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Gangrel

Overview:

  Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.   In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery. Also, they have the Compulsion of Feral Impulses: returning to an animalistic state, the vampire regresses to a point where speech is hard, clothes are uncomfortable, and arguments are best settled with teeth and claws. For one scene, the vampire gains a three-dice penalty to all rolls involving Manipulation and Intelligence. They can only speak in one-word sentences during this time.  

Disciplines:

  • Animalism: A Gangrel can use Animalism to take on an animal companion, sometimes called a famulus. The animal companion can be used for hunting, spying, and attacking. Some Gangrel will turn pets on their owners, hound vagrants with packs of dogs, or lure strays to them for a quick feeding.
  • Fortitude: As longtime bodyguards and soldiers for the other clans, the Gangrel have benefited hugely from Fortitude. The Discipline can give them a sense of fearlessness, as it allows them to hunt across harsh terrain and take bullets and knife blades without worry. The Gangrel who emphasize growth in Fortitude likely expects a lot of harm to come their way.

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