Appearance: Elesis is a lithe and fit young woman with a curvaceous and petite figure, light, fair and unblemished skin, and a blood red silken mane that flows down to her hips. She has piercing iridescent red eyes with an ever-shifting golden sheen that reacts to reflected light. Although Elesis is mostly aloof and calm, her deadpan gaze holds coldness unmatched.
Apparel: Elesis is typicall well-dressed.
When adventuring, Elesis wears a black leather vest over a long-sleeved red shirt, snugly-fitting smooth black trousers, and knee-high boots. She often uses her pauldron for additional protection.
Casually, she likes to wear snug sleeveless shirts, jeans, and sometimes shorts with tights. She prefers boots over heels, and black and red is by far her favorite color combination.
Elesis controls a vile form of energy that consumes and corrupts all life and matter, reducing anything it touches to a tar-like black substance that reeks of blood. This excludes magic-based powers, although the raw power of her spells is defined by her base ENR + currently present buffs. This magick manifests in form akin to non-newtonian fluids, becoming solid during motion or force and melting into ooze when static. Should anything resist this element's power of consumption or corruption, damage will deliver as severe burns resembling direct plasma exposure. Elesis herself cannot be damaged by the Element, and its usage will immediately bestow a +5 ENR empowerment for 5 posts, with a cooldown of 3. The minimum cost of spells is 1 ENR, which is subject to increase depending on the scale and force of the exertion in question.
When this skill is enabled, enemy energy/magic that comes in contact with Elesis' dark energy will be corrupted and turned into more dark energy that she can control. Magical barriers will successfully block attacks if done right, and will slowly be corrupted, taking up to 1 post, but these defenses cannot be taken away once the process of corruption has started. Attacks are instantly corrupted unless 10 or more ENR has been invested, in which case the same rule as magical barriers will apply. This skill costs 1 ENR to enable, lasts 3 posts, and has a cooldown of 4. Note that it doesn't change any rules for how ENR works, and it completely relies on dark energy based attacks or defenses to be effective.
Elesis draws power from her kriegsmesser to gain +10 SPD, and the ability to immediately move in any direction with a maximum distance of three meters. When undertaking such movement, Elesis will levitate an inch above the ground and travel at instantaneous speeds, leaving behind a crimson trail of energy that follows her trajectory. Additionally, this ability will induce inhuman movement speed and reaction times. This skill lasts five posts and consumes a single Charge; it has a cooldown of 3 posts, though Crimson Boost's duration can be doubled for an additional charge. Cooldown will still be applied once time runs out.
Elesis can overcharge her kriegsmesser's blade with extreme amounts of dark energy, allowing her to deliver deadly melee attacks that bear great physical and energy damage. Because of the nature of dark energy, an Overcharged Kriegsmesser will cleave through any physical objects with extreme ease, but it will also penetrate magical defenses/enchantments unless these are exceptionally strong (10 ENR invested in the defensive spell). Striking with the overcharged kriegsmesser will consume 1 ENR per hit, but only if it is successful and has damaged the opponent. When the kriegsmesser is Overcharged, its entire blade will gain an intense crimson glow.
During combat, Elesis' blood is contaminated with the same dark power she wields, appearing as a thick black substance. While Crimson Boost is enabled, her blood will deal ENR damage to whatever it comes in contact with, and will behave in the same way as Dark Energy Mastery, though it cannot be manipulated as dark energy by the user. While it does not eat through magic, it'll absorb 1 point from whatever energy it touches, with a limit of +3. Additionally, the magic it touches will be corrupted by Abyssal Corruption if the skill is enabled. Because this ability is dependent on Crimson Boost's activation, it shares a cooldown and cost with it. This skill also comes with its own passive, which makes the user immune to poisons and other toxins as her bloodstream will corrupt and consume it.
The user can teleport to any dark-energy-based objects, such as the Crimson Kriegsmesser or objects created by Dark Energy Mastery, and even her own corrupted blood. Teleporting to the Crimson Kriegsmesser costs 1 ENR, but warping to a dark energy object costs nothing, although the user will have invested Energy or Charges in its creation. Any energy object she teleports to will be lost. Crimson Inferno does not classify as dark energy, therefore it cannot be used with this skill. Elesis may also immediately return to the previous spot should the energy object be destroyed in some way or if the teleport is cancelled, this specific action costs 1 ENR.
Having cleansed her pyromantic ability, Elesis can summon and control flames at will. Manipulating existing fire is free of cost, while summoning it out of thin air requires a minimum exertion of 1 ENR, subject to increase depending on intensity and amount. Flames under her control cannot be taken by another magic user, and will leech +1 ENR from struck foes with a limit of 5. In addition, fire can be corrupted by the Demonic Element, allowing the user to turn existing flames into the aforementioned magic type.
The user achieves prime, unfiltered connection with the Demonic Element, resulting in greater magical optimization without suffering from permanent side effects. This ability halves the ENR cost of all magicks for a period of 5 posts, with a cooldown of 4. Only even numbers can be invested as ENR, but due to the skill's effect, the user can cast spells with a level of potency she normally couldn't achieve, essentially doubling the power output of her magicks. While the skill is active, maintaining mental stability and focus will become increasingly harder, and pitch black veins will gradually stretch along Elesis' skin.
Plunging the Crimson Kriegsmesser into the ground releases a cursed shockwave that expands over 5 meters, staggering foes and repelling lightweight objects. People caught in the area will lose 1 STR; the debuff can stack down to -5 STR, but will be removed after 4 posts unless struck again. This ability costs 2 CHRG and has a cooldown of 1 post. This is a Kriegsmesser Skill.
A powerful short range blast of dark energy is released, boasting concussive force great enough to displace 1 ton of mass, and dissolving unenchanted physical objects with ease. Essentially a controlled explosion of the demonic element, this ability shares the same damage properties as Dark Energy Mastery in addition to the aforementioned effects. It has a total range of 3 meters, starting from the crystal on the kriegsmesser's hilt, and costs 1 CHRG per use. This is a Kriegsmesser Skill.
Enabling this ability will restore all of the Crimson Kriegsmesser's charges for a cost of 1 ENR, whilst restoring any wounds suffered in battle in a span of 1 post. This includes lethal injury, provided death is delayed by Living Dead. Passively, Elesis will regenerate +1 ENR per turn once the stat drops below its base value.
Elesis’ inner corruption overtakes her body and mind, doing everything in its power to keep her alive and conscious, throwing her into a state of absolute madness and making her impossible to kill through any means unless her head is severed or destroyed, or her body is broken beyond functionality. This skill is triggered as soon as Elesis receives lethal or KO damage. Elesis will still take damage at normal rates. This state of undeath lasts 5 posts and costs all of her current energy. Should she have no energy, all current charges will be spent instead. Should she have neither, this skill will not become active and she will die normally. If her lethal wounds are not healed before time runs out, she will die. If someone else heals her or she does it herself, Elesis will continue to live after time is up, but the effects caused by any previously enabled skills will remain active, and only pacifying skills may be rid of her extremely violent, unreasonable mental state. This skill has no use limit, but it has a cooldown of 4 posts, making her normally killable during the cooldown. In order for it to be usable again, Elesis will need to have enough energy or charges. Every use of this skill after the first one will drain a single point to her Strength or Defense. Should Elesis’ Strength and Defense reach 0, she will fall unconscious, where she may be killed with ease.
Elesis' inner corruption manifests in the form of ghostly, semi-transluscent dark gray limbs that can protrude from anywhere on her body for the purpose of defense or offense, but only show up when performing actions with them. They are a total of four limbs: two arms and two legs, all of them exact copies of Elesis'. Their size and shape cannot be changed. These limbs move as fast as her Speed stat and are as powerful as her Strength. They can be used just like their real, physical counterparts, but melee and energy attacks can be blocked or caught, although their force, power and properties will remain the same. The hands themselves do not take damage, but everything else can easily be severed, which causes damage and intense pain. Elesis can only grow them back after a cooldown of 4 posts, with a cost of 1 ENR or 2 Charges. This ability triggers automatically and without cost when Elesis' mental state reaches its lowest, but otherwise it requires 2 ENR or 4 Charges to be activated.
A 1.5m, single-edged kriegsmesser made from dark energy and a fragment of Elesis' soul. Vile in appearance and performance, the kriegsmesser is well-balanced and virtually unbreakable, with a resistant yet perfect edge that can easily cut through soft and hard surfaces alike. With its own pool of energy, the Crimson Kriegsmesser alone is capable of performing magical feats at its wielder's will.
The Crimson Kriegsmesser possesses skills of its own, powered by a total of 6 charges (CHRG) instead of the user's ENR. These skills are Void Rift, Rending Blast, Crimson Boost, Overcharge, and Umbral Blink (kriegsmesser only). This sword also deals additional ENR damage when Overcharged, equal to +2 ENR. Only Elesis can wield it, for those who attempt to take it in their grasp will suffer immense, frigid pain throughout their being, along with rapid, lethal corruption and complete mental decay that can lead to death, though this condition can be resisted by those with the right means.
The user may summon the blade at will; should it be broken, it can be summoned again in perfect condition, though all current charges will be lost.
A polished tessar pauldron that goes on the left shoulder, with floral engravings and an inlay of her bloodline's symbol. Overlapping and articulated plates run along the arm, down to the back of her hand, offering substantial protection against physical and magical attacks.
It took even more loss to get here, but she's her own woman now. Her blade, she wields for none but herself.