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/african-necromancy-style

African Necromancy (style)

System · Vampire

Vampire

Africa is perhaps the most culturally diverse continent on Earth. Naturally, each culture has its own portrayal of death. The result of this diversification, and the resulting collision of philosophies, is that the very composition of wraiths is fundamentally different in Africa. This leads to obstacles other Necromancers find difficult, but not impossible, to overcome.

The wraiths that haunt the African continent are comprised not of two but four distinct aspects. First, there are light and dark aspects that correspond roughly

with those of Western wraiths. Then, there exists the Dreamself (the emotional presence of the soul upon the world) and the Heartlife (the soul’s connection to our world via their Fetters).

For example, in the beliefs of the Yoruba people (which form a noteworthy part of the population of West Africa), death is seen as a transition from one state to another and not necessarily the end of life. Life continues in the next world, which is separate from this one. As with other necromantic traditions, ancestors play a large part in the relationship between the living and the dead in Yoruba beliefs. Ghosts are treated with reverence and respect when encountered by the living, rather than with fear.

The Ghiberti family, with their roots in western Africa, has long had the opportunity to examine this belief structure and adapt their style of Necromancy to accommodate it. As such, they do not suffer the same mechanical penalties to their practices that others do (as outlined in “Incompatible Beliefs?” pp. 85-86) but it is a teaching that they have extended to few outside of their ranks, so they have been able to maintain their monopoly on Giovanni affairs in the Dark Continent.

In terms of its practice, the core of Necromancy shares many hallmarks with classical theurgy. A Necromancer summons a being (in this case, a wraith) to control, just as a theurgist would summon a spirit and attempt to bind it to her will. By extension, it could be argued that Necromancy is not far from the more spiritual Paths of Thaumaturgy.

The Warlocks may have demonstrated that their Hermetic practices cover a much wider spectrum, but the Giovanni have found that Necromancy can approach death from multiple angles, each with its own powerful effect. Thaumaturgy has leapt forward over the centuries with the generation of new Paths covering a myriad of differing themes, whereas the Giovanni have demonstrated that anything within the purview of death is within their grasp. Ghosts, the underworld itself, corpses… it’s a far longer list than just the word “death” might first imply.

Necromancers historically have not generated new Paths and rituals as easily as the Warlocks (as painfully evidenced by the length of time it took the Pisanob and the Ghiberti to develop the Ritual of Pochtli), but they do create them. Their formulaic approach has allowed them to construct their own way of creating the effects of other death-related powers, and it has served them since the nights the Giovanni family were first brought under the wing of the Cappadocians.

Based upon accounts of the Telyavelic Tremere’s ability to summon temporary hordes of ghostly combatants, the Giovanni have been able to partially replicate the power previously known as the “Army of Souls.” The Necromancer chants a prayer to the dead while standing in the center of a circle made from the ground-up remains of a cremated corpse, the coffin in which it was buried, and the headstone of the deceased’s grave.

System

At the end of the chant, if the ritual is successful, the number of successes rolled determines how many drones (mindless ghosts, rather than full-blown wraiths) the Necromancer can summon. These ghosts appear as ethereal images of warriors long dead. Although they can not materialize fully in the physical world, they can use their own powers to hurl objects or frighten away attackers, in defense of the Necromancer. The ghosts return to their rest at the next sunrise.

See also 8

Clan Lore

Clans & Bloodlines

Disciplines

Paths & Numina

Rites & Rituals

Spheres

  • Life mage/power/sphere/life
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