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Posted: Fri Jul 28, 2006 11:22 am
Gangrel "Nature never makes excellent things for mean or no uses." The eyes watch you as you walk, measuring your every move. You know they're out there, somewhere, and the thought is not comforting. You speed up, slow down, stop, go, but they're still there, watching and waiting.
A slight rustle to your left grabs your attention, and you spin - only to find nothing. But they're there. You move on, and the rustling begins again. Again, you stop, with the same result. You begin running, fleeing, screaming...and then, no more.
Of all the vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the 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.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. They are among the most predatory of Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls and prefer to spend their nights in communion with the animals who they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.
The clan itself has little contact with, or regard for, the rest of the Kindred. This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostenation found among lines such as the Toreador or Ventrue.
Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and mannerisms. Rumors speculate that the Rom are in fact, descended from the Antediluvian who founded the Gangrel line. As such, say the rumors, any Kindred who harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbor an ages-old hatred for each other.
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Posted: Fri Jul 28, 2006 11:24 am
Nickname: Outlanders
Sect: Clan Gangrel is nominally in the Camarilla, though a fair number of Sabbat Gangrel exist as well. Most Gangrel care little for sect, and rumblings of outright secession from the Camarilla have made the rounds at recent Gangrel Gathers.
Appearance: Gangrel's harsh unlifestyle and lack of interest in fashion oftne 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 cna lead to a dangerous misjudgement of the Gangrel's intentions.
Haven: Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Although many Gangrel prefer to lair in the wild or traven from place to place, they are as vulnerable to attack by werewolves as any other Kindred are, and so they are often forced to remain in the city's confines.
Background: 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 be 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.
Weaknesses: Gangrel are very close to the Beast Within; as they succumb to it, it leaves it's 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.
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 in groups called "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").
Quote: You provided worthy sport, mortal. Now, though, the chase is ended.
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Posted: Fri Jul 28, 2006 12:17 pm
Stereotypes
Camarilla
Brujah: They're animals (and I say this with sincere apologies to any part-time animals reading this). But they have the right idea about cooperating with the Camarilla (don't) and the right idea about how to party (unconditionally). They also like to fight, which endears them to many. They're fast buggers, but they don't have claws to speak of. Watch out for the old ones, though. They think too much.
Malkavian: Most of the Malkavians are crazy, and the rest are just plain sneaky. That doesn't mean you shouldn't listen to them, just don't believe a word they say. The sneaky ones won't tell you the truth and the crazy ones wouldn't know the truth if it was fed to them intravenously.
Nosferatu: Don't let their looks fool you - these guys stick together better than any clan except the Tremere, and the Tremere cheat. The Nosferatu also have an information network second to none, and they may be willing to share news. They really don't have much of a sense of storytelling, preferring literal truth to dramatic necessity, but they are well worth cultivating as a source of information.
Toreador: Most of these fops are absolutely worthless, not even worth the trouble to stake 'em out and give 'em a suntan. At least they're not actually malevolent. Some of them can write, though. They tend to wate their time on experimental plays and films, (not to mention deconstructionist criticism), but some can spin a good yarn. Party with them, but don't expect to fit in. And don't trust them with a burnt-out match.
Tremere: They're manipulative, organized, secretive, and treacherous. Trust one the way you would a Ravnos with your sister. Only very occasionally, when your interests coincide, can you work with a Tremere - and then you'll become a liability as soon as your usefulness is ended.
Ventrue: The Ventrue are the closest thing the Kindred have to professional politicians, which is why they are shunned by all sensible undead. Some of what they do may need doing, but it is scarcely worth supporting these (figurative and literal) leeches to do it. The next time you meet one, borrow his handkerchief, and give it to the next pack of Lupines you meet. They should be able to follow the scent.
Non-Camarilla Clans
Anarchs: Okay, so they're not a clan. So sue me. What can you say about a group that doesn't want anything to do with the Camarilla, that would just as soon see the whole bunch get a tan, except - more power to them.
Assamites: I only heard about these guys through a friend, who claims the whole bunch are really the Assassins of a Hazzan-i-Sabah, made immortal by their undead master, and carrying on his secret plans for world domination. As far as I'm concerned, that's about as good an explanation as the Single Bullet Theory. Whatever they are, I'm sure they knew exactly what they were doing when they started emulating the assassins of the good old days, and I'm sure they're pretty damn dangerous when they want to be. Steer clear, especially in the Mideast.
Caitiff: Anybody who doesn't know her sire or thing one about the Camarilla is a Caitiff. They rise from all kinds of accidents, including being sired by a Gangrel who gets killed before he can declare himself to his progeny. So if you meet one of these unfortunates, give 'em a break. Try to minimize her chance of blowing the Masquerade, and see if you can't point them at the anarchs or get someone to adopt them. It's happened. But some of these sorry sons of bitches are a lost cause, destined for a lurid end on the front page of some sleazy tabloid. Your best bet then is to pull out and make sure none of your people are around when they blow.
Ravnos: As difficult as it may sound, these bastards manage to give both Gypsies and Gangrel a bad name. In Eastern Europe, where they first grew to prominence, the older Gangrel tell of a fiery Gypsy witch, skilled in the magical arts of illusion, who seduced a vampire lover to gain his power. He betrayed the secrets of the Kindred to her, and she in turn betrayed her tribe in exchange for the Embrace. Out of such deception, the old Gypsies say, were the Ravnos born. But old Gypsies are notorious liars...in any event, avoid them if possible, sic somebody on them if not. We'd all be better off without them.
Followers of Set: I don't know about you, but I'm kind of leery about vampires who worship the "god of darkness". Wasn't Set the devil of Egyptian mythology? Call me crazy, but they just don't sound like my idea of a good time. On the other hand, I hear that they have great parties, if you don't mind catching a buzz that will never go away.
Giovanni: I don't know much about them, but I understand they helped one of our clan who asked for sanctuary at their ancestray mansion. On the other hand, one of them completely wiped a Gangrel and a Brujan they ran across in a business deal. Don't borrow money from them.
Other Sects
Inconnu: I've only met one Inconnu, and that was pretty much by accident. This one may have once been a Gangrel (don't fool yourself, they're beyond caring about clan loyalties and all that). In any event, he seemed sympathetic to the Gangrel cause. Maybe the fact that most of these guys were born when the world was covered with forest makes them appreciate our tree-hugging clan. I don't know.
Sabbat: My humble opinion is that these bastards are the most honest bunch of us around. Make no mistake about it, they're creeps. But at least they don't run around acting as though our existence were anything more than the in-flight movie on the trip to hell. On the down side, this makes them a real b***h to be around. I certainly don't want anybody around who behaves worse than I do. If you really want to piss one off, laugh at him - but make sure you've already got one foot in the woods.
Other stereotypes:
Assamite: Jackals playing at being lions. Brujah: So much fury for so little gain. Followers of Set: They stink of disease worse than most of us do. Then again, we're all corpses. Giovanni: Who cares? What do they have to do with us? Lasombra: Honest bastards. Competent bastards. Bastards nonetheless. Malkavian: Either they know the greatest secrets, or they've played us all for fools. Whichever, I keep my distance. Nosferatu: Wise observers and useful allies. Still, I wouldn't choose to lair in a pest-hole. Ravnos: That these honorless bitches dare to claim kinship with us is an insult. Toreador: Pointless waste. Tremere: They are not vampires, try though they might. The reckoning has merely been postponed. Tzimisce: Pointless waste. Ventrue: Their foolish power-games keep the others preoccupied, and so we tolerate them for now.
Cappadocians: They would learn more from the songs of a cricket than from the whispers of an ancient cadaver. Baali There is rot in these scholars' mouths and poison in their footprints.
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Posted: Fri Jul 28, 2006 12:19 pm
The Gangrel, taken as a clan, are a contradiction. This is to be expected, as a stereotype cannot by its very purpose describe diversity. The stereotypical Gangrel is sullen, uncommunicative, ill-mannered and prone to spend great stretches of time alone in the wilderness. This stereotype is not false, but at the same time, Gangrel who are boisterous an well-spoken stalk the night. Many Gangrel make their havens in the teeming warrens of the big city, and some spend their days slubering in buculic farmlands. The common wisdom says that the Gangrel do not play in politics and despise the maneuvering of the Jyhad, but the clan has representatives in positions of great power in all the major factions of vampire politics. And not a single member of the clan has felt untouched by the upheavals of the modern nights.
Like most clans, Gangrel have no official, clanwide organization. They have common ground in their traditions and their basic natures, which make complex organizational schemes superfluous and unnatural. Every Gangrel knows the best tactics for dealing with others of her kind in the very pit of her soul -- respect and defer to the strong. A childe too young and too human to instinctively grasp the basic concept has it beaten into him. Contrary to popular opinion, not all meetings between Gangrel entail flying fur. The Gangrel are very aware of their position in the power structure, and adapt at sizing up the physical capabilities of new arrivals.
Not surprisingly, this basic approach to social navigation does not work well when applied to vampires of other clans. First, it offends them, and second, it does not take into account the levels of deceit and intrigue of which they are capable. The organization invented by other clans are useful -- or necessary -- in dealing with the rest of vampire socieity. The Camarilla, the Sabbat and the anarchs all harbor Gangrel members of convenience.
Not all Gangrel relationships are forged along the path of least resistance. The clan has never been short on passionate bravos looking for a fight. These Gangrel support an organization or a cause on principles alone (althought detractors would claim they simply look for the roughest fight). The Camarilla, the Sabbat, the anarchs and even the enigmatic Inconnu benefit from the fervor of Gangrel members.
Gangrel Embraces
The Gangrel are a wide-ranging clan, spread across the world in defiance of, or blissful ignorance of, mortal and Kindred boundaries. The one thing clan members most often share is the method of their Embrace. Gangrel neonates are frequently abandoned moments after their first draught of vitae, left without assistance or comfort to cope with the terrible changes Caine's curse wreaks on body and spirit. A child who survives this harrowing episode and takes on her new existance is considered worthy. Sires reclaim these childer, who are taught the Gangrel ways and treated with the respect due to bearers of proud blood. Those who do not survive are forgotten. Those driven insane by the experience are hunted down by their sires and destroyed. This is how Gangrel have chosen their progeny since the earliest nights, and the reasons are clear. Only the strongest, the fittest, survive to be called Gangrel.
As always, exceptions to the practice arise. Childre whose skills or resources are considered too precious to risk losing, or a sire's love interest, may be tutored through the Embrace and carefully managed at every pitfall. Gangrel legends highly common fates of such "soft" sires and their nurtured issue. The son of a chieftain, chosen for his remarkable martial prowess, falls prey to a creeping insanity and slays his sire and the rest of the brood. The delicate youngest daughter of a minor lord, brought into the night by a smitten suitor, leads the knights of the Inquisition to her sire's door in her naivete. The harshness of the Gangrel's tradition is intended to break these inferior specimens quickly and cleanly, for the good of the Kindred themselves. The Gangrel sometimes scorn clan members known to have been Embraced without the common trial of isolation. Sires who provide such an easy out for their childer are sometimes treated similarly. Gangrel antitribu induldge in Creation Rites with some reluctance; as a way of making up for the complete lack of appropriate caution taken during wartime or in mass Embraces, they spend lavish amounts of time and care on selecting childer who will become True Sabbat.
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Posted: Fri Jul 28, 2006 12:20 pm
The Gangrel Flaw: The Beast Rampant
The Gangrel clan's greatest strength is also its greatest weakness. The Gangrel are tied to the Beast Within in ways that no other vampire could understand; their greatest gifts come from that primal connection, but with every slip of control into frenzy, the Beast leaves its mark. The mark is usually a visible feature, a physical change to the Gangrel's body. More rarely the mark is on the vampire's soul, affecting his behavior or his very identity.
Other clans speak derogatorily of the Gangrel's animalistic features as the results of "losing control." This is not strictly true: Any frenzy, whether entered willingly or fiercely resisted, inflicts the same penalty upon the Outlanders. Gangrel, entering Rotschreck (fear of fire) may not suffer this curse; so long as the vampire obeys the "flight" tenet of the Red Fear, she does not acquire an animal feature. A cornered Gangrel who resorts to the "fight" half of the equation will regain her senses to find another feral feature, as even necessary violence brings the Beast bubbling to the fore.
Most of the features caused by the Beast are visible and clearly animal or even insectoid in origin: growing fur, feathers or scalres, changes to the structure of facial features, hands or feet; sprouting additional appendages like a tail or antennae, or developing truly odd features like nictating membranes, a parsupial pouch or a working musk gland. Dramatic changes are unlikely to occur all at once, although some particularly unlucky or rabid Gangrel may find themselves with some of the drastic modifications listed below. It is far more likely that each subsequent frenzy adds incrementally to the effect, so that a full coat of fur may spout on the vampire's chest, then later appear on her back, legs, hands and face.
The marks left by the Beast may not always be so easily seen. Some can be smelled or heard, like a pungent musk or shrill, cawing voice. In some cases, the Gangrel is left with animalistic impulses and behaviors that result of frenzy. These are psychological aberrations, similar to derangements, but far less crippling individually. The Gangrel may unwillingly find himself circling a chair three times before sitting down, marking his territory (with blood), or toying with his prey. These behaviors might seem comic but in situations where proper etiquette, grace, stealth, or speed are important, there's nothing to laugh at.
The variation of animal features within the clan is astonishing. No two Gangrel have ever developed the exact same set of features, although basic trends may be passed from sire to childe. Gangrel past the age of fledgling rarely exhibit features from only one animal; the Beast's myriad expressions in the animal kingdom provide a broad palette.
The animal feature that results from a frenzy should always be approved by the Storyteller (In this case, Meeki), especially in cases of drastic modification or animal behavior.
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Posted: Fri Jul 28, 2006 12:25 pm
Mixed Blessings
The animal features below represent drastic and sudden changes to the vampire's physical form. Vampires cannot socialize as much with the outside world as vampires without such drastic feature changes may since these features pose a serious problem. The vampire has become a walking breach of the Masquerade. Precautions can be taken, thease features can be hidden with varying degrees of success, but many do not wish to take the chance.
It is recommended that these features occur only in the extreme circumstances and that the Gangrel only ever acquires one such feature.
Frog Eyes
The Gangrel's eyes migrate painfully to the sides of his head, in the process swelling to roughly the size of saucers. The eyes usually have the slit pupils of an amphibian or reptile, but certain rare speiments have manifested insectlike faceted eyes. Sunglasses simply aren't going to cut it anymore, but he becomes very difficult to sneak up on, obviously.
Exoskeleton
This particularly vile feature wracks the vampire with pain as her skeleton excretes itself as a chitinous shell. The vampire gains greater use of her natural strength. The hard shell also provides protection as well. This physical power comes at a terrifying cost, however, one which many Gangrel do not discover until it is too late. Because the vampire's skeleton is all but gone, her rib cage and sternum provide non protection for her heart.
Hide/Carapace
This effect manifests in a variety of ways; dense, coarse fur, tough, elephantlike hide, or a calcified covering. The covering provides a natural armor. In addition to the difficulty of hiding this full-body mutation, the thickness of the armor invariably slows the vampire down a little as well.
Maw
Discreet fangs give way to a mouthful of teeth as the vampire's jaw stretches and lengthens to accomodate the new dentition. Whether needle-sharp and ratlike or serrated like a shark's, these teeth do not reract. A vampire with these teeth cannot simply hide them by keeping her mouth closed -- her exaggerated jawline shows the size of her mouth and the teeth often jut out past the lips.
Sonar
The visible component of this mutation is a truly huge pair of batlike ears, each easily the size of the vampires palm as if it were stuck on the side of his head. The Gangrel's voice box is also modified to produce high frequency sounds.
Spinnerets
Somewhere noticeable on the abdomen, the vampire develops silk glands and the spinnerets to use them. The silk glands transform the vampire's blood to webbing. They can generate 10 square feet of spider web, or 100 feet of a single, strong strand. The vampire must decide ahead of time whether the web will be sticky or not, but the vampire is never stuck in her own web as it is made from her own blood. The webbing is incredibly strong, only the stronger creatures can break through it. Sunlight disintegrates the webbing immediately, although a beam of light in general can slowly deteriorate the webbing as well.
Tail
The Gangrel's spine lengthens dramatically past the coccyx, fleshing out into a muscular, heavy tail. The tail is usually long enough to drag on the ground and bulky enough that it does. It must be bound or tied to keep it off the ground. The tail does serve well as a blunt weapon, so long as the vampire fights with natural weapons in clse combat, he may make a free normal attack or sweep maneuver on flanking and rear opponents with his tail.
Talons
These claws are much like the feral vampire claws with the important drawback that they cannot be retracted and are always present on both hands and feet. The vampire will find it difficult to manipulate small objects.
Venom
The Gangrel's fangs hollow, and poison reservoirs form in her head and neck. The venom is only midly poisonous, in comparison to some in the animal kingdom. The downside is that the vampires hallowed fangs are more susceptible to breaking which takes time to regrow. Another drawback is that nature does not provide poison without a visible warning -- the vampire is visibly venomous, whether showing the vibrant colors of a poisonous tree frog, or the pitted face of a viper.
Wings
The bat or bird wings that sprout from the Gangrel's back are not strictly useable; they are stunted, much too small to bear the vampire's weight in flight. They are, however, easily big enough to be noticeable -- bound to the vampire's back, they simply give him the appearance of being a hunchback instead of a winged freak. The wings can provide some stability in precarious situations or help break a bad fall, if not bound or wrapped.
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Posted: Fri Jul 28, 2006 1:05 pm
The Lupines: or, How to Keep Werewolves from Killing --As told by an older Gangrel
This is a lot easier than you might think. The first step is simple: Avoid the Lupines whenever possible. They are not your friends. They don't care if you're on the outs with Kindred society. They don't care if you have a Sierra Club Membership. They don't care if you drive spikes into redwoods to save them from chainsaws. As far as I can tell, they have religious issues with us. Consider the werewolves to resemble an angry, fanged fanatical group and you've got the right idea. While you might be able to befriend one who's on the outs, or sell favors to a fleabag who needs help in a hurry, you are not part of the tribe, and you never will be. I don't know the details, because I follow step number one as closely as I can.
The Lupines have a fair number of holy sites, usually out in the wilderness. Stay far, far away from these places. Even if you have a Lupine contact who invites you out to one. Either your contact is an idiot, or it's a trap.
Do not pretend to be a werewolf to fit in better with other werewolves. They'll know. I don't know how, precisely, but for starters they've got incredible senses; they can tell that you're a corpse because you're something called a worm. And they have their own language, which they don't teach to outsiders.
If you can't avoid a group of werewolves, keep your contact to them a minimum. You might be able to sell them some information, but their unstable; they can't be trusted not to try to kill you after you tell them what you know. If you must engage in conversation, keep it light and agreeable. Don't talk about the hippies you just drank dry, and don't debate points of ecological warfare with them. In a perfect world, after a few light conversations, you might be able to negotiate a simple "leave each other alone" relationship, but it's likely to require some unpleasant concessions on your part and none on theirs. They're not much for negotiating, you see, and consider us to be one down on them by just existing.
If they're pissy and you're on their turf, leave. They can't fly, and many of us can, so if they start to pursue you, turn into a bat or grab some sky. I can hear some of you -- especially those wearing horny Viking hats -- shouting about honor and territory and valor. You guys do what you want. I'll light a candle for you in Val Halla or whatever.
Lupines are a ******** nightmare in a fight.Their "war-form" is an eight or nine (in faekat world it's about 7-8 ) foot high wolfman, very muscular. They're strong and very fast. They seem to be able to turn invisible at a moment's notice. They use weapons as well as we do. I've heard that a pack of werewolves could take down a Methuselah. I have seen a pack rip apart an elder once.
If you fight one, you might be able to beat him, if you get the drop on him and have a good weapon. If you can get your hands on silver -- don't laugh -- you'll be about even. Forks, knives, sharpened spoons, baseball bats or crucifixes. Antyhing. They really hate the stuff and it seems to burn them.
A lot of other Kidnred think that us Gangrel have a special relationship with the Lupines. Most of us do not, but the Ventrue and Tremere don't know that. Hehe.
A final disclaimer: What I said above is all true, but it's not the whole story. Lupines don't think with a single unified mind. It is possible, albeit unlikely, that two individuals could overcome racial difficults and become friends. I'm never going to try such a thing, but you may find yourself in a bind sometime. Good luck, you betcha.
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Posted: Fri Jul 28, 2006 1:13 pm
Opinions of the Others
Assamite: The Gangrel and the Assamites have clashed on battlefields for centuries. They have also fought side-by-side, perhaps even during the same battles, both clans are known for their mercenary tendencies. Both clans have learned to respect each other for their martial prowess and brutal honestly. Lately, however, the Gangrel worry about what the Assamites are oh-so-honestly saying since they shrugged off the Tremere curse. It's open season on the Kindred of other clans. For the Gangrel, killing is a matter of survival, not a religion. On the Assamite's part, at least they realize that much easier prey may be brought down.
Brujah: The Brujah and the Gangrel relate well on a superficial level. Violence is fun, and rebelling against authority is entertaining too. Relationships that dig deeper run into problems. The Brujah's tendency to frenzy unnerves the Gangrel, who scarely need encouragement down the path of ugliness and ostracism. The Gangrel's reluctance to support the cause du jour with wild eyes and fervor alienates the Brujah. The Gangrel readiness to survive and fight another night comes across as cowardice rather than wisdom -- and occasionally some young punk actually says that out loud. The clans work best together when the cause is clear and straightforward, and the participants can part ways when the sun rises.
Followers of Set: The Followers of Set have very little positive to say about the Gangrel, and the Gangrel return the favor. Both sides have very little negative to say in exchange, as the urbane Setites and the forthright Gangrel scarcely cross paths. Tension run high in those few areas where contact is common and frequently gives way to bloodshed or treachery on those occasions that one side or the other is accused of stealing the art of shapeshifting. Gangrel inclined to this reptilian in form and personality have been known to become amicable with Setites, presumably in some strange snake-y way that outsiders wouldn't understand.
Giovanni: The Giovanni and the Gangrel have practically nothing in common. They don't even have anything meaty to argue about. As remarkable as this fact is among vampires, it does not make them allies. Their worlds simply do not meet.
Lasombra: Respect is the key word to the relationship between the Gangrel and the Lasombra. The Gangrel respect Lasombra for thier capable leadership and their appearance of honesty. The Lasombra respect the Gangrel's strength of character and ferocity. The Gangrel don't trust the Lasombra, of course, and the Lasombra will still attempt to make Gangrel into political pawns. But at least the Gangrels known that the Keepers will think long and hard before screwing them over.
Malkavian: The Gangrel fear the Malkavians -- any rational, survival-oriented kindred does. The Malkavians are insightful and unpredictable -- oh, and they're also insane. Gangrel take great pains to weed instability out of their broods, at least in the young; the Beast inevitably claims the minds of the old, who must be strong to start to withstand its ravages. The Malkavians, for their part, seem to sense the Gangrel's uneasiness. Like a cat that knows who it can discomfort most, they seem to take some strange joy in keeping the Gangrel company.
Nosferatu: Kindred of these two clans have established an understanding between them, a very sad and resigned sort of arrangement. Neither can truly understand what the other experiences; for the Gangrel, the slow dissolution of personality; for the Nosferatu, the sudden obliteration of self-image. But it is empathy, not sympathy, that defines this relationship, and that's something rare for both groups. Gangrel and Nosferatu do not screw each other over lightly. Most will not do it at all, if it can be avoided.
Ravnos: The Gangrel and the Ravnos share a turbulent relationship that is centuries old, if not more so. Every Gangrel does not attack every Ravnos on sight, or vice versa; nothing keeps individuals of both clans from being acquaintances, members of a coterie, or even just mutually civil. What is certainly true is that most Gangrel who have spent time with educated sires have heard stories, whether about the mythical rivalry between the Antediluvians, the bad blood stirred up over the Gypsies, or a more personal tale of deceit or thievery. The Ravnos must tell such stories to their childer as well, as even initial contacts between new members of both clans seem predisposed to go poorly.
Toreador: It would be difficult to think of two vampire clans with less in common than the Toreador and the Gangrel. The Toreador consider the Gangrel to be crude, uncouth, dirty, pungent and lacking culture. The Gangrel, in return, consider the Toreador to be stuck up, elitist, domesticated and prone to navel contemplation. Both sides are usually right; with these differences out in the open and acknowledged, very little open conflict ever occurs between the Toreador and the Gangrel. They simply move in different circles, and are content that way.
Tremere: Old, bad rivalry festers between the Tremere and Gangrel. The clans have been at each other's pale throats since the Dark Ages. Gangrel go missing all the time -- and some of them, it is rumored, still wind up in Tremere laboratories. Many Gangrel are itching to rake their claws through their ancient foes. The Tremre, for their part, would like to see the Gangrel put down for good.
Tzimisce: Outsiders occasionally express surprise that the Gangrel and the Tzimisce do not get along famously, since they share such a talent for shapechanging. Gangrel prefer to use words like "warp" and "mutate" to refer to the Tzimisce's hellish art, while the Fiends simply cannot understand the Gangrel infatuation with animals, of all things, when the ability to be true monsters must surely be within their grasp. Philosophical debates aside, the Gangrel and Tzimisce of a certain age share a vague resentment born of conflict with the hated Tremere.
Ventrue: The Ventrue saw the Gangrel as useful. Sold on the metaphore, they thought of the Gangrel as hunting dogs, bloodhounds, even the occasional retriever. Now the hound has turned to bite the hand that ordered it around. The Gangrel attitude twoward the Ventrue is unchanged -- the uptight, self important bastards couldn't understand that all along, the Gangrel were doing what they wanted to do, and not simply what they were ordered to do.
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Posted: Fri Jul 28, 2006 1:35 pm
Gangrel and Others
In general, the clan members think of the Camarilla as a necessary evil. Face it, a lone Gangrel in the middle of the Park has a lot more to lose by breaking the Masquerade than does a boardroom full of Ventrue.
So, while most Gangrel think the Camarilla is preferable to the alternative, there exists an unwritten alternative for the paths of anarch or Camarilla pawn. Autarkis are those who neither obey nor defy the Camarilla - they just avoid it. Officially, the Gangrel deplore such Kindred. In fact, they go out of their way to aid them.
It will be easiest to understand this if I just show you the Traditions as practiced by today's Gangrel:
1. Acceptance If you come to a city where you think the prince will accept you, by all means announce yourself. If not, go in and lay low - very low. Depending on the prince, it may be better to let them think you're an anarch than get caught trespassing.
2. Domain Once again, it's worth paying attention to, if it's not too much trouble. Always remember, though, that unlike most Kindred, your feet aren't nailed to the ground. To quote a noted ghoul: "There is no problem so big it cannot be run away from."
3. Becoming The hell with the prince. Talk to our sire about this (if you can find her) - for advice if nothing else. You need to be careful making other Kindred, if for no other reason than they will be competing for your spot on the food chain. Old, "suicidal" Gangrel have been known to pass on their blood before ending an existence that has proven unbearable - a sensible move from an ecological standpoint.
4. Accounting Yeah, right. There's a reason we pick 'em independent - so we don't have to deal with this bullshit.
5. Secrecy Damn good idea. Gangrel are more vulnerable to a secrecy breach than most city-dwellers. Watch it!
6. Destruction This is another one of those rules that just doesn't apply on the open road. As our Gypsy friends say (with a different meaning), "On the roach, each man is his own prince."
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Posted: Fri Jul 28, 2006 1:38 pm
Members of Clan Gangrel
If you notice that your Gangrel isn't here, please PM me the static link to the FaeKat, along with their current rank.
Antediluvian:
Mael - Owned by Nothing Yet
Methuselah:
Leandra - Owned by Amirynth
Elders:
Ennoia - Owned by Nothing Yet
Ancillae:
Kale Devaux - Owned by K i n u
Kerrigor - Owned by Mondo Celest
Mythrandir - Owned by Amirynth
Neonates:
Chanda Struna - Owned by Your Dark Lover
Neka Auryon - Owned by MysticAir
Nekasha - Owned by Nessylove
Pumpkin - Owned by Lulu_Tiffany
Tiernan - Owned by EviLXmasBaby
Fledgelings:
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Posted: Fri Jul 28, 2006 1:39 pm
The Gangrel Clabook
The Clanbook has been uploaded here. If you have any issues with downloading, the instructions should be able to help you through, but I'll happily help you through PM.
Some of the information in the clanbook will not apply to FaeKat roleplay, due to the fact that it is created for humans, not FaeKats. FaeKats do not have San Fransisco or Manhattan, obviously, so use the information gathered from within it with discretion.
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Posted: Fri Jul 28, 2006 1:46 pm
Thread Setting
The setting of the roleplay within this thread is a rotting building and the woods surrounding it. The building offers enough areas to hide from the sun if necessary, but wouldn't be viewed by other FaeKats as very practical to live in.
Surprisingly, a large number of animals still linger around, despite the fact that they've been preyed on by the vampires that visit this place. There is wood for a campfire (if one would be so stupid brave), and the water of a dying creek can be heard by those with keen ears - but who'd want a bath, anyway?
Most of the Gangrel would probably find the wooded area most appealing. The canopy of leaves above is enough to hide one from sunlight until shelter could be reached, but it's not recommended that one should stand beneath it at noon.
Paths lead back to the city, though from the isolation of this place, it would likely be a long walk to the heart of Faetasia, making this the perfect retreat.
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Posted: Fri Jul 28, 2006 1:47 pm
This post got buried with a doggy bone.
(Reserved)
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Posted: Fri Jul 28, 2006 1:48 pm
This post got infested with fleas and is twitching in annoyance.
(Reserved)
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Posted: Fri Jul 28, 2006 1:49 pm
This post got diablerized. ;_;
(Reserved)
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