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Gangrel

Gangrel are one of the fourteen vampire clans. Often closer to beasts than other vampires, and so the Gangrel style themselves apex predators. These Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. Often fiercely territorial, their shapeshifting abilities even give the undead pause.
  Gangrels are generally embraced from prospects who show the ability to survive and fighters. Due to this their customs encourage fights for dominance but not to final death as they push for a culture of healthy rivalry rather than taking competition personally. They are usually the outcasts of Kindred society, learning to live in undesirable areas and yet thrive without bending the knee to a Prince or Baron. Gangrels tend to care less about appearances and status than they do about action and accomplishments.

Bane

Bestial Features - In Frenzy, Gangrel gains animalistic features equal to their Bane Severity. These features last for one more night afterward, each feature reducing one Attribute by 1 point. The Gangrel may choose to Ride the Wave in order to only have one feature manifest and only lose one Attribute point.  

Variant Bane

Survival Instincts - Subtract dice equal to the Bane Severity in any roll to resist fear Frenzy. The pool cannot be below one die.

Compulsion

Feral Impulses - Unleash the animal hidden in their Blood. This urges the Gangrel to regress into an animalistic state where speech becomes difficult, clothes become too constrictive and arguments and best settled with claws and teeth. For one scene the Gangrel suffers a -3 dice penalty to all rolls involving Manipulation and Intelligence as they are only able to speak one word sentences during this Compulsion.
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