Gangrel

Nickname: Outlanders
Clan Disciplines: Animalism, Fortitude, Protean

Of all vampires, the Gangrel are perhaps closest to their inner nature These nomadic loners spurn the constraints of society, comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.

Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.

The clan itself has little contact with, or regard for, the rest of the Kindred.

This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.

Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and manner isms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumors, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbor an ages-old hatred for each other.
Sect

Clan Gangrel are largely Independants, having removed themselves from the Camarilla, following the actions of the former Justicar Xavier.

Appearance

Gangrel's harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though this can lead to a dangerous misjudgment of the Gangrel's intentions.
Haven

Gangrel often make no permanent havens, steeping wherever they can find shelter from the sun. Gangrel with sufficient mastery of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefer to lair in the wild to travel from place to place, they are as vulnerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city's confines.
Background

Gangrel Embrace for a variey of reasons, as do most Kindred, but do not pass on the Curse lightly or commonly. If a generalization must be made, it could by said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock of' the Change. The sire's training, what little there is, tends to be gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their own.
Character Creation

Gangrel often have similar Natures and Demeanors, as they rarely rely on subterfuge to get their way. Physical Attributes and Talents or Skills are common among Gangrel. They often have Allies (Gypsies) or Mentor as Background, but rarely have high levels of Influence or Resources.

Weakness

Gangrel are very close to the Beast Within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.

Organization

Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown respect, though the young are by no means subservient. Outlanders occasionally meet ill groups known as "Gathers"; at these festivals, vampires dance, feast and tell stories of their travels Disputes between Gangrel are often settled through ritual combat to first blood or submission; while savage, these fights rarely result in the loser's Final Death. Gangrel commonly hunt alone though occasionally two or more Gangrel unite in a coterie of sorts (a "pride" or "pack").