Nephremkhet

3rd Generation, First Sired by Kentkaus, who denied that she Sired her and named her as the child of Avari. 2289 BC

Curses
Frenzy: Whenever Vampires Sired of her Dynasty fed, they would have to struggle with their beasts not to frenzy and drain their Victims to the point of death, or in case of vampires, torpor.

Rage of the Beast: When Angered, or sometimes feeding, or in the heat of battle, her line would contend with containing their beasts, which IF it broke loose, would cause claws like daggers to shoot from their fingertips, fangs to elongate, and their eyes to glow a feral mercury.

Allergy to Wood: >If a wooden shard or lance of holly was thrust in her or her blood kin's heart, they would lie as if dead until the wood was removed.

Curse of the Guardians: All of her line respect and fear cats owed to a curse Anubis laid on her blood for the blessing of Tawret.

Curse of the Womb of Life: all of her line were cursed that should their flesh contact running water it would cause immediate immobilization until contact ceased.  Running water represents the womb of life in this curse.  Direct contact with the flesh must be made.  Clothing can act as a barrier even if they get wet.  Running water includes; any kind of river, creek or stream, ocean tides, rain, and even running water from a faucet or hose.  Relatively still water such as lakes, ponds, pools, and baths do not trouble these vampires.

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

True Blood Feud: with Khentkhaus and Ramses bloods. (see Userkaf Curses)

Information
"Claimed" as Sired by Avari. Khentkaus denied Siring Nephremkhet after discovering her husband Userkaf was having an affair with her. She claimed that Avari had Sired her, in hopes that her husband would have Nephremkhet executed. Userkaf heard his wife's accusations, and Nepremkhet and Avari's claims of Innocence, and left it to the desert and the will of Re to judge their fates, and banished them to the desert wastelands. Nephremkhet's curses were laid on her owed to her vows to take vengeance on Khentkaus and all of her blood.

Dynasty of Nephremkhet
Nephremkhet-3rd Generation-2289 BC, sired by Khentkaus
Isariman-4th gen-2180 BC,  sired by Nephremkhet
Malhama-4th gen-2100 BC, sired by Nephremkhet
Hasseim Albaghdah-5th Gen-2050 BC, sired by Isariman
Gilhiam Duinr 5th Gen-1989 BC, sired by Malhama
Many where the children Sired by Isariman and Malhama's line.

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: +7, and +1 per level
Stamina: +8, and +2 per level
Agility: +1 per level
Stealth: +7
Regeneration: +8, +1 per level

Ancestral Abilities

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.

Vampiric Haste
Time actually slows for the vampire giving the appearance of speed.
1-{1-3} Superhuman Movement-Five times faster than a human sprinter.
2-{4-6} Blurring Movement-Phasing speed which makes vampire blur from vision.
3-{7-9} Blind Eye Movement-Quicker than the eye.
4-{10-12} Phasing Movement-Surpasses tangible and material objects.
5-{13-15} Active Applications-Hasted Weapons and combat.
6-{16-18} Phasing Gate-Phase out of one place and into another.
7-{19-21} Twain Haste-Ability to haste another with self, hasted subject must physically pull other with them.
8-{22-24} Time Gate-Phase past time effects.
9-{25-27} Twain Time Gate-Phase past time effects with another, hasted subject must physically pull other with them.
10-{28-30} Formulation of Commands-In creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.

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)..

Dynastic Powers

Powers 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 tatoos 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 - 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.

Phantasmancy
1-{1-3} Illusion-Vampire creates a minor illusion.
2-{4-6} Visual Projection-Subject sees glimpses of things that are not there which vampire projects from his mind.
3-{7-9} Sensory Illusion-Vampire 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-Vampire creates a livid illusion which seems very real.
6-{16-18} Livid Reality-Subject perceives of whatever sense of reality vampire creates while blinding subject's perception to their presence.
7-{19-21} Dream Scape-Vampire entraps 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 manifestion of their deepest dread.
9-{25-27} Architect of Reality-Vampires 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 and items with phantasmal effects, and use phantasms for wards

Delude
A Power Nephremkhet and Avari 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.
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} Deluded Presence- Conceals nature, bloodline, mood, thoughts. {+1 aspect per ACE rolled}
5-{13-15} Deluded Projection - Project self Image.
6-{16-18} Twain Projection - Create 2 self-images.
7-{19-21} Tri Projection - Create 3 self-images.
8-{22-24} Quad Projection - Create 4 self-images or 1 quasi-real image at 50% power of true self.
9-{25-27} Pentacle Projection - Create 5 self-images. 1 quasi-real image at 100% power, or 2 quasi-realm self images at 50% power.
10-{28-30} Master of Projection - Create up to 10 self-images, or Up to 4 quasi-real images at 50% power, or two quasi-real imagies at 100% power.