Gangrel

**Nickname:** Outlanders

## Sect

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.

 A glint of red eyes in the darkness, the scent of a predator's
musk, a flash of fangs, the sound of flesh tearing: These mark the
presence of the Gangrel. More than any other Clan, the Gangrel resemble
the beasts associated with the legends of vampires: Bats, wolves, and
other creatures of darkness. Indeed, the Outlanders may develop the
ability to transform themselves into these and other, more primal forms.

 The Gangrel have other characteristics in common with animals as
well. Many shun the elaborate social constructs of both Kindred and
kine. A number of them prefer to move alone or as a member of small
packs or coteries. Most are tough and, when pressed, ferocious. And when
 Gangrel succumb to the depredations of the Beast, they are left with
some feature redolent of the animal kingdom.

 Most Gangrel ally with the Camarilla if only for the tenuous benefits of 'protection' a court provides against Sabbat and other unwanteds in an area.

## 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.

## Havens

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 sire childer like they seek prey: After long hunts during which
the prospective childe doesn't even know she's being followed. Creating a
 fledgling means sharing limited resources, so each sire-childe
relationship is unique and significant. Gangrel Embrace for a variety 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

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.

## Clan 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").