Post by Tami on Feb 22, 2007 21:25:20 GMT -5
Gangrel
Through the forest night wander the lonely, nomadic Gangrel. Unlike their brethren, Gangrel spurn the trappings of civilization, preferring to roam the deep wilds in solitude. The Gangrel is a clan only in the loose sense; its members tend to be rugged individuals, indifferent to the protocols of either mortal or vampire. They are the bestial ones, the closets to losing themselves to the wild.
Few beings know the wilds places like the Gangrel do. They remember many of the ancient sites of elder magic, and have allied with (or at least know how to avoid) the few mythic beast still dwelling near those sites. Gangrel also traffic with more mundane beast, and most Gangrel can converse with the denizens of forest and field. Indeed, Gangrel tend to be more comfortable with such creatures than with the mortals they were or the vampires they have become.
Of all vampires, Gangrel have made the most progress towards establishing anything close to tolerable relations with the Lupines. Perhaps this is because Gangrel themselves master shapeshifters; most tales of transforming vampires have their roots in the doings of the Gangrel. This talent, however, comes with a price – many older Gangrel loose their human form altogether, becoming more like the beast they emulate. Many Gangrel also have lost any semblance of human behavior, and hunt and feast like wild animals.
Gangrel were once more common, but the decline of the ancient pagan cultures and the spread of human civilization (and its vampiric parasites) have forced the clan deeper and deeper into the wastes. Many Gangrel resent this, and battles have recently been fought between civilized “settlers†and Gangrel reluctant to leave their hunting grounds. Even those Gangrel who have accepted Christendom (if not necessarily Christianity.) rarely venture into the more populous regions, instead wandering the back roads from hamlet and farm to farm as the moods strikes them.
Sobriquet: Animal
Appearance: Many Gangrel appear as, and dress in the manner of, barbarian people. Furs, plaids, deerskin clothing and similar garb predominate. Some, emulating the highland Picts go about in woad and little else.
Of course, those unfortunate Gangrel who have fallen prey to the Beast one too many times have a look all their own, Tufted ears, horns, coats of fur razor talons, gleaming catlike eyes, even feathers and scales adorn (deform?) these bêtes noires, and a feral musk wafts about them.
Haven: The Animals almost never establish a permanent haven, but instead wander the continent in an inscrutable migratory pattern. Occasionally one will mark a “hunting territoryâ€, but even this is usually quite expansive. Gangrel rarely enter the cities, preferring deep forest, lonely moors and even peat bog and fens. Their ability to meld into the earth often means that the world is their haven.
Background: Many Gangrel come from pagan and barbarian civilizations: Celts, Vikings, Mongols, Lapps and the like. Those Gangrel drawn from “civilized†peoples tend to be chosen from foresters, yeomen and other sturdy, resourceful folk on the outer reaches of their civilization.
Character Creation: Gangrel rarely have sociable natures or demeanors, though nature and demeanor can be dissimilar (Gangrel rarely lie, but even more rarely reveal their true agendas). Physical attributes are almost always primary, while Talents and skills predominate among abilities. Gangrel often have Allies (Forest tribes, magical creatures and the like), but rarely have Influence. Most Gangrel follow the Road of the Beast, though a few from the ancient bloodlines walk the Paradox Road.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel are closely attuned to their inner Beasts, but this carries a drawback. As Gangrel fall prey to their ravenous urges, the Beast leaves its taint on their bodies. Each time a Gangrel frenzies, she gains an animal feature (a furry coat, a tail hooves, horns, luminous eyes, a guttural voice etc.) Every five such features reduce one of the Gangrels social attributes (player’s choice) by one. Ancient Gangrel often look (and sound and smell) completely bestial.
Organization: The clan has no formal organization to speak of. Elder Gangrel are often respected for their might and cunning, but there are also tales of ancient, monstrous Gangrel berserkers brought down by packs of outraged youngling. A Gangrel’s status, on the rare occasions it comes into play, is based on the tales of that Gangrel’s deeds (even if told by the Gangrel herself – similar to the Celtic boasting contests)
Quote: Thou art a valorous warrior, mortal, to have won through to this place. I shall give thee a death worthy of a champion and tells tales of thy deed.â€
Through the forest night wander the lonely, nomadic Gangrel. Unlike their brethren, Gangrel spurn the trappings of civilization, preferring to roam the deep wilds in solitude. The Gangrel is a clan only in the loose sense; its members tend to be rugged individuals, indifferent to the protocols of either mortal or vampire. They are the bestial ones, the closets to losing themselves to the wild.
Few beings know the wilds places like the Gangrel do. They remember many of the ancient sites of elder magic, and have allied with (or at least know how to avoid) the few mythic beast still dwelling near those sites. Gangrel also traffic with more mundane beast, and most Gangrel can converse with the denizens of forest and field. Indeed, Gangrel tend to be more comfortable with such creatures than with the mortals they were or the vampires they have become.
Of all vampires, Gangrel have made the most progress towards establishing anything close to tolerable relations with the Lupines. Perhaps this is because Gangrel themselves master shapeshifters; most tales of transforming vampires have their roots in the doings of the Gangrel. This talent, however, comes with a price – many older Gangrel loose their human form altogether, becoming more like the beast they emulate. Many Gangrel also have lost any semblance of human behavior, and hunt and feast like wild animals.
Gangrel were once more common, but the decline of the ancient pagan cultures and the spread of human civilization (and its vampiric parasites) have forced the clan deeper and deeper into the wastes. Many Gangrel resent this, and battles have recently been fought between civilized “settlers†and Gangrel reluctant to leave their hunting grounds. Even those Gangrel who have accepted Christendom (if not necessarily Christianity.) rarely venture into the more populous regions, instead wandering the back roads from hamlet and farm to farm as the moods strikes them.
Sobriquet: Animal
Appearance: Many Gangrel appear as, and dress in the manner of, barbarian people. Furs, plaids, deerskin clothing and similar garb predominate. Some, emulating the highland Picts go about in woad and little else.
Of course, those unfortunate Gangrel who have fallen prey to the Beast one too many times have a look all their own, Tufted ears, horns, coats of fur razor talons, gleaming catlike eyes, even feathers and scales adorn (deform?) these bêtes noires, and a feral musk wafts about them.
Haven: The Animals almost never establish a permanent haven, but instead wander the continent in an inscrutable migratory pattern. Occasionally one will mark a “hunting territoryâ€, but even this is usually quite expansive. Gangrel rarely enter the cities, preferring deep forest, lonely moors and even peat bog and fens. Their ability to meld into the earth often means that the world is their haven.
Background: Many Gangrel come from pagan and barbarian civilizations: Celts, Vikings, Mongols, Lapps and the like. Those Gangrel drawn from “civilized†peoples tend to be chosen from foresters, yeomen and other sturdy, resourceful folk on the outer reaches of their civilization.
Character Creation: Gangrel rarely have sociable natures or demeanors, though nature and demeanor can be dissimilar (Gangrel rarely lie, but even more rarely reveal their true agendas). Physical attributes are almost always primary, while Talents and skills predominate among abilities. Gangrel often have Allies (Forest tribes, magical creatures and the like), but rarely have Influence. Most Gangrel follow the Road of the Beast, though a few from the ancient bloodlines walk the Paradox Road.
Clan Disciplines: Animalism, Fortitude, Protean
Weaknesses: Gangrel are closely attuned to their inner Beasts, but this carries a drawback. As Gangrel fall prey to their ravenous urges, the Beast leaves its taint on their bodies. Each time a Gangrel frenzies, she gains an animal feature (a furry coat, a tail hooves, horns, luminous eyes, a guttural voice etc.) Every five such features reduce one of the Gangrels social attributes (player’s choice) by one. Ancient Gangrel often look (and sound and smell) completely bestial.
Organization: The clan has no formal organization to speak of. Elder Gangrel are often respected for their might and cunning, but there are also tales of ancient, monstrous Gangrel berserkers brought down by packs of outraged youngling. A Gangrel’s status, on the rare occasions it comes into play, is based on the tales of that Gangrel’s deeds (even if told by the Gangrel herself – similar to the Celtic boasting contests)
Quote: Thou art a valorous warrior, mortal, to have won through to this place. I shall give thee a death worthy of a champion and tells tales of thy deed.â€