Allegro

2nd Generation, 9th Sired of Userkaf, 366 BC.

Curses
The Five Curses of Userkaf-  Sun Bane.  Blood of Life.  Pall of Death.  The Black Veil.  Blood Bondage.

Information
The Italian criminal Marchese Allegro, Sired Sebastian Delagato, 3rd generation in the year AD 781.  This clan is fairly numerous with over 89 members, with two 3rd generation, two 4th generation, and six 5th generation vampires.  They are all of Italian heritage with exception of Allegro himself who was born in Crete.  It is unknown if Allegro is still alive.

Anubian Trait Abilities

All of these abilities share the same level. When a level is gained in Anubian Trait Abilities, all traits increase by that level. This level decides the base level of the vampire.

All Anubian Vampires share these abilities and traits in common unless stated otherwise.

Haze of Forgetfulness:
the vampire can haze the mind of a blood victim or a witness to make them forget anything they have observed or experienced in concerns to the vampire since laying eyes on them. The subject simply has a hole in their memory, a black out, of that duration. This power must be used on a subject within 24 hours of first encountering the vampire for it to be effective. Success depends on the vampire covering the subject's eyes or brow with his/her hand for a count of 30 seconds (-1 second per level to time of 5 seconds) while applying this ability. All Userkaf vampires have this ability.

Mending Kiss:
the vampire's saliva heals the flesh of minor wounds (cuts,punctures, and abrasions) but cannot mend serious or fatal wounds. All Userkaf vampires have this ability.

Quickness:
the vampire is capable of moving with amazing speed, +3 mvm, +1 mvm per level applied. All Userkaf vampires but those with haste have this ability.

Selective Command:
The Power to command who is, and is not affected by the Vampire's powers and abilities. All Userkaf vampires have this ability.

Temple of Prowess

Strength: +5, and +1 per level
Stamina: +5, and +2 per level
Agility: +1 per level
Stealth: +5, and +1 per applied stealth gift level
Regeneration: +5 per turn, +1 per level
All Userkaf vampires have these traits.


Minor Mask of Mortality

Grant of Temporary Human Trait {Only One} through blood of Subject with an incantation, which traces the path of their human beginnings back and then brings it forth into their blood and physical entity. 
Warmth and Mortal Pigment - Reduced with blood loss. 
Eat Food - Meager Amounts not enough to sustain the Vampire.
Slow Regeneration - To Mortal Rate.

Ancestral Abilities

Phantasmancy
Power and Willpower vs. Logic
1-{1-3} Illusion - Mage creates a minor illusion.
2-{4-6} Visual Projection - Subject sees glimpses of things that are not there which mage projects from his mind.
3-{7-9} Sensory Illusion - Mage causes another to smell, feel, hear or sense things that are not there.
4-{10-12} Deluded Perception - Subject's perception is deluded by false visions, scents, sounds, and touch.
5-{13-15} Phantasm - Mage creates a livid illusion which seems very real.
6-{16-18} Livid Reality - Subject perceives of whatever sense of reality mage creates while blinding subject's perception to their presence.
7-{19-21} Dreamscape - Mage traps subject in a dream world.
8-{22-24} Nightmare Reality - Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestation of their deepest dread.
9-{25-27} Architect of Reality - Mage invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.
10-{28-30} Formulation of Commands - Use phantasmancy with other gifts, improvise spells, create artifacts, phantoms, creatures, and items with phantasmal effects, and use phantasms for wards.
11- {31-35} Improved Power - Use any power in this path, at these levels, as mastered.
12- {36-37} Improved Power - Use any power in this path, at these levels, as mastered.

Vampiric Temple

1-{1-3}  Fangs - Retractable.
2-{4-6}  Claws - Retractable.
3-{7-9}  Wings - Retractable.
4-{10-12}  Fangs and Claws.
5-{13-15}  Fangs, Claws and Wings.
6-{16-18}  Vampiric Form - Stature and muscular increase in complete shift of Fangs, Claws and Wings.
7-{19-21}  Vampiric Menace - Shadows spread around vampire and presence emits an aura of terror in full form shift.
8-{22-24}  Physical Majesty - Vampire can use vampiric temple with supernatural haste in combat combinations, or in flight. 
9-{25-27}  Arcane Prowess -  Vampire can imbue their claws and fangs with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste at the highest level, their strength phenominal.
10-{28-30}  Godly Presence - Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 years in perimeter, while their presence radiates their chosen state of presence so potently that the wills of those who fall under their shadow crumbles (-10 WP).

Power of Domination

1- {1-3} Influence the Will
2- {4-6} Dread Presence
3- {7-9} Commanding Presence
4- {10-12} Command the Will
5- {13-15} Enslavement - by blood and imbuing subject with sexual essence
6- {16-18} Blood Domination - permanent domination with blood and commands
7- {19-21} Dominate the Will
8- {22-24} Dominate the Temple - dominate mind, will and soul
9- {25-27} Guardian Seal - brands or tattoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
10- {28-30} Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. If Slave runs away, OR is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
11- {31-35} Telepathic Domination - Dominate with the power of the mind, all mental checks vs. willpower. If dominator is not a telepath, they get telepathy at level 10.
12- {36-40} Use any power in this path, at these levels, as mastered.

Dynastic Powers

Necromancy
1-{1-3}  Healing Aura - Heals minor wounds.
2-{4-6}  Healing Grave - Heals serius wounds.
3-{7-9}  Speak to the Dead - speak to souls and spirits.
4-{10-12}  Soul Beckoning - Summons spirits and souls.
5-{13-15}  Deathly Majesty - Command souls, spirits and the undead.
6-{16-18}  Mortus Infliction - Rapid degeneration which results in death if infliction completes.
7-{19-21}  Morbid Tomb - Victim is plunged into a sealed, ancient tomb which infects them with necromantic whithering.  Victim degenerates over period of three days until death results.  Anyone entering tomb is trapped and inflicted with decomposition as well.
8-{22-24}  Resurrection - Knowledge of Soul Beckoning and Capture, Corporeal Restoration (restores body) Soul Command, Union of Flesh and Soul, Vital Flame and Raise and Awake the dead to resurrect a person.
9-{25-27}  Dark Warding - Necromantic Selection for warding havens, areas, items and buildings. 
10-{28-30}  Dark Creation - Powers of Necromantic and Dark Temple Spells, Commands, Factors, Improvised Casting-(failure with 0 Aces),  Recreation and Creation of Monsters and Bodies, Artifacts, and items Creation
11-{31-35}  Resurrect Army - Does what it says.  Massive aural wave blasts over an army like a gust of shadowy wind and restores corpses, then the bodies begin to glow as their souls plunge back into their bodies and vital flames are sparked, and with command, Raise the Fallen, the dead rise fully resurrected.  Caster is KOed for a day and require another day's recouperation.
12-God of the Dark Temple - Ascension into Lich, Demon, Devil, Vampiric Deity, and Angelican vampire only.  Holistic creation and command of the Dark Temple's powers.  Any Life and Death command can be summoned.  Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively.  Failure with more 1s than Aces.