Gangrel
You don't fight the Beast, you run with it.
What Are You?¶
You were Embraced because you survive. Not because you're necessarily clever or pretty about it, but because when the world tries to knock you down, you get up and bite back. Gangrel sires pick from the toughest fighters, rangers, and wanderers; people who treat the world as something to cross rather than something to hide from. Maybe you led a crew through impossible odds, maybe you lived rough and thrived on it, maybe you just refused to stay down no matter how many times life knocked you flat. The Clan doesn't care about your résumé or your mortal bloodline. They care about what you can endure, and they'll test you to find out. Pass the initiation, and you're family. Fail, and you're forgotten.
Most Kindred see the Gangrel as ferals and loners, and that's not really wrong. Your Clan claims few permanent territories, defers to no Prince, and has largely turned its back on vampire politics entirely. But uncivilized doesn't mean simple. Gangrel have a deep oral tradition and often gather around fires to trade stories, honor the fallen, and remind each other where they came from. The Clan has a "too many chiefs" problem since it tends to Embrace natural leaders, but dominance disputes rarely end in Final Death. Rivalry is expected and even encouraged while holding grudges over it is not. You might find Gangrel bedding down in condemned buildings, squatting in storm drains, or running a freight logistics company out of sheer spite. They're everywhere that's inconvenient for the other Clans.
The cost is written on your body. Your Beast doesn't merely claw at you from the inside, it leaves marks on the way out. Every Frenzy brands you with bestial features like a forked tongue, a feral stench, claws that won't retract, twitchy ears that swivel toward sounds. They fade after a night or so, but the older and more potent you get, the more features surface at once. Most Gangrel learn to accept these marks as the price of the partnership they have with their Beast. Some even welcome them. But "partnership" is a generous word for something that's really a suspicious truce. You let the animal out, and it lets you keep your mind. Usually.
Disciplines¶
Choose 2 to start: Animalism | Fortitude | Protean
Bane: Mark of the Beast¶
When you Frenzy, the Beast brands your body with a number of bestial features as it surfaces equal to your Blood Potency (minimum 1). Take an Ongoing penalty of the same amount to all social rolls with characters who aren't familiar with you until you next sleep. These features cannot be concealed by mundane means, but entering a Frenzy multiple times in the same night does not stack your penalty or add more features.
Compulsion: Feral Impulses¶
When someone directly challenges your strength, competence, or standing in front of others, the Beast demands you prove yourself through action, not words.
Until you establish dominance through a physical display (force, intimidation, a show of primal power) or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls related to reason, logic, negotiation, or social grace rather than physicality.
Clan Perks¶
You get 2 unique abilities:
Sharpened Senses: You can always sense the presence of mundane and supernatural creatures within Close Range, even in total darkness or while blinded, without needing to roll. When you Catch the Scent to track prey or detect danger, roll with Advantage.
Beast's Leash: When the Beast starts to rise due to Hunger or a mundane effect, you can choose to let it loose instead of trying to Stay Chill. You Frenzy, but you retain enough control to choose your primary target and avoid harming your Coterie, and you always remember what happened. When you Frenzy this way, your Bane penalty is only -1 regardless of your Blood Potency. Afterwards, gain +1 Hunger (to a maximum of 4).
Clan Experience¶
Once each per session, gain +1 XP when you...
- Endure significant Harm or hardship without retreating or calling for help
- Use the wilderness, the underground, or your animal instincts to give your Coterie an advantage they couldn't have found otherwise
- Willingly let the Beast surface when doing so protects or benefits your Coterie
Archetypes¶
- Apex: You are the top of the food chain, and everything below you should remember that.
- Blood +2 | Shadow +1 | Resolve +1 | Demeanor -1 | Wits +0
- Nightrunner: Every city is a wilderness once you know where the cracks are.
- Blood +1 | Shadow +2 | Resolve +0 | Demeanor -1 | Wits +1
- Boardroom Beast: You traded the forest floor for the corner office, but the fangs still fit.
- Blood -1 | Shadow +0 | Resolve +1 | Demeanor +2 | Wits +1
- Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1