The lone wolf can only wander for so long, before it finds a pack to travel with or a land to call its own. Outcasts, rogues, vagrants and hunters, the Gangrel are a Clan of survivors, who have no time for elitism, or those who look down on the experiences of another. They do not abide by the laws of the countries in which they live, or the land in which they wander. The Feral will not be tamed by the words of a petty prince, or a snivelling Baron. Carrying with them the stories of the civilisations they have crossed through, and the wisdom that comes with seeing where the foolish have failed.The world, no matter how dark, is nothing to be shied away from. The ethos of the gangrel is to embrace even the darkest facets of themselves, even if that means welcoming their beast with open arms. When dragged into this unlife, they are subjected to rituals and rites: that range for desertion, to a fight for dominance with another fledgling.

It is of little consequence if they fail, because in the eyes of their clan they would never have survived long anyway. This darwinistic nature of theirs is reflected in their unique abilities of the blood, and how they use it.

A gangrel has little attachment to their human form, if they would be better suited to survival in the shape of a wolf, or need to manifest claws in order to win a fight, then will happily do so. When you are living in tune with the natural world, it becomes rather easy to accept the beast. Anything they deem worthy of owning is theirs, and you will have to fight them to claim it as your own. They will take what they want, and protect it.

Clan Weakness - Beastial Features

The bestial nature of the gangrel is something that all of the clan have to embrace at some point in their unlives. Clawing at their throats, and minds, is the visceral realisation that they are now - more so than the rest of the damned - closer to a beast than a man. Every time a Gangrel succumbs to a frenzy, they gain an animalistic feature. This can range from feline eyes or bat-like nose, or in some rarer cases, animal behaviours. Most other clans see this as a monstrous adornment. Some Gangrel have grown to see them more like a rite of passage.

[[Gangrel players are encouraged to adorn themselves with animalistic features that they have gained throughout their character’s unlife, as a cost of succumbing to Frenzy of any kind. We also welcome players who wish to have these features manifest during play should they wish. This is by no means a mandatory requirement of course, but is something that all Gangrel characters will be aware of as a risk.]]

Discplines:

Click a discpline below to learn more and read our suggested rules for each power:

Animalism

Fortitude

Protean