A Guide To Making Gangrel
Characters
"In order to be irreplaceable, one must
always be different"
- Coco Chanel (1971)
WHAT I SUGGEST DOING - and I can 'cause it's my site. Copy it all
(Use select all or something), and paste it into a Word Processing
programme and print at leisure. That way it saves on Internet bills
and you can actually take the time to take it all in! Oh, and you'll
need Laws Of The Night to fully complete your character, as I haven't
detailed EVERYTHING.
Tired of your average Celtic Gangrel warrior? Bored with the Loner
Gangrel you all ways seem to choose when trying to come up with a new
character? I know I am! So I've set out to create a page to help
people create their new Gangrel characters. Y'know, ideas,
inspirations, websites to check out etc.
I hope it helps bring some more diversity to the Clan and helps
new players who don't know where to start.
But bare in mind one thing. This is not the Definitive guide to
Gangrel. We are gamers. Our only limits are our imaginations. If you
can't find an idea that interests you, don't let it dishearten you.
All that means is that my opinions don't match up with mine.
Come up with your own ideas from what I've written. And if it
works, mail me and tell
me, and I'll put it up here with a writing credit for you!! Cheers,
and I hope you enjoy......
- 1) Firstly - Make sure you know what the hell your
doing!!! If you don't know what I'm on about,
or need more help, go to the Camarilla
UK National Website. There, you can find details of
what the Camarilla UK is, where your local games are, and Download
the registration form.
- 3) Need more inspiration? Check out the CDBIE.
It's a messaging service to help forge international links. Later
on in this page, there will be more character
concepts, so don't worry.
- 4) Got that inspiration now? Good. Picture the character in
your head. Why was (s)he sired? Why is (s)he still a Kindred? Why
is (s)he living where (s)he does? You need to know these things
before you can make the character properly. Trust me, I had too,
and made some bloody big mistakes when I didn't know them.... :
)
- 5) Now to the nitty gritty. Creating the character. It should
be easy now. You know what they look like. Where they're coming
from, and where they're going too! Get a character sheet from your
ST, mates that visit the local game, or theres a Downloadable one
on the
Assamite National Website. Choose a Name. Then a Nature and
Demeanor. There are some possible ones
listed below, but any from any White Wolf book should be OK
with your soon to be ST.
- 6) Decide your Primary, Secondary and Tertiary trait scores.
7, 5, 3. Physical, Social and Mental, in any order. But use the
picture of the character in your head to guide you... I'm not
going to list off the traits for each category, because then there
would be no point buying the White
Wolf Laws Of The Night book. Go out, buy it. Trust me, it's
WELL worth it, and you'll need it to work out the stuff I'm NOT
going to cover on this site, like Willpower, Blood Pool, Negative
Traits, and other essential things.
- 7) Now Disciplines. All 3 of them. Clan disciplines Fortitude,
Protean and Animalism are ours, and all you can pick from at this
moment. I suggest putting all 3 into one discipline. After all,
the other basic levels of the disciplines are easily purchased
with just a little Experience, but the higher levels cost loads of
Experience, and now you can get them for free. Makes sense really.
Just wish I'd done it!
- 8) Now something exclusive to Minds Eye Theater. Influence.
These are the areas of the world you can get access too. You wanna
get your character a new haven, pay off the local Ventrue and hide
from the Hunters. The only way your gonna do it is with Influence.
People underestimate Gangrel, thinking we don't go for Influence.
Trust me, get as much as you can and use it only when you need
to... You get 3 points to start off with. Camarilla UK has
slightly vague rules on Influence, deliberately, to reflect real
life. Each domain determines how much influence is needed for
purchasing different companies / objects. But I've put down a
list of what TYPES of
influence you'll need for different industries. But again,
that may change depending on Domain ST's!
Oh and a special note. The Laws Of The Night Street and
Underworld Influences are different for Britain. You need 5 in
either to be able to get hold of a basic gun and hardly any ammo.
And then it takes a couple of weeks. No fun I know, but it's
different because there are different gun laws in America. i.e.
you can have them!
- 9) Abilities now. You get to pick 5. Laws Of The Night has the
basic list. But I'm going to put up ones from Vampire 3rd Edition
books that could be useful to
Gangrel. But clear them with your ST before you assume you've
got them. Each ability allows you to test when doing something
that the ability covers. If you've got it more than once, it means
that you can retest. e.g. Your new character has 3 in Computers,
then you get to test up to 3 times when trying to access the local
Princes computer. But it doesn't mean you are any good. Your level
of skill is measured by how many traits you have in that skills
field. So if you wanna know how good you are at computers, measure
it off of the number of traits you have, assuming 4 is human
Average. 5 traits, your OK, 7 your good, 10 is the best any mortal
can ever get. You can talk astrophysics with the best, or win an
Olympic Gold medal, or diffuse World War 3, all depending on what
you've got the traits in, Mental Physical, or Social.
- 10) Almost there. Beast Traits. You HAVE to pick one. It
corresponds to your connection with the beast. If you do something
to make you question your humanity (ST's decision) you have to
test to see if you get a new one. The more you have, the less
human you are. 5 and your character becomes an NPC... and you've
been a BAD boy! If you manage to get rid of your final one (and
trust me, its almost NEVER done) you've reached Golconda. Yey! But
till then, look through the Laws Of The Night and get one.
- 11) Now Merits and
Flaws. I've included a list of ones especially useful to
Gangrel, but White Wolf is always updating and changing them in
it's latest books, so look through them first. All Merits and
Flaws need to be cleared with ST's first. Why do I need them? I
hear you cry. Well, your character starts as 13th Generation. Buy
more. And to do that you need freebie points. 2 Freebies buy's you
one point in Generation. 10th is the Maximum you can reach without
Diablerie or ANST (Assistant National StoryTeller) permission.
I've also included Freebie points you get for Derangements,
Negative Traits and Extra Beast Traits. Use them, they'll help A
LOT. You never know when you'll have to use Danger Sense merit. :
)
- 12) Record your Clan. (I wonder what that could be...). Being
part of the Gangrel, you gain a Clan benefit and a disadvantage.
Your benefit is the fact that other Kindred smell of the Wyrm,
automatically, to any Lupine. You don't. The wilderness shows
through in you. They don't sense anything different from a human
in you, as long as you have less than 3 Beast Traits. Remind your
ST of this, as they can't be expected to remember everything. But
bare in mind, that doesn't stop a Lupine noticing a lack of pulse,
ability to regenerate or pale skin. Your disadvantage... Sometimes
you will frenzy. When you do, you gain an animalistic feature. A
list of possible ones, I'll
add below, but collect 5 and you gain the negative Social trait
Bestial. And you can get it multiple times. Be warned!!
- 13) Now your characters done, read the Grand
Unification Theory. It's the only existing guide to Camarilla
politics and damn near essential. And it's on my website. In two
parts. Don't ask..... something to do with the size of uploading
it. But it's up anyway.
Thats my character creation guide. Hope to see you at a local game
soon!!!
And please tell me if
you think anything needs to be changed. It's much appreciated.
************************************************************************************
Useful Lists
Character
Concepts
- Park Warden / Ranger - Experienced in the ways of
nature, with possible knowledge of the local Lupines. Embraced to
protect the land he watches forever. What could be there that
needs protecting forever? Time to talk to an ST I think......
- Computer Hacker - Always useful in the modern age, and
information is the currency of the Kindred. Everyone stores
SOMETHING on a computer. After all, thats how you can read this.
What else do those Kindred have on their computers? And those
Technocracers.... oh, so much information and so little
time....
- Environmentalist Saboteur (always good for a laugh) -
Break stuff in a righteous cause, blow it up, set it on fire and
make sure it 'aint coming back. No one liked that chemical factory
anyway. Only problem is you usually piss off some Kindred. But
Lupines like you! (if your ST's thinks it's OK)
- Family Man - Injured in the wilderness, embraced out of
sympathy. Thrown out into a World of Darkness and Vampires, and
WAY out of his depth. Makes for good roleplaying. "What do I do
about my family?" "Vampires are just a figment of your
imagination. I'm calling the Police..."
- Film Star - Embraced by an Undead fan to add that hint
of realism. Automatic grounds for the Superstitious flaw. Now you
really can become a Wolf or a Bat. But all these other Kindred
aren't worth your attention. After all, they didn't appear in the
movies!
- Embrace Gone Wrong - Maybe your sire stopped half way
through, and started again, maybe your genes are different, maybe
you were someone elses Ghoul first. Who knows? But whatever it
was, your not a Gangrel by Blood, you are a Caitiff, (re)born with
different Clan disciplines. No one knows, not even your Sire. And
no one will. If they do.... well, accidents do happen.
- Pushed Beyond The Brink - You were living your life
fine until that Vampire guy came along. Now your undead. And you
cannot cope. Maybe your obsessed with something, or you
hallucinate in times of trouble. Whatever it is, its a symptom of
you pushed beyond your limit. You never asked to be a goddamn
Vampire, and someones gonna pay.... now which one to choose?
- Corporate CEO - Strange for a Gangrel I know... Head of
a company / companies, you thought you had it all. So what about
the animals and all that nature? It was all profit to you. Until
some strange guy came bursting in and embraced you. Told you it
would teach you for all your crimes against nature. Now your an
immortal, forbidden from revealing your power. Your death was
announced and you went into hiding. Now you see things from the
outside, you realize what you did, how much damage you caused.
You've got to set it right. Or maybe you don't. After all... you
always liked designer clothes. You don't HAVE to tell them a
Vampire. Just work at late. Easy (?)
- Garou Kinfolk / Mage - Embraced by mistake, your on the
run. Denied your Kinfolk heritage or Mage spheres, you are viewed
as an abomination buy your own kind, ripe for killing, and viewed
with worry by the local Kindred. The Lupines or Mages are going to
exact their revenge sometime, as soon as they find you, and the
local Kindred know that. You've got to hide, and maybe the best
place is in a crowd. After all, the other Kindred will protect
you... won't they?
Natures / Demeanors
- Pick well, they determine how you play your character. There
are an infinite number. But look at the ones in Laws Of The Night,
and these extra ones may help......
- Autist - Act normal, tell no one, and hope they don't
discover what your hiding.....
- Cavalier - A knight of old, the tragic hero. Fearless
to the end.
- Chameleon - Change to suit your situation. Blend in,
adapt. Study the situation and become one with those you are
watching. You hide amongst them, waiting for the signal to reveal
yourself. Fools, all of them....
- Competitor - You HAVE to get the best of them. You know
your better than them, and now it's time to prove it.
- Conformist - Obey orders, they are your everything. You
do what you are told, you've got no reason to doubt what your
superiors say. After all, try hard and do what your told, and
they'll leave you alone. For a little peace and quiet, you just
have to work hard and keep your head down.
- Idealist - Utopia can be ours. Golconda is within our
grasp. Whatever you believe in, it is EVERYTHING you believe.
Everything is a sign, the world is there to help you achieve your
goal. You are chosen, and everyone knows it. No one can hold a
torch to the thing you hold dear.
- Jobsworth - Do what your told, get on with it and
you'll be recognized for it. Whatever you do, your dedicated to,
whole heartedly. You know what you've got to do, regardless of how
dangerous it is, and you WILL do it.
- Loner - The classic Gangrel quality. All alone in the
dark. Never gonna trust no body, 'cause no body trusts me. That
kind of thing.
- Manipulator - They are not worthy. All are just pawns
to you. Push them, change them. You are in control. And none of
them know. Ahh.... now to have some fun.
- Plotter - Think two steps in advance. They all have
limited vision. If they could only see what you could......
- Soldier - Too independent to be a Conformist, too tied
to the idea of command to be a loner, you exist to do your job.
Not follow orders or kiss ass. You ARE gonna do it. The ends
justify the means, and no one can convince you differently. So
what if people die? They shouldn't have been there in the first
place.
- Survivor - You live to survive. You do what is
necessary to live another day. You get by, either by confrontation
or avoidance, or both. "By any means necessary". Another Gangrel
favorite.
- Thrill Seeker - Crash and Burn baby. It's the only way
to go. Your an immortal. And boy are you gonna live up to your
title. Wooooooo HA! Sabbat? Bring 'em on! Lupines! HAH! And Army
of Formori? You needed a work out!!!
Possible Uses Of
Influence - Bare in mind, ST's descisions are final. If they
say your influence can't purchase that industry there's gonna be a
bloody good reason why. Don't moan and complain, investigate. You
never know, there could be a plot in there.
- Purchasing Guns - Street, or Underworld, either at
least 5. Police could be used to get "hot" weapons from the
evidance locker, but the Police are gonna want to know why you
have them.
- Arranging Transport for a Wanted Supernatural - High
Transport. Bare in mind though, someones gonna want to know what
you are shifting....
- Getting in Contact with Lupines - Church Influence is
nice 'cause homeless Kinfolk have a tendancy to hide out in soup
kitchens, run by said organisation. High Legal Influence can
designate an area as a nature reserve. Now theres a way to get in
contact with a Lupine.
- Piss off Local Kindred - Beuracracy. Turn off their
havens power. Have their building condemened or repossesed. Have
the Health and Saftey inspectors visit their industry and shut it
down.
- Make ANYTHING - From swords to toilet rolls, industry
is IT. The higher the better, because the more you have, the more
you produce, the more money you can get.
- Blackmail a Mortal - Finance helps to cripple their
businesses, reposses their homes and stop their bank accounts.
Police can help if they have a record their trying to cover up.
And arrange a false search warrant.
- Finding a particular mortal - Legal for birth
certificates, Beuracracy for recent transactions, movements and
papertrails. High Society is needed to get in and associate with
the best of them.
- Framing Someone, mortal or Kindred - Finance,
Beuracracy and Legal can seize assets and evict people. Or
purchase that little love nest they never knew they had.... Police
to have them arrested. Occult sometimes helps if you wanna get
evidence to give to the Inquistion or Prince that the Kindred you
are framing is an Infernalist. Oh and you've seen the X-Files
about Vampires. The one where they put the Vampire in a Police
cell and the sun rises. What a great way to get rid of that pesky
Kindred who accused you of being Sabbat....
- Research a Manuscript or Stone Tablet etc. - Occult of
course to find out where it came from, and University to
translate, date and hide it.
- Bribing / Paying someone off - Finance, pure and
simple. The more, the better.
Extra Abilities - ST
permission is needed for ALL of
these, so get them checked out before you use them. They are taken
from The Guide To The Camarilla (Cam), The Guide To The Sabbat
(Sab) and the Vampire Storytellers Companion (VSC) read them if
you need further definitions / clarifications etc. There are LOADS
of Abilities in just about every White Wolf book, but go off
the ones in Laws Of The Night if your just starting out. These
are just some I thought could be useful to Gangrel Players. If you
find anymore, mail
me!
- Computer Hacking (Cam) (Mental) - This ability covers
everything from accessing a computers files to implanting a Virus.
All very illegal, even for a Kindred. But luckily, you can hide
you were ever there..... you hope. Note: You also need Computer
Ability to use this. The higher your computer, the higher you can
have this. But bare in mind, you allways have to have more in
Computer Skill than you do Hacking.
- Cryptography (VSC) (Mental) - Breaking codes of every
sort. From Computers to Morse.
- Demolitions (VSC) (Mental) - You know how to stop stuff
blowing up. And how to set it up so it does... however there are
VERY tight ST limits on this skill.
- Diplomacy (Cam) (Social) - The ability to calm
or enflame any situation. Essential when dealing with Garou.
- Disguise (VSC) (Mental) - The ability to disguise
either yourself or another. If you frenzy too often, your gonna
need this.
- Fortune Telling (Sab) (Social) - Often learnt from the
Rom, and hardly ever right, it can often provide a quick buck, and
sometimes stumbles across the truth (ST's descision).
- Hunting (Cam) (Social or Mental) - The ability to hunt.
From Deer and Foxes to Humans and Kindred, you can hunt it. And
quite probably kill it....
- Pilot (VSC) (Mental) - You wanna fly? You've got to get
this.
- Ride (VSC) (Physical or Mental) - You wanna ride a
horse? You've got to get this. But be warned, some ST's rule
Vampires make horses uneasy, so ask first....
- Scrounging (Cam) (Mental) - The ability to find USEFUL
junk or nesessary objects amoungst trash. Everything from lost
manuscripts to spare fuses, you can find it. Most of the
time.
- Search (Cam) (Mental) - Quite simply the ability to
find stuff and people that are deliberately hidden, something
Scrounging doesn't cover.
- Sleight Of Hand (VSC) (Mental) - From magic tricks to
straight out theft, this helps. A Lot!
Useful Merits and
Flaws - Again, clear them with your ST first, as some Merits
and Flaws need ANST permission. And bare in mind. You have to play
them ALL to their FULL extent. If your character has Twitch flaw,
you've got to act it out, regardless of how impractical it is.
There are tonnes more than this, but I'm not going to feature
them. If you don't like any Merits / Flaws, don't be disheartened,
talk to your ST about possible other ones.
Note: You can only have 5pts of Flaws and 5pts of Negative
Traits, Derangements and Beast Traits. If your totals go over
this, tough, you don't get extra points, but you still keep the
flaws etc. And don't complain, it makes for better roleplaying.
And anyway, ST's look favourably on people who take Extra Flaws
for no extra points. After all, who would be that silly? (he says
trying to avoid undue attention.....)
- Derangements - the first gives you 2 freebie points.
The next gives you 1 freebie point, and after that you don't get
any for them. Sorry!
- Negative Traits - on a one for one basis. Check out
Laws Of The Night for more details on what they are, and how they
work.
- Beast Traits - 2 points a piece. See Laws Of The Night
for details of what they are.
Merits / Flaws
- Acute Sense (1pt per sense Merit) - Improves a sense to
enhanced levels. Can be bought multiple times, to cover the 4
senses, but only once for each sense.
- Superstitious (2pt Flaw) - The character believes
himself / herself to be one of the Vampires of Legend. Held back
by crosses, unable to cross running water, held at bay by
garlic.
- Ruse Of The Wolfs Clothing (2pt Merit) - In Wolf form
the Gangrel appears to be a normal wolf, complete with pulse and
saliva. Enough that other wolves and Lupines believe the character
is a real wolf, and won't suspect the Vampires true nature, unless
they do something stupid.
- Prey Exclusion (1pt Flaw) - You refuse to feed on a
particular type of person, even Dominate cannot make you do so,
you simply cough the blood back up. Useful subects include
Children, and the Homeless, as many Garou kinfolk hide amoungst
the homeless, and feeding off of Children is BAD. And an automatic
Beast Trait test.
- Danger Sense (2pt Merit) - This merit allows you 5
seconds of game time warning before something attacks, and a sense
of unease when in a dangerous situation.
- Overconfident (1pt Flaw) - You believe wholeheartedly
in your abilities. You speak your mind, and the world be damned.
Which makes for some interesting encounters with Elders.
- Clan Emnity (2pt Flaw) - You hate a Clan, and they you.
Maybe it was something you said, or did, who knows? A common one
amoungst Gangrel, is Clan Emnity Ravnos.
- Dark Secret (1pt Flaw) - You've done something BAD, and
no one knows about it. Whatever it is / was you worry that
sometime, someone is gonna find out. This is often taken by
Caitiff trying to masquerade in a Clan.
Possible Bestial
Traits - You only need to pick ONE each time you frenzy. Bear
in mind the Masquerade when picking these. Obfuscate - Mask of
1000 faces could be useful!
- Eyes - Possible forms: Black / Deep Brown / Golden /
Red Rimmed Eyes, Slitted Pupils, Bulging Eyes, Second set of
eyelids (vertical).
- Fur - Thin layer of fur over body, Patches of fur eg.
on back, Stiffening of body hair (inc. head) till it becomes a
corse Fur layer.
- Reptilian Features (ST verification needed) - Ridged
eyesockets, Ridges at body joints, Soft Scale patches, Lisp due to
elongated tounge, Spiny ridge along the back, Loss of lips.
- Skeletal Changes - Slight Hunch due to extra spinal
joint, Continually bent knees due to elongation of upper leg,
Production of small tail (8 - 9"), Permenant Wolf Claws, Increase
in rib cage size, Flattening of facial features, Permenant Fangs,
Secondary Fangs on lower jaw, All teeth become Fanged and
sharpened, Protruding lower jaw.
- Ears - Tufts of fur on ear tips, Pointed Ears (ALA
Spock), Batlike ears, Flattening of ears against the skull, Loss
of ears all together (just circular holes left).
- Behavioural Changes (ST verification needed, and these
need to be roleplayed out. But boy are they fun!!) - Twitches,
Nervousness, Continual Paranoia, Deepening of Voice, Slight
appearance of "Growls" in Speech, Need to sniff air every 10 mins
as if trying to catch a scent, Aggressive responses to sudden
movements, Avoidance of large gangs of people.
Cheers for taking the time to read this, and I hope it's
provided you with a reason to create a new Gangrel character.