Saturday, June 27, 2026

The Girl






Le'Anne: Level 27


Move: 4 (5) (6)


Items:

Rune Arc

10-Heart Containers

Ancient Soul: This soul is bound to this character. They must be deleted and a philosopher’s stone used to take this item. This item doubles (3x) the HP, attack, and Defense of this character. This soul feels oddly immense.

2-Roman Dagger: +10 speed. This well-balanced dagger is easy to use and durable. Base 100 might.

Peculiar Doll: A doll that grants the holder +20 skill. The source of this empowerment is unclear. If held while dual-wielding, the comfort offered by this doll will add an additional +20 skill to the girl and remove the dual-wield debuffs. 

Tailored Vulgar Militia Armor: This rugged, once filthy armor may only be worn by very small units or child-sized units. It has been tailored into a small dress. It offers no resistances. It cannot be worn with other armor pieces. This armor grants the ability "Cling To Life" for free. Base: 100 defense. 

Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.

The Soul Stone-True Philosopher's Stone: Somehow, this item has been bound to the life of the unit carrying it. If she were deleted, this Infinity Stone would be freed. One of the six Infinity Stones. This astounding object allows any character holding it to access soul-absorbing/holding abilities/items. This object itself can be used to contain the purest forms of souls and can hold nearly a limitless amount. If the character naturally has those abilities, then this stone will increase the potency of those abilities by 100%.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Unrefined Golden Bead: A small bead. If the character holding it has no % activatable attacks or statuses and has no activated attack skills, this bead will buff their total attack and defense by 30%. Simplicity can lead to strength.

Razor Stone+Blade Plate

Pure Stone

Boots + Heavy Duty Boots


Abilities:

Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 8 pg

Weep: This character may weep deeply upon seeing a close ally fall. Doing this will cause some foes within 1 range to suffer a 50% attack debuff for three turns. This must be done without moving on the same turn the ally falls. Many foes are not impacted by this ability. Costs: 2 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual-wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg (Armor)

(E) Chill Out: Reduces the damage taken by a foe if this is the first time the holder has been attacked in battle by 75%. This only applies to the very first hit. It does not apply to the first attack set/engagement. Costs: 6 bp

(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist.(1.75) (3.5x) Costs: 4 pg

(TBA) Knife Mastery: This unit has mastered the Knife. This ability will double the knife skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for knife skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by strategist. Cost: 4 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

(TBA) Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg

(TBA) Knife Assault: This unit rushes in with a small weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% (60%) of the time. This ability only activates on physical attacks.  Costs 3 pg

Character Type: Worldbreaker

Weakness: Weak to all damage types.

Caps:
HP: Very Low
Attack: 100
Defense: 100
Speed: 80
Skill: 100
Move: 4

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