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Gangrel

Gangrel
LogoClanGangrel.png
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


Vampire Clans and Bloodlines
Independent Vampire Clans AssamitesFollowers of Set • Gangrel • GiovanniRavnosSalubri
Vampire Clans AkunanseAssamitesBrujahCappadociansCipactliFollowers of Set • Gangrel • GiovanniGuruhiIshtarriKalkuKarai PyhareKinyonyiLasombraLostundoMalkaviansNaglopersNosferatuOseboRavnosSalubriShangoTitlacauanToreadorTremereUnhudoVentrueXi Dundu
Vampire Bloodlines AhrimanesAnankeAndaAngellis AterAzanealiBaaliBlood BrothersBonsamBushiCarriersChildren of OsirisCourtiersCoyotesDaityaDamballahnsDanavaDaughters of CacophonyDraculDunsirnsEloiGakiGargoylesGlyconitesGorgonsHarbingers of SkullsImpunduluKiasydKin-SlayersKoldunsLamiaeLhiannanMagiMarinersMla WatuNagarajaNephilimNictukuNkulu ZaoNoiadesNomadsPhuri DaePisanobsPutanescaRamangaRosseliniSamediTelyavsTlaciqueVipersViziersVolgirreWu ZaoZoindones
Antitribu Vampire Clans Assamite AntitribuBrujah AntitribuGangrel AntitribuLasombra AntitribuMalkavian AntitribuNosferatu AntitribuRavnos AntitribuSalubri AntitribuSerpents of the LightToreador AntitribuTremere AntitribuTzimisce AntitribuVentrue Antitribu
Clanless Vampires AbominationsCaitiffDhampirMaegharPandersThin-Blooded