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"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 dependant on the tainted blood of the mortals."

The Gangrel are wanderers, rarely staying in one place for any lengnth 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 Withdrawn, quiet and solemn, they certainly keep their cards to close their chests.

This is a clan of the survivors - vamoires 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 Gangtel 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 Gangrels barelt resemble human beings anymore.

The Gangrel are closelt affiliated with Gypsies; in fact, if the stories are to be believed, the Gypsies are the mortal decendants 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 loathed to harm Gypsies.

Members of the Gangrel clan are expected, through long-standing tradition, to aid the Gypsies whenever necessaty. It has been known for the Gangrel to be aided by the Gypsies as well. Cernain Gangrel have adoped much from the Gypsy culture, including mannerism, linguistic elements, and even dress.

Nickname: Outlanders

Background:Gangrel aways pack their progeny very carefuly, seeking thoes who are survivors. However, once they embrace these nirtaksm 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.

Basic Prelude: The woods were your home since you were a child, and you came to know them as you knew your own bedroom. It seemed only natural that when you grew up you would become a park ranger fighting fires, tagging animals, and protecting the forest you loved.
A week of strange animal deaths in your park attracted your attention, and after another week of traking you managed to discover the killer's lair. The only trouble was that the killer was expecting you. The deaths were but a ruse to test you for your worth as one of the Undead. You fought back, but nothing could prevail against this unholy force of nature. Then it abandoned you to the earth.

Basic Concept: The gangrel clan has a particular affinity with wild animals, so the concept for this charactor was a park ranger. Outdoors and survival skills are paramount, with little in the way of social graces.

Gangrels are not gregarious by nature, but band together loosely against the problems caused by others. The character's Sire is still on the scene as a Mentor (though you still know little about him), and Allies are probably drawn from friends and acquaintances in the National Park Service.

The character's Willpower needs building up, enhanced by combat skills (especially Firearms) would be useful. More outdoor skills would be entirely appropriate to stereotype. To personalize the character, you might add a craft skill or two for a hobby, or a couple of Knowledges as
outside areas of intrest.

Weaknesses: Gangrel become increasingly animal-like each time they frenzy - the player of a gangrel character must pick a new anmial feature each and every time the character does so. As Gangrel age, they increasingly resemble that chich 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 then that of any other Kindred and can often be found together.

Roleplaying Tips: You are ill at ease around people and developed areas. Speak little, and never raise your voice - always soft, as though you are afraid of startling nearby game. Move slowly most of the time, and with blinding speed when it's necessary. When you speak to someone, look them directly in the eye, and never let your gaze waver. Keep your eyes slightly narrowed all the timesm and focused somethere in the middle dostance without appearing to dream: you are alert at all times.

Character Sheet: Gangrel (Must have Acrobatic Reader)

Character Creation: Gangrel often have difter or Working Joe concepts. Their Natures and Demeanors tens to be quite similar. Physical Attributes are promary, as are Telent Abilities. Normal Background Traits are Allies (the Gypsies) and Mentor (their sires).

Clan Disciplines: Animalism, Fortitude, Protean

Appearance: The members of this clan often have animalistic features, especially if they have the Protean Dicipline. They usually quite rustic in dress and mannerisms.

Basic Equiptment: Remington M-700, sleeping bag, backpack, flashlight, maps.

Haven: Gangrel are nomadic by nature and almost never create permanent dwellings. Though they may live within a single city, they will usualy not create havens for themselves, but will instead sleep in a differant place each day. They are often found in parks, zoos, or semi-wooded areas in a city. Most of them are able to meld with the earth and do so each daen to escape the sun.

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