02-28-2018, 07:47 PM
Ventus finds that Chandelure has nowhere to go, unless it takes advantage of its ghostly powers. Which wouldn't be blocked by Haneal anyway!
This is a sturdy chamber and only a magnitude 6 will threaten it.
Haneal: (6) Going first.
Amnesia 1
3 dex + 3 survival +0 alert -3 actions = 3d6
(4)(3)(6)
The blue flames fade. Chandelure begins fading with them.
Memento 1
(4)(5)(2)(6)(4)
Chandelure faints.
Ventus gets -2 in every stat. His mental defenses are left battered and shredded. He hisses as he sees a wave of hopeless events - but when he comes back to himself he realizes in what feels like sudden insight that none of them are from HIS past! And Reshiram knows, Ventus has enough horrible thoughts in his past to haunt his mind and soul for eternity, to bring him to his knees in grief.
Instead, he sees a first person view of someone holding a stick and swatting at a Doublade, who parries gently.
He sees tears staining fresh earth before a fuzzy gravestone. The year on it: 1466.
He sees a trio of Sableye, chewing on a jeweled necklace, fighting over it. Tearing it in their haste to devour.
He sees an endless maze of small, claustrophobic tunnels, and no hope of ever seeing the light again.
Simple Haneal just stares at Ventus, forgetting his commands.
Ventus will definitely need a moment to recover. You can throw Pokeballs at Chandelure with a Will roll, no penalties to it. (That will include debuffing it from Apsis.)
Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."



