Gangrel

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The symbol of Clan Gangrel in Masquerade.

The Gangrel (See: Furries) are a Clan of Vampires in the World of Darkness, appearing in both the original Vampire: The Masquerade and its spiritual successor, Vampire: The Requiem. Thematically, they embody the archetype of "The Vampire as the ultimate beast"; they are more feral and savage than other vampires, being ruled more by primordial instincts to hunt, stalk and kill than by logical thought. This gives them quite the issues with their temper.

Vampire: the Masquerade[edit]

The Gangrel are considered to be the most 'feral' of the Kindred clans, and for good reason. Basically imagine the people in high school who used to growl at you, and then make them a powerful blood-sucking predator. They have animalistic tendencies (running on all fours, howling, pissing on fire hydrants) and are all about territory. Given all this, they of course make for fantastic warriors, if you can convince them to work for you. Despite their strange habits, and seclusiveness, the majority of them are surprisingly adapt with modern technology such as computers, cell-phones, etc.

Their biggest weakness is due to their... 'abilities' can fall weakness to the Beast far, far easier than other Bloodlines. Which isn't all that surprisingly, given they're more or less a Vampire Wannabe-Werewolf. They also tend to keep pieces of the Beast after falling into Frenzy; for example, popular marketable character Beckett the wandering scholar, despite not doing that sort of thing much, has glowing, inhuman eyes from such an experience. These are called Beast Marks.


The Gangrel's *other* weakness, of course, is that they left the Camerilla. The reasons for this are... cloudy, but the main thrust is that they didn't like being told what to do, mostly in regards to killing people, particularly when Camarilla wouldn't help defending them when a crazy magic gizmo called Eye of Hazimel started destroying them. Being independent, however, is sort of a massive vulnerability and weakened them in just about every way.

The Clans of Vampire: The Masquerade
Camarilla Camarilla Bloodlines
Brujah Gangrel Malkavian Nosferatu Toreador Tremere Ventrue Daughters of
Cacophony
Gargoyles
Sabbat Sabbat Bloodlines
Lasombra Tzimisce Ahrimanes Blood
Brothers
Harbingers
of Skulls
Kiasyd
Independent Clans Fallen Clans
Assamite Danava Setites Giovanni Ravnos Cappadocian Salubri
Bloodlines
Anda Azaneali Baali Children
of Osiris
Lamia Lhiannan Nagaraja Noiad Samedi True Brujah
Mixed Heritages
Antitribu Caitiff Panders
The Antediluvians
Absimiliard - Augustus Giovanni - Arikel - Cappadocius - Ennoia - Haqim - Ilyes
Lasombra - Malkav - Saulot - Set - Tremere - Tzimisce - Ventru - Zapathasura
Caine

Vampire: the Requiem[edit]

Requiem Gangrel are much different. Like the Ventrue and Nosferatu, while they remain shapeshifters with a close connection to the Beast, they are no longer the highly organised clans of old, but now a more open-ended source for all beauty and feral type Vampires. The Gangrel clan curse is that they find it harder to resist Frenzy, and even more so when their Humanity is low.

Gangrel Bloodlines include:

Annunaku[edit]

Extremely territorial vampires who like to rule over their home turf as benevolent dictators. They get quite antsy whenever they're outside whatever they consider to be their land, but it can be somewhat assuaged if they're with familiar people.

Barjot[edit]

Essentially a wandering hippie clan of vampires, founded before hippies were a thing. The clan's founder, Aumery Jelinek, became fascinated with the Bohemian movement in 1860s France and Embraced some of his fellow intellectuals, forming a small and tight-knit nomadic clan. The Barjot's Bane is that they can't stand to be away from others of their clan, and it takes an effort of will to remain out of close contact with them for even a few minutes.

Bohagande[edit]

Vampires cursed with bad luck, though they can use the Discipline of Sunnikuse to re-direct said bad luck at their foes. It's a very attractive prospect for adrenaline junkies and people who like living interesting lives, but at the same time it forces them to remain solitary and nomadic lest the disasters that occur in their wake draw the ire of the authorities, both mortal (they tend to get suspicious of sabotage when too many things start breaking), and vampiric (who see it as a masquerade breach in the making).

Bruja[edit]

The new version of the OWoD Brujah clan; in this edition they're named after their founder, a street punk named Carlos Saavedra, whose nickname was "Hijo de Bruja", which translates to 'Witch's Son'. Their weakness is that they find it difficult to resist Hunger Frenzy.

Carnon[edit]

Edgy confused neo-pagans, the bloodline. Created when a punk artist named John Carnon got some real occult knowledge, snippets of Gaulic tradition, and modern Wiccan teachings confused, the Carnon bloodline model themselves after wild men and the Wiccan Horned God. As Carnons lose humanity, they physically resemble this archetype more and more, growing beards and gaining goat eyes, among other things. They also find it harder to resist Frenzy, though they gain a bonus to attempting to ride the wave. Because of this, most Carnons tend to have very short unlives before they go off on rampages and get put down.

Childer of the Morrigan[edit]

Fierce Gangrel warriors aligned with the Circle of the Crone, who take their name from the Celtic war goddess Morrigan. They once served as the Circle's militant arm, but as of late have fallen into disfavor. They all suffer from depression, which can be exacerbated by failing in battle, having made an effort at something only to still fail, or being kicked out of the Circle.

Dead Wolves[edit]

The result of Embracing an Uratha before their First Change. Their retained werewolfy-ness gives them the Sublunario discipline, which allows them to mimic werewolf gifts, but means that they are affected by silver like any werewolf.

Hounds of Acteon[edit]

Acteon is the subject of a Greek myth wherein he peeked on the goddess Artemis while she was bathing. She was really mad at this invasion of privacy and insult to her virginity, so she turned him into a deer and let his own hounds hunt and kill him. These vampires believe that instead of Acteon himself being transformed, his hunting companions were turned into Kindred, killing Acteon in a frenzy. Because of this, the Hounds of Acteon believe that hunting human prey is a sacred act.

Kerberos[edit]

Descendents of an ancient Greek vampire who took on the duty of making sure vampires didn't Embrace too frequently. Eventually, the vampires got tired of being told what to do and killed him, spreading his bloodline across the world. With their founder dead, his childer forsook their mission of regulating Embraces in favor of using the Beast to test others. They've lived up to the modern day in a cycle of terrorizing the local vampires until said vampires get tired of them and force them back into hiding for a couple hundred more years. Their curse is that they can't interact normally with people who do not share their Predatory Aura.

Les Gens Libres[edit]

Descendents of Haitian slaves Embraced to help them escape their masters. Now, they've spread out into helping anyone escape oppression of any kind, and initiates are only accepted after rescuing someone from oppression- though their write-up notes that said person doesn't have to agree that they're being oppressed. They have access to unique Devotions that allow them to break free from Vinculum or mind control, and their bane is the inability to form blood bonds- though most Freedmen see this as a good thing, since they hate those on general principle.

Mystikoi[edit]

Vampire Gnostics who see the Beast as a manifestation of the Divine and sought to commune with it through their unique discipline of Spiritus Sancti. Most of them were wiped out or converted by the Lancea et Sanctum, but a few isolated communities were allowed to continue their studies. A few stragglers exist in the modern day, though they've begun to doubt the divinity of the Beast and instead see it as an obstacle towards reaching Gnosis. Their weakness is that they cannot use their will to help resist Frenzy from any source.

Shepherds[edit]

A group of vampires who've decided that vampiric overfeeding on humanity is the biggest threat to both the Masquerade and the continued existence of their primary food source. They often come into conflict with vampire power structures, but they're just as often tolerated because... well, they're not wrong, and they serve as useful deterrents against reckless and gluttonous vampires. Their weakness is that they gain Blood Potency more slowly, making them usually weaker than other vampires of the same age. This weakness does have an unspoken benefit, however, in that the Shepherds' slower Blood Potency progression also allows them more time to be active in the world before needing to undertake Torpor to reduce higher-Blood-Potency-caused feeding restrictions.


The Clans of Vampire: The Requiem
Daeva Gangrel Julii Mekhet Nosferatu Ventrue

Gallery[edit]