Classification: Union // Open

Rules

171 records

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Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref vampire/rule/system/incompatible-beliefs

Incompatible Beliefs?

System · Vampire

Vampire

Given the wildly different beliefs that some civilizations have developed about the nature of the afterlife, it’s reasonable to assume that Necromancers would have trouble in reconciling the practices of one religion with another. However, there is a basic framework that underpins all Necromantic rituals, and it is here that some degree of common ground can be found.

All Necromancy rituals use components representing three key concepts: the authority of the Necromancer, so that they can exert their power over the wraith; the imprisonment of death, so that the wraith knows their place; and an item that identifies the wraith in question, which is usually a Fetter. Symbols of authority can differ from one culture to another, but it is the differences in the perceived nature of death and the afterlife that vary the most. As such, Western Necromancers that use their own symbolism to summon a soul that believes it has gone to Mictlan, the Aztec underworld, find the connection to the wraith to be disjointed or incomplete. Likewise, a houngan using Voudoun rites will have a similar difficulty in trying to summon a soul that believes it resides in Diyu, the Chinese realm of the dead.

However, it is not impossible. Metaphorically speaking, the Necromancer could be issuing commands to the wraith in a language they don’t necessarily understand, but with enough hand gestures and modification of tone, they can at least convey the basic intent of their command.

Mechanically, Necromancers conducting rituals with trappings relating to beliefs different to those of the wraiths they are attempting to summon suffer a +1 penalty to difficulties on those Necromancy rolls. The

+2 penalty associated with Ghiberti Necromancy when inexperienced Necromancers deal with abombo (African wraiths) supersedes this rule. Purchasing specialties in the relevant faiths negates the associated penalty.

The following table outlines which paths and rituals from V20 (p. 159-184) are commonly accessible to different Necromancers from across the globe. This is not an exclusive list prohibiting one Necromancer from learning the arts of another, but rather an identification of those arts most commonly associated with each Clan and bloodline.

Given the Giovanni’s Roman roots, it’s no surprise that the Greco-Roman depictions of death and the Underworld should feature prominently in their rites. This is evidenced by the names of their rituals (e.g. Chair of Hades, Circle of Cerberus, etc.). Furthermore, given that Giovanni Necromancers are more numerous than their counterparts in the Clan’s minor families, it has become the most visibly practiced form of Necromancy in the modern nights.

It is the belief of Western Necromancers that mankind was meant to command nature. Necromancy is the magical extension of this belief into the lands beyond natural existence. Kindred achieve this command over the dead more easily than mortal Necromancers due both to their dulled emotions and fundamental connection with death. Wraiths feed on emotions, and thus Kindred present less power for them to draw upon and use against their summoners.

The Giovanni’s command over Western Necromancy stems from ancestor worship begun by their forefathers, the Jovian family of ancient Rome. The Clan is, first and foremost, a family. Necromancy was simply the tool that the family employed to overcome the obstacle of death that would have sought to separate members of the family from the wider whole.

Wraiths are maintained by emotions and a connection to the material world. Necromancy serves as a lifeline for Giovanni wraiths, tying them to the lands of the living, lest they lose their connection and fall into the depths of the underworld. Thus the Giovanni use their power over the dead to further the interests of the existing family and give the wraiths a connection to the lands of the living so their existence can continue. This relationship works well for those on both sides of the Shroud.

See also 4

Clan Lore

Clans & Bloodlines

Paths & Numina

Practices

  • Voudoun mage/trait/practice/voudoun
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