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The Gangrel are one of the thirteen vampire clans found in the Classic World of Darkness. 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.
Due to their inherent clan weakness, Gangrel are very close to the Beast within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, they gain an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.
Organization
Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting. Combat is usually basic and unarmed; two Gangrel who know each other well may simply spar, but those who are strangers battle until one of the fighters is incapacitated or surrenders. Boasting involves the two Gangrel making larger claims until one Gangrel backs down or asks for proof. The challenged Gangrel must then show proof of their claims or lose the rite and their status.
What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings at which local and visiting Gangrel can exchange news, information and stories and decide on local matters. Gathers usually involve notice weeks in advance, as news travels more slowly among the limited network of the Gangrel. Once begun, Gathers usually involve the rites demonstrating status to decide on leadership for the meeting. The rites can take days to accomplish, and must be redone for every Gather, as no two will have the same Gangrel meeting under the same circumstances. Once the hierarchy for the Gather is established, the business at hand can be dealt with. No matter the circumstances, Gathers always break up after a week.
Gathers can also be used to form Revels, which are essentially calls to battle. The Gangrel who participate in a Revel form parties to track down and destroy enemies, such as enemy kindred, Garou, or others who have dared to invade the clan's territory.
There are also meetings called Great Gathers. As a Great Gather relies on a powerful Gangrel who is respected by most of the clan to be called, they are extremely rare. When one is called, any member of the clan who can must travel to the meeting place. There, similar rites of strength and status that are found in a regular Gather take place; however, there are no time limits to either the rites or the Great Gather. Even more rare but related are Grand Revels, which are essentially wars and battles involving the entire clan. Both are considered to be signs of bad luck by most Gangrel, and the fact neither have been called in centuries is seen as a good sign. |
Clan Variants Two bloodlines exist among the Sabbat; the Country Gangrel and the City Gangrel. The Country Gangrel are the same as the main clan, with the Fortitude, Animalism and Protean disciplines. The City Gangrel have adapted to city life, forgoing Animalism and Fortitude for Celerity and Obfuscate. Both are collectively referred to as "Gangrel antitribu."
City Gangrel The City Gangrel are a bloodline of the Gangrel that has adapted to urban environments. In the Dark Ages, the bloodline was known as the Greek Gangrel, as they were thought to have originated in Greece. In the modern nights, the City Gangrel form half of the Gangrel antitribu within the Sabbat.
Country Gangrel The Country Gangrel are the same as the main clan, with the Fortitude, Animalism and Protean disciplines. |
Culture
The Gangrel are considered the most feral and predatory of the kindred, and because of their reclusive natures, animalistic tendencies and loose organization, are the least social of the Cainites, preferring solitude to society. They also tend to be extremely territorial and possessive and to enter a Gangrel's territory without permission is certain death. They do have their role and reputation among the kindred as fierce warriors, but to get a Gangrel to agree to work with others, even other Gangrel, can be a difficult, if not impossible, task.
The Gangrel also have ties to the Rroma, and therefore will protect and shelter them, especially from other kindred. The Ravnos would also lay claim to the Roma, however, and as a result the two clans have a mutual hatred for each other that goes back centuries. |
Embraces
A Gangrel sire often chooses a prospective candidate for the Embrace during feeding. If the mortal prey resists, fighting against what is happening, then his reward after death may be a taste of Gangrel blood. The clan makes many Gangrel this way, dating back to the first warriors selected by Ennoia to fight her war. This method produces a Gangrel with a fierce desire to survive, even if he does not have all the tools. We also find prospective Gangrel through observation. While most mortals remain safely hidden during the night, a few risk the darkness. When one of our clan encounters a mortal like this, she will watch instead of attacking. It takes courage to wander these nights, after all. The Gangrel observes the mortal, watching for any signs of bravery or a knack for survival. Sometimes, a mortal out at night is simply lost - if this proves to be the case, he becomes prey. However, if the mortal shows skill moving about at night, is no coward, and maintains the interest of the observer, he is a good candidate for the Embrace. When we punish, however, there is little effort wasted. A mortal who insults or threatens one of our clan receives a nighttime visit. The Gangrel Embraces the mortal, making the process as painful and terror-filled as possible, and leaves her.
Usually the Embrace happens indoors, in the rooms of the person punished, assuring their discovery and destruction. In recent nights, this punishment has fallen into disuse, though there are still some who actively enact it. A choice is almost never offered. This has become a tradition with the clan, since so few of them had a choice. The offspring of these Gangrel are considered by some to be inferior stock, even if they do survive. While not considered outcasts, a Gangrel given a choice rarely receives the same respect of those Embraced traditionally, even after the rites of status. Embracing foes has the potential to backfire on the Gangrel. Should an enemy survive the first nights and develop his power, he could turn his new abilities to hunting the one who cursed him. This is a rare occurrence - part of the punishment is to stack the Odds so that survival is nearly impossible. A new Gangrel who manages to survive has an enviable combination of cunning, raw ability and luck -clearly a dangerous foe to have in pursuit, but possibly one with a bright future in the clan. |

Animalism
Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.
Official Abilities
Standard Abilities
- Level One - Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet
- Level Two - Beckoning: Summon animals of a particular type to you
- Level Three - Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.
- Level Three - Quell the Beast: Cow a mortal into a state of fear or apathy
- Level Four - Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.
- Level Five - Drawing Out the Beast: When about to frenzy send your Beast into another person
If you wish to know more about Animalism, please click here to visit White Wolf Wikia. |
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Fortitude
Fortitude is a Discipline that grants Kindred incredible resilience and the ability to resist fire and sunlight, the natural banes of the undead. Normally Fortitude doesn't need to be activated.
Unofficial Abilities
Standard Abilities
- Level One - The vampire is able to deal with more physical damage than expected without severe consequences. For example: it would take significantly more hits to break a bone than usual.
- Level Two - Heavy hits that would usually knock-back or cause greater damage than normal hits are soaked up by the vampire. Also bladed/edged weapons do not pierce the vampire's body as much they should, as if somewhat blunted. For example, being battered over the head by a crowbar or being shot at.
- Level Three - The vampire takes reduced damage from fire, however still enters Rotschreck upon facing such situation.
- Level Four - The vampire soaks up a quarter of the physical damage dealt to them in combat.
- Level Five - The vampire soaks up half of the physical damage dealt to them in combat.
If you wish to know more about Fortitude, please click here to visit White Wolf Wikia. |
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Protean
Protean is a Discipline that gives the vampire the ability to adapt better to the natural world. It is strongly rooted in the idea of bringing the Beast out. The Gangrel developed this discipline as way of expanding their dominance of the natural world. It provides them with abilities to hunt and sleep in the wild, reducing their dependence on cities and other Cainites. The Gangrel Clan possesses a natural affinity for this Discipline.
Official Abillities
Standard Abilities
- Level One - Eyes of the Beast : Allows the vampire to see normally in complete darkness.
- Level Two - Feral Claws : Allows the vampire to grow powerful claws that tear through flesh and most metals, dealing Aggravated damage.
- Level Three - Earth Meld : Allows the vampire to be absorbed by the earth, wherein he or she can rest undistrubed until the next night.
- Level Four - Shape of the Beast : Allows the vampire to transform him/herself into one of two animal forms, typically a bat and a wolf.
- Level Five - Mist Form : This ability allows the vampire to shed his/her mortal coil and become a cloud of mist.
If you wish to know more about Protean, please click here to visit White Wolf Wikia. |
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Gangrel Antitribu
The Gangrel Antitribu can be split up into two different sections: City and Country Gangrel. Country Gangrel possess the same Disciplines as normal Gangrel, however City Gangrel learn Celerity and Obfuscate instead of Fortitude and Animalism. Details are below. |
Obfuscate
Obfuscate is a Discipline that allows vampires to conceal themselves and create some manner of illusions. It is one of the more popular Disciplines practiced by Cainites, and is the source of legends surrounding the ability of vampires to vanish and appear seemingly from nowhere. Obfuscate is mentally based; its powers achieve their effects by manipulating the minds of others, not in creating any real changes, and thus will not work against creatures immune to such mental effects or technological sensors. Vampires with levels of Auspex may also bypass the effects of Obfuscate, as described on pg. 152 of Vampire: The Masquerade Revised Edition.
Official Abilities
Standard Abilities
- Level One - Cloak of Shadows : Remain hidden so long as you do not move.
- Level Two - Unseen Presence: Become invisible to others so long as you do not attract attention
- Level Three - Mask of a Thousand Faces: Change your appearance and mannerisms to mimic someone else
- Level Four - Vanish/Fade from the Mind's Eye: Disappear right from in front of someone
- Level Five - Cloak the Gathering: Extend your Obfuscate powers to a group.
If you wish to know more about Obfuscate, please click here to visit White Wolf Wikia. |
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Celerity
Celerity is a Discipline that grants vampires supernatural speed and finesse by expending vitae. Normally each dot provides an additional action that can be used for movement, attacking, or other physical feats in a single round without penalties for multiple actions. This extraordinary speed violates the laws of physics in that the Cainite doesn't experience any change in momentum, friction, etc. A knife thrown by someone using Celerity isn't any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.
Unofficial Abilities
Standard Abilities
- Level One - If the vampire sees/knows that a certain person is going to perform an action, they are able to use their Celerity to react faster in response. For example: if they know an opponent is going to draw a gun, they can use level 1 Celerity to draw your gun before they do. However, you need knowledge that they're going to do it before you complete this action, such as seeing them reach for their gun.
- Level Two -The vampire's movement speed is at constant peak human sprint speed.
- Level Three - The vampire's movement speed is double the speed of anyone that doesn't possess Celerity.
- Level Four - The vampire's movement speed is triple the speed of anyone that doesn't possess Celerity.
- Level Five - The vampire moves in a blur when running with Celerity activated.
If you wish to know more about Celerity, please click here to visit White Wolf Wikia. |
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[ * Credit to Caine of Vampire: The Masquerade Roleplay on Habbo. * ]
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