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− | + | = Gangrel = | |
__TOC__ | __TOC__ | ||
+ | |||
+ | <div id="infobox"><table style="float:right; width:258px; margin:0 0 7px 14px; border-collapse:collapse; background: rgba(0, 0, 0, 0.4); border:1px solid #999; line-height:1.5; color:#fff; font-size:smaller;"><tr> | ||
+ | <th colspan="2" style="background:#001a33; border-bottom:1px solid #999; font-size:larger; padding:4px; text-align:center;">Gangrel</th></tr> | ||
+ | <tr style="border-bottom:1px solid #999;"><th colspan="2" style="padding:0;">[[File:LogoClanGangrel.png|258px|center]]</th></tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Pseudonyms</b></td> | ||
+ | <td style="padding:4px;">Assassins; Banu Haquim; Saracens</td> | ||
+ | </tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Sect</b></td> | ||
+ | <td style="padding:4px;">[[Ashirra]]<br>[[Independents]]</td> | ||
+ | </tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Disciplines</b></td> | ||
+ | <td style="padding:4px;">[[Animalism]]<br>[[Fortitude]]<br>[[Protean]]</td> | ||
+ | </tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Bloodlines</b></td> | ||
+ | <td style="padding:4px;">[[Ahriman|Ahrimanes]]<br>[[Anda]]<br>[[Coyote|Coyotes]]<br>[[Lhiannan]]<br>[[Mariner|Mariners]]<br>[[Noiad]]<br>[[Zoidon|Zoidones]]</td> | ||
+ | </tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Rarity</b></td> | ||
+ | <td style="padding:4px;">[[Rarity|Common]]</td> | ||
+ | </tr> | ||
+ | <tr style="border-bottom:1px solid #999;"> | ||
+ | <td style="padding:4px;"><b>Play Status</b></td> | ||
+ | <td style="padding:4px;">[[Play_Status|Open]]</td> | ||
+ | </tr> | ||
+ | </table></div> | ||
+ | |||
The Gangrel are still undead, but of all the clans they are the closest to the natural world in spite of the cold blood in their veins. Gangrel have a reputation for being close to nature, with an affinity for animals and a comfort in the wilderness that most Kindred can't claim. They tend to be nomadic, traveling from territory to territory, and are often loners, some even shunning all other Kindred for most of their lives. When they do associate with others, it's usually with other Gangrel, with whom they form small packs and family units that take care of each other in a mutually comfortable arrangement. Gangrel ''can'' function in the city and even in high society if they so choose, but for the most part they prefer not to; many of them were Embraced from the ranks of hunters, farmers, or indigenous peoples used to living off the land, and they see little point in learning the ways of civilizations that change at the drop of a hat. Clan Gangrel is unique in that it was one of the founding members of the [[Camarilla]], but has since broken away and officially become Independent, refusing to take an official stance in the hostilities between the Camarilla and the [[Sabbat]]. | The Gangrel are still undead, but of all the clans they are the closest to the natural world in spite of the cold blood in their veins. Gangrel have a reputation for being close to nature, with an affinity for animals and a comfort in the wilderness that most Kindred can't claim. They tend to be nomadic, traveling from territory to territory, and are often loners, some even shunning all other Kindred for most of their lives. When they do associate with others, it's usually with other Gangrel, with whom they form small packs and family units that take care of each other in a mutually comfortable arrangement. Gangrel ''can'' function in the city and even in high society if they so choose, but for the most part they prefer not to; many of them were Embraced from the ranks of hunters, farmers, or indigenous peoples used to living off the land, and they see little point in learning the ways of civilizations that change at the drop of a hat. Clan Gangrel is unique in that it was one of the founding members of the [[Camarilla]], but has since broken away and officially become Independent, refusing to take an official stance in the hostilities between the Camarilla and the [[Sabbat]]. | ||
==Clan Advantage and Weakness== | ==Clan Advantage and Weakness== | ||
− | |||
− | + | ===Advantages=== | |
+ | Gangrel are automatically a little bit better at the Animal Ken and Survival skills as a result of their naturalistic backgrounds and blood; they aren't necessarily all born hunters, but they do all right as long as the situation isn't too dire. They are also more attuned to those supernatural creatures more nature-connected than themselves - the [[Garou]], whom they tend to be able to sense and work around when they are in the area. This doesn't make Garou ''like'' them any more - as a general rule, Garou hate Gangrel as much as any other Kindred clans - but it can help them avoid uncomfortable confrontations or dangerous scuffles. Because they so frequently wander in and out of various Princes' domains, Gangrel are not required to present themselves to a Prince unless they plan to remain in a city for more than one night (although doing so is always a nice gesture of courtesy). | ||
− | == | + | ===Disadvantages=== |
+ | Because they are already so close to the inherent nature of the world - and by extension, their own inherent nature, the Beast - Gangrel have difficulty returning to normal if they succumb to their true natures. Whenever a Gangrel enters any kind of [[Frenzy]], they gain a permanent bestial trait - it might be pointed ears, elongated teeth, patches of fur, slit pupils, or any other animal feature that would normally be out of place on a human being. These bestial traits are visible to others and make hiding their nature from humans problematic, and only high-level Discipline powers in Vicissitude or Thaumaturgy can attempt to permanently remove them. | ||
− | + | ==History== | |
− | == | + | ==The Gangrel in DC== |
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− | + | The Gangrel are DC's greatest unknown quantity; officially, they have no opinion on anything and avoid city affairs as much as possible, even those that live within city limits. Because they tend to be more aware of outside beings influencing the city (especially Garou) than other clans, they consider the area too much of a hotspot of supernatural activity to be really advisable as a home base. [[Art Morgan]], the local Gangrel elder, could wield considerable influence if he wanted to, however, so the movers and shakers of the city always have to take into account how the Gangrel might react to any major change to the status quo. | |
− | [[ | + | ==Gangrel Player Characters== |
− | [[ | + | <br> |
− | [[ | + | <table style="text-align:center; vertical-align:center; width:80%px; margin:5px auto; border-collapse:collapse; background: rgba(0, 0, 0, 0.4); border:1px solid #999; line-height:1.5; color:#fff; font-size:smaller;"><tr> |
− | [[ | + | <th colspan="2" style="background:#001a33; border-bottom:1px solid #999; font-size:larger; padding:4px; text-align:center;">Vampire Clans and Bloodlines</th></tr> |
− | [[ | + | <tr> |
+ | <td style="padding:4px; width:150px; border-bottom:1px solid #999;"><b>Independent Vampire Clans</b></td> | ||
+ | <td style="padding:4px; border-bottom:1px solid #999;">Assamites • [[Followers of Set]] • [[Gangrel]] • [[Giovanni]] • [[Ravnos]] • [[Salubri]]</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="padding:4px; width:150px; border-bottom:1px solid #999;"><b>Vampire Clans</b></td> | ||
+ | <td style="padding:4px; border-bottom:1px solid #999;">[[Akunanse]] • Assamites • [[Brujah]] • [[Cappadocian|Cappadocians]] • [[Cipactli]] • [[Followers of Set]] • [[Gangrel]] • [[Giovanni]] • [[Guruhi]] • [[Ishtarri]] • [[Kalku]] • [[Karai Pyhare]] • [[Kinyonyi]] • [[Lasombra]] • [[Lostundo]] • [[Malkavian|Malkavians]] • [[Nagloper|Naglopers]] • [[Nosferatu]] • [[Osebo]] • [[Ravnos]] • [[Salubri]] • [[Shango]] • [[Titlacauan]] • [[Toreador]] • [[Tremere]] • [[Unhudo]] • [[Ventrue]] • [[Xi Dundu]]</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="padding:4px; width:150px; border-bottom:1px solid #999;"><b>Vampire Bloodlines</b></td> | ||
+ | <td style="padding:4px; border-bottom:1px solid #999;">[[Ahriman|Ahrimanes]] • [[Ananke]] • [[Anda]] • [[Angellis Ater]] • [[Azaneali]] • [[Baali]] • [[Blood Brothers]] • [[Bonsam]] • [[Bushi]] • [[Carrier|Carriers]] • [[Children of Osiris]] • [[Courtier|Courtiers]] • [[Coyote|Coyotes]] • [[Daitya]] • [[Damballahn|Damballahns]] • [[Danava]] • [[Daughters of Cacophony]] • [[Dracul]] • [[Dunsirn|Dunsirns]] • [[Eloi]] • [[Gaki]] • [[Gargoyle|Gargoyles]] • [[Glyconite|Glyconites]] • [[Gorgon|Gorgons]] • [[Harbingers of Skulls]] • [[Impundulu]] • [[Kiasyd]] • [[Kin-Slayer|Kin-Slayers]] • [[Koldun|Kolduns]] • [[Lamia|Lamiae]] • [[Lhiannan]] • [[Magi]] • [[Mariner|Mariners]] • [[Mla Watu]] • [[Nagaraja]] • [[Nephilim (vampire)|Nephilim]] • [[Nictuku]] • [[Nkulu Zao]] • [[Noiad|Noiades]] • [[Nomad|Nomads]] • [[Phuri Dae]] • [[Pisanob|Pisanobs]] • [[Putanesca]] • [[Ramanga]] • [[Rosselini]] • [[Samedi]] • [[Telyav|Telyavs]] • [[Tlacique]] • [[Viper|Vipers]] • [[Vizier|Viziers]] • [[Volgirre]] • [[Wu Zao]] • [[Zoidon|Zoindones]]</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="padding:4px; width:150px; border-bottom:1px solid #999;"><b>Antitribu Vampire Clans</b></td> | ||
+ | <td style="padding:4px; border-bottom:1px solid #999;">[[Assamite Antitribu]] • [[Brujah Antitribu]] • [[Gangrel Antitribu]] • [[Lasombra Antitribu]] • [[Malkavian Antitribu]] • [[Nosferatu Antitribu]] • [[Ravnos Antitribu]] • [[Salubri Antitribu]] • [[Serpents of the Light]] • [[Toreador Antitribu]] • [[Tremere Antitribu]] • [[Tzimisce Antitribu]] • [[Ventrue Antitribu]]</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="padding:4px; width:150px; border-bottom:1px solid #999;"><b>Clanless Vampires</b></td> | ||
+ | <td style="padding:4px; border-bottom:1px solid #999;">[[Abomination|Abominations]] • [[Caitiff]] • [[Dhampir]] • [[Maeghar]] • [[Pander|Panders]] • [[Thin-Blooded]]</td> | ||
+ | </tr> | ||
+ | </table> | ||
[[Category: Vampire Clans]] | [[Category: Vampire Clans]] | ||
[[Category: Independent Clans]] | [[Category: Independent Clans]] |
Revision as of 08:16, 3 September 2020
Gangrel
Gangrel | |
---|---|
Pseudonyms | Assassins; Banu Haquim; Saracens |
Sect | Ashirra Independents |
Disciplines | Animalism Fortitude Protean |
Bloodlines | Ahrimanes Anda Coyotes Lhiannan Mariners Noiad Zoidones |
Rarity | Common |
Play Status | Open |
The Gangrel are still undead, but of all the clans they are the closest to the natural world in spite of the cold blood in their veins. Gangrel have a reputation for being close to nature, with an affinity for animals and a comfort in the wilderness that most Kindred can't claim. They tend to be nomadic, traveling from territory to territory, and are often loners, some even shunning all other Kindred for most of their lives. When they do associate with others, it's usually with other Gangrel, with whom they form small packs and family units that take care of each other in a mutually comfortable arrangement. Gangrel can function in the city and even in high society if they so choose, but for the most part they prefer not to; many of them were Embraced from the ranks of hunters, farmers, or indigenous peoples used to living off the land, and they see little point in learning the ways of civilizations that change at the drop of a hat. Clan Gangrel is unique in that it was one of the founding members of the Camarilla, but has since broken away and officially become Independent, refusing to take an official stance in the hostilities between the Camarilla and the Sabbat.
Clan Advantage and Weakness
Advantages
Gangrel are automatically a little bit better at the Animal Ken and Survival skills as a result of their naturalistic backgrounds and blood; they aren't necessarily all born hunters, but they do all right as long as the situation isn't too dire. They are also more attuned to those supernatural creatures more nature-connected than themselves - the Garou, whom they tend to be able to sense and work around when they are in the area. This doesn't make Garou like them any more - as a general rule, Garou hate Gangrel as much as any other Kindred clans - but it can help them avoid uncomfortable confrontations or dangerous scuffles. Because they so frequently wander in and out of various Princes' domains, Gangrel are not required to present themselves to a Prince unless they plan to remain in a city for more than one night (although doing so is always a nice gesture of courtesy).
Disadvantages
Because they are already so close to the inherent nature of the world - and by extension, their own inherent nature, the Beast - Gangrel have difficulty returning to normal if they succumb to their true natures. Whenever a Gangrel enters any kind of Frenzy, they gain a permanent bestial trait - it might be pointed ears, elongated teeth, patches of fur, slit pupils, or any other animal feature that would normally be out of place on a human being. These bestial traits are visible to others and make hiding their nature from humans problematic, and only high-level Discipline powers in Vicissitude or Thaumaturgy can attempt to permanently remove them.
History
The Gangrel in DC
The Gangrel are DC's greatest unknown quantity; officially, they have no opinion on anything and avoid city affairs as much as possible, even those that live within city limits. Because they tend to be more aware of outside beings influencing the city (especially Garou) than other clans, they consider the area too much of a hotspot of supernatural activity to be really advisable as a home base. Art Morgan, the local Gangrel elder, could wield considerable influence if he wanted to, however, so the movers and shakers of the city always have to take into account how the Gangrel might react to any major change to the status quo.
Gangrel Player Characters