Userkaf

(weh-sar'kahf) First Born created by the Guardian of the Dead, Anubis, 2493 BC

Curses:
Sun Bane: The sun would burn the flesh, and if too long exposed would consume the undead drinker of blood entirely, their Soul to lie in purgatory until expired on the fourth day, whereupon the Eater of the Dead would devour their soul.

Blood of Life: Userkaf and all he made and who made others of the blood of Anubis, could taste no food, and receive no nourishment, but from the blood of Ka {the life force, i.e mortal creatures} and only of humans lest they be otherwise cursed.

Pall of Death: All who were made of the blood of Userkaf would wear of pall of death upon their flesh that would make their skin very pale, a glow of health on them only when they were well nourished.

The Black Veil: All Sired of the blood of Userkaf after Khentkaus I, and their ancestors after, must conceal what they are from all mortal beings. To ALL these vampire kin who broke The Black Veil to risk exposure, Anubis cursed with the Blood Bond.

Blood Bondage: When blood was taken from another of Userkaf's Blood, after Khentkaus I, would they be bound to them, the strength of this bond three times as strong if to drink of their makers. If they defied this mask again, they would be affected by a flaw or taint in their Nature, Blood or Physical vessel, each time they disobeyed this law after the first. Userkaf passed his curses down through ALL the generations of his blood but those of Khentkaus I's line, for it was after he Sired her that the Curse of the Bond was laid on him. Those of her blood would be unbondable by blood, and only love, respect and loyalty would bind them to their dynasty.

Curse of the Primogen: Exclusive to Userkaf- "No more shall Userkaf make than the count of his fingers twice {20} for then shall his blood be infertile." Userkaf vanished some hundred years after the Siring of the Lakota Flies with Raven Wings, and has not been since seen.

NOTE: Each clan guards their curses as sacred! They will NOT give their weaknesses away to other clans and those who should might be marked as traitors and hunted by their own clan.

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.

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: +10, +1 per level
Stamina: +20, +2 per level
Agility: +1 per level
Stealth: +8
Regeneration: +25, +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.

Powers of the Primogen

Blood Enslavement: Enslavement and command of Mind, Will and Soul through the Vampire's blood. Requires a ritual and specific enchantment calling on the Powers of the Dead Pharaohs, with the victim laid on an alter covered in the Vampire's blood as offered to the Gods, and after victim is imbued with Vampire's blood, he must state his demands as he wishes the Victim enslaved. If the Victim's willpower is greater than the invoker's collective powers, then the Ritual will fail.
Power of the Dead Pharaohs enchances power by +5 d6

Blood Summoning: The ability for a Sire to call any born of their blood to them.

Heart of Darkness: Ritual knowledge gained with this power, and the power to preserve the heart of a victim in a ceramic jar or strong box and maintain a bond with that victim through the heart.  The victim, mortal or otherwise, lives so long as the heart is kept under enchantment by the seal of its container, and the vampire can always locate the victim at will through the heart.  If the heart is destroyed, so is the victim.

Oblation of Blood
To take vampiric traits and powers from a child of Invoker's blood, and give it back to Anubis, thus degenerating a Vampire's powers or returning a Vampire born of his blood to a mortal state.
1-{1-3} Show Disappointment - Take one trait or Power.
2-{4-6} Punish - Take two Traits/Powers selective.
3-{7-9} Express Shame - Take three Traits/Powers selective.
4-{10-12} Disdain - Take four Traits/Powers selective.
5-{13-15} Reproach - Take five Traits/Powers selective.
6-{16-18} Curse - Take six Traits/Powers selective.
7-{19-21) Loath - Reduce all Traits/Powers with 5 Aces
8-{22-24} Dismiss - Permanency - Make degeneration permanant with 5 aces.
9-{25-27} Banish - Mortal State - Make subject mortal with 5 Aces. These are Permanent effects.
10-{28-30} Master of Oblation - restructure memories as called, alter physical state of subject as called.

Mask of Mortality: Grant of permanent or Temporary Human Trait through blood of Sire with incantation which traces the path of his human beginnings back and then brings it forth into his blood as passed on to the progeny. Must be performed during Siring to be permanent.
1-Warmth and Mortal Pigment: Reduced with blood loss.
2- Eat Food: Small portions and does not sustain the Vampire.
3-Slow Regeneration: On Command.

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.} Any Anubian of any age without telepathy is distrusted by other Anubians.

Telekinesis
Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace.
Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Lift: up to +5 pounds per success, +100 pounds per ace.
Push: up to +1 strength per success, +5 strength per ace.
Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
Telekinetic Formulation: level 36-40 only, formulate feats as called.

Telekinetic Specifications
o Area Affected: +1 square yard per success, or +10 yards per success and +50 square yards per ace on a crit.
o Mass or Weight Affected: same as area affected.
o Distance Affected: +1 foot per success, +5 feet per ace, distance or height.
o Strength Damage: +1 damage per success, +5 damage per ace, damage x 10 on a crit.
o Number Affected: +1 target per success or ace as called, cost of -1 AR to add multiple targets to a feat.
o Critical Affect: totals x 10 when any power is critical.

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.

Charms of the Undead
Charms can be resisted by Willpower and Logic vs. Willpower and Constitution of Effect.
1-{1-3} Stupor-Vampire scrambles subject's senses making them dazed and confused.
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.
5-{13-15} Dementia-Subject collapses into a full blown, schizophrenic attack and can not tell the difference between reality and delusions.
6-{16-18} Abhorrent Psychosis-Subject hates everything in sight and rants and raves about what they hate about it, growing unnaturally violent as their temper boils over with abhorrence. Vampire meanwhile blinds subject's perception to their presence.
7-{19-21} Insanity-Vampire implants subject's mind with a permanent psychosis, determining what triggers it and the effects of that trigger.
8-{22-24} Addled Dementation-Subject is reduced to a permanent state of dementia and become very absent minded, forgetting one moment to the next while they are incapable of separating reality from their frequent hallucinations which include touch, taste, hearing, scent and vision.
9-{25-27} Nightmare Reality-Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestion of their deepest dread.
10-{28-30} Architect of Reality-Vampires invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.)

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:  +1 damage per 100 years of age with max damage of +5.
2-[4-6] Claws:  +2 damage per 100 years of age with max damage of +8, or +15 with large claws and hands and huge vampire form.
3-[7-9] Wings:  If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, retractable, can shield from attacks but ability to fly is compromised if wings are badly damaged. Flight must be learned and perfected. Flight Level = Vampiric Temple Level. Wing Fortitude is 50% of fortitude. If not winged, clan has an animal form.
3-[7-9] Improved Prowess:  +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Vampire Form:  can dmg. foe with fangs, wings and claws in an attack, and can block with wings as well as take flight. +2 Fort, Strength, and Regen, includes beast or bestial forms if vampire has any.
5-[13-15] Enhanced Vampire Form:  combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form:  Stature and muscular increase in complete shift of Fangs, Claws, Wings, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
7-[19-21] Vampiric Menace:  Shadows spread around vampire and presence emits an aura of terror in full form shift. Level = # d6 +7 vs. Constitution.
8-[22-24] Physical Majesty:  Vampire can use vampiric temple with supernatural haste in combat combinations for +1 HB or AR per ace, or haste winged flight. All physical checks increased by +8, Stamina enhanced by  x 2 + 10.
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 are at the highest level, their strength phenominal with +2 d6 bonus on all PA or MA rolls and all other gains of majesty.
10-[28-30] Godly Presence:  Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 yards in perimeter, while their presence radiates their chosen state of mind so potently that the will and mind of those who fall under their shadow crumbles, -10 d6+10 to Subject's Willpower and Constitution.
11- {31-35} Improved Power - +1 to any temple stat, use any temple ability at this level.
12- {36-37} Improved Power - +2 to any temple stat. use any temple ability at this level.

Dynastic Powers

Dark Temple - Necromancy
The power of Life and Death
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 3 - 1s), Recreation and Creation of Monsters and Bodies, Artifacts, and items Creation
11-{31-35} Resurrect Army-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-{36-40} 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.

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.

Master of Domination
Willpower vs. Willpower
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.

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.