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The Curse

What it means to be Myncha

The vampire who remade her left her more than fangs: a body that turns to diamond, a hunger that never sleeps, and a conscience that refuses to die.

The Diamond Curse
The Diamond Curse

The Diamond Curse

The sun does not burn Myncha. It does something slower and worse: it turns her skin into diamond, a beautiful, rigid crystal that spreads with every minute in the light.

Wrapped in her black mantle she can endure the daylight for a while. The mantle slows her down and steals her agility, but it shelters her skin and makes her harder to hurt. When that endurance runs out, the crystal takes over. Her body grows heavy, she can no longer run or leap, and only the hard diamond on her arms lets her turn blows aside.

If she stays in the light until the diamond covers her completely, there is no way back: Myncha becomes a statue of crystal, forever.

The Hunger
The Hunger

The Hunger

Since the night she was turned, an ache lives in her chest: a monstrous thirst for blood. It grows with time, and it grows faster every time she pushes her new body to its limits.

Animal blood keeps it at bay and keeps her soul clean: rats and bats in the city, foxes and fawns in the forest, and best of all, the feral monsters of Exius. Human blood quenches it completely and fills her with a dark, intoxicating strength, and it always costs something she can never get back.

The hungrier she is, the weaker her powers become and the faster her sanity slips. Starving, her body begins to consume itself.

The Weight of Guilt
The Weight of Guilt

The Weight of Guilt

Myncha has not stopped being human inside. Every innocent life she takes stays with her.

At first it is anxiety, a fear that follows her even when she rests. With the third life, the guilt breaks her: she falls to her knees in a panic she cannot control, and the sadness never fully leaves. With the fourth, nightmares tear her from her sleep, hungrier than before. The fifth would be the end of who she was: her human soul would dissolve, and only the monster would remain.

Day and Night
Day and Night

Day and Night

In Exius, the day is the danger: the sun hunts her skin, and she must move through shadows, ruins and the shelter of her mantle.

The night gives her skin back to her, and her endurance slowly returns. But the night belongs to the monsters too. Everything that hunts grows fiercer after dark, and stalkers far more powerful come out to hunt in the places that were safe by day.

At certain sanctuaries she can rest and let the hours pass, from day to night or night to day. Waiting is never free: time feeds the hunger.

The Humans of Exius
The Humans of Exius

The Humans of Exius

Unlike the people of the real world, the people of Exius know that vampires exist. Some hunt them: armed zealots with silver and stakes who attack on sight.

Others want them. The dark seekers dream of being turned. They walk calmly toward her, pull back their collars and offer their necks, and their presence alone wakes the hunger in her like nothing else. Myncha does not have to feed: a gust of her wind can push them back long enough for her to pass them by.

Her Gifts

The powers of the night

The Blur

Speed beyond anything human: she does not dodge, she blurs, leaving a trail of cyan and violet light.

Diamond Claws

Her nails sharpen into points as hard as diamond.

Starlight Armor

A touch of starlight is enough to harden her skin into a glittering shield in an instant.

The Wind

A magic of her own nature: gusts that push, pull and gather whatever stands in her way.

Umbral Snatch

Hidden under her mantle, she lunges and bites a feral beast in a heartbeat, enough to keep the hunger quiet. She never takes a human this way.

The Leap

Legs strong enough to launch her into the canopy, and the balance to strike from above.

Her Arts

How Myncha fights

Shattered AmethystA chain of four claw strikes, the heart of her fighting.
Lunar UprisingA slash that staggers, and a heavy blow that throws the enemy into the air.
Grave-Dust CascadeStrikes that end by slamming the enemy into the ground.
Crystalline RuinThree slow, crushing blows that break any guard.
Mourning FlurryA heavy blow followed by two lightning cross-slashes and a final crush.
Exian Steel WaltzA chain of strikes with the weapon she carries.
Gothic InterceptFast claws that pin the enemy before her weapon finishes the work.
Siren’s RedirectWeapon, claw, weapon: a sweep that keeps the enemy at the right distance.
Velvet RibbonsA quick claw and two wide weapon arcs to hold back a crowd.
Screaming ShroudThree compressed waves of wind that push back everything in front of her.
Zephyr’s ClawA gust that pulls a distant enemy straight into her claws.
Twisting ShardsTwo vortexes that gather the enemies together, and a wide slash.
Sorrow’s VortexThe wind draws them in; a crystal blow to the ground breaks them.
Armament TyphoonThe wind gathers a whole wave of enemies for one blow of her weapon.

Myncha: Vampires of Exius, its story and its characters are original works by David Gomez Valerio and Danloud Labs LLC. All rights reserved. The story is still being written.