GANGRELLE
By Kyle Schaefer (kschaefe@direct.ca)
Description
(An alternate version of the Gangrel clan from V:tM)(Spelled differently to distinguish from the original clan in V:tM)
Similar to V:tM, these kindred have an even stronger connection to their Bete (not just Garou) cousins. Their connection to the Gypsies is the same, as is the prohibition on embracing them or feeding off of them. They have similar traditions of mutual assistance with many Aboriginal peoples (see Backgrounds). They are rumored to also have contacts within several Shapeshifter tribes. They do have access to Garou fetishes, and have been known to serve totem spirits. The older ones are also rumored to have ties to the Verbana and Dreamspeaker Mages.
Nickname
"Beasts" (or just "Animals").
Appearance
Haven
Similar to V:tM but these Kindred are more likely to escape the city.
Backgrounds
Again, similar to the rulebook, but with an added emphasis on Bete Kinfolk and aboriginal peoples (including Native Americans, Celts, Australian Aborigines, Lapps, and unassimilated tribes of southern and central Africa.)
The Gangrelle Gifts: Thaumaturical Paths
Not "Disciplines" as in V:tM, but Thaumaturgical Paths based on Bete powers, which the Gangrelle are rumored to have learned from either the Shapeshifters themselves, or from the "Abominations" (embraced Bete) who alledgedly founded the line. These include most of the V:tM levels, as well as powers related to Causing the Delirium, traveling into the Umbra and communicating with Spirits. As with Thaumaturgy in V:tM, the character cannot have a higher rating in any Path than in their Primary Path.
The Forms of the Beasts (Protean): The Primary Path* Gleam of the Red Eyes: The same, except that in order to see in "total" darkness, the eyes see in infra-red, hence the glow.** Wolf's Claws: The same, except that different Gangrelle "tribes" grow different types of claws, based on their particular Bete affiliation.
*** Forms of Beasts: As above. The user may also develop -- with practice (ie. experience) -- the ability to shift into the intermediary forms of Glabro (near man) and Hispo (near wolf) (****) -- and even Chrinos(Wolf-Man) (*****), with its accompanying features and modifiers (no Delerium; see below), based on a particular tribe of Bete (ST's Discretion). Higher levels could involve learning new forms based on different Bete, or the character could simply begin again at level one for each new animal form. (To pass the character off as a true shape-shifter, refer to Clanbook: Gangrel, pp. 38 and 39.)
System: The same as in V:tM, but it takes only one turn to shift between adjacent forms and the vampire can still function at this time. The ST may allow the character to spend more Blood Points and shift to any form in one turn. A side-effect of this is that when the character shifts into these forms, her Beast is brought closer to the surface, hence resisting frenzy is at +1 difficulty in Glabro and Hispo forms, and at +2 difficulty in Crinos. The character may still use any powers at her disposal which may help prevent frenzy. Also, whenever the character who posesses Crinos form does go into frenzy, she must make a willpower roll in order to resist the urge to shift into Crinos.
****** Animal Succulence: (Animalism 6-PG)
******* Flesh Bond: (Animalism 9-PG)
The Forms of the Earth (Protean)* Earth Meld; ** Form of Mists*** Purity of Flesh: (Thaumaturgical Rituals-PG) Not a ritual here, so no trappings are needed. The character just spends one Blood Point.
**** Earth Contol (PG)
***** Flesh of Marble (PG)
****** Form of the Ghost (PG)
****** Adaptability (Clanbook: Gangrel, p. 37)
******* Movement of the Slowed Body (PG)
The Path of Beasts (Animalism)* Sweet Whispers** The Beckoning
*** Sharing of Spirits
**** Species Speech (PG)
***** Shepherd's Innocence (PG)
****** Shared Soul (PG)
****** Masters Voice (PG)
******* Mass Summons (PG)
******** Army of Beasts (PG)
The Path of The BEAST (Animalism)* Song of Serenity** Drawing Out The Beast
*** Conquer The Beast (PG)
**** Twin Spirits (PG)
***** Invoke Delirium (by Deird'Re Brooks, revised): The character's Beast can cause the Delirium in animals (and humans) while in any of her altered forms, not just the animal forms. System: The number of successes on a Manipulation + Intimidation roll is used to determine the number of people affected.
Successes | # people affected
|
1 | 1-5
|
2 | 6-10
|
3 | 11-17
|
4 | 18-25
|
5 | Everyone in sight.
|
****** Binding the Beast: (Thaumaturgcal Rituals-PG) The same roll and effects as in the Player's Guide, but without the ritual.
The Way of the Spirits (Spirit Thaumaturgy-PG)* Spirit Eyes** Summon Spirit: Necromancy 2-PG except a "Spirit," not a ghost.
*** Spirit Slave
**** Fetishes: Note: It is necessary for Kindred to use this on clothing or small items they wish to Shape-shift with, just as Garou do.
***** Umbral Travel: (by Larry Bernard, revised) Allows the character to "Step Sideways" into the Umbra. System: Spend one Willpower point, then refer to W:tA and treat the same as a Garou attempting to bridge the Gaunlet. (Note: The Kindred wll be subject to the disadvantages listed in Clanbook: Gangrel, p. 39.)
RitualsThe following powers may still be used but only as Rituals: The Homunculus, Twin Spirits and Body of the Sun (PG).
Weakness
The same, except that they gain not a specific animal feature, but a generally more "Bestial" appearance, resulting in a loss of one dot in appearance per five frenzies or per loss of a point of Humanity or Path Rating. resulting in an increased risk of violating the Masquerade.
Preferred Paths
Most follow the Path of Harmony, though some prefer the Path of Honorable Accord or the Path of Gaia (by E.P. Long). Few chose to cling to their Humanity, but some do.
Organization
The same. Most of the other information in the rulebook, the player's guide and the clanbook is the same, or at least similar.
City Gangrelle-The "Anti-Tribe"
Similar to those in PG:S, but not necessarily Sabbat, this offshoot of the Gangrelle is much more common to the cities. They live in the cities with other Kindred, but are no more likely to be involved with them. They tend to stick to their own, or with any Bone Gnawers or even Nosferatu that they may find. Some do, however, enter Kindred society. It is these Kindred who form the "Gangrelle Tribe" that holds membership in the Camarilla, which many Gangrelle resent, though most will use it to their advantage if passing through a Camarilla controlled city. These "Camarilla Gangrelle" tend to be less like their wild cousins and sometimes behave more like other vampires. They are mistrusted by most Gangrelle, though the Camarilla often uses them as emissaries to the Glass Walkeres and other Shape-Shifters. City Gangrelle tend to avoid those groups that their wild brethren are on good terms with, preferring to make their own allies. A Gangrelle who spends too much time in the cities, or who associates with these Kindred, may be branded a "City Gangrelle" by her more rustic brethren. By the same token, a City Gangrelle may leave the city and try to fit in with the rest of the tribe, but may have a difficult time of it.
Nickname
Appearance
Think Bone Gnawers from W:tA, though the Camarilla Gangrelle have more in common with the Glass Walkers. Their animal forms tend to be more along the lines of stray dogs, cats, rats and, if rumors are to be believed, even spiders and reptiles.
Haven
See the description in V:tM for the Gangrel and add the parts about dank cellars, abandoned houses and graveyards from the Haven entry on the Nosferatu. Camarilla Gangrelle may instead have havens like those described in PG:S for City Gangrel.
Backgrounds
See the V:tM background for the Nosferatu and you'll get the idea. The Camarilla Gangrelle usually have different backgrounds. Both tend to avoid those preferred by the other Gangrelle.
Character Creation
See the entry on Nosferatu antitribu in PG:S
Weakness
Same as the other Gangrelle. They are also more likely than other Gangrelle to have serious derangments.
Preferred Paths
The Paths of Harmony or Honourable Accord.
Organization