Avari
2nd Generation, 2nd Sired of Userkaf. First Sired who was not Egyptian. Hittite Male. 2291 BC
Curses:
Curse of The Shroud: In light of day, all of Avari's blood would have to cover themselves during daylight, whether by soil, within absolute darkness, or within a coffin which assures their safety more guardedly, or they would suffer a deadly fever which would embrace them in torpor, as the sun would filter through all else to affect them. This curse laid by Re when Avari cursed the sun repeatedly as he and Nephremkhet fled from the desert to survive its ordeals.
The Five Curses of Userkaf: Sun Bane. Pall of Death. Blood of Life. The Black Veil. Blood Bondage.
Information
Avari is Still Living.
2nd Gen: Avari
3rd Gen: Amenotep {male Egyptian} 2191 BC, and Sutekh (male Sumarian) 689 BC.
4th Gen out of Amenotep: Amenirdis {female Ethiopian Preistess} 1891 BC
4th Gen out of Sutekh: Manon Setath
5th Gen out of Amenirdis: Bavardai {male Amorite Assassin} 891 BC
6th Gen out of Bavardai: Kurjak and Mio (Serbian brother and sister) 2493 years later in AD 1602. Arceneau (arkadian male) 689 BC, Rene (french female) 1641 AD.
Note: It is said Bavardai killed all other progeny of his blood line after Arceneau and Rene.
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.
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: +7, +1 per level
Stamina: +10, +2 per level
Agility: +1 per level
Stealth: +8
Regeneration: +15, +1 per level
Ancestral Abilities
Telepathy
1-{1-3} Touching subject.
2-{4-6} Within 30 feet of subject.
3-{7-9} Within visual range of subject.
4-{10-12} Within same city/borough as subject.
5-{13-15} In same state/providence as subject.
6-{16-18} In same country as subject.
7-{19-21} In same world as subject.
8-{22-24} Able to contact various subjects at same time anywhere in the world.
9-{25-27} Able to contact subjects anywhere and at any distance.
10-{28-30} Able to create mind gates to influence subject through telepathic connection.
This Power can ONLY be unlocked in another by their Sire with these words spoken as the Sire places his hand upon his Progeny's brow- "Udjat Khonsu Kemet" The eye of Horus called to the black sands-{children of Egypt.}
Presence
The power to manipulate the emotions and mind of others through the vampire's presence. Presence can be resisted by Willpower vs. Constitution of Effect.
1-{1-3} Infatuation-Subject becomes intrigued with the vampire and desires them.
2-{4-6} Induce Fear-Subject fears vampire and compeled to retreat from vampire's presence.
3-{7-9} Respect-Subject is awed with the vampire, and trusts what the vampire says to them.
4-{10-12} Induce dread or Euphoria-Vampire can induce others to either dread their presence and have an impulse to flee from them, or feelings of euphoria which make subject feel giddy.
5-{13-15} Induce Obedience or Rage-Subject obeys the vampire, or vampire can send subject into a violent rage focused on another subject.
6-{16-18} Induce Frenzy or Sleep-Vampire Induces a frenzy in another person or vampire and directs that frenzy towards a select subject, or charms subject into a deep, restful sleep.
7-{19-21} Dominate the Will-Vampire's presence dominates another and brings their will under their command for a day or two.
8-{22-24} Command the Will-Used with Dominate the will, the subject is under absolute command of vampire.
9-{25-27} Enslave the Will-The subject's will is enslaved to vampire until the vampire releases them.
10-{28-30} Master of the Horde-Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end.
Dynastic Powers
Blood Sorcery
1-{1-3} Blood Transfer - Vampire transfers blood to another.
2-{4-6} Scalding Blood - Blood grows so hot blisters form on the skin.
3-{7-9} Thief of Blood - Vampire can steal the blood of another within visual range of themself.
4-{10-12} Transmute Blood - Alter blood type, and blood properties.
5-{13-15} Transmute form - Alter a form to cause physical mutations. Vampire can use this power on themself as well.
6-{16-18} Envenom Blood - Deadly preturnatural venom which can effect immortals as well as mortals.
7-{19-21} Burning Blood - Blood explodes into flames.
8-{22-24} Vaporize Blood - Vaporized called percent of blood.
9-{25-27} Master of Enslavement - Use blood to enslave and burn mark of possession.
10-{28-30} Arcane Prowess - Blood energy tapped to make vampire incredibly strong and render them invulnerable to physical damage.
11-{31-35} Heart of Blood - Capture the heart of an enemy to preserve their life so long as the heart is imprisoned, and know their location at all times while their heart is kept. Vampire must place the heart in a jar immediately, and fill the jar with their own blood to preserve the heart. If the heart should be destroyed, the vessle belonging to the heart is destroyed.
12-{36-40} Master of Blood - Create effects, rituals, magic items, etc.
Powers of the Shroud
1-{1-3} Shadow Viel - Hides vampire in shadows.
2-{4-6} Shadow Cloaking - Cloaks vampire and their presence.
3-{7-9} Shadow Walking - Close distance through shadow realm.
4-{10-12} Gate of Shadows - A shadow gate which vampire can take others through via the shadow realm.
5-{13-15} Shadow Phasing - Phase out of material realm into corporeal form of shadows.
6-{16-18} Eclipse the Sun - Protects vampires from sunlight by eclipsing them in shadows which the sun cannot penetrate.
7-{19-21} Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight.
8-{22-24} Daylight to Nightshade - Day becomes night for a select duration and only affects vampire commanding this power and those the vampire selects to be affected.
9-{25-27} Shadows and Stone - (Dungeon of Darkness) Sinks a subject or select area within the demi-plane of shadows where the shadowlands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.)
10-{28-30} Formulation of Commands - Manipulating use of powers to select commands, Creating Wards for Havens using powers, and creating artifacts of power.
Delude
A Power Avari and Kentkaus mastered when taking flight from egypt.
1-{1-3} Delude Destination - Vanish, leaving after-image for 6 d6 Seconds, and appear elsewhere within visual scope, even if hidden in that range.
2-{4-6} Rapid Displacement-Vanish, leaving after-image in place for 10 d6 seconds and appear elsewhere within visual scope times = number of successes.
3-{7-9} Projection Gate -Vanish and leave after-image for 6 d6 seconds while true form appears in a select location.
4-{10-12} Delude Presence - Conceals nature, bloodline, mood, thoughts. {+1 aspect per ACE rolled}
5-{13-15} Shapeshift - Create select forms, learn up to 1 per level.
6-{16-18} Delude Id - Create alter presence, scent, metaphysical aura.
7-{19-21} Projection - Create 1 self-image at 50% power and project to select location.
8-{22-24} Bi Projection - Create 2 self-images at 50% power, or 1 quasi-real image at 100% power of true self. Project imagies to select location.
9-{25-27} Pentacle of Delusion: 1 effect per ace
Delude tastebuds
Delude sense of touch
Delude scent
Delude vision
Delude hearing.
5 aces = Called Effect.
10-{28-30} Master of Delusion - Formulate commands, combine power, enchant items, etc.
11-{31-35} Improved Power
12-{36-40} Improved Power