The Setite known as Qufur Am-Heru ("Greatest who guards me" in a Setite dialect) is claimed to descend from the original Qufur am-Heru, who was the champion, bodyguard and advisor to Set himself. He protected his masters temples against the onslaught of the Osirian League under Horus and eventually sacrificed himself in his sire and god's name, transferring both his name and duties to his own childe, charging it with protecting the antediluvian of his clan.
Since then, three Qufur Am-Heru's have walked the earth, each embracing a childe when they feel that their destruction is near. The childe is indoctrinated into the mysteries of the Path of Typhon and when the sire has sacrificed himself, begins the cycle anew. The current Qufur Am-Heru was embraced when the Achaemenians invaded Egypt, forced to watch as Sets temples were burned and pillaged. Since then, he has spent most of his nights in Torpor, awaiting Set's return to serve him again. He rises only when the interests of his Clan are in danger and never stays awake for a long time.
He participated in the negotiations after Alexander the Great had subdued Egypt, ensuring the survival of Pharaonic supremacy, financed many art museums after the Muslim siege of Alexandria to preserve ancient artifacts and traditions of his people, fought against the Third Crusade during the siege of Cairo and eventually taught both mortals and Setites during the Napoleonic occupation of their heritage.
In the Final Nights, he walks the earth again, focusing on global markets in an unknown plot to bring about the End Times and the destruction of the current incarnation of this world. His disciples infiltrate major academic and theological institutions. Apparently civilized and sophisticated, he never drinks directly from the vein, but prefers to drink from goblets and glasses. Although he cherishes the presence of other Kindred, he disdains what his Clan has become.
Qufur am-Heru, Champion of Set
Sire: Qufur am-Heru
Embrace: 525 B.C.
Apparent Age: Late Teens to Early 20′s
Physical: Strength 5, Dexterity 3, Stamina 5
Social: Charisma 6, Manipulation 3, Appearance 4
Mental: Perception 4, Intelligence 6, Wits 5
Talents: Alertness 6, Athletics 4, Brawl 5, Dodge 6, Empathy 3, Expression (Poetic Hieroglyphs) 4, Intimidation 3, Leadership 4, Subterfuge 3
Skills: Animal Ken 3, Archery 5, Crafts (Pottery) 3, Etiquette 5, Firearms 1, Herbalism 6, Melee 6, Performance 2, Ride 4, Stealth 5, Survival 3
Knowledges: Academics 6, Computer 1, Finance 4, Hearth Wisdom 6, Investigation 4, Law 3, Linguistics 6 (North African & Western European), Medicine (Embalming) 4, Occult 6, Science (Alchemy) 4
Disciplines: Animalism 2, Auspex 2, Celerity 4, Dominate 3, Fortitude 4, Obfuscate 5, Obtenebration 2, Potence 3, Presence 6, Protean 1, Serpentis 6, Thaumaturgy 4
Thaumaturgical Paths: Path of Blood 4, Lure of Flames 3, Path of Corruption 3, Neptune’s Might 2, Spirit Manipulation 2
Backgrounds: Influence 4, Resources 6 (Pharaonic Treasure), Retainers 4
Virtues: Conviction 3, Self-Control 5, Courage 3
Morality: Path of Typhon 6
- Children of the Night, p. 93-94