Difference between revisions of "Category:Gangrel (Masquerade)"

From BtS Wiki
Jump to navigation Jump to search
(Created page with "__NOEDITSECTION__ {| border="5" cellpadding="0" align=right |+ |- | align="center" | __TOC__ 190px|center|The Clan of Beasts<br> [[File:OWoDL...")
 
Line 1: Line 1:
__NOEDITSECTION__
+
=='''In Brief'''==
{| border="5" cellpadding="0" align=right
+
A predator’s musk, a flash of fangs, the sound of flesh tearing: These mark the presence of the Gangrel. More than any other Clan, the Gangrel resemble the beasts associated with the legends of vampires: bats, wolves, and other creatures of darkness. Indeed, the Outlanders may develop the ability to transform themselves
|+
+
into these and other, more primal forms.
|-
 
| align="center" | __TOC__
 
[[File:OWoDLogoClanGanregl1.png|190px|center|The Clan of Beasts]]<br>
 
[[File:OWoDLogoBloodlineGangrelAntitribu.png|190px|center|The Clan of Beasts]]
 
|}
 
  
 +
The Gangrel have other characteristics in common with animals as well. Many shun the elaborate social  constructs of both Kindred and kine. A number of them prefer to move alone or as a member of small packs or coteries. Most are tough and, when pressed, ferocious. And when Gangrel succumb to the depredations of the Beast, they are left with some feature redolent of the animal kingdom. As a Clan, the Gangrel are wary and aloof. Most would prefer to spend their nights stalking prey or wilding on the rooftops than minding Princely edicts or lobbying for recognition of domain. Theirs is a tense relationship with vampire society, and Outlanders are among the most frequent to turn Anarch or Autarkis. In some localities, the Gangrel have collectively abandoned membership in any Sect — insofar as the Gangrel truly ever do anything collectively.
  
The Clan of the Beast
+
The Jyhad seems less pronounced among the Gangrel than it is among other Clans, and the Outlanders have little regard for the eternal conflict. Differences between Gangrel more often fall along the lines of domain and feeding rights than they do on generational mistrust, and the things that concern young Outlanders are matters that concern Gangrel ancillae and even elders. Still, one would be hard-pressed to consider the relationship among Gangrel of different generations amicable, except in isolated sire-childe situations.
  
<br>
+
The Beast is ever suspicious of those who would take sustenance from it.
=='''Characters'''==
 
Please list your characters name, generation, age, sect, anything of note (such as reputation, position, anything in your history people should know) and ties being sought. Feel free to contact players already listed for further ties... thats what we're here for.
 
  
<br>
+
=='''Nickname'''==
====Elders====
+
Outlanders
'''[http://wiki.white-wolf.com/camwiki/index.php?title=V%C3%A1%C3%B0_Vitnis Váði Vitnis]''' (first name pronounced: ''Vah-gee'')
 
:'''Gen''': assumed to be atleast 7th Generation
 
:'''Embraced''': Mid 11th Century
 
:'''Sect''': Camarilla
 
:'''Notes''': Speaks most in Old Norse or broken English. Formerly associated with [http://wiki.white-wolf.com/camwiki/index.php?title=Karsh Karsh], Warlord of the Camarilla. Former Archon to Brujah Justicar Dmitra Ilyanova, and former Gangrel Clanhead of Australia.
 
:'''Ties''': Any really... happy for childer, grandchilder, etc. I'll make NPC's in order to slot you in. Fine for Cam, independant or antitribu. Happy for Bakcground ties as well...
 
  
<br>
+
=='''Sect'''==
====Ancilla====
+
The Gangrel at least nominally belong to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.
'''[[Stephanie Hart]]'''
 
:'''Gen''': 9th.
 
:'''Embraced''': Unknown.
 
:'''Sect''': "Look, it's not about what you believe in; it's about paying unto Caesar. You don't withhold protection money from the mob because you disagree with their business practices, and you don't refuse to pay lip service to the Camarilla or the Anarchs if you want to stay in a City they own because they don't reflect your personal ideals. Find me someone who says otherwise, and I'll show you an ill-fated idiot, or a bastard who wants to screw you over." "And if the Sabbat hold the City?" "Keep moving."
 
:'''Notes''': The luck of the Devil, a nebulous moral quantity, and a dangerous charm.
 
:'''Ties''': Looking for ties to PCs in all three Sects; she's lived nomadically throughout the world, and regularly attends Court, frequently shows up at Anarch raves and has been a target for Sabbat recruitment - and she does maintain friends in low places. Happy to have Sired, childer can be of any affiliation - PC has been throughout the world, and was in Australia previously, for a few years in the '60s.  
 
  
<br>
+
=='''Appearance'''==
====Neonates====
+
Personal presentation is often not high on the list of many Gangrel priorities, and a Gangrel’s appearance is often more a matter of circumstance than it is of active decision. The Clan’s weakness can  contribute a great deal to their appearance, as does an extended unlife in the places where they make their havens, which are frequently short of modern conveniences.
'''[[Araiya]]'''
 
:'''Gen''': 11th
 
:'''Embraced''': Australia, 2000s
 
:'''Sect''': Sabbat
 
:'''Notes''': Member of the [[Overlanders]]
 
:'''Ties''': ...
 
  
 +
=='''Haven'''==
 +
Gangrel often lair where they can, taking refuge when the sun threatens to rise. Those who do maintain permanent havens often lean toward the utilitarian: Everything from a cave to a covered alley to an illegal squat may serve as a Gangrel haven, usually with little demarcating them as any sort of personal territory (until it’s too late for the unfortunate interloper).
  
'''[[Bloody Mary]]'''
+
=='''Background'''==
:'''Gen''': 10th
+
Gangrel sire childer like they seek prey: after long hunts during which the prospective childe doesn’t even know she’s being followed. Creating a fledgling means sharing limited resources, so each sirechilde relationship is unique and significant. Outlanders Embrace because they choose an individual, not out of whim or recklessness. Those who earn their attention are hardy, whether physically or emotionally.
:'''Embraced''': Australia, 1950s
 
:'''Sect''': Sabbat
 
:'''Notes''': Ductus of the [[Overlanders]]
 
:'''Ties''': Any really. Other Sabbat she fought alongside during Crusades; Looking for 11th Gen Childe
 
  
 +
=='''Character Creation'''==
 +
Sufficiency is the Gangrel hallmark, and many have outsider or loner personality archetypes. Physical Attributes are far and away most frequent, as are Talents with a smattering of Skills and Knowledges. Many Gangrel focus on Disciplines rather than Backgrounds, preferring to rely on themselves more than others. Gangrel almost never have significant Resources, Influence, or Retainers.
  
'''[[Mary]]'''
+
=='''Clan Disciplines'''==
:'''Gen''': 10th
+
Animalism, Fortitude, Protean
:'''Embraced''': Australia, 1950s
 
:'''Sect''': Formerly ''Acknowledged'' by a Prince of Brisbane; Independent as of 2008
 
:'''Notes''': Mary attended Allthings in Australia prior to the Gangrel leaving the Camarilla. She was a strong defender of the then Clan Head (a mild-mannered Harpy; social, but theoretically not combative). She voiced her opinion that the Camarilla wasn't right for the Gangrel and that they should leave. A few years later, Xaviar announced that the Gangrel were leaving the Camarilla (is she one of Xaviar's pawns, or do the two of them know something that the rest of us don't?)
 
:'''Ties''': Looking for 11th Gen Childe; Gangrel she met at Allthings prior to the Gangrel leaving the Camarilla; Gangrel Mentors
 
  
 +
=='''Weaknesses'''==
 +
Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity), though some  Storytellers may allow narrative-only traits that can shape the story.
  
'''[[Randy Colquhoun]]'''
+
=='''Organization'''==
:'''Gen''': 12th
+
Regional groups of Gangrel occasionally assemble in convocations that draw from ethnic or cultural influences. These are informal affairs, geared more toward sharing information and revelry than advancing any cogent agenda. Aside from these infrequent gatherings, almost all Gangrel organization is very local where it exists at all, from pairs of sire-andchilde through terrifying packs centered around one accomplished Outlander.
:'''Embraced''': Scotland
 
:'''Sect''': Sabbat
 
:'''Notes''': Pack Priest of the [[Guild of Calamitous Intent]]
 
:'''Ties''': Has a PC Sire. Happy for Childe or Background ties
 
 
 
 
 
'''[[Vincent Grosvenor]]'''
 
:'''Gen''': 11th
 
:'''Embraced''': Scotland
 
:'''Sect''': Sabbat
 
:'''Notes''': Ductus of the [[Guild of Calamitous Intent]]
 
:'''Ties''': PC Sire, Childe, anything really
 
 
 
'''[[Yessom]]'''
 
:'''Gen''': 11th
 
:'''Embraced''': Australia, 2000s
 
:'''Sect''': Sabbat
 
:'''Notes''': Member of the [[Overlanders]]
 
:'''Ties''': ...
 
 
 
 
 
<br>
 
==[[Masquerade Gangrel History in Australia|History of Clan Gangrel in Australia]]==
 
A brief timeline of Gangrel movements within Australia. Feel free to add when your character started attending Allthings and/or started to become known amongst the other Gangrel.
 
 
 
 
 
<br>
 

Revision as of 20:13, 17 June 2013

In Brief

A predator’s musk, a flash of fangs, the sound of flesh tearing: These mark the presence of the Gangrel. More than any other Clan, the Gangrel resemble the beasts associated with the legends of vampires: bats, wolves, and other creatures of darkness. Indeed, the Outlanders may develop the ability to transform themselves into these and other, more primal forms.

The Gangrel have other characteristics in common with animals as well. Many shun the elaborate social constructs of both Kindred and kine. A number of them prefer to move alone or as a member of small packs or coteries. Most are tough and, when pressed, ferocious. And when Gangrel succumb to the depredations of the Beast, they are left with some feature redolent of the animal kingdom. As a Clan, the Gangrel are wary and aloof. Most would prefer to spend their nights stalking prey or wilding on the rooftops than minding Princely edicts or lobbying for recognition of domain. Theirs is a tense relationship with vampire society, and Outlanders are among the most frequent to turn Anarch or Autarkis. In some localities, the Gangrel have collectively abandoned membership in any Sect — insofar as the Gangrel truly ever do anything collectively.

The Jyhad seems less pronounced among the Gangrel than it is among other Clans, and the Outlanders have little regard for the eternal conflict. Differences between Gangrel more often fall along the lines of domain and feeding rights than they do on generational mistrust, and the things that concern young Outlanders are matters that concern Gangrel ancillae and even elders. Still, one would be hard-pressed to consider the relationship among Gangrel of different generations amicable, except in isolated sire-childe situations.

The Beast is ever suspicious of those who would take sustenance from it.

Nickname

Outlanders

Sect

The Gangrel at least nominally belong to the Camarilla, but the Clan has always had a vocal faction that spurns membership in any Sect. They claim that political games and social structures do nothing for the primal Gangrel.

Appearance

Personal presentation is often not high on the list of many Gangrel priorities, and a Gangrel’s appearance is often more a matter of circumstance than it is of active decision. The Clan’s weakness can contribute a great deal to their appearance, as does an extended unlife in the places where they make their havens, which are frequently short of modern conveniences.

Haven

Gangrel often lair where they can, taking refuge when the sun threatens to rise. Those who do maintain permanent havens often lean toward the utilitarian: Everything from a cave to a covered alley to an illegal squat may serve as a Gangrel haven, usually with little demarcating them as any sort of personal territory (until it’s too late for the unfortunate interloper).

Background

Gangrel sire childer like they seek prey: after long hunts during which the prospective childe doesn’t even know she’s being followed. Creating a fledgling means sharing limited resources, so each sirechilde relationship is unique and significant. Outlanders Embrace because they choose an individual, not out of whim or recklessness. Those who earn their attention are hardy, whether physically or emotionally.

Character Creation

Sufficiency is the Gangrel hallmark, and many have outsider or loner personality archetypes. Physical Attributes are far and away most frequent, as are Talents with a smattering of Skills and Knowledges. Many Gangrel focus on Disciplines rather than Backgrounds, preferring to rely on themselves more than others. Gangrel almost never have significant Resources, Influence, or Retainers.

Clan Disciplines

Animalism, Fortitude, Protean

Weaknesses

Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity), though some Storytellers may allow narrative-only traits that can shape the story.

Organization

Regional groups of Gangrel occasionally assemble in convocations that draw from ethnic or cultural influences. These are informal affairs, geared more toward sharing information and revelry than advancing any cogent agenda. Aside from these infrequent gatherings, almost all Gangrel organization is very local where it exists at all, from pairs of sire-andchilde through terrifying packs centered around one accomplished Outlander.

Pages in category "Gangrel (Masquerade)"

The following 2 pages are in this category, out of 2 total.