Gangrel

ℹ️️**Attention**This is AU content. Not canon

The **Gangrel** are one of the thirteen vampire clans found in the World of Darkness.

## Gangrel

### Nicknames

The Clan of the Beast,Animals, Bêtes, Outlanders, Outlaws, Wolf's-Heads, Beasts, Ferals

## Overview

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.

Following the Sabbat invasion of the East Coast, the Camarilla suffered another blow with the departure of the Gangrel. The reasons for their withdrawal are unknown; it is rumored then Justicar Xaviar went before the Inner Circle, uttered a single sentence, and left. Word spread through the clan, and over the course of a month the majority of the clan abandoned the sect and became independent.

## Organization

Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting. Combat is usually basic and unarmed; two Gangrel who know each other well may simply spar, but those who are strangers battle until one of the fighters is incapacitated or surrenders. Boasting involves the two Gangrel making larger claims until one Gangrel backs down or asks for proof. The challenged Gangrel must then show proof of their claims or lose the rite and their status.

What little formal organization the Gangrel has is placed around the aptly-named **Gather**, which are occasional meetings at which local and visiting Gangrel can exchange news, information and stories and decide on local matters. Gathers usually involve notice weeks in advance, as news travels more slowly among the limited network of the Gangrel. Once begun, Gathers usually involve the rites demonstrating status to decide on leadership for the meeting. The rites can take days to accomplish, and must be redone for every Gather, as no two will have the same Gangrel meeting under the same circumstances. Once the hierarchy for the Gather is established, the business at hand can be dealt with. No matter the circumstances, Gathers always break up after a week.

Gathers can also be used to form **Revels**, which are essentially calls to battle. The Gangrel who participate in a Revel form parties to track down and destroy enemies, such as enemy kindred, Garou, or others who have dared to invade the clan's territory.

There are also meetings called **Great Gathers**. As a Great Gather relies on a powerful Gangrel who is respected by most of the clan to be called, they are extremely rare. When one is called, any member of the clan who can must travel to the meeting place. There, similar rites of strength and status that are found in a regular Gather take place; however, there are no time limits to either the rites or the Great Gather. Even more rare but related are *Grand Revels*, which are essentially wars and battles involving the entire clan. Both are considered to be signs of bad luck by most Gangrel, and the fact neither have been called in centuries is seen as a good sign.

## Culture

The Gangrel are considered the most feral and predatory of the Kindred, and because of their reclusive natures, animalistic tendencies and loose organization, are the least social of the Cainites, preferring solitude to society. They also tend to be extremely territorial and possessive and to enter a Gangrel's territory without permission is certain death. They do have their role and reputation among the kindred as fierce warriors, but to get a Gangrel to agree to work with others, even other Gangrel, can be a difficult, if not impossible, task.

Most of the Clans legends and myths, as well as the ways to garner prestige within the Clan, are done orally. Storytelling and being able to hold a crowd are considered fairly valuable social currency, as there is little else to do in gatherings out in the wilderness besides entertain each other with bravado and song. Most of these stories are true, but a good, satisfying tale is regarded as more important than the facts of the details. Gangrel do not lie, precisely, but embellishing the truth is a good way to sound much more impressive, in the same way a cat puffs up its fur to look more threatening. Keeping to one's spoken word is also highly respected, as when all is said and done, the only thing stopping another vampire from screwing you over is their own sense of honor. This is not to say that the more socially-inclined Gangrel cannot learn to play Jyhad. In fact, many enjoy (or at least grudgingly accept) the great masquerade ball of betrayal, conspiracy, and power struggles that define so much of Kindred existence.

The Gangrel also have ties to the Roma, and therefore will protect and shelter them, especially from other Kindred. The Ravnos would also lay claim to the Roma, however, and as a result the two clans have a mutual hatred for each other that goes back centuries.

Given the distinctly rural nature of Clan Gangrel, the observer may be surprised to learn that many higher-generation Gangrel are adept at managing modern technology such as cell phones, computers, and cutting-edge vehicles. Clan Gangrel has realized that knowledge of technology is an important aspect of survival in the modern nights, and even the eldest Gangrel know how to work a microwave.

The importance of oral history and tradition, including tales of their Antediluvian, puts the Gangrel at odds with the Camarilla party-line that such things do not exist. Especially since the *Book of Nod* was made available through Ayisha Jocastatian tricking Beckett, the Camarilla quietly persecuted Gangrel lore masters, blaming the deaths on the rising Sabbat activity. Since then, the Gangrel have become more withdrawn, only sharing their stories at clan-intern Althings.

### Embraces

A Gangrel sire often chooses a prospective candidate for the Embrace during feeding. If the mortal prey resists, fighting against what is happening, then his reward after death may be a taste of Gangrel blood. The clan makes many Gangrel this way, dating back to the first warriors selected by Ennoia to fight her war. This method produces a Gangrel with a fierce desire to survive, even if he does not have all the tools. We also find prospective Gangrel through observation. While most mortals remain safely hidden during the night, a few risk the darkness. When one of our clan encounters a mortal like this, they will watch instead of attacking. It takes courage to wander these nights, after all.

The Gangrel observes the mortal, watching for any signs of bravery or a knack for survival. Sometimes, a mortal out at night is simply lost – if this proves to be the case, he becomes prey. However, if the mortal shows skill moving about at night, is no coward, and maintains the interest of the observer, he is a good candidate for the Embrace. When we punish, however, there is little effort wasted. A mortal who insults or threatens one of our clan receives a nighttime visit. The Gangrel Embraces the mortal, making the process as painful and terror-filled as possible, and leaves her. Usually the Embrace happens indoors, in the rooms of the person punished, assuring their discovery and destruction. In recent nights, this punishment has fallen into disuse, though there are still some who actively enact it. A choice is almost never offered. This has become a tradition with the clan, since so few of them had a choice. The offspring of these Gangrel are considered by some to be inferior stock, even if they do survive. While not considered outcasts, a Gangrel given a choice rarely receives the same respect of those Embraced traditionally, even after the rites of status.

Embracing foes has the potential to backfire on the Gangrel. Should an enemy survive the first nights and develop his power, he could turn his new abilities to hunting the one who cursed him. This is a rare occurrence – part of the punishment is to stack the Odds so that survival is nearly impossible. A new Gangrel who manages to survive has an enviable combination of cunning, raw ability and luck – clearly a dangerous foe to have in pursuit, but possibly one with a bright future in the clan.

#### The First Nights

After the Embrace, the sire disappears into the night, leaving the new Gangrel on his own. The Gangrel believe that it is better to save the effort of training a childe until after he has proven that he can survive. Thus, the sire completely abandons his new creation in the early nights, leaving him alone to face the struggle of survival. Many do not last beyond even the first night. That first hunger is the strongest, and it brings the Beast quickly to the surface. In the hare of that first wild rage, a childe makes any number of mistakes. If Lupines and mortals do not destroy him, the first sunrise may. If the sire has chosen well, however, the childe quickly grasps his situation and adjusts. The reward for that first night is one of Ennoia's marks. Any Gangrel resilient and capable enough to survive the first few nights soon develops the tools that Gangrel use to survive those that follow. Over time, the childe must learn to grow claws, speak with the animals, and come to terms with our strengths and weaknesses. He must also learn to make decisions on his own, rapidly. The Vampiric condition does not permit long reflection on the proper course to take. Such indecision leads to the Final Death. This is a dangerous time for the childe, lost and without guidance.

#### Acceptance

A new Gangrel must survive at least one winter before he is worthy of teaching. "How many winters?" is often the first question a Gangrel asks upon first meeting another in the wilderness. A new Gangrel rarely has the correct answer, and thus reveals himself. Tradition has it that any pup so encountered becomes a responsibility. The older Gangrel must aid him in his survival and teach him the ways of the clan, at least until his nature is revealed. If the pup ends up being from the Cainite broods, the Gangrel leaves him to his fate. Once accepted, the new Gangrel learns the stories and traditions of the clan, particularly the greeting ritual and the rites of status. Instruction in the use of the Gangrel gifts follows. The lessons include descriptions of their relationships with the Ravnos, Lupines, and Cainites. After months of this teaching, a close bond forms between the student and teacher, similar to the relationship between a sire and childe among the Cainites. After this training, a Gangrel is officially a member of the clan.

## Weaknesses

### 1st–Revised Edition

Due to their inherent clan weakness, Gangrel are very close to the Beast within; and when they succumb to it, the Beast leaves its mark on their flesh. Every time a Gangrel Frenzies, they gain 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, or even scales/feathers. Every five marks acquired permanently reduce one of the Gangrel's Social Attributes by one.

### V20 Edition

Gangrel who Frenzy acquire *temporary* animal traits. However there can be circumstances where the vampire Frenzies too much or suffers a particularly intense frenzy that leave the Gangrel with permanent animal features.

### Fifth Edition

#### Bane

* **Bestial Features**: In frenzy, these 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.
* Variant — **Survival Instincts**: These Gangrel are hypervigilant to dangers they may not be able to tangle with. Rolls to resist fear Frenzy are penalized by an amount of dice equal to the Gangrel's Bane Severity, down to as low as one die.

#### 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.