Gangrel

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“So, you have a swift strike? Great strength? What do I care? The mountain pays no mind to lightning’s flash. You come and go in tumultuous brilliance. I alone remain.” — Mitru the Hunter

Nickname: Outlanders

Disciplines: Animalism, Fortitude, Protean

Other vampires consider the Gangrel to be primitive creatures. They do not understand the difference between primitive and predator. Yes, Gangrel can be vicious, cruel beasts, subject to animalistic drives — but they are also cunning and civilized hunters. As a clan, the Gangrel are wary and aloof. They disdain organized society and prefer to operate outside of structures and hierarchies. This individualism has caused them to develop in different ways, spawning many different lineages, from the territorial-based Anda or Mariners to the disparate Noiad or Coyote bloodlines, whose powers differ from the parent clan. The clan considers them all Gangrel.

Where other clans focus on politics, power, or acquisitions, the Gangrel are loners and travelers; few spend time in the courts of vampire culture. They have little regard for clan enmities or alliances. Conflicts with Gangrel more often concern domain and feeding rights instead of politics and power-brokering. Further, they don’t differentiate between ancient and newly Embraced vampires, as other clans do. Instead, the Gangrel base clan prestige on an individual’s capacity and ability, rewarding courage and individual strength. Gangrel elders demand respect — but it is a respect that they are willing to earn.

Most Gangrel appear scruffy-looking, rough, and ragged, as befits a clan of wanderers. Further, when they frenzy, they take on aspects of natural creatures, lending them an animalistic mien. They shelter where they please, in the soil of the earth, and do not care what others think of their appearance. Gangrel sire sporadically, often after hunting a prospective childe. They frequently abandon the fledgling vampire after her creation, forcing her to learn the basic lessons of survival on her own. Only after the childe has proven herself will the sire return to induct her into vampire society and introduce her to the clan.

Organization: On occasion, members of the Gangrel clan gather to discuss current events and share stories of their travels. These meetings are informal, rarely planned in advance, and often last only a few nights. Beyond that, Gangrel eschew organization other than the sire-childe relationship. The leadership of the Gangrel consists of those whose recent victories are most prestigious. Those whose noteworthy deeds are in the distant past, or who have recently lost face, receive far less respect.

Clan Weakness: All Gangrel have one animalistic physical feature. For example, you might have hawk’s eyes, scales all over your skin, or a lion’s mane. Every time a Gangrel frenzies, she temporarily gains an additional animalistic feature. Temporary animal features recede when the vampire sleeps for a day, but a Gangrel’s permanent animal hallmark never fades. It can be hidden by clothing, or by powers such as Obfuscate, or temporarily removed by powers such as Vicissitude, but it will always return when the vampire sleeps.

Clan Merits: Gangrel may purchase any of the following Gangrel-only merits.

  • Protean Blood (1 point merit): You can occasionally activate Protean powers without spending Blood.
  • Shape of Beast’s Wrath (3 point merit): You can transform into a monstrous half-man/half-beast.

Bloodline: Coyotes (2 point merit)

“Everyone dies at some point. Resign yourself to it. Once you’ve done that, you can get down to the business of living.”

Disciplines: Celerity, Obfuscate, Protean

The Coyotes, popularly known as “City Gangrel,” are the ultimate urban predators. Their bloodline began centuries ago, but truly rose to prominence during the Industrial Revolution, when urban sprawl and modern technology changed the world. Coyotes were once seen only among the Sabbat, but in recent nights have been found as Autarks, Anarchs, and even the occasional member of the Camarilla. Unlike most Gangrel, the Coyotes are extremely comfortable in this environment. They are predominately modern, young vampires, choosing to hunt their prey within the cities and test the boundaries of their vampiric powers.


Bloodline: Noiad (2 point merit)

Disciplines: Animalism, Auspex, Protean

Of the Gangrel bloodlines, the enigmatic Noiad are perhaps the rarest. The lineage developed in Finland during the Dark Ages, and as civilization encroached upon them, their tribes of mortals moved further and further north to escape modernization. These Gangrel are seers and mystics, claiming to see visions of the future within the Northern Lights. Because they make their homes so far north, the Noiad spend months awake while the sun is beneath the horizon. They use this time to study the sky and seek prophecy. Other Gangrel occasionally seek them out to ask for specific portents, but the Noiad rarely trust visitors to their land.


Bloodline: Ahrimanes (Not available in BAM)

Disciplines: Animalism, Presence, Thaumaturgy: Path of Elemental Mastery

The Ahrimanes are a rare, all-female group of Gangrel from the southern United States. These Gangrel are extremely shamanistic, and have an unusual bond with spirits of all kinds. They are extremely secretive, and extremely violent. Only female characters can purchase this merit. Although the group originated within the Sabbat, Ahrimanes are rare enough that no sect truly claims them. Ahrimanes most often choose to be Autarkis.


The Clans

Main Rules Page