning kick that then bends around the Anathema's back before Winds' Fang contorts and slams them both to the ground, wrapped around his opponent as the scales of the Air Dragon are scattered as the winds. [My gracious opponent awards me a 3-die stunt. First, I go full dodge, using my main action, dodging at 23 and 22 dice. Then I parry twice using Weapon-Breaking defense for 6 motes, 2 Willpower. Assuming I break them both, I can then attack five times, with no opposing parry, at 21 dice for the punches, 20 for the kick, and 20 dice for the final clinch. I channel my Valor for the third punch, boosting it to 26 dice.] [First, the dodges score 13 and 12 successes. I'm out of the way, and so my parries can be assumed to succeed against no opposing pool. I roll Strength+MA, which are currently at an effective 8 each for 16 dice. I score 4 and 8 successes, enough to break the javelins. My attacks score 11, 12, 17, 11, and 9 successes.] [I regain 3 motes for the stunt.]

Invincible Sword Princess's anima cascades violently outwards in a brilliantly coruscating display of essence. The formerly golden hue is surmounted by shimmering white and violet light, which twists into the shape of a magnificent crane. [ISP activates a Combo.] Waiting for the precise moment of the first incoming strike, Invincible Sword Princess hops skillfully into the air, coming to land briefly on Ledaal Xeno's head. She then turns and springs backwards, making several complete spins before hitting the ground with a gentle thud. "You look tired old man, are you ready to give it up yet?". [ISP uses Seven Shadow Evasion and Leaping Dodge Method to automatically evade the first attack. She's now 60 yards away from Xeno and out of range of his remaining attacks. This costs her 10 motes and 1 Willpower.]

[Winds' Fang still has 4 attacks, and wasn't able to channel her Valor before, so she instead uses an attack to throw a pair of chakrams. She does not channel her Valor, and is at a -2 due to throwing at double her range.] Winds' Fang stops short after the first punch, quickly retrieves his two chakrams from before and with a shout of range at the younger Exalt's insolence, he lets them fly at her, their serrated edges whistling like a strong gust through a narrow corridor. [I am awarded a one die stunt, reducing my penalty to -1. I roll 17 dice, and score 11 successes.]

Still streaming essence Invincible Sword Princess throws herself to the floor in a distinctly unstylish way. Evidently she wasn't expecting any follow up attacks. [ISP has a reflexive dodge. She gets 6 successes.] [The attack misses.]

TURN 17

Invincible Sword Princess retrieves her final pair of javelins and takes up her previous defensive stance. [ISP doesn't do anything this turn.]

Screaming with an absolute pent-up rage at the ceiling as he feels his most powerful technique taking it's toll on his body, Winds' Fang leaps a prostigous distance to his opponent and the fading essence trail behind him freezes the air, leaving snow in his wake as he catapults towards his opponent. His wayard chakrams meet him in the air and follow him to their prey, their imbued essence dieing with their masters'. [Winds' Fang is obligated by the laws of comboes to spend 2 essence this turn on the supplementals for his chakrams. He leaps toward his opponent and makes 5 punch attacks, saving his actual action.] [I receive 2 stunt dice. The punch attacks are each at 20 dice, the chakrams at 22. Anima flux rolls a single damage die.] [10, 9, 11, and 16 successes on the attack rolls. Damage die rolls an 8, doing another level of damage.] [I forgot 2 of the punches. They score 11 and 12 successes, individually.] [The 16-success attack for was the chakrams.]

Exploding into furious motion Invincible Sword Princess cuts several glowing strokes into the air, each almost incidentally intercepts another of her enemy's attacks. Finally done she steps back to regard her work. The words 'Sol Invictus' hang in the air for a moment before fading away. [ISP was awarded a 1 die stunt.] [Reflexive Defenses. The parries roll: 11, 9, 6, 4, 4, 2. The dodges roll: 9, 10, 9, 6, 7, 3. This gives total defense rolls of: 20, 19, 15, 10, 11, 5.]

[The chakrams hit with 6 successes. The final punch hits with 7.] [Correction: with Ebon Shadow Form applied, those numbers are 1 and 2.] [3 dice are rolled for the chakrams, one for the punch. 2 damage successes are rolled.]

Invincible Sword Princess throws both javelins high into the air, then leaps up after them. She catches one of the weapons in each hand and then dives towards Ledaal Xeno, doing her best to impale him on the points. [ISP was awarded a 2 dice stunt. Each attack is at 13 dice. She rolls 3 and 1 successes.] [ISP regains 1 mote for the previous parry stunt.]

Winds' Fang regards his opponent as she handles aerial combat like the novice she is. The first blade seems to strike his skin, but it only penetrates snowflakes where he steps aside lightly. The second begins to do the same, but before the stroke it even completed, his blue quartz fist grabs the javelin and snaps it in half. As the Anathema lands beside him, Winds' Fang feels his exertion hit him, and he reacts with a pained shout and a strong backhanded blow that trails bits of lightning in the air and cracks against his opponent's jaw like thunder. [My opponent awards me a 2-die stunt. I have reflexive dodges at 12 dice each, and I use Weapon-Breaking Defense on the 2nd for 3 motes and yet another Willpower, which I will hopefully regain. He then makes a single 20-die punch attack and takes 5 levels of bashing damage as Hurricane Combat Method powers down. It's to be noted that his chakrams from before returned to him.] [The dodges score 6 and 2 successes, and my parry scores another 6 on the 2nd attack. I roll Strength+MA and score 9 successes, breaking a javelin. The punch scores 14 successes, effectively 9.] [I regain a Willpower for my stunt.]

Invincible Sword Princess hops backwards a single step as Ledaal Xeno's strikes is about to make contact, avoiding it by mere fractions of an inch. The smirk on her face gives the distinct impression that she is toying with her opponent. [ISP was awarded a 1 die stunt. Her Reflexive defenses show 11 and 9 successes, meaning she avoids the attack.] [ISP regains 1 mote.]

TURN 18

Invincible Sword Princess slings her javelin over her shoulder and once again draws the mighty great sword from which she took her name. She tests its weight in her hands and glances towards the Winds' Fang, waiting for him to make a move. [ISP is changing weapon and holding her action.]

Winds' Fang feints forward as if to attack, then leaps backwards 60 yards, skimming backwards along the ground and trailing mist in his wake. [Winds' Fang takes his movement action and waits, but will act before the end of the turn if he sees no attack coming.]

Invincible Sword Princess leaps to the top of a towering stalagmite with one smooth motion, then high into the air with a second. Reaching the apex of her flight she starts somersaulting forward repeatedly, each faster than the last, and her blade trails spiraling patterns of golden essence through the air. Finally little more than a spinning blur she scythes directly into the Winds' Fang. [ISP uses Soaring Crane Leap to close the distance and then makes two normal attacks. She channels Valor on the first. This uses 2 motes and 1 Willpower.] [ISP gets a 1 die stunt. The first attack strikes with 20 dice, the second with 14. This gives 11 and 6 successes.]

Winds' Fang bends back further and further in a millisecond before the descending blade, and just as it looks as if he'll be impaled to the ground, he blows off the ground like a leaf in the fall winds, rolling up and around the blade. As he lifts up, a cloud of dust and dirt follows him up, obscuring their vision and he boosts backwards off blade, emerging dusty but unharmed from the danger. [I go full dodge.] [I channel Valor as well on the first attack. My opponent gives me 2 dice, and I'm at 22 and 16 dice, respectively.] [I score 12 and 10 successes, respectively.] [Both attacks miss. Winds' Fang recovers a Willpower.]

TURN 19

Seeing no alternative but to continue to wear down at Ledaal Xeno's defenses, Invincible Sword Princess makes a deft feint to the left and then lunges forward, her blade aimed directly at the Dragon-Blooded's frozen heart. [A normal attack.] [ISP is generously given a 1 die stunt. She channels Valor again. She rolls 22 dice getting 12 successes.]

Winds' Fang jerks his body to one side and lines his arm up with the thrusting blade. He steels his feet solidly into the earth, and hits the blade below with his elbow before wrapping his arm around one side and wrenching it off path, away from him. [I take my reflexive dodge and then abort to a parry.] [I get one stunt die. My dodge is at 6 dice, the parry 19. They score 3 and 10 successes, blocking the attack. I take back a mote of essence.] Winds' Fang leans into his opponent and breathes icy breath into her face, ice crystals sticking to her hair and lips, before springing back 66 yards.

TURN 20

Invincible Sword Princess makes absolutely no movement, if it wasn't for the dancing motes of light around her she could be mistaken for a statue. [ISP delays her action yet again.]

Bringing his hands in front of him and concentrating for a moment, Winds' Fang breathes in some of the snow cascading off him, and is rejuvenated. [Winds' Fang spends a Willpower on Elemental Empowerment Meditation and regains 4 motes.]

The great sword lets out a loud ringing sound as Invincible Sword Princess drops it back into it's scabbard and takes up her rather battered looking javelin for hopefully the last time. She crouches swiftly and a mightily leap carries her through the damp air to land directly in front of her enemy. Giving in to a sudden wave of anger Invincible Sword Princess clamps hold of the javelin with both hands and drives it with all her might towards Ledaal Xeno, clumsy strokes being what they are, she only manages to catch a glancing blow on his right arm. [Another Soaring Crane Leap followed by a normal attack. Valor is channeled once again.] [ISP is given a 1 die stunt. She rolls 20 dice getting 10 successes.]

Given no choice, Winds' Fang knows he must resort to defending himself. He does an forward somersault, landing in front of where he was and throwing off the vile aim of his foe. Then, his anima bursts into a swirling cacophony of ice shards as he goes into a quick crouch, before springing upwards into a spiraling uppercut that impacts the lowly javelin and shatters it into a million pieces of ice that join his anima and shred through the skin of the sad creature attacking him. He stops twirling and comes down to land lightly upon his opponent's head before springing 66 yards in another direction, his anima freezing the ground he floats over. [My opponent gives me a stunt die. My dodge is at 6 dice, my parry 19. 2 and 12 successes. I roll to break the javelin and score 9 successes. I regain a mote after spending 3 motes, 1 Willpower.]

TURN 21

Invincible Sword Princess draws her Great Sword, desperately hoping it will survive for more than the next few seconds. She soars through the air towards her enemy and drops to the ground a few paces away. She circles cautiously around him, scuffling the ground as she moves. She slices her ornate blade through the air in a sweeping pattern, casting shadows onto the nearby rocks. Suddenly she lashes out with a crude attack against the Immaculate's left arm, hoping to catch him unawares. [This might look familiar. Soaring Crane Leap followed by an attack and channeled Valor.] [ISP was awarded a 1 die stunt. She rolls 22 dice, getting 14 successes.]

A gust of wind, and Winds' Fang springs backwards onto a nearby boulder, seeming to stand horizontally for a moment, before springing back at her foe and, twirling, she knocks his blade in a circular pattern as she blows by him, landing 66 yards away again. [Same defense, dodge and abort to parry.] [4 and 10 successes with a 1-die stunt. I regain a mote.]

TURN 22

Seeing that her latest efforts have been less than successful, Invincible Sword Princess takes a moment to compose herself. She turns to face her opponent, then steps back a pace and glances around the cave, attempting to formulate a new strategy. [ISP delays her action.]

The mists around Winds' Fang drift lazily after him as he leaps as his opponent, landing atop a nearby boulder of hard stone and minerals that begins to freeze as he alights upon it. "Come, now. Don't tell me youth has been so wasted on you, pitiable child." [Winds' Fang takes his movement, and delays his action.] [They are 6 yards apart.]

Invincible Sword Princess glances upwards, absently wishing that the Unconquered Sun's light shone into the cave. She sighs and looks back at her opponent, seeming to signal that he should make his move if he intends to. [ISP doesn't intend to act before the Winds' Fang.]

"No more theatrics? Has your stolen power failed you, beast? Is that vessel of a body no longer functioning?" The air around him swirls with snow. His eyes crackle with lights and ice crawls across the rock beneath him. [Winds' Fang defers. The turn ends with no actions taken.]

TURN 23

Considering her options, Invincible Sword Princess once again scans the cave, attempting to locate one of Ledaal Xeno's fallen chakrams. Sighting one of the horribly serrated discs she begins to edge towards it surreptitiously. [ISP edges about 5 yards towards the nearest chakram and delays her main action.]

Following the Anathema's eyes to the fallen weapons, Winds' Fang mutters a curse underneath his breath and swoops 66 yards in the opposite direction of the weapons, landing near the sheer, wet cave wall. The water begins to freeze as he stands beside it. [Winds' Fang takes his movement action, and is now 72 yards away from his opponent.]

Though not sure what the Winds' Fang is up to Invincible Sword Princess nevertheless continues to move towards the fallen chakrams. [ISP moves another 3 yards towards the chakrams.]

TURNS 24-28

Winds' Fang is a statue, the blizzard swirling around him making eerie sounds that echo throughout the cavern. [Winds' Fang waits.]

Invincible Sword Princess glances suspiciously at the frozen figure of Ledaal Xeno as she moves closer and closer to the chakrams. 'Surely he is up to something?' she thinks, but no... he just stands there. Some 15 seconds later she finally reaches the fallen weapons where they remain lodged into the ground. She gives them a cursory inspection, seemingly they are undamaged and she quickly takes them up. [ISP moves 40 or so yards to the chakrams and picks them up.] [That previous action took 5 turns and was summarized.]

As soon as his opponent sheathes her sword to pick up the chakrams, the blizzard surrounding him kicks into new fury as a continuous swirl of winds spirals around him. [Winds' Fang, when ISP uses her action to pick up the chakrams, activates Whirlwind Shield Form for 3 motes.] [They are 120 yards apart.]

TURN 29

Seeing no immediate use for the chakrams Invincible Sword Princess tucks them away into the sash around her waist and instead readies her Great Sword. With her opponent still well out of range and with no interest in chasing after him Invincible Sword Princess simply waits. [ISP delays her action.]

Winds' Fang skims back to the boulder he was perched upon before, leaving yet another trail of barely frozen ground beneath where he passes. [They're now 54 yards apart.]

TURN 30

A quick opening, and Winds' Fang leaps up and forward, clinging to a rock outcropping hanging like an upside-down sword from the ceiling, directly above his opponent. [Movement action, delay.] [30 yards up.]

Invincible Sword Princess looks up at the Immaculate and raises her sword above her head at a steep angle. She calls out "You'd better stay up there forever if you want to live!" [ISP delays her action.]

Winds' Fang says nothing in return, but merely smiles as snow begins to fall from his anima onto the poor Anathema. [Winds' Fang delays his.]

Watching curiously as small motes of ice hiss and vanish upon coming into contact with her anima, Invincible Sword Princess paces a short circle on the ground below Ledaal Xeno. Strange as his position is he doesn't seem to plan on moving anytime soon. In no real hurry she begins to consider her options. [ISP delays her action.]

Winds' Fang releases his grip and falls like a leaf straight down, landing mere feet away from his hated enemy, crouched low before her, staring up into her face quietly. [Still deferring.]

Dismayed at her opponents defensive abilities, but not yet ready to give up the fight Invincible Sword Princess decides to gamble on a risky attack. She brings her sword up in front of her, bows her head and focuses for a moment. Her anima instantaneously bursts into a shimmering mantle of white-violet light, which blazes upwards towards the ceiling in an incandescent pillar and casts a tremendous glare throughout most of the cavern. Dust and gravel fall ominously from the cave ceiling, disturbed and illuminated by the brilliant light. Invincible Sword Princess takes a short cleansing breath and raises her sword to strike. Then at the top of her voice she bellows "Thundering Crane Charge!" and launches herself directly into her opponent. All the light in the cavern seems to momentarily concentrate itself into the tip of the weapon, and with a tremendous crash she brings the blade down upon her enemy. Absolutely focussed on her assault, Invincible Sword Princess doesn't wait for the results of her first attack, bringing the blade backwards into her opponent a second time and showering shards of glowing blue ice in all directions. Finally she springs backwards and lets out a deep sigh of exertion, before once again assuming her guard stance. [A combo attack including Excellent Strike, Hungry Tiger Technique, and Leaping Tiger Attack. ISP receives a 1 die stunt and makes two attacks. She channels Valor on the first, for a total of 30 and 24 dice.] [She gets 19 and 11 successes. This cost 28 motes and 4 Willpower.]

A searing whisper in the air, and Winds' Fang takes off sliding centimeters above the ground in a slowly rising circular arc around his radiant opponent. The sword blade travels inches behind him as his opponent twirls to try and take his life. The ice around him melts and the air heats as he drives himself to new speeds, and he grabs the Anathema's legs, arms, torso, everywhere to gain leverage as he climbs in a fiery spiral. Finally, he boosts off her shoulder and the killing blade goes slashing by as he rises spiraling into the air, hellish extremes of ice and fire dancing around him in unison, a vision of a heavenly figure for a split second before the lights all fade, and he alights back exactly where he started, unharmed, right in front of his exhausted opponent. [I go full dodge and use Flickering Candle Meditation to add 2 dice to the first one. My opponent awards me a single die. My dodges are at 18 and 15 dice.] [The dice are my incarnate gods. 15 and 6 successes.] [1 mote regained.] [Due to Defense From Anathema Method, both attacks miss.] [Anima flux is rolled. A 9 is rolled, a success.]

TURN 31

Filled with confidence and grace, Winds' Fang flexes his legs and is again back on the ceiling protrusion. He climbs to the top and digs his hands into the ceiling before swinging backwards, wrapping his legs around the hanging stalagmite, and squeezing. The bottom half of the rock breaks off and falls down at the Anathema, a large chunk staying together while hundreds of sharply frozen falling pieces of rock sprinkle the ground around her, tinkling like wind chimes as they shatter, shooting ice in every direction. [Fresh out of ideas, we decide to resolve this like a normal Thrown attack. I'm taking 3 actions, and am at an initial 11-3, +2 for stunt, +5 for Air Dragon Form, for 15 dice, I score 7 successes, an effective 2.]

Freeing her hands by sending her blade spinning into the air Invincible Sword Princess cartwheels backwards across the dusty ground and then up a slanting boulder. Reaching the top she flips backwards and once again catches her sword, slicing it back and forth so quickly that it's simply a blur of motion as she attempts to deflect every single one of the shards of rock aimed towards her. She leaps upwards, twisting upside down in flight so that her feet momentarily touch the ceiling. Too honorable to attack her enemy from behind but absolutely determined to bring about a painful injury the Unconquered Sun's chosen warrior instead attacks from the flank, lashing out with a series of strikes against her enemy's side, each harder and deeper than the last. Finally feeling gravity begin to take hold once more, Invincible Sword Princess springs back towards the floor, somehow managing to bring her feet beneath her before coming to a heavy landing. [A defense, followed by Soaring Crane Leap and several attacks.] [ISP was awarded a 2 dice stunt. The dodge roll was 6 successes, the parry rolled 4. She makes 6 attacks which roll 8, 4, 3, 6, 4 and 4 successes.] [ISP used 2 motes on Soaring Crane Leap.]

Winds' Fang sees his opponent coming and uses one hand to crack the ceiling and throw a shower of dust at his opponent to distract him. He swings his legs up and breaks the rock as he digs them in, then hangs upside down to smack aside the better swung attacks of his opponent before pulling his feet free. Snow flies in all directions as he twists and twirls around the encroaching blade, grabbing it for leverage and pushing off it to stay in the air longer so he can continue to change direction. The snow patterns falling upon the ground are blown aside as the two combatants fall and land, side by side, Anathema on her feet and Winds' Fang balanced steadily on her head with a single toe, arms spread in a classic crane stance, ready to react. [I parry the first and 4th attacks with my actions and rely on my reflexive dodges to get me around the others. I am awarded two stunt dice-- my parries are at 16 and 15 dice and each dodge at 7.] [I score 10, 6, 3, 7, 4, and 3 successes. The last attack hits with a single die. My stunt largely succeeded, and I take a Willpower.]

[ISP rolls 3 dice of damage, getting 1 success.] [ISP recovers 1 Willpower due to the stunt.]

TURN 32

Pleased that she has finally wounded her opponent Invincible Sword Princess briefly considers pressing her attack but decides against overextending herself. She takes a step back and awaits the Immaculates response. [ISP delays her action.]

Winds' Fang lightly slaps the Anathema on the face with his foot, leaving flecks of ice on her cheek, as he springs off 66 yards, landing in front of a trio of man-height pointed pillars and turning to await his opponent. [Movement action, delay.] Seeing his opponent's inactivity, Winds' Fang performs a classic breathing exercise, then reaches behind him and with no effort, keeping his eye on his opponent, snaps the tops off the 3 spear-like protrusions, proceeding to juggle them idly as he waits for his opponent to act.

Invincible Sword Princess watches her opponent's antics warily. She raises her sword to eye level and points it at him, yelling "You should have considered a career as a clown." [delays.]

TURN 33-36

Throwing the rocks over his back one by one, Winds' Fang jumps back and catches them as he soars backwards. He continues the trick 3 more times, before landing far across the cave on the very tip of a tall, sharp stalagmite, still juggling. [4 turns summarized. I jump back a total of 264 yards over those 5 rounds.]

Seeing that her enemy is moving well away from her Invincible Sword Princess lets her sword fall to an easier position at her side. Her enhanced senses follow Ledaal Xeno wherever he goes. [ISP does nothing the whole time.]

TURN 37

The three stones fly high in the air, and performing an intricate Air Dragon Kata that wraps the wind around him like a snake, Winds' Fang leaps into the air and launches 3 kicks, first the left shattering the left stone, the right shattering the right, then a double-footed kick that bursts the final stone into a tiny shower of ice as Winds' Fang goes backwards and vertical. He re-orients himself, then smashes a mighty fist into the pillar beneath him, and it doesn't explode or shatter, but simply reduces itself into a flurry of snow under his concentrated effort. He stares up from the snow and spreading ice, and locks eyes with his opponent. "Come, girl." Finally, he digs two hands into the earth, and grunting and groaning as the blizzard around him rages and coats the ground with ice, he pulls up two roughly circular slabs of stone. He then skips forward 66 yards once again.

Invincible Sword Princess watches the Immaculate's demonstration with interest. With her opponent temporarily out of range she takes the opportunity to catch her breath. [does nothing.]

TURN 38-41

[Again over the next 4 rounds.] The ground shakes with every landing, before Winds' Fang comes to a stop but feet in front of the Anathema. "I said come!" He holds the huge stones high above his head. Winds' Fang bursts into action. He tosses one stone high into the air and before it falls, punches the other, shattering it into two pieces and digging his hands of quartz deep into each stone, grasping it and forming a pair of improvised shields/weapons attached to his fists. As the other stone falls, he leaps into the air and spins before striking it soundly with his foot, and the stone shatters into a thousands shards of sharp rock raining down on the Anathema. [5 actions. 1 for the initial breaking of the stone, another for embedding my fists, one for kicking the other stone, and 2 reserved.] [My gracious opponent awards me 2 stunt dice. The rocks on my arms work together as a tower shield with no mobility penalty, because my opponent is nice like that, but have 5 health levels and 5 soak before they shatter.] [The attack is at a -7, but the stunt brings itto -5. I roll 12 dice for 7 successes, effective 2.]

Invincible Sword Princess brings the mighty blade around herself in an erratic dancing pattern, twisting it through her hands as she does so. The polished surface of the blade reflects the golden light of her anima and casts a dazzling glare into her opponent's eyes, confusing his aim and simultaneously sending the splinters of ice and rock flying in all directions. [Reflexive defenses.] [ISP was awarded a 1 die stunt. She rolls 7 successes on the dodge and 14 on the parry. The attack misses and she regains 1 mote.] Incensed beyond words at the Immaculate's arrogant command and believing that her enemy has left an opening Invincible Sword Princess takes an aggressive charge forwards, she swings her weapon up and around in a furiously deadly arc, then leaps into the air, attempting to circumvent the massive slabs of rocks interposed between her and her target. She brings her blade through a series of waving zigzags as she falls, and spins backwards, bringing the weapon around in a lethal ground stroke from behind, before following up with a flurry of sharp thrusts. [More flurry attacks.] [6 again.] [ISP was awarded a 1 die stunt. She makes another 6 attacks. Rolling 7, 8, 7, 6, 3 and 4 successes.]

Winds' Fan ducks between his slabs of rock and digs them into the ground, using the leverage to boost himself up and dance, upside down, upon the strikes from above. The Anathema goes behind him, and Winds' Fang re-orients himself to meet the new threat, flipping around, lifting and flipping the giant slabs with him. Their very movement gets in the way of the incoming blows, the sword blade grazing across them before darting in to miss Winds' Fang, who breathes mist to blur his outline and moves between and independently of his shields, bending far backwards behind successive attacks until he is hanging, horizontal, between the two stones, arms out straight supporting him. [I parry the first two attacks, and dodge all of them. I have a 2-die stunt. Parries are at -6 and - 7, and all dodges are at 7 dice.] [Total defensive success VS each attack: 7, 9, 6, 4, 2, 5. Add one to each for the shield, and only the 4th attack hits, with one success.] [I regain 2 motes.]

[ISP again rolls 3 dice of damage, getting 1 success.] [ISP regains 1 mote.]

Comments

Then what happens?! - Voidstate

It was never finished. I put a few thoughts, as well as ISPs character sheet, on my user page. - Lipperman