Necromancy was the heart and soul and dirty secret of the Giovanni clan. It is not common that you will hear them talking about their secrets to outsiders. In fact, it is basically faux-paux. And an outsider better have a very good reason for knowing this discipline. The Giovanni, with Necromancy, are much like the Tremere, Thaumaturgy. There have been many a Kindred that have suffered final death for knowing this Discipline. Just like the 'mafiosa', cross these "incesteous" family members not, or you may find yourself in service to them for as long as the Giovanni survive. And this service would, most likely, be in the incorporeal sense.

The Eternal Night wished to make things much easier for those playing characters with Necromancy. So we have and will hold ot the use of the 2nd edition standards and LARP standards of Necromancy. This disciplines has 10 levels as is shown below.

1. Insight
2. Summon Spirit
3. Compel
4. Haunting
5. SoulStealing
6. Zombie
7. Torment
8. Soul Exchange
9. Possession
10. Soul Pact

~~NEW BACKGROUNDS~~

SPIRIT SLAVE (Must have Necromancy)

1. You have hold of one weak Spirito
2. You have hold of 2 minor ghosts or one of greater power.
3. You are the boss of 3 lesser ghosts, or fewer that can do more.
4. 4 ghosts are under your sway, or fewer that are stronger.
5. You have mastered 5 weak ghosts, or fewer who are stronger.

((Clanbook: Giovanni, 3rd ed., pp. 67-70))

THANATOLOGY

DESCRIPTION:

You are well versed in the phenomenon of death and all of its guises. You are familiar with decrepitude and aging, the effects of plague and illnesses (though this Knowledge may not normally be substituted for Medicine) and matters of the spirit. You are also skilled in the practice of preserving corpses, whether it be through mummification, embalming or other methods. In addition, you are versed in the metaphysics of death, harboring your own philosophy or subscribing to another about what happens to the spirit when its mortal host dies. (At his or her discretion, the ST may allow characters with Thanatology to try to determine the cause of a subject's death if it is not immediately obvious.)

LEVELS:

* DABBLER: Everybody dies. You've seen it happen a few times.

** STUDENT: You've done some research on the subject, and are familiar with multiple cultural beliefs about death.

*** LEARNED: You're knowledge of numerous cultural, religious and philosophical outlooks on death is deep, and includes a limited understanding of the supernatural.

**** SCHOLAR: You're understanding of death is quite extensive, including a good deal of supernatural knowledge. At this point, you have probably conducted your own experiments and may even keep a laboratory dedicated to study.

***** SAVANT: You are acknowledged as an expert on the subject, and may be sought out for your valuable opinions.

****** VISIONARY: You are an undisputed master, and your speeches at Erciyes help shape the direction of the clan for the coming years. You believe that you understand the mystery of death.

POSSESSED BY:

Cappodacians, Necromancers, Giovanni, Priests, Cultists, Heretics

SPECIALTIES:

Cultural Beliefs, Religious Beliefs, Wraiths, Causes of Death

Information taken from the Cappadocian Clan book to aid those that wish to play. And not all is placed here. So one might need to purchase the Clanbook: Cappadocian from a local book or gaming store or order it from White-Wolf. This passage is directly quoted.

CAPPADOCIAN NECROMANCY

For a character to have this version of Necromancy, one must be Cappadocian or must have proof (logs) of being taught such by a Cappadocian. Going into Mouseion to learn it and not being Cappadocian is not viable as the Librarians do not allow people to learn secret Disciplines of other clans to those not of the clan.

Level 1 - Tragedy Revealed

By holding the skull or brain of a recently deceased individual, the necromancer may gain a mental image of the last thing to cross the vision of that individual.

System: Touch of the Skull or Brain. Perception + Occult (Dif 8) unless the skull/brain is older than One night, then (Dif 10). The skull/brain of one that has attained Golconda will not allow for this to be used.

* - A hazy sense of how the subject died.

** - A reasonable estimate as to the cause of death and a vague image of the surroundings.

*** - A clear graps of the cause of death and a firm grasp of the immediate location.

**** - Certain knowledge of the cause of death and a rough image of the killer (if the killer can be seen), as well as a clear scene of the location.

***** - Infallible insight as to the cause of death, a clear vision of the killer and a picture perfect image of the scene.

Botch - Utterly false information

Call Forth the Host

Summons a spirit. Must know the name of the spirit. Must possess some fragment of the deceased's corpse. 15 minutes. Goldconda and True Faith - No Go.

System: Charisma + Occult (Dif = to Spirit's WP). The number of successes indicates the clairity of the spirit's communication. A botch brings forth a malignant spirit who pretends to be the one that was summoned.

Corporeal Home

This binds a a spirit to a fetter.

System: Intelligence + Occult (Spirits WP +2). Note: This keeps spirit bound to the fetter for one week and ritual must be performed again or the spirit has a very good chance of breaking free.