EN RU

Letta

MBCC-S-462
A
Shield SupportHealing SupportDefense Support

INFO

BirthdayDecember 27
Height157cm
AlignmentFraud
TendencyCatalyst
BirthplaceEastside
AbilityGuiding Safelight
CaseLantern Ghost of Sloane Street

STATS (LV1 → 90)

❤️Health875 → 3630
⚔️Attack122 → 506
🛡️Defense50 → 207
🔮Magic Resistance49 → 203
⚡Attack Speed0.75 → 0.75
Block1 → 1

Materials

Initial Attribute

A Sinner adept at support. When entering battle, Letta carries a [Guiding Safelight]. While carrying the [Guiding Safelight], Letta gains 1 Energy per second. This effect is inactive when the [Guiding Safelight] stops illuminating.

[Guiding Safelight]: A special force field generated by Letta that follows its bearer as they move and illuminates grids within its range. Up to 1 [Guiding Safelight] bearer can exist at a time. If Letta is not carrying the [Guiding Safelight], she consumes 2 Energy per second and cannot automatically recover Energy. When Letta's Energy is depleted, [Guiding Safelight] no longer illuminates and returns to Letta. The illumination effect is restored when Letta's Energy is full again. During this period, Letta cannot cast her Ultimate.

Mania Intensify

Tidal Surge

Energy Recovery Speed increases by 15%.

GUIDE

Guide text not added yet.

CRIMEBRAND SETS

Healing
Final Prologue Final Prologue Final Prologue
Bloodbound Oath
Bloodbound Oath Bloodbound Oath Bloodbound Oath
Early Team Buff
Nightmare Revelation Hope Nightmare Revelation
Team Buff
Justice Justice Corridor Echo
NAME TRANSLATIONS
ENLetta
CN莱塔 Láitǎ
JPレタ
KR레타

General

▾ Ability Summary

Her special power can only be cast using her lantern embedded with Hypercubes. The lantern's light can reveal an exit path in the fog, albeit only visible to her. While holding the lantern, she can travel through walls and even take a small number of companions with her.

▾ Awakening Signs

The subject was attacked by Mania on a foggy night in Eastside, but the lantern she brought suppressed most of the infection. She awakened as a Sinner and narrowly escaped the Corruptors with her special ability.

▾ Corruption State

Displays mild corruption and normal physical characteristics. Affected by Mania, the subject has lost her ability to sleep, yet it hasn't led to any metabolic disorders or severe mental disabilities.

▾ Criminal Record

Eastside business tycoon Devonshire family's heiress. An elegant, courteous young lady on the outside, she's in fact the real Lantern Ghost of Sloane Street behind the urban legend. Her nighttime activity stirred rumors and caused public panic. Detention is advised.

▾ Criminal Record 2

Growing up in a repressive environment, the subject abused her power after her awakening and frequently loitered at night. Though she enjoyed pranking pedestrians, she meant only to give them directions and no harm. With Chief's counseling, her stress has been relieved and her natural character unleashed. She's gradually redirecting her energy to normal social activities and hobbies and no longer poses a threat of stirring up public panic.

Arrest Record

▾ Arrest Record 1

The subject voluntarily appeared in front of the Bureau one night, in a "sleepwalking state" then, she didn't resist the arrest and was therefore detained smoothly.

▾ Arrest Record 2

Her parents once tailored a personal Growth Plan for her and required her to strictly follow it. The plan was adjusted annually according to her progress in school, but she herself had no say in it. She had repeatedly suggested adding outings to the plan in vain.

▾ Arrest Record 3

The subject is discontented with her frightening image in the urban legend. She claims to have never harmed any pedestrians in the fog with her power but simply tried a few practical jokes, including but not limited to following them with the lantern, tapping them on the shoulder, and appearing suddenly from the wall, etc.

▾ Arrest Record 4

The subject owns a self-edited DisCity Adventure Journal that records various strange attractions in DisCity gathered from the internet, magazines, and urban legends, accompanied by detailed guides. Field visits have later proven most descriptions to be inaccurate, but she doesn't seem to regret her selection of locations.

Interrogation

▾ Interrogation 1

Letta sleepwalks to the gate of the MBCC and is taken into custody without issue or complaint. A short while later, she receives a letter from her parents stating that they were aware she had become a Sinner and so became stricter in order to protect her from the world. They believe that the MBCC will be the safest place for her, and remind her to follow the “Growth Plan” for her life that they had laid out for her. Letta tells the Chief that her parents’ high expectations for her as their heiress caused her to be isolated from the outside world and never allowed to experience things outside home and school. One night, during a Mania attack that distracted the household, she took the opportunity to sneak out. She was attacked by Corruptors and awakened as a Sinner, but managed to escape as her newfound ability led her home safely. After that, she regularly used her ability to leave home, prankish people and leading them out of the fog, creating the urban legend of The Lantern Ghost of Sloane Street. Ultimately, she “sleepwalked” to the Bureay in order to get away from her parents’ authority for good.

Letta tells the Chief that she plans on experiencing all the things she never got to see before, and produces a list of urban legends that she wants to investigate. The Chief, realizing that Letta can easily escape and go on her own if she wants to, tries to prevent that becoming a problem and agrees to accompany Letta on her adventure.

Through this letter, you learned of the existence of the Growth Plan, and in the process, you found out the truth about the "Lantern Ghost of Sloane Street".
And Letta, who has left home of her own accord, can't wait to embark on an adventure of her own. You had to agree to go with her.

▾ Interrogation 2

The Chief and Letta set out to experience the four urban legends on her list. The first one, the field of ever-blooming flowers, is located in a small suburban park. The Chief pays for them to enter, but a gust of wind reveals that the unseasonably blooming flowers are actually made of paper; a staff member confesses that he was spreading the rumor to make money so that he could afford to plant real flowers. The second legend, the steel maze of the roaring monster, appears at night on an industrial rooftop. The roar begins and they pursue its source through the maze. Letta uses her ability to transport them through a locked door and into the factory, where a group of workers accuses them of being industrial spies from another company; they work late at night to avoid being detected by their competition. The Chief escapes by claiming to be an inspector responding to Letta's noise disturbance complaint. Their third legend is the midnight phantom ball, which turns out to be a masquerade hosted by a club that runs supernatural-themed events. With each of their first three investigations having quickly dispelled the myths, the Chief worries that Letta will be disappointed with her adventure. However, she is just as entertained by the reality behind the stories as she was with the legends themselves, and they continue together to the final destination on her list.

After a series of oopsises about fake flowers in the garden, mistakenly entering a factory, and misplace confidence in an ad, you expected Letta to be lost and sad, but she remained enthusiastic, and said she had no regrets about her choice.
To bring the adventure to a successful conclusion, you decide to continue to the last location.

▾ Interrogation 3

The final adventure on Letta's list is the "eerie castle of doom and mystery". They meet a trio who are part of an outdoor adventure club, and agree to explore the abandoned building together. They look through the entire castle, but find nothing aside from an abandoned residential building. Disappointed, one of the adventurers accidentally drops his candle and sets fire to the building. Letta tries to rescue them by bringing them through the walls, but the revelation that she is a Sinner causes her new friends to recoil in horror. The Chief reproaches them scathingly, reminding them that the choice is between accepting Letta's help and burning to death. They give Letta the choice whether to help them regardless; she is conflicted, but she reluctantly decides to allow them to follow her even despite their prejudice.

On their way back to the Bureau, the Chief asks Letta how she feels about her decision to leave home now that she's seen some of the consequences of her independence. Letta admits that her parents are probably right that she doesn't have very good judgement, but she is determined to keep the freedom to make her own choices.

Adventure is supposed to come with all sorts of surprises and scares: narrow hallways can turn into flames, new friends can be vicious... You never know what's going to happen next.
But none of this will shake Letta's desire for independence. You hand her the freedom to make independent choices, and she chooses to continue practicing her Growth Plan.

Serving Term

▾ Serving Term 1

Ever since her detention, paranormal activities have begun to be observed in the Bureau. Witnesses claim to be constantly followed by an unidentified bright light during night patrols. Security footage reveals the stalker to be the subject in her "sleepwalking state" and the "unidentified bright light" to be the lantern in her hand, but she claims to have no memories of such behaviors.

▾ Serving Term 2

The subject often interviews other Sinners on their experiences and strange stories outside the Bureau and notes down the details. She claims she's doing this to enrich her Adventure Journal, and that its content will be expanded to include not only DisCity but Outlands as well.

▾ Serving Term 3

Obsessed with rare and cute dolls and decorations, the subject shares a common topic with Sinners with similar interests around her age. However, due to differences in their backgrounds, she sometimes faces challenges when communicating with Syndican Sinners, but they try their best to understand each other.

▾ Serving Term 4

The subject often barges into Chief's bedroom while "sleepwalking" at night and proceeds to rest there. Once awake, she explains that she approaches Chief unconsciously because she feels reassured around Chief and that she's not doing it on purpose.

Emotion Check

▾ Emotion Check 1

[Letta was caught by you sneaking out to play.]

Letta: Hmmm... Why am I standing here...?

Chief: ......

• Prompt: ...The wall of the Bureau has to be thickened by a few centimeters.
• Letta: Don't, don't be like this. I'll definitely bring you along next time we go out!
• Letta: 😖😖😖

• Prompt: ...Forget it, come back with me. Promise me you'll never do it again.
• Letta: Hehe, you are the best...
• Letta: 😉😉

▾ Emotion Check 2

[Letta sneaks into your room.]

Letta: Chief, I've discovered a new adventure location!

Chief: ......

• Prompt: I'll play with you when I finish this job.
• Letta: Hehe, come on! This adventure is going to be more exciting than ever.
• Letta: 😘

• Prompt: Remember to knock before you come in next time.
• Letta: Ummm, I'll knock next time for sure...
• Letta: 😖

Supervision Event

▾ Supervision Event 1

⚠ All Grown Up

You receive a new request.

System Notifications: Letta's parents frequently visit her in the Bureau and they bring homework every time. Of course, Letta shirks every meeting with her ability, so the homework never reaches her.

• Prompt: Give Her Space

System Notifications: Mr. and Mrs. Devonshire can only leave some daily necessities and go, but the meaning of Letta's behavior is not lost on them.

▾ Supervision Event 2

⚠ All-Nighter Champion

Several hyperactive Sinners organize an overnight gaming marathon in the Recreation Area.

System Notifications: Several hyperactive Sinners organize an overnight gaming marathon in the Recreation Area. Letta, who's not exactly a gamer, wins. Because all her opponents give in and fall asleep.

• Prompt: Bad Example

▾ Supervision Event 3

⚠ Do Not Disturb

Some of Letta's behaviors often confuse you.

System Notifications: Ever since Letta joined the MBCC, she's come to your room to peek at your sleeping face every night with her lantern. She calls that human observation.

• Prompt: Can we not turn on the light?

▾ Supervision Event 4

⚠⚠ Improvise

You need a document from the archives.

Chief: ...

Chief: You're in trouble.

System Notifications: You're in urgent need of some documents from the archives, but having turned all your pockets and drawers inside out, you still can't find the key. Just as you stand gloomily outside the archives' door, Letta skips over with her lantern.

Letta: Oh? Chief, what are you doing here at this hour?

• Prompt: Ask anyway

Chief: Letta, have you by any chance seen the archives' key?

Letta: Hmm... No.

Letta: You can't find it?

Chief: No... I happen to urgently need a document from the archives.

Chief: But given the circumstances, there's nothing I can do. I'll submit a request for a new key first thing tomorrow morning.

Chief: It's quite late, you should return to your room and stop loitering around.

System Notifications: You turn to head back to your office, but Letta tugs at your sleeve. She swings her lantern before your eyes.

Letta: Why bother? Don't you see what I've got here?

Chief: ...That's against the rules.

Letta: The MBCC's got even more rules and systems than my home does. But Chief, don't you think we should learn to be flexible sometimes?

Letta: Come on, don't be stubborn. Desperate times, desperate measures.

Letta: Hehe, here, Chief, come with me!

System Notifications: Letta winks and reaches out a hand to you. You debate for a moment but still take her hand in the end.

Chief: ...Alright. Desperate times, desperate measures.

Chief: No next time!

▾ Supervision Event 5

⚠⚠ New Try

Letta and Demolia are huddling together, chatting about something.

System Notifications: While passing by the cafeteria, you see Letta and Demolia huddling together, chatting about something. That's a rather strange combo.

• Prompt: Go take a look

Letta: What are you doing?

Demolia: Packing pickled vegetables. I'm just done sun-drying a batch. Look how fresh they are.

Letta: Pickled vegetables...? Is that a kind of veggie?

Demolia: Are you saying you've never seen pickled vegetables?!

Demolia: Here, try it. It's good stuff!

Letta: The color doesn't look normal to me... And the smell too... Is it really edible?

Letta: Mmph... So salty...

Letta: Tastes strange... But I guess it's... um...

Letta: Can I take another bite?

Demolia: Sure! You can have this whole jar if you like it!

System Notifications: Demolia finally notices you standing on the side.

Demolia: Oh? Hey there, Chief. Want some?

Chief: No, thanks... I haven't finished the last jar you gave me.

▾ Supervision Event 6

⚠⚠⚠ Invitation

One late night, having finished work, you decide to go to the Outdoor Activity Area for a break.

System Notifications: One late night, having finished work, you come to the Outdoor Activity Area for a break under the artificial starry sky with a cup of hot coffee.
Letta, who's fake-sleepwalking everywhere, tags along.

Letta: I'm... so... bored...

Letta: Ahhh...

Chief: Letta, your acting hasn't improved even a bit.

Letta: Hehe, can't fool you this time either. Sigh, maybe I should find a reference book and work on it.

Chief: An Actor Prepares?

Letta: Wow, that sounds super professional.

Chief: That book's actually kinda dull. I don't recommend it.

Chief: By the way, I feel like I'm seeing you more these days?

Letta: Eh? Do you?

Chief: Quit fooling around. Tell me, is there something you want from me?

Letta: Nothing escapes you, Chief! Well, it's not that important, I was just wondering if you're free this weekend...

Chief: ...You're not asking me to take you out and stroll mindlessly at midnight on my day off, are you?

Letta: What do you mean stroll mindlessly? That's called a relaxing night walk!

Letta: Night walks are fun! Come with me and see for yourself!

Letta: So? Will you consider it?

• Prompt: Sorry...
• Chief: I have a mission coming up this weekend. I'm not free.
• Letta: How come you're never free every time I ask you? Bummer...
• System Notifications: Unable to stand her disappointed look, you sigh and give in.
• Chief: ...How about this. When I'm done with my mission, I'll take you to an antique shop that's just recently opened.
• Letta: Hehe, you're the best, Chief!
• Letta: Seems that I've won this time.
• System Notifications: She boops your nose mischievously and skips her way back to her room.

• Prompt: It's just not a good time.
• Chief: Loitering on the streets late at night as a Sinner may cause unnecessary misunderstandings or troubles.
• Letta: So loitering during the daytime is fine?
• Letta: Hmm... It'll be much less exciting, but if it's with you, I won't say no.
• Chief: Ugh, hold on...
• Letta: Hehe, you must keep your promise! I've got a list of places I want you to take me to, Chief.
• Chief: I'm not finished yet...
• Letta: What's the coolest place we can go, hmm? The Rust? I hear there are some guys specializing in decontamination over there. Sounds pretty exciting!
• Letta: Paradeisos is intriguing too. I've overheard Mom and Dad whisper about it a few times!
• Chief: Sigh, I should learn to say no to you... Alright, give me your list of places, I'll weed out the bad ones.
• Letta: Yay!

Flavor Text

▾ Base Outfit

The popular style of pajamas for young girls in Eastside, made of very expensive fabrics.

▾ Phase-Up

Hehe, would you like to explore this marvelous foggy night wonderland with me and my lantern?

Voice Lines

Реплики пока не добавлены.

Lore

Awakening Signs

The subject was attacked by Mania on a foggy night in Eastside, but the lantern she brought suppressed most of the infection. She awakened as a Sinner and narrowly escaped the Corruptors with her special ability.

Corruption State

Displays mild corruption and normal physical characteristics. Affected by Mania, the subject has lost her ability to sleep, yet it hasn't led to any metabolic disorders or severe mental disabilities.

Arrest Records

The subject voluntarily appeared in front of the Bureau one night. In a "sleepwalking state" then, she didn't resist the arrest and was therefore detained smoothly.

Her parents once tailored a personal *Growth Plan* for her and required her to strictly follow it. The plan was adjusted annually according to her progress in school, but she herself had no say in it. She had repeatedly suggested adding outings to the plan in vain.

The subject is discontented with her frightening image in the urban legend. She claims to have never harmed any pedestrians in the fog with her power but simply tried a few practical jokes, including but not limited to following them with the lantern, tapping them on the shoulder, and appearing suddenly from the wall, etc.

The subject owns a self-edited *DisCity Adventure Journal* that records various strange attractions in DisCity gathered from the internet, magazines, and urban legends, accompanied by detailed guides. Field visits have later proven most descriptions to be inaccurate, but she doesn't seem to regret her selection of locations.

Performance

Ever since her detention, *paranormal activities* have begun to be observed in the Bureau. Witnesses claim to be constantly followed by an unidentified bright light during night patrols. Security footage reveals the stalker to be the subject in her "sleepwalking state" and the "unidentified bright light’ to be the lantern in her hand, but she claims to have no memories of such behaviors.

The subject often interviews other Sinners on their experiences and strange stories outside the Bureau and notes down the details. She claims she's doing this to enrich her Adventure Journal, and that its content will be expanded to include not only DisCity but Outlands as well.

Obsessed with rare and cute dolls and decorations, the subject shares a common topic with Sinners with similar interests around her age. However, due to differences in their backgrounds, she sometimes faces challenges when communicating with Syndican Sinners, but they try their best to understand each other.

The subject often barges into Chief's bedroom while ”sleepwalking“ at night and proceeds to rest there. Once awake, she explains that she approaches Chief unconsciously because she feels reassured around Chief and that she's not doing it on purpose.

Ability Tags