Category:Gangrel V5

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Gangrel
SymbolClanGangrelV5.png
In-Clan Disciplines
Animalism, Fortitude and Protean
Nicknames
The Clan of the Beast, Animals, Ferals, Savages, Barbarians, Outcasts, Wolves, Strays

Who are the Gangrel?

Clan Gangrel are outcasts, wanderers, rogues, and hunters. They make havens in the poorest parts of the city and feel no shame for doing so. They claim few domains as their own but defer to no prince. If a feral enters a city, the prince will either accept it or have to fight the feral to get them to back down.

Gangrel Embrace from the ranks of survivors and fighters: leaders of prison crews and gangs, explorers (urban and otherwise), and any kine who sees the world as something to traverse instead of something to hide from. They care not for looks or title, but for accomplishment and reputation. A childe may be a challenge, but the clan follows rituals and initiations to ensure the fledgling is worth the time. Success means a new, honored member of the clan. Failure means simply a forgettable reject or a pile of ash.

Any mortal capable of projecting their will onto others, leading a group from disaster to success, or fighting impossible odds draws the clan’s attention. This fact results in a symptom known as “too many chiefs,” when the clan consists of more leaders than followers. Customs encourage fights for dominance, but these rarely last until final death, as Gangrel elders advocate against taking competition for authority personally, instead encouraging a culture of healthy rivalry.

Known SPCs

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Historical Importance to the Gangrel

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Clan Weakness

Clan Bane

Gangrel relate to their Beast much as other Kindred relate to the Gangrel: suspicious partnership. In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic. These features last for one more night afterward, lingering like a hangover following debauchery. Each feature reduces one Attribute by 1 point – the Storyteller may decide that a forked tongue or bearlike musk reduces Charisma, while batlike ears reduce Resolve (“all those distracting sounds”). If nothing immediately occurs to you, the feature reduces Intelligence or Manipulation. The number of features a Gangrel manifests equals their Bane Severity. If your character Rides the Wave of their frenzy you can choose only one feature to manifest, thus taking only one penalty to their Attributes

Clan Compulsion

Feral Impulses: Returning to an animalistic state, the vampire regresses to a point where speech is hard, clothes are uncomfortable, and arguments are best settled with teeth and claws. For one scene, the vampire gains a three-dice penalty to all rolls involving Manipulation and Intelligence. They can only speak in one-word sentences during this time.

Subcategories

This category has the following 6 subcategories, out of 6 total.

Pages in category "Gangrel V5"

The following 7 pages are in this category, out of 7 total.