Battle Royale Sandbox

Sandbox for royales, because the Cfp Wiki got murdered.
=April Fool's 202?: Cougar Battle Royale=
Legit just a MILF fight. No theme, no hitch, just hot mature ladies. 
Combatants:
*Lin Beifong (The Legend of Korra)
*Avantika (Critical Role: The Mighty Nein)
*Leliana (Dragon Age: Origins)
*Lisa Lisa (JoJo's Bizarre Adventure)
*Jaheira (Baldur's Gate 3)
=World War Royale 3: Parabellum=
==The Combatants==
<tabber>
|-|United States of America=
*Duke Nukem (Duke Nukem)
|-|United Kingdom=
|-|France=
|-|Russia=
John Wick
A Soviet immigrant that moved to the United States, John Wick 
|-|China=
|-|Germany=
*Edward Richtofen (Call of Duty: World at War)
|-|Japan=
|-|Italy=
Picture TBA.
</tabber>
==Notes==
<tabber>
|-|Voting=
Insert usual bullshit here.
|-|The Situation=
John Wick has been given a choice; he will be killed, or he must assassinate seven people located within a city. The other seven have been hired to kill Wick, with his targets being people they value to serve as incentive to succeed. Wick has 72 hours to locate and kill the targets, while the other seven have the same amount of time to find and kill Wick. Wick will arrive in the city exactly one half hour before the targets and the other combatants do.
|-|Conditions=
For any hunter to win, they must keep their charge alive, survive the 72 hours, and kill John Wick. Any hunter who survives and keeps their charge alive, but doesn't kill Wick, will be put in second place. 3rd through 8th place will go to any hunter who dies or lets their charge die, in that order. 
For John Wick to win, he must kill all seven targets within 72 hours and survive. If he dies, he will lose and place above any hunters he killed. 
A tie occurs if Wick is still alive at the end of the 72 hours but does not kill all the targets. 
|-|Placement Examples=
If John Wick successfully kills all the targets:
1st. John Wick
2nd-8th: The hunters in order of who lost
----
If Huntress kills Wick and Bond survives:
1st. Huntress
2nd. James Bond
3rd. John Wick
4th-8th: The hunters in order of who lost
----
If Huntress, Bond, and Wick are all still alive at the end of 72 hours
2nd. Huntress, James Bond, and John Wick
3rd through 8th: The hunters in order of who lost
</tabber>
=Clue: A DFederal Mystery Story=
INTRO TBA.
==The Combatants==
==Notes==
<tabber>
|-|Notes=
*Full votes require well-written edges OR a detailed explanation of at least ten sentences.
*Half-votes are the previously mentioned requirements sans the "well-written".
*Votes with little to no reason, bias, or irrelevant information will not count at all.
*All votes must contain proper grammar and spelling.
*All votes must clearly express a winner/tie to ensure proper tallying of votes.
*These requirements are abstract; I reserve the right to count or discount votes depending on their individual merit.
*My rebuttal policy is as follows; the initial rebuttal will reduce a vote to half, and a particularly outstanding rebuttal will reduce it to nothing. The first counter-argument, if adequate, will raise the vote back to full value. Going forward from there, all rebuttals and counter-arguments will only affect a vote if I believe it does so adequately.
*Voting closes eventually.
|-|Scenario=
All of the guests have been invited to Cfp's DFederal Manor for a dinner party, catered by Hannibal. In the middle of the evening, the lights go out and Cfp is missing. He reveals that there is a killer among them, and that they have until dawn to catch the killer. Cfp has given each warrior a weapon from their canon, thus ensuring that any of them could be the killer. 
The manor is three stories. The main floor consists of a kitchen, a library, a greenhouse, a dining room, a parlor, and a bathroom, as well as the foyer. The top floor consists of Cfp's study, but otherwise is just a variety of guest rooms. The basement consists of a wine cellar, a home gym, and a hidden room that has video surveillance of the entire mansion. 
Additionally, there are a variety of hidden passages that ensure for easy transportation around the house. The warriors do not know about these, with exception to the killer, but they are also relatively easy to find for the more observant eye. 
Hannibal Lecter is the killer. None of the other warriors know anything about the others, and utilize pseudonyms to maintain that secrecy. The official timeline is 7:00 PM to 8:00 AM, giving Hannibal 13 hours to either kill the cast or get caught.
|-|Conditions=
The Main Cast:
*Survive. 
*Catch the killer by morning. 
The Killer:
*Kill the rest of the cast by morning. 
**He does not need to personally kill them in order for it to count.
Tie Condition:
*If the cast does not discover Hannibal is the killer and Hannibal does not kill the rest of the cast, it will be a tie.
|-|Placement Rules=
The killer will get first place if he wins. 
The cast member that catches and defeats Hannibal will get first, surviving cast members get second, Hannibal will get third, and dead cast members get the lowest available ranking. 
Warriors will receive the higher rank if they tie.
Examples:
*If Ava Sharpe catches Hannibal and Hans Landa is still alive, the rankings would be:
**1st: Ava Sharpe
**2nd: Hans Landa 
**3rd: Hannibal Lecter
**4-6: Dead warriors in order of their death
*If Hannibal kills the entire cast, the rankings would be:
**1st: Hannibal Lecter
**2-6: Dead warriors in order of their death
*If Hannibal Lecter is not caught but Ava Sharpe and Hans Landa are still alive, the rankings would be:
**1st: Hannibal Lecter, Ava Sharpe, and Hans Landa
**4-6: Dead warriors in order of their deaths.
</tabber>
=Dungeons & Dragons Royale=
==Players==
List of tasks:
*Artificer - Done
*Barbarian - Done
*Bard - All of it
*Cleric - Done
*Druid - Done
*Fighter - Done
*Monk - Done
*Paladin - Done
*Ranger - Done
*Rogue - Done
*Sorcerer - Done
*Warlock - Giratina
*Wizard - Done
*BBEG - Done
==Big Bad Evil Guy==
The immortal and ancient dark lord of the small valley of Barovia, Strahd von Zarovich was once a simple prince and conqueror. After the death of his father, King Barov, Strahd continued in his father's footsteps, waging war against the Zarovich family enemies. Strahd eventually destroyed the last of these enemies in the mountain valley that became his domain, Barovia, settling there. Eventually, peacetime grew boring for Strahd, and thus began to scour his lands for wizards and artisans, both to impress his mother and satisfy his ego by building Ravenloft, a magnificent castle named after his mother. Though his brother Sergei, a warmer and kinder man not scarred by war like Strahd, arrived, Strahd's mother Ravenovia died while traveling. 
Soon after his mother's death, Strahd learned about the villager Tatyana, a beautiful Barovian woman with noble lineage. Despite lavishing her with gifts and attention, Tatyana fell for Sergei instead. At first, Strahd's pride prevented him from acting, but when Sergei and Tatyana's wedding day arrived he was broken. He reached out to the Dark Powers, killing Sergei and drinking his blood. Horrified by Strahd, Tatyana flung herself from Ravenloft's balconies rather than marry him. Strahd's guards attempted to kill him for his violence, but his pact with the Dark Powers was honored, with Strahd returning as a true vampire and killing his treacherous guards. Dooming all of Barovia with his acts, Strahd learned that Ravenloft, Barovia, and all its inhabitants were sealed away in a demiplane, cursed forever to remain trapped by its deadly, ever present fog. 
Powers & Abilities:
*Shapechanger: So long as Strahd isn't in running water or sunlight, he can transform himself into a bat, wolf, or cloud of mist at will. He can also transform into a cloud of mist when he's rendered unconscious, provided he isn't in running water or sunlight, to escape to his coffin where he reverts back to his vampire form.
*Spider Climb: Strahd has the ability to climb on surfaces as if he were walking on flat ground. 
*Healing Factor: In the event Strahd manages to get hirt, he can regenerate from superficial wounds instantly and more severe wounds over seconds, so long as he isn't in running water or sunlight and he hasn't been damaged from holy magic or holy water. 
*Vampire Physicality: As a vampire, Strahd possesses superhuman strength, durability, and agility, in addition to a multitude of magical abilities and weaknesses. He is resistant to non-magical weapons and necrotic damage, and can see in total darkness up to 120 feet as if it were night vision. His fangs and claws are laced with his vampiric magic to enhance his already superhuman blows, with his fangs draining the very life from his victims to heal him. His vampiric gaze allows him to magically charm even the most strong-willed into being his friends and protector until 24 hours pass or they are hurt by Strahd or his allies. He also possesses some weaknesses of a vampire, such as sunlight sensitivity, a weakness to running water, and a stake through the heart that can render him paralyzed until removed.
*Master Wizard: Strahd is an incredibly skilled mage, using the countless centuries trapped in Barovia to study the dark arts and arcane powers. His magic is incredibly difficult to resist, with a specialty on subterfuge and long term disorientation. His ability to manipulate the Weave requires rest and concentration, thus giving him a limited pool of magical resources. If a spell requires concentration, he can only maintain one at a time. As a Wizard, Strahd can prepare up to 14 non-cantrip spells 5th level or lower from this list when he awakens each day, though has the following spells prepared as a default:
**Cantrips (cast at will): Mage Hand, Prestidigitation, Ray of Frost
**1st-Level Spells (4 slots): Comprehend Languages, Fog Cloud, Sleep
**2nd-Level Spells (3 slots): Detect Thoughts, Gust of Wind, Mirror Image
**3rd-Level Spells (3 slots): Animate Dead, Fireball, Nondetection
**4th-Level Spells (3 slots): Blight, Greater Invisibility, Polymorph
**5th-Level Spells (1 slot): Animate Objects, Scrying 
*Children of the Night: Once a day, Strahd can conjure several swarms of bats or rats at will, or several wolves if he is outside, which remain at his side for an hour under his command.
*Lair: While in Ravenloft, Strahd can use his mastery of his castle to phase through walls, magically lock or unlock its windows and doors, summon a Specter to attack a creature and disappear right after, and force a creature's shadow to come to life as a Shadow and act under his command. 
*Expert Warrior: Even excusing his mastery of magic and his vampiric powers, Strahd is an exceptionally talented martial warrior. He's a master with the sword, and led his armies into victory after victory in his conquests. Including his various powers, Strahd has defeated hundreds of adventurers that have wandered into his land, with his centuries of experience allowing him to plan and overwhelm any threat in a pure martial contest. 
*Master Strategist: Strahd is a master manipulator and strategist, having spent his entire existence since becoming a vampire inviting or trapping adventurers into Barovia just for his own amusement. No one enters Barovia without his permission, and few leave without it. Even the most experienced and skilled vampire hunters like Van Richten are left at Strahd's mercurial mercy, playthings to amuse him. He controls the citizens of Barovia with an iron fist, and is often several steps ahead of any adventurer that comes into his domain due to his strategic brilliance, innate understanding of people, magical abilities, and clever, subtle usage of the citizens of Barovia. At least 100 adventurers over the course of Strahd's existence have fallen to his manipulations. 
===Minions===
<tabber>
|-|Rahadin= 
The dusk elf chamberlain and right-hand of Strahd, Rahadin is the faithful servant of the vampire, having served the von Zarovich family for half a millennia. After being exiled for refusing to serve a weak and corrupt dusk elf prince, Rahadin aided Strahd's father Barov in conquering the kingdom. Pleased by Rahadin's betrayal, Barov appointed the elf an honorary member of the Zarovich family, and he has faithfully served Barov and then Strahd afterwards. 
His loyalty to Strahd was tested when a former lover of Strahd, Patrina Velikovna, arrived, with Patrina hoping to seduce the recently ascended vampire lord. When the woman was stoned by her dusk elf family for consorting with Strahd, the vampire lord ordered Rahadin to enact his punishment. The elf did so on his own, killing the female elves to keep the remaining male elves from breeding. His loyalty in Strahd affirmed, Rahadin continues to serve Strahd forever. 
Equipment:
*Scimitar: Rahadin wields a scimitar, a curved blade with a light weight and ideal for slashing. He is an expert swordsman, carving his way past armor and attacking with notable speed. 
*Poisoned Darts: Rahadin carries multiple darts on his person, laced with poison. 
*Studded Leather Armor: Rahadin wears a set of studded leather armor, light enough to let him dodge most attacks and durable enough to protect against those that do manage to hit him. 
Powers & Abilities:
*Deathly Choir: Any creature within 10 feet of Rahadin not protected by the specific Mind Blank spell hears the screams of the thousands killed by Rahadin. Every six seconds, Rahadin can force the screams to overwhelm those that hear these screams, forcing them to take psychic damage from his mere presence. The deathly choir is so powerful that only Mind Blank can protect a creature, and even the reality warping of Wish cannot protect those near Rahadin. 
*Fey Ancestry: Rahadin is particularly resistant to being charmed, and cannot be put magically to sleep. 
*Innate Spellcasting: 
**Misty Step: Rahadin turns into mist and teleports to a spot within thirty feet of him that he can see. He can cast Misty Step or Phantom Steed three times a day. 
**Phantom Steed: Rahadin creates a horse-like conjuration that listens to his every word, existing for one hour before disappearing. The spell takes 1 minute to cast. Rahadin can cast Phantom Steed or Misty Step three times a day. Additionally, as a ritual spell, Rahadin can spend ten minutes casting the spell to use it for free. 
**Magic Weapon: Rahadin enchants his scimitar into a magical blade, making it more accurate and doing more damage. The spell lasts for one hour. Rahadin can cast Magic Weapon or Nondetection once a day. Magic Weapon requires Rahadin's concentration to maintain, which can be broken when he takes damage and fails to maintain his fortitude (which he is proficient in doing). 
**Nondetection: Rahadin touches a willing creature or object, making them unseeable through magical spying or divination magic for eight hours. Rahadin can cast Nondetection or Magic Weapon once a day. 
*Mask of the Wild: Rahadin is an expert at stealth and ambushing, capable turning near invisible even when only lightly obscured by foliage, heavy rain, falling snow, or other natural phenomena. 
*Expert Swordsman: Having served as a loyal enforcer for the Von Zarovich family for five hundred years and lived an unknown hundred before that, Rahadin is the most feared and skilled warrior in Strahd's employ, second only to the vampire himself in battle prowess and strategy. His superhuman speed and skill allows him to strike multiple times in seconds, and he rarely misses. 
*Superhuman Physical Condition: Thanks to his elven physicality, Rahadin has superhuman abilities, able to travel 35 feet in six seconds and swinging through plate armor with ease. 
*Expert Enforcer: Unlike the rest of Strahd's employ, Rahadin is as intelligent as he is vicious and skilled. He is a particularly charismatic individual, proficient in using his insight to deceive and intimidate with his mere presence. His perception is near perfect, able to make minute observations about his environment even when not paying attention to it. 
|-|Heart of Sorrow=
Not a minion per se, but the Heart of Sorrow is a giant crystal heart located in the central high tower of Castle Ravenloft and suspended in the air at its peak. This large crystal heart is tied to Strahd's life force, and takes any damage for Strahd until he closes his link or the heart is destroyed. The heart regains all its life at the dawn, provided it still exists. 
The heart itself is defended by its tower, which awakens when the uninvited enter it and attempts to kill them by shaking them off the stairs and to the bottom of the tower. The tower itself is 380 feet tall, with the heart being at the 190 foot mark. Furthermore, sentient halberds line the walls of the tower, which will try to kill any intruders in the tower as they ascend. 
</tabber>
===Monsters===
At any given moment while exploring Castle Ravenloft, a cast member may encounter the following monsters:
<tabber>
|-|Barovian Witch= 
The mad women and men of Barovia that have formed a pact with Strahd and the Dark Powers, these people have exchanged their servitude for magic and longevity. Trained by and allied with Baba Lysaga, the coven of witches within Strahd's castle prowl his halls when they're not conducting rituals in their tower. A Barovian witch is often accompanied by their familiar, usually a cat but also capable of shapechanging into a snake or toad that can assist them in battle. They possess darkvision, able to see 60 feet into total darkness as if it were dim light. Barovian Witches are weak spellcasters on their own, but when three or more join together they become significantly more powerful, gaining new spells and more difficult to resist spells. 
When alone, a hag knows the following spells: 
*Cantrips: Mage Hand, Prestidigitation, Ray of Frost 
*1st Level Spells (4 slots): Ray of Sickness, Sleep, Tasha's Hideous Laughter
*2nd Level Spells (2 slots): Alter Self, Invisibility 
When in a coven (three or more hags together within 30 feet of one another), the hags use the following spells, with all hags sharing the spell slots but with more power and more difficult to resist:
*1st Level Spells (4 slots): Identify, Ray of Sickness
*2nd Level Spells (3 slots): Hold Person, Locate Object
*3rd Level Spells (3 slots): Bestow Curse, Counterspell, Lightning Bolt
*4th Level Spells (3 slots): Phantasmal Killer, Polymorph
*5th Level Spells (2 slots): Contact Other Plane, Scrying
*6th Level (1 slot): Eyebite
|-|Crawling Claws=
Crawling claws are severed hands magically brought back to life by Strahd. They don't really do much aside from give a smack, but often congregate in hordes and are used to patrol various locations in Ravenloft. Notably, a crawling claw is immune to any attempts to invoke holy fear into it, unlike most other undead.
|-|Giant Spiders=
A big ass spider. Though they traditionally remain within the spires of Ravenloft, Giant Spiders have occasionally prowled the halls to find prey and set up large cocoons. In addition to its poisonous bite and ability to shoot a web at a creature within 60 feet, the giant spider's cocoons often have other monsters trapped in them, such as crawling claws or zombies. 
|-|Shadows= 
An amorphous being of pure shadow and hatred, created by Strahd to patrol his halls and monitor his visitors. They often stick in their namesakes, perfectly blending in with natural shadows except to the particularly perceptive. Though they do not attack unless provoked or ordered to by Strahd, when they do so they use claws that can do necrotic damage and drain the strength of their foe. A creature that has their Strength drained completely is instantly killed. Otherwise, their strength returns when they rest for an hour or for eight hours. A Shadow is weak to radiant damage, but is resistant to acid, cold, fire, lightning, thunder, non-magical bludgeoning, piercing, and slashing damage, and is immune to necrotic and poison damage. A shadow cannot be exhausted, frightened, grappled, paralyzed, petrified, poisoned, knocked prone, or restrained. 
|-|Swarms of Bats=
A shit ton of bats. They are loyal to Strahd and attack with a feeding frenzy, biting. These magical bats are resistant to bludgeoning, piercing, and slashing damage, and cannot be charmed, frightened, grappled, paralyzed, petrified, knocked prone, restrained, or stunned. The swarm possesses blind sight up to 60 feet, seeing anything on the same physical plane as it regardless of visibility. 
|-|Traps=
Not creatures per se, but Strahd's house is decorated with fine armor, paintings, mirrors, and other set dressings for a castle. Naturally, some of these decorations are traps. Some are mechanical, such as a suit of armor flinging out its weapon or a vampire mannequin rigged to fly over individuals and scare them because Strahd is a dick. Some are magical, such as rugs that attempt to smother any non-undead that step on it or an illusion of Strahd that pretends to attack individuals, because Strahd is a dick. 
|-|Vampire Spawn=
For every adventurer bold or unlucky enough to venture into Barovia, another of Strahd's spawn has been born. Strahd relishes in corrupting these adventurers, turning them into his bloodthirsty spawn to patrol his castle and wreak havoc in Barovia. The vampire spawn is not a true vampire, unable to resist Strahd's commands. Spawn possess the same weaknesses and resistances as Strahd, as well as many of his vampiric abilities such as climbing on walls and darkvision. They use their claws to slash or grapple targets, after which they feed on their blood with their bite, taking away vitality until the target rests for eight hours. 
|-|Vistani=
The Vistani are a culture of people that once rescued Strahd when he was mortal and a young man, endearing them to the vampire forever afterwards. Due to this, the Vistani are the only individuals allowed to leave Barovia, and in turn they occasionally bring adventurers into Barovia when Strahd gets bored. Some of these Vistani wander in Strahd's halls, pretending to be escapees who in reality will kill when Strahd makes his presence known or following the party if they manage to leave. They wield maces and light crossbows, and can curse a creature once a day with a curse, or the Evil Eye. 
*Curse: A Vistana looks at a creature within thirty feet and curses it. A Vistana curse is permanent and lasts even in death, unless the target is the recipient of a Remove Curse spell, a Greater Restoration spell, or a similar powerful anti-curse magic. When a curse ends, the Vistana takes psychic damage dependent on the severity of the curse. Resisting a curse requires relying on one's wisdom. Weaker curses include preventing a target from performing a task associated with fine motor skills such as tying rope or playing an instrument, a sinister but purely cosmetic change, or a nonmagical item disappearing. Stronger curses include imbuing the target with vulnerability to damage of the Vistana's choosing or granting disadvantage on using abilities or resisting effects reliant on a certain ability (the X-Factors). The strongest curses are rendering a magical item unusable by its current user or turning the target blind, deaf, or both. 
*Evil Eye: A Vistana can target a creature within ten feet by giving it a bad vibe look. Resisting the Evil Eye requires relying on one's wisdom. The Evil Eye can be used to charm an animal or a humanoid, or paralyze a humanoid for one minute. If the target succeeds, the Vistana is blinded for six seconds. A creature that resists a Vistana's Evil Eye is immune to the Evil Eye of all Vistani for 24 hours. The Evil Eye cannot be used against until the Vistana has rested for one hour or eight or more hours. 
|-|Wight=
Wights are intelligent undead humanoids, wandering Strahd's castle as armed and armored corpses. In addition to wielding a longsword and longbow, the Wight can perform a Life Drain attack that drains the target's innate health unless they have the constitution to resist. Their life force returns after resting for eight hours. A creature cannot fall unconscious if damaged by the Life Drain - it kills them outright and resurrects them as a zombie one day later under the control of the wight. The wight can have only twelve zombies under its control at a time. 
The wight is resistance to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't from silvered weapons. The wight is immune to poison damage, and cannot be exhausted or poisoned. The wight can see in total darkness as if it were dim light up to 60 feet. Wights also possess sunlight sensitivity, where their attacks and ability to perceive via sight are at disadvantage while in sunlight.
|-|Zombies= 
Called from the dead from Strahd's own necromancy and created with the bodies of Strahd's long dead soldiers, the zombie is a brutish but weak foe that prowls the roads of Barovia and the Svalich woods. Though they are sluggish in their movement and easy to break apart, they possess an unnatural speed when attacking, slashing with claws and biting. Strahd's magic makes his zombies particularly tenacious, as even though their limbs are easily removed they attack with the same ferocity. As zombies, they are immune to poison damage and being poisoned, and can see into darkness as if it were dim light for up to 60 feet.
</tabber>
The valley of Barovia is host to a number of other monsters, including the following: 
<tabber> 
|-|Dire Wolves=
A big ass wolf. While regular wolves also litter the forests of Barovia, Strahd also fills his lands with Dire Wolves, which are the size of a grizzly bear and just as vicious. Both Dire Wolves and regular wolves can act as scouts for Strahd, able to follow his precise commands with the discipline of trained war hounds. 
|-|Druid= 
Worshipers of Mother Night and Strahd, these wild druids loyally serve the master of Barovia and the hag Baba Lysaga. They utilize a corrupted druidic magic to twist the land to their whims and act as agents and mages in Strahd's arsenal. 
In addition to every druid having some training in medicine, nature, and perception, every druid wields a quarterstaff and can cast spells. 
Spells:
*Cantrips (at will): Druidcraft, Produce Flame, Shillelagh 
*1st Level (4 slots): Entangle, Longstrider, Speak with Animals, Thunderwave
*2nd Level (3 slots): Animal Messenger, Barkskin
|-|Ghosts=
The soul of a once-living creature, both citizens of Barovia and the adventurers that have had the misfortune of entering Barovia, that haunt the lands in their afterlife. A ghost is resistance to acid, fire, lightning, thunder, and nonmagical bludgeoning, piercing, or slashing damage. A ghost is immune to cold, necrotic, and poison damage, as well as being charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, or restrained. Ghosts can also fly. 
A ghost can perform a withering touch, with does necrotic damage to a creature within melee reach of it. Additionally, a ghost can freely move through other creatures and objects with slowed speed, but takes damage if it stops moving within a creature or object. A ghost can freely travel into the Ethereal Plane, a realm outside the physical realm, but can see into the Material Plane up to 60 feet. 
A ghost can perform a Horrifying Visage, which strikes fear into every non-undead creature within 60 feet of it for one minute unless they've the wisdom to resist. If a creature fails to resist by a significant amount, it also ages 10 to 40 years. The creature can attempt to end the frightening every six seconds, and if they break the fear they are immune for the next 24 hours to further attempts by the ghost. 
Finally, a ghost can attempt to possess a creature within five feet of it, unless it has the charisma to exist. The ghost possesses the creature until the creature is killed or knocked unconscious through damage, if the ghost willingly ends it, or if the ghost is turned through holy magic. If a creature resists or the ghost ends the possession, the creature is immune to getting possessed by that specific ghost for 24 hours. 
|-|Needle Blights=
Easily mistaken for human at a distance, needle blights are cruel and malicious plants that grow conifer-like needles across their bodies in clumps. The Needle Blight attacks those it sees on sight with its claws or by yeeting needles. The Needle Blight is immune to being blinded or deafened. 
|-|Revenant= 
A revenant is a soul of a mortal that met a cruel and undeserving fate, clawing its way back to seek revenge. Unlike most of the undead in Barovia, the Revenants do not serve Strahd, only wandering the lands and attacking those who attack them. A revenant regenerates its wounds every six seconds unless it takes fire or radiant damage, which pauses the regeneration for six seconds. Revenants are immune to effects that frighten undead through holy magic. Revenants don't wield weapons, relying on their fists and a vengeful glare that can paralyze a creature for six seconds or until the revenant attacks.
Revenants are resistant to necrotic and psychic damage, and immune to poison damage. They are also immune to being charmed, exhausted, frightened, paralyzed, poisoned, or restrained, and they possess darkvision that allows them to see into total darkness as if it were dim light for sixty feet. 
|-|Scarecrow=
Scarecrows are sentient straw constructs brought to life by Baba Lysaga. They wander the forests, killing anything they find. They possess razor sharp claws that can instill fear in those not wise enough to resist, and can target a creature within thirty feet of it to a similar effect. A creature frightened by Scarecrow's terrifying glare is also paralyzed for six seconds. 
Scarecrows are vulnerable to fire damage, but resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Scarecrows are immune to poison damage, and cannot be charmed, exhausted, frightened, paralyzed, poisoned, or knocked unconscious. Scarecrows possess darkvision, which allows them to see into total darkness as if it were dim light for sixty feet.
|-|Skeletal Rider=
A skeleton on a skeleton horse. The skeleton is weak to bludgeoning and immune to poison, as well as being exhausted or poison. The skeleton also possesses darkvision, allowing it to see into total darkness as if it were dim light for sixty feet. A mounted skeleton wields a shortsword and a shortbow. 
|-|Swarm of Bats=
A shit ton of bats. They are loyal to Strahd and attack with a feeding frenzy, biting. These magical bats are resistant to bludgeoning, piercing, and slashing damage, and cannot be charmed, frightened, grappled, paralyzed, petrified, knocked prone, restrained, or stunned. The swarm possesses blind sight up to 60 feet, seeing anything on the same physical plane as it regardless of visibility. 
|-|Vistani=
The Vistani are a culture of people that once rescued Strahd when he was mortal and a young man, endearing them to the vampire forever afterwards. Due to this, the Vistani are the only individuals allowed to leave Barovia, and in turn they occasionally bring adventurers into Barovia when Strahd gets bored. Most of the Vistani wander the roads and woods of Barovia, looking for easy marks to dupe, steal from, or pillage, though they can be convinced to act as guides for excessive prices. They wield scimitars and light crossbows, and can curse a creature once a day with a curse, or the Evil Eye. 
*Curse: A Vistana looks at a creature within thirty feet and curses it. A Vistana curse is permanent and lasts even in death, unless the target is the recipient of a Remove Curse spell, a Greater Restoration spell, or a similar powerful anti-curse magic. When a curse ends, the Vistana takes psychic damage dependent on the severity of the curse. Resisting a curse requires relying on one's wisdom. Weaker curses include preventing a target from performing a task associated with fine motor skills such as tying rope or playing an instrument, a sinister but purely cosmetic change, or a nonmagical item disappearing. Stronger curses include imbuing the target with vulnerability to damage of the Vistana's choosing or granting disadvantage on using abilities or resisting effects reliant on a certain ability (the X-Factors). The strongest curses are rendering a magical item unusable by its current user or turning the target blind, deaf, or both. 
*Evil Eye: A Vistana can target a creature within ten feet by giving it a bad vibe look. Resisting the Evil Eye requires relying on one's wisdom. The Evil Eye can be used to charm an animal or a humanoid, or paralyze a humanoid for one minute. If the target succeeds, the Vistana is blinded for six seconds. A creature that resists a Vistana's Evil Eye is immune to the Evil Eye of all Vistani for 24 hours. The Evil Eye cannot be used against until the Vistana has rested for one hour or eight or more hours.
|-|Werewolves=
A werewolf. Though the werewolves of Barovia do not worship Strahd, they nevertheless attack whoever they see on sight for food or prisoners. They are proficient in stealth and perception, and are immune to bludgeoning, piercing, and slashing damage from nonmagical, non-silvered attacks. The werewolf can turn into a full wolf, a half-wolf half-man, or a normal humanoid. A creature bitten by a werewolf must rely on their constitution to resist being cursed with lycanthropy. 
|-|Will-O'-Wisp= 
A little glowy ball that tries to bait creatures it finds into ambushes and traps.
|-|Zombie= 
Called from the dead from Strahd's own necromancy and created with the bodies of Strahd's long dead soldiers, the zombie is a brutish but weak foe that prowls the roads of Barovia and the Svalich woods. Though they are sluggish in their movement and easy to break apart, they possess an unnatural speed when attacking, slashing with claws and biting. Strahd's magic makes his zombies particularly tenacious, as even though their limbs are easily removed they attack with the same ferocity. As zombies, they are immune to poison damage and being poisoned, and can see into darkness as if it were dim light for up to 60 feet.
</tabber>
==The Setting== 
A treacherous valley filled with monsters, and surrounded by a magical fog that traps the warriors in this demiplane. Attempting to leave the fog will cause the warrior to die, as the fog is limitless and poisonous. Unlike the real module, the fog will also trap the warriors on the eastern side of the map, meaning the only places of note are the Village of Barovia and Castle Ravenloft. 
Castle Ravenloft can be neatly placed into several layers: 
*The walls of Ravenloft, which consist of the gate towers and front courtyard exterior of the castle
*The Main Floor, where Strahd entertains his guests. It includes a banquet hall, a chapel, and various nooks and crannies that lead to hidden passageways.
*The Court of the Count, where Strahd conducts and plans his evil shenanigans. 
*The Rooms of Weeping, the floor with Strahd's personal quarters. 
*The Spires of Ravenloft, the various parts of the castle that lead outside to ramparts and towers. 
*The Larders of Ill Omen, the servants floor. 
*The Dungeon and Catacombs, the dungeon and catacombs.
The Village of Barovia is a small settlement on the outskirts of Ravenloft, occupied by the depressed and frightened villagers that make up Strahd's occupants. Most of the houses of Barovia keep their doors locked and their voices silent, save the merchant who sells mundane adventuring gear and an inn that may host the unlucky travelers that arrive in Barovia. 
The warriors will be randomly scattered throughout the Svalich Woods, with only Strahd knowing where each warrior begins.
==Notes==
<tabber>
|-|Voting=
*Full votes require well-written edges with a minimum of seven complete sentences total OR a detailed explanation of at least ten complete sentences.
*Half-votes are the previously mentioned requirements sans the "well-written" requirement.
*Votes with little to no reason, bias, or irrelevant information will not count at all.
*All votes must contain proper grammar and spelling.
*All votes must clearly express a winner/tie to ensure proper tallying of votes.
*These requirements are abstract; I reserve the right to count or discount votes depending on their individual merit.
*My rebuttal policy is as follows; an initial valid rebuttal will force a warrior's placement down by one, tying them with the warrior immediately below them. The first counter-argument, if adequate, will restore the warrior's placement to its spot in the original vote unless the vote's author places them somewhere else. Going forward from there, all rebuttals and counter-arguments will only affect a warrior's placement if I believe it does so adequately. 
**I reserve the right to be the sole judge of whether a rebuttal or counter-argument is adequate to effect a vote's value. 
**I will communicate a vote's status primarily through Discord, or through commenting if you do not use Discord.
**Rebuttals will no longer be accepted on the final day of voting, unless the initial vote is completed one day before the deadline. Rebuttals for those votes are acceptable until the day after voting ends. Counter-arguments against these rebuttals will not be accepted after the official deadline unless that vote's status determines the winner. 
**If a rebuttal only expresses a disagreement and does not point out an explicitly wrong or erroneous aspect of the vote, it will not reduce a vote's worth. I reserve the right to determine whether such a rebuttal meets that threshold.
**An example: John places Vixen in 5th and Chie Satonaka in 4th. James posts a rebuttal against Chie Satonaka. Chie Satonaka then ties for 5th with Vixen. John's reply can either put Chie back in 4th, or do some normal placement swapping. 
*Voting ends at 11:59 PM EST on September 29, 2024.
|-|The Situation=
Each player has the goal of killing Strahd. There is no reward or punishment for teaming up with others, but only one may land the killing blow and win. 
Strahd's goal is to be the last one standing. The only preparation Strahd has is knowing the initial location of each player and a five minute head start to their arrival. 
|-|The Conditions=
;Winner: If a Player, be the character that kills Strahd. If Strahd, be the last one standing.
;Second Place: Any players still alive once Strahd is killed, or the last player eliminated if Strahd wins.
;Strahd: If Strahd does not win, he places on the lowest available spot. Because the winner must be the one who kills Strahd, Strahd cannot tie with a player.
;4th to Last: A warrior who dies will be take the lowest available ranking.
|-|Placement Examples=
If Strahd wins:
#Strahd Von Zarovich 
#Et Cetera
If Rocket wins and Achilles, Allison, and Sophitia are still alive:
#Rocket
#Achilles, Allison, and Sophitia 
#Strahd Von Zarovich
#Et cetera. 
|-|Canons=
*Rocket - Between Guardians of the Galaxy Volume II and Avengers: Infinity War
*Achilles - 'The Illiad, after Achilles' withdrawal from the Trojan War
*Allison Hargreeves - TBD.
*Sophitia Alexandra - SouCalibur VI, after the events of her Soul Chronicle 
*Vixen - DC's Legends of Tomorrow, after the events of Season 3
*Luke Castellan - Percy Jackson and the Olympians, between the events of The Titan's Curse and The Battle of the Labyrinth 
*Chie Satonaka - Persona 4 Golden, between the winter ski trip and the True Ending 
*Scorpion - Between the events of Mortal Kombat X and Mortal Kombat 11
*Nobara Kugisaki - MAPPA anime series, between the events of Season 1 and Season 2
*Evie Frye - Assassin's Creed Syndicate, after the main story 
*Dorian Pavus - Dragon Age: Inquisition, after the events of Trespasser
*Volo - Pokémon Legends: Arceus, after the events of the post-game story
*J'Zargo - The Elder Scrolls: Skyrim
*Strahd von Zarovich - The Curse of Strahd, Dungeons & Dragons 5th Edition (2014)
</tabber>
=Varric Info for Beast to Copy=
A highly successful dwarven author, merchant, and spymaster based in Kirkwall, Varric Tethras was heading an expedition into the Deep Roads led by his brother Bartrand when he happened to meet a pair of skilled mercenaries in the Hawke sibilings. Aware of their talents and taking a liking to the elder sibling, Varric brought the family on as partners in the expedition that acted as their muscle. Varric became genuine friends with the elder Hawke, even as Bartrand tried to leave their group in the Deep Roads to hoard its rewards for himself. For a decade, Varric was a constant companion of Hawke's, even through the Qunari rebellion and the first night of the Magi-Templar conflict. 
After his best friend went into hiding, Varric published a biography of his friend and was kidnapped by the Chantry in hopes he could reveal their location. Varric lied to his interrogator, and was leaving Haven when the Breach opened over all of Thedas. He became one of the founding members of the Inquisition, temporarily reuniting with his ex-lover Bianca and recruiting Hawke to the Inquisition. After Corypheus is dealt with and the Breach is closed, Varric returns to Kirkwall where his public reconstruction projects result in his becoming viscount and ruler of the city-state. 
|-|Bianca=
A powerful repeating crossbow forged by the dwarven spy Bianca Davri, Bianca is Varric's favorite and sole weapon of choice. In addition to carrying a seemingly limitless supply of bolts, Bianca is equipped with a retractable bayonet and scope, and has been equipped with a rune that causes it to do extra damage to any living creature. 
===Talents===
===Misc. & X-Factors===
Misc.
;Heart of Gold: Beneath his often sarcastic demeanor, Varric possesses a firm moral compass that informs many of his decisions. While willing to make practical sacrifices if in the tangible good of everyone, Varric dislikes most actions that lead to indiscriminate slaughter, selfishness against the less fortunate, and backstabbing. He's claimed that his morality keeps him from being a good spymaster, as he cares for every member of his network, and abandoned many of his riches and comforts of Kirkwall when the Inquisition needed him. 
;Loyal: When Varric finds someone he views as a friend, he is incredibly loyal to them. He followed Hawke for a whole decade as their trusted companion, while keeping the identity of Bianca's inventor secret for even longer. His loyalty extends to his friend's friends, even tolerating people who kidnapped him like Cassandra in the name of his bond to the Inquisitor and the greater good, as well as his brother despite the numerous times Bartrand tried to kill him.
;Expert Spymaster: While Varric claims his compassion makes him a weak spymaster, he nevertheless maintains a highly efficient and effective network that spans all of the Free Marches and into Ferelden and Orlais. His experience in the world of spies makes him a good judge of character and cunning strategist, especially when channeling his intellect into a cause he believes in. 
X-Factors
;Strength - 11: While Varric is a capable athlete, often incorporating flips and rolls into his evasive roguish fighting style, he rarely relies on raw strength. His career as an adventurer does help to ensure that he remains in top dwarven physical condition, though. 
;Dexterity - 18: Varric's a skilled acrobat and nimble fighter, having to rely on his agility in combat to ensure he can stay back and use Bianca effectively. He's also a skilled lockpicker and scout, capable of completely disappearing mid-combat in a cloud of smoke when he sees fit. 
;Constitution - 12: Varric's dwarven physicality makes him particularly sturdy against magical effects, and his lifetime of adventuring makes him a sturdy dwarf. That being said, he's also not an exceptionally tanky fighter, making him likely to fall if he's outnumbered and the last man standing. 
;Intelligence - 14: Varric's knowledge of the business world and culture keeps him well-informed, although he's far from a scholar. He prefers to spend his time in taverns than libraries, leaving much of the day-to-day thinking to his brother. 
;Wisdom - 18: Varric's easy-going demeanor hides a deceptively sharp mind when it comes to the people. He knows how people work, plain and simple, while the running of his spy network naturally relies on a strong ability to move multiple moving parts without breaking a figurative sweat. His sole weakness in this aspect is how his loyalty and morality can cause him to avoid the practical solution, although its one he's very aware of. 
;Charisma - 18: Have you seen that chest hair? Aside from his rugged good looks, Varric is an exceptional people person. He possesses the abilities of lying that come with being a spymaster, while his public persona of an easy-going author means its very easy for him to gain people's trust. He's a capable leader and a better teammate, naturally falling into sync with those he ends up calling his friends.
=Claim Your Heart: Persona 5 Royale=
==The Combatants==
==Almighty: Takuto Maruki==
BIO TBA
===Persona: Azathoth===
Azathoth is Maruki's initial Persona, awakened when a grieving Maruki struck a deal with him to transform the world to suit his ideology. Azatoth granted Maruki the power of "Actualization", which allowed him to modify a person's cognition of reality at the cost of their memories. On the Day of Reckoning, Azatoth is granted a physical form when Mementos and reality combine, speaking with Maruki and giving him the ability to manipulate reality as well as memory. 
Azathoth will be in multiple stages for this fight, which are detailed below. 
<tabber>
|-|First Phase= 
The first phase of the fight consists of Azathoth, Maruki, and the three tentacles, with only Azathoth itself providing any offensive abilities. The tentacles help to guard Maruki and Azathoth, either by healing, protecting Maruki, or debilitating his opponents. Azathoth and Maruki each possess no weaknesses or resistances, but are exceptionally durable, requiring sustained and heavy damage from each member of the Phantom Thieves. 
In this first phase, Azathoth possesses the following abilities: 
;Memory Blow: Light physical damage to all foes. Low chance of inflicting Forgetfulness on all foes hit. 
;Nuclear Crush: Heavy Nuke damage to all foes.
;Raining Seeds: Heavy Physical Damage to all foes 1-3 times. 
Each Tentacle during this phase has the following attributes.
;Tentacle of Protection: Shield Tendril greatly reduces damage from all attacks if all Tentacles are still alive. Slightly reduces damage if at least one other Tentacle has been destroyed. It is weak to Physical attacks, repels Gun, Fire, Ice, Bless, and Curse attacks, and nullifies Electric, Wind, Psy, and Nuke attacks. 
;Tentacle of Healing: Energy Stream, which restores Maruki's health by a medium amount. It is weak to Psy, Nuke, Bless, and Curse attacks, repels Electric and Wind attacks, and nullifies Physical, Fire, and Ice attacks. 
;Tentacle of Assistance: The tentacle can apply an attack buff to one ally, or an attack or defense debuff to one enemy. Each buff lasts for a brief amount of time. It is weak to Fire, Ice, Electric, and Wind attacks, repels Psy and Nuke attacks, and nullifies Physical, Bless, and Curse attacks. 
|-|Second Phase=
Once Maruki or Azathoth has been sufficiently weakened, Maruki will give Azathoth more power to heal it and allow it to awaken to more abilities. Azathoth is healed from whatever damage he may have acquired over time, but Maruki will not. 
In the second phase, Azathoth possesses the following abilities:
;Shield Tendril: Greatly reduces damage from all attacks if all Tentacles are still alive. slightly reduces damage if at least one other tentacle has been destroyed. 
;Evil Smile: Medium chance of inflicting Fear to all foes.
;Eternal Radiance: Heavy Bless damage to all foes. High chance of inflicting Dizzy on all foes hit. 
;Raining Seeds: Heavy Physical Damage to all foes 1-3 times. 
;Piercing Strike: Medium Almighty damage 10 times to a single target.
;Tyrant Stance: Prepares for Tyrant Chaos and doubles damage of next attack.
;Tyrant Chaos: Severe Almighty Damage to all foes. 
;Megidolaon: Severe Almighty Damage to all foes.
In this phase, the tentacles switch resistances every time they are regenerated by Maruki. They retain the same abilities as they do in the first phase.
</tabber>
===Palace===
The area that the combatants will have to navigate will be the Twilight Corridor. The Twilight Corridor resembles a paradise with patient cognitions doing nothing but laughing wildly and floating in the air. A staircase known as the "Stairway of Light" connects the upper floors of the Twilight Corridor to Psientific Model Eden. This area features a color puzzle that requires the party to match the lights of the dimmers into the gate's corresponding colors to open various areas. Turning on a dimmer's color will result in bridges containing the same color as the one turned on being created, and creates vine barricades that impede the party's progress if they contain that dimmer. The changes affect all dimmers within the area, preventing the party from bypassing everything by turning on the colors of all dimmers. Furthermore, certain dimmers may provide only one or two colors, and at the upper part of the Twilight Corridor, the bridges and barricades might require mixed colors to unlock.
This area will be filled with continuously spawning Shadows, described below. The longer the patients take to solve the puzzle, the more powerful Shadows will emerge.
===Generic Shadows===
<tabber>
|-|Bugs=
A Shadow that takes the form a demonic teddy bear that is used in folklore to scare children. Bugs is weak to Fire and Nuclear attacks. 
;Miracle Punch: Medium Physical damage to 1 foe, high critical hit rate.
;Masukunda: Briefly decrease the Agility of all foes. 
;Psiodyne: Heavy Psy damage to 1 foe. 
|-|Byakhee=
A Shadow based on a Byakhee, an eldritch monster and servant of the Great Old One Hastur. Byakhee is immune to Fire, Wind, and Curse attacks, and is weak to Ice and Nuke attacks. 
;Agidyne: Heavy Fire damage and inflict Burn (low odds) to 1 foe.
;Heat Riser: Increase the Attack/Defense/Agility of 1 ally briefly.
;Diarahan: Fully restore HP of 1 ally. 
|-|Loa=
A Shadow based on the intermediary spirit found in Haitian mythology. Loa resists Fire and Nuke attacks, is immune to Elec attacks, and weak to Psy and Bless attacks.
;Negative Pile: Heavy Physical damage and inflict Despair (med odds) to 1 foe. 
;Mudoon: Medium chance of instantly killing 1 foe, Curse-type. 
;Taunt: Inflict Rage (high odds) to 1 foe. 
;Foul Breath: Increase susceptibility to all ailments of 1 foe. 
;Life Leech: Drain 150 HP from 1 foe. 
|-|Dionysus=
A Shadow based on the Greek god of wine and debauchery. Dionysus resists Bless and Curse attacks, and repels Elec damage. 
;Debilitate: Debuff attack, defense, and agility of 1 for briefly.
;Maziodyne: Heavy Elec damage to all foes. Rare chance of Shock.
;Ziodyne: Heavy Elec damage to 1 foe. Rare chance of Shock.
;Heat Wave: Heavy Physical damage to all foes. 
;Thermopylae': Buff Attack/Defense/Agility of party briefly. Only usable in an ambush. 
|-|Macabre=
A Shadow inspired grim works of art that possess a ghastly atmosphere. Macabre resists Elec attacks, is immune to Curse attacks, and weak to Bless attacks. 
;Bloodbath: Heavy Physical damage and inflict Fear (low odds) to all foes.
;Death Scythe: Severe Physical damage and inflict Fear (med odds) to 1 foe. 
;Ghastly Wail: Instantly kill all foes under Fear. 
;Masukukaja: Increase Agility of party briefly. 
;Evade Phys: Triple evasion rate against Physical attacks. Passive. 
|-|Chimera=
A Shadow based on the monsterous offspring of Typhon and Echidna from Greek mythology, with the body of multiple animals in one. Chimera absorbs Fire attacks, nullifies Ice attacks, and is weak to Wind and Curse attacks. 
;Cornered Fang: Medium Physical damage to 1 foe. Stronger when being ambushed.
;Maragidyne: Heavy Fire damage and inflict Burn (low odds) to all foes.
;Bufudyne: Heavy Ice damage and inflict Freeze (low odds) to 1 foe. 
;Fire Amp: Strengthens Fire attacks by 50%. Passive.
;Burn Boost: Increase chance of inflicting Burn. Passive.
;High Counter: 20% chance of reflecting a physical or gun attack. Passive. 
|-|Nebiros=
A Shadow based on the field marshall and inspector general of Hell's armies in The Grand Grimoire. Nebiros resists Physical and Curse attacks, nullifies Psy attacks, and is weak to Bless attacks.
;Mapsiodyne: Heavy Psy damage to all foes.
;Brainshake: Light Physical damage and inflict Brainwash (med odds) to 1 foe.
;Marin Karin: Inflict Brainwash (high odds) to 1 foe.
;Brain Jack: Inflict Brainwash (med odds) to all foes. 
|-|Cu Chulainn=
A Shadow based on the hero in Irish mythology that appears in the Ulster Cycle, cursed to die by his own spear. Cu Chulain resists Physical and Gun attacks, repels Wind attacks, nullifies Bless attacks, and is weak to Elec attacks.
;One-shot Kill: Severe Gun damage to 1 foe, high critical rate.
;Rebellion: Increase critical rate of 1 ally briefly.
;Apt Pupil: Increase critical rate. Passive.
;High Counter: 20% chance of reflecting a Physical or Gun attack. 
|-|Scathach=
A Shadow based on the legendary Scottish warrior woman and mentor to Cu Chulainn in Irish mythology. Scathach nullifies Ice and Curse attacks, and repels Elec attacks.
;Myriad Slashes: Medium Physical damage to 1 foe 2x to 3x. 
;Mabufudyne: Heavy Ice damage and inflict Freeze (low odds) to all foes.
;Elec Wall: Erect a shield on 1 ally to reduce Elec damage and cover innate Fire weakness briefly. 
;Freeze Boost: Increase chance of inflicting Freeze.
;High Counter: 20% chance of reflecting a Physical or Gun attack. 
|-|Alilat=
A Shadow based on the major goddess of astrology found in many local Arabian Peninsula mythologies. Alilat nullifies Psy attacks, absorbs Ice attacks, repels Physical and Gun attacks, and is weak to Fire and Curse attacks.
;Diamond Dust: Severe Ice damage and inflict Freeze (low odds) to 1 foe. 
;Ice Age: Severe Ice damage and inflict Freeze (low odds) to all foes.
;Concentrate: Next magical attack inflicts 2.5x damage for the user.
;Freeze Boost: Increase chance of inflicting Freeze. Passive.
;Ice Amp: Strength Ice attacks by 50%.
|-|Baal=
A Shadow based on the Semitic god of rain, fertility, and thunder. Baal resists Physical, Fire, and Bless attacks, and drains Wind attacks.
;Ayamur: Medium Physical damage to 1 foe 3x; high accuracy. 
;Panta Rhei: Severe Wind damage to 1 foe. 
;Charge: Next Physical or Gun attack inflicts 2.5x damage for user. 
|-|Belial=
A Shadow based on one of the four crowned princes of Hell. Belial resists Ice attacks, and nullifies Physical and Curse attacks. 
;Bloodbath: Heavy Physical damage and inflict Fear (low odds) to all foes.
;Mamudoon: Medium chance of instantly killing all foes. Curse-type.
;Maeigaon: Heavy Curse damage to all foes.
;Mudoon: Medium chance of instantly killing 1 foe. Curse-type.
;Charge: Next Physical or Gun attack inflicts 2.5x damage for user.
;Evade Bless: Triple evasion rate against (non instant death) Bless Attacks. Passive.
;Curse Amp: Strengthen (non instant death) Curse attacks by 50%. Passive.
|-|Hastur=
A Shadow based on the an eldritch king featured in the Cthulu mythology. Hastur resists Fire attacks, blocks Psy and Curse attacks, and drains Wind attacks.
;Concentrate: Next magical attack inflicts 2.5x damage for user.
;Abyssal Eye: Severe Almighty damage to all foes.
;Evade Phys: Triple evasion rate against Physical attacks. Passive.
|-|Fafnir=
A Shadow based on the dragon son of king Hreidmar, featured in Norse mythology. Fafnir is fucking brokenresists Elec attacks, absorbs Nuke and Fire attacks, and repels Physical and Gun attacks. 
;Gigantomachia: Colossal Physical damage to all foes.
;Cosmic Flare: Severe Nuke damage to all foes.
;Nocturnal Flash: Inflict Dizzy (med odds) to all foes. 
;Concentrate: Next magical attack inflicts 2.5x damage for user.
;Debilitate: Decrease Attack/Defense/Agility of 1 foe for 3 turns. 
;Nuke Break: Temporarily suppress innate Nuke resistances of all foes. 
;Nuke Amp: Strengthen Nuke attacks by 50%. Passive. 
</tabber>
==Notes==
*Scenario V1: Two strike teams?
**Team 1: Cyclops (Leader), Deadshot, Aang, Alistair (?), Mewtwo (?)
**Team 2: Jenny Sparks (Leader), Misaki Yata, Lucy Kuo, Brawler, Nobara Kugisaki
**Survivors Converge on Maruki?
*Scenario V2: Full team, full Maruki castle post-Mementos