Blood and Betrayal
Embraced by a fallen clan during nights long past, the Giovanni have always had ambition. Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself. -- Clanbook: Giovanni - Revised Edition
Achieving prominence during the Venetian Renaissance, the Giovanni family built their fortune on the rise of the middle class and the ready profit of banking and Mediterranean trade (and heavily associated with the criminal enterprise that came with it). However, with the family’s rise came hubris, as its paterfamilias sought evermore power, and with that hubris came horror. With his earthly power at its apex, Augustus Giovanni turned to the arts of controlling the dead, and in doing so, gained the Embrace from a forgotten Antediluvian. With a conclave of conspirators, the Giovanni plunged a now-forgotten Clan into oblivion and built their own legacy on its corpse.
Since those first nights, the Giovanni have accepted no limits on their ambitions, despite opposition from Kindred outside their Clan and a well-deserved reputation as “Devil Kindred.” They studied forbidden arts, becoming formidable in the nigromancy that allowed them power over the spirits of the departed, and degeneracy followed in the wake of unclean ritual. To this night, the Giovanni are known for the insular nature of their Clan and the incestuous practices by which they populate it.
A few outside families and factions fall under Giovanni auspices, but the vast majority of the Clan comes from the debased mortal family. The family remains successful despite all of their ghastly peccadilloes, and has amassed a vast wealth through crime, politics, and the secrets of the dead that keeps them in their position of degraded opulence.
In public view, the Giovanni make a great show of humility and respect. Part of this gentility is a habit of centuries, still in place from when the other Clans hunted the usurping Necromancers (and to preserve their hard won neutrality from the conflict between the Camarilla and the Sabbat). Another part of it is the velvet glove hiding the iron fist of their nature, remarkable for forcing ghosts, minds, and bodies alike to bow to their needs. To hear the Giovanni tell it, Princes and Archbishops alike owe them favors, and anyone with something to offer may earn their patronage.
For the most part, the Giovanni pursue their own agenda of cultivating wealth and building a foundation of power in the lands beyond the veil of death. Outsiders rarely comprehend the goals of the Necromancers, but only the most trusted of the Giovanni know that the Clan wants to plunge the world into a state where the dead and the living commingle. And with their mastery of Necromancy, the Giovanni would be positioned as the Kings to rule it all.
Quote: You misunderstand the situation if you think you’re important to me alive.
Nickname: Necromancers, Grave Robbers, Bone Collectors
Appearance: Outwardly, Giovanni dress with subtlety and taste. Though much older Giovanni tend to cling to a Renaissance-inspired fashion sense, others have moved forward by embracing more modern styles, though strongly favoring popular Italian and French designers.
Much of the Clan comes from the original mortal family, with olive Italian complexions and inherited family features. Those outside the immediate family often appear “of a type,” and in the traditional garb of their regional family branch. As their power stretches forth across the globe, younger members of the family are not necessarily of Italian heritage. However, the Giovanni do favor those with similar appearances as their own.
Haven: The family wealth of the Giovanni is evident in their havens, which may take the form of villas or lavish estates. The Necromancers often have valuables invested in their havens as well, such as galleries of fine art or displays of jewelry. Many Giovanni also maintain secondary havens, where they may have elaborate necromantic crypts or just flats where they can lie low if necessary.
Background: Giovanni of the main family branch have usually spent some amount of time as a ghoul in a practice known as the Proxy Kiss. During this time, the Kindred-to-be learns about the treacherous and jealous reality of the vampire family. She learns ambition and an unhealthy dose of duplicity, in addition to the family history and customs. Giovanni rarely see much of the outside world on their own terms during the Proxy Kiss period, and often become insular and alienated, while at the same time eager to stand out among the other family ghouls.
Character Creation: Giovanni vampires often have outgoing, professional Demeanors that hide unpleasant Natures warped in their upbringing. Social or Mental Attributes are usually primary, though some of the “soldiers” of the family prefer Physical Attributes. Emphasis likewise usually falls on primary Knowledges or Talents, depending on proclivity. A split in the Clan sees those who favor the practicality of Backgrounds (particularly those tied to wealth and exerting influence) diverge from those who prefer the forbidden prowess of Disciplines. Few Giovanni could be described as well-rounded.
Clan Disciplines: Dominate, Necromancy, Potence
Weaknesses: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. For example, if a Giovanni takes one point of blood from a mortal vessel, that victim would suffer two health levels of damage. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.
Organization: Like few other Clans, the Necromancers have a top-down organization where policy is made by a (presumed) still-active Clan progenitor, Augustus. The family maintains an enormous palazzo known as the Mausoleum in Venice, where elders and fledglings alike dance to the whims of their ancient puppet masters. Clan structure is itself familial, with the added complications that degeneracy and vampirism offer. Incest, ancestor worship, necrophilia, cults of guilt, and bizarre relationships in which fathers and grandmothers are their own issue’s childer make a mire of the Clan and family, and fracture many Giovanni long before they become Kindred.
Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard.
While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.
System:
Each dot that the vampire has in Potence adds +5 in Physical Attack and to all Strength-related rolls. Further, Potence adds modifiers in melee and brawling combat.
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Description:
A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or crush, squeeze or push) so hard that she can leave an imprint of her fingers or hand in any hard surface up to and including solid steel. A use of Crush can simply serve as a threat, or it can be used, for example, to dig hand holds into sheer surfaces for purposes of climbing, crush steel bars or twist them like a pretzel.
System:
The Player spends three points of Energy/Blood and makes a successful roll. The power remains active for the duration of a scene. The depth of the imprint the vampire creates with Imprint is up to the Storyteller — decisions should take into account how much force the vampire can bring to bear, the toughness of the material, and its thickness. If the object the vampire grasps is thin enough, at the Storyteller’s discretion, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of a spear or pipe).
NOTE: Can only be used against NPCs and inanimate objects.