Lakota

2nd Generation Flies with Raven Wings, Last and 17th Sired of Userkaf, AD 1014.

Curses
Curse of Khonsu: Lycanthropy. The Lakota shape shift into their totum animal with a full moon as it rises and keep that form until it sets. Their vampire form has feathered wings like an eagle instead of bat-like wings.

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

Information
"Like locusts they came and took without asking, pillaging, plundering, bringing sickness and raping the people, the animals and the earth mother. I saw no respect in them for the mother of us all, and no respect for the true people. It was many years since I met a washitsu who walked the path of the true people." -Flies with Raven Wings.

There is no information on who was sired of this secretive tribe. Rumors have it that Flies with Raven Wings is still alive somewhere in America. Fact is, he goes by the name John 'Raven Wings' Hancock, and the rumor that he perhaps dwells in some hidden place with his 'children' also rings true, where as the other tale, that he walks alone is quite mistaken. Regardless, he lives up to his name, for the ravens are his most faithful of all familiars with the mustangs he keeps in his very secluded and private, canyon ranch. All but a few of his tribe are pure blood Sioux, saved from the ravages of time by their immortal and elusive state. Billy 'Grey Wolf' Walker was his first progeny, and was sired before the settlers came, in AD 1080, and is his only living blood son. Grey Wolf saved a young brave named Rain Dancer from the soldiers in 1850. Others have since been sired, some saved from the white man's 'progress', others simply chosen for open minded acceptance of the Lakota vampires' curse, their courage and their wisdom, but most all, they embrace those few who have not forgotten the earth, and the ways of the people the earth painted with her colors.

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: +8, and +1 per level
Stamina: +10, and +2 per level
Agility: +1 per level
Stealth: +5, and +1 per applied stealth gift level
Regeneration: +20, +1 per level

Senses of the Damned
Sense Presence: the vampire can sense when others are near. Opposes cloaks which conceal presence or powers which resist senses.
Identify Presence: the vampire can identify those it senses.
Localize Clan: the vampire can sense the presence of and locate any clan member (unless the clan member is cloaked from senses and senses cannot penetrate the cloak with higher power).
Preternatural Senses: olfactory, vision, aural, even sense of taste and touch is enhanced by trait level of vampire.
Paranormal Sense: vampire can sense the presence of spirits, demons, and devils, identify and commune with those they sense.

Death Swarm Summoning: Summons deadly swarm of stinging and biting venomous insects, scorpians, rattlesnakes, wasps, spiders, centepedes ect. Doubles Damage.

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 Power

Power of the Beasts
1-{1-3} Shapeshifting - They may shift into any animal type within a territory as their will commands it.
2-{4-6} Khonsu's Gift - The Lakota can shift into animal form within moment's haste the days before, during, and after a full moon.
3-{7-9} Nature of the Beast - The Lakota Vampires may call any Physical, Sense, Instinct, Agility, or Motion of a select animal into themselves-{1 Aspect per Ace.}
4-{10-12} Animal Kinship - Speak with Animals-Animals are unafraid of the Lakota and will approach them with respect, and the Lakota may understand what they say to them, and be understood by them.
5-{13-15} Summon Animal Kin - {up to 2 animals per level.}
6-{16-18} Alliance of the Animals - They can command those animals which they summon.
7-{19-21} Beast Thrall - An animal can be thralled without being dependant on the vampire's blood, and attains only immortality without any power or ability inheritance.
8-{22-24} Kindred Beast - An animal can be sired by the Lakota without having a vampire's thirst, while maintaining a state of immortality with regeneration.
9-{25-27} Force Shape Shift - Force another to take a called animal form.
10-{28-30} Shift at Will - The Lakota becomes a true shapeshifter and no longer a lycanthrope which is controled by the moon.

Shaman Healing
1-{1-3} Heal Minor Wounds and Illness - Scores same of damage, +1 per success, and +5 per Ace.
2-{4-6} Read Anatomy.
3-{7-9} Heal serious Wounds and Illness - +5 per Success, and +10 per Ace.
4-{10-12} Heal the Earth - Heal Plants, Restore Damage, Protect the Earth.
5-{13-15} Purify-Air, Water, Soil, Food, Select Purification.
6-{16-18} Cure Disease
7-{19-21} Purify the Body
8-{22-24} Resurrection - Includes soul commands, restore body, soul joining, vital flame and awaken.
9-{25-27} Grant Immunity - Power which makes another immune to disease, heat, cold, specific forces, etc.
10-{28-30} Embodiment of Flesh - can re-engender a body that has been destroyed.

Poison Lore
1-{1-3} Identify Poison
2-{4-6} Detect Poison
3-{7-9} Make Poison.
4-{10-12} Slow Poison.
5-{13-15} Cure the Poisoned.
6-{16-18} Neutralize Poison.
7-{19-21} Reverse Poison effects.
8-{22-24} Purify Body.
9-{25-27} Purify Soul.
10-{28-30} Master of Poison Lore - Make, Invent, Cure, Negate, poisons, create poison wards, artifacts, succor protections, and items.

Powers of Protection
1-{1-3} Protect from Magic
2-{4-6} Protection from Weapons - A shield is raised around target equal to strength of power. Takes 3 hits before shield fails.
3-{7-9} Strengthen the Will - Magic level + level of gift=+WP.
4-{10-12} Holy Aura of Protection - Protects from all attacks for up to three hits.
5-{13-15} Protection from Curses - Protects selected allies or herd. Must be cast before curse is laid to protect from curse. Lasts one day.
6-{16-18} Remove Curse - Power vs. Power.
7-{19-21} Detect and Identify Curse
8-{22-24} Remove Necromantic Effects - Power vs. Power.
9-{25-27} Remove All Inflictions - Power vs. Power.
10-{28-30} Formulation of Commands - Create protective spells, wards, artifacts, and items.

Plant Elements
1-{1-3} Shivering Leaves
2-{4-6} Hasten Growth - Small plants.
3-{7-9} Tangling Vines
4-{10-12} Rapid Growth
5-{13-15} Awaken Tree - Tree is 'awakened' and becomes an animate tree elemental.
6-{16-18} Command Plant Elementals - Can command plant elementals and put them back to sleep.
7-{19-21} Heal Forest - Rejuvination of a burned or diseased forest.
8-{22-24} Awaken Forest - An entire forest is awakened and becomes animate.
9-{25-27} Guardians - Plants and trees can be awakened to guard a haven or area up to 50 acreas.
10-{28-30} Lord of the Plants - Formulate plant commands.

Earth Elements
1-{1-3} Volley of Stones.
3-{7-9} Pool of Lava.
4-{10-12} Sand Storm - Target/s are blasted by stinging sand which is so fine it gets past all but solid elements, the wind so strong it tosses people and medium sized objects like tumble weed. Earth and Wind commands.
5-{13-15} Barrage of Boulders.
6-{16-18} Earth Morph - Morph a target into dirt, stone, mud, sand, or mineral element.
7-{19-21} Minor Earth Quake.
8-{22-24} Land Slide - Brings a hillside, mountain, building or cliff, roaring down fiercely on target/s.
9-{25-27} Earthquake Canyon - An earthquake forms a canyon.
10-{28-30} Formulation of Commands - Improvise earth commands and blend with other gifts.