Gangrel
The Gangrel
are wanderers, rarely staying in one place for any length
of time. In this, they differ greatly from most Kindred,
who tend to find a haven and cling to it. There are no established
leaders of the clan; on the whole, Gangrel are unconcerned
with such things. Withdrawn, quiet and solemn, they certainly
keep their cards close to their chests.
This is
a clan of survivors - vampires capable of making it on their
own. They do not despise civilization or the society of
other Kindred - they simply do not require it. They are
known for their lack of concern when crossing the lands
of the Lupines (werewolves), for it is said they have friends
among the shapechangers.
The Gangrel
are themselves very capable shapeshifters, which may explain
their ability to cross the wild areas unmolested. There
are no reports of them being able to transform into anything
other than wolves and bats, but there are old tales of Gangrel
elders who could achieve a mist form. Perhaps because of
this Protean Discipline, their features often resemble those
of animals; indeed, some of the oldest Gangrel barely resemble
human beings anymore.
The Gangrel
are closely affiliated with the Gypsies; in fact, if the
stories are to be believed, the Gypsies are the mortal descendants
of the Antediluvian who founded the Gangrel line. They are
under his protection, and any Kindred who harms or Embraces
one of them will answer to him. Regardless of whether this
is true or not, Kindred are loath to harm Gypsies. Members
of the Gangrel clan are expected, through long-standing
tradition, to aid the Gypsies whenever necessary. It has
been known for Gangrel to be aided by the Gypsies as well.
Certain Gangrel have adopted much from the Gypsy culture,
including mannerisms, linguistic elements, and even dress.
Nickname:
Outlanders
Appearance:
The members of this clan often have animalistic features,
especially if they have the Protean Discipline. They are
usually quite rustic in dress and mannerisms.
Haven:
Gangrel are nomadic by nature and almost never create permanent
dwellings. Though they may live within a single city, they
will usually not create havens for themselves, but will
instead sleep in a different place each day. They are often
found in parks, zoos or semi-wooded areas in the city. Most
of them are able to meld with the earth and do so each dawn
to escape the sun.
Background:
Gangrel always pick their progeny very carefully, seeking
those who are survivors. However, once they Embrace these
mortals, they abandon them, leaving the childer to make
their own way in the world. Though sires may watch from
a distance, they almost never interfere. When the time is
right, they present themselves to their fledglings and teach
them the ways of the clan.
Character
Creation: Gangrel often have drifter or Working Joe concepts.
Their Natures and Demeanors tend to be quite similar. Physical
Attributes are primary, as are Talent Abilities. Normal
Background Traits are Allies (the Gypsies) and Mentor (their
sires).
Clan Disciplines:
Animalism, Fortitude, Protean
Weaknesses:
Gangrel become increasingly animal-like each time they frenzy
- the player of a Gangrel character must pick a new animal
feature each and every time the character does so. As Gangrel
age, they increasingly resemble that which they truly are
- the Beast. These features tend to negatively affect the
character's social skills. For every five animal features
gained, the player must lower one of the character's Social
Attributes by one.
Organization:
The Gangrel do not really consider themselves a clan. They
almost never have clan meetings and rarely attend Camarilla
councils. However, they do tend to enjoy each other's company
more than that of other Kindred and can often be found together.
Quote: "The city is not our home. It is simply the
only place where we are allowed to exist for long. Our people
have become ill and deranged because we have lived in this
purgatory so long and have grown dependent on the tainted
blood of the mortals."
Stereotypes:
·Nosferatu - Kindred of strong spirit; we have much
in common with them.
·Tremere
- Though they do not realize it, we are enemies. They follow
the wrong path and seek to destroy us all.
·Ventrue
- Every sect must have leaders; every leader must serve
the sect. Our leaders are neither worse nor better than
most.
·Toreador
- We hold them in contempt because they have earned nothing
better. They must learn to serve instead of take.
·Brujah
- Their virtue is pure, but their vision is cloudy.
·Malkavian
- They are reservoirs of immense power, but even they do
not know how to tap it.