The vampires of clan Gangrel are primal, hardy and savage. They embody the myths of vampires turning into animals or otherwise changing form (wolves, bats, mist).
Many Kindred believe that the Gangrel clan is an old one, but due to the Gangrels bestial nature, few records exist that can connect their origins to any specific time period. While the murky pre-history of the Kindred contains any number of legends about bestial vampires, not all of these tales coincide with the hallmarks of the Gangrel.
Geographically, the Gangrel seem to hail from what is tonight Eastern Europe, where they came in contact with the nascent first Camarilla and were reluctantly drawn into that society. As Romes holdings moved westward, so, too did the Camarilla and thus the Gangrel. Historians also theorize strong Gangrel roots in what is modern Scandinavia. Since those early nights of society, the Gangrel have chosen the outlying borders of domains for their own territories. As such, Gangrel are often seen as pioneers, eking out an existence where domains will later form, or as scavengers, clinging desperately to territories and refusing to yield once domains have fallen.
The typical Gangrel has the following weaknesses: Aversion (garlic, holy objects), Cannot Cross Running Water, No Shadow, and Vulnerability (fire, sunlight, wood).
Gangrel don't create vampire spawn when they fail to create offspring. When a spawn should have been created, they instead create a normal vampire, but with these additional weaknesses: Less Than Master, Vulnerability (holy objects), and Severe Vulnerability (fire, sunlight, wood).
Such a lesser vampire will always create other lesser vampires if it procreates. And with vulnerabilities like that, a single competent hunter can take out dozens of them.
Gangrel are associated with animals, wilderness, and shapeshifting.
Ability Scores: You get -2 Intelligence and +2 Wisdom. Gangrel are in tune with their inner beast.
Conditional Bonus: A Gangrel gains Skill Focus (Survival) if he has Survival as a trained skill.
A Gangrel can choose from these additional basic qualities.
Claws: You can get Claws as a basic quality.
A Gangrel can choose from these additional intermediate qualities.
Haven of Soil: As a move-equivalent action, you can merge with the earth (but not with stone, asphalt, wood, etc). While merged, you are essentially invulnerable, but can take no physical actions and cannot move. You are at -10 to sense what happens around your burial point.
A Gangrel can choose from these additional advanced qualities.
The Children of the Night: As The Children of the Night, except that you summon twice the normal amount of animals if you are in a wilderness area.
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