Gangrel

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Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.

Creation Notes

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

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

Center

Clan Details

Primogen: Unknown


Plural: Gangrel


Pronounce: gang'-grehl


Faction: Independent


Disciplines: Animalism, Fortitude, Protean


Active Gangrel

None At This Time