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vampire Gangrel 5

21:23 Jan 06 2012
Times Read: 453


GANGREL 101

[the odds and ends that everyone playing a Gangrel should know]







Protean 4: this variant appertains only to Gangrel users of Protean, all other Kindred may only assume the wolf and bat forms with Protean 4.



"...vampires who are not Gangrel can only ever take these two forms. Gangrel vampires are not limited in the same manner, however -- they take the shapes of lions, eagles, bears, crows and uncountable others." -- Clanbook: Gangrel, page 67



This is not license for Gangrel characters to assume whatever shape they desire at will, however. A Storyteller might allow such an ability for an advanced level of Protean (6+), but Shape of the Beast still allows just two forms -- in this case, they may be chosen by the Gangrel player.



"First, the Gangrel must establish her forms upon learning the Shape of the Beast, and she may not assume other forms. Second, the the vampire's forms must always reflect the twin urges of the Beast: fight or flight.

The Gangrel's "fight" form is large and naturally well equipped for hunting and fighting. The animals represented are usually predators, but may also be scavengers -- all consume the flesh of others to survive. The animal shape assumed is hale and apparently healthy, and generally tends to large size for its type -- although in the case of animals of great size, such as a grizzly bear or sharks among the Mariners, the Gangrel may even be small compared to normal creatures...

It has become more common in recent years for the rare Gangrel to assume the gigantic form of an animal that does not ever reach such size in nature -- spiders, wasps, scorpions, rats, hyenas and others...

Gangrel who assume these exotic forms, particularly the insectoid varieties, often have very strange, even alien ways of thinking and behaving...

The Gangrel's "flight" form need not literally be a winged creature. It may be any form best suited for running away, whether that method is taking to the air, scrambling through tunnels, or simply fleeing pell-mell on four legs. Even though the focus of this form is on raw survival and not sustenance, the Gangrel only assume the forms of predators or scavengers...

The bat remains a popular form for the Gangrel, along with birds like ravens, crows and falcons. Particularly warlike Gangrel may take the forms of hawks, eagles and even vultures, but these relatively huge "flight" forms lose some of the escape benefits that come with a smaller shape.

Earthbound "flight" forms rely either on speed or the ability to slip through small spaces to escape. Snakes, gophers, house cats and rats are common forms...

Like the "fight" forms, these animal forms are usually apparently in the prime of health, but they are not unusually large for their type -- that would defeat the purpose." -- Clanbook: Gangrel, page 67



Note for those of you taking house cat form -- it's considered a "flight" form now. Choosing the two animal forms will require some careful consideration; advice on what influences a Gangrel's choice of forms may be found at the bottom of this page. Wolf and bat forms are still the most popular forms, on account of environmental circumstances.

Many of the systems in place for Protean 4 are unchanged. Blood point costs, valid use of Disciplines in animal form, and enhanced capabilities are much the same as in the write-up in Vampire: the Masquerade. Refer to that book for the basics on Protean 4 use. On the other hand, the "fight" and "flight" form capabilities have been expanded upon as follows.



"...the Gangrel may choose to reduce the difficulty of Perception rolls in one appropriate sense group -- sight, hearing, or smell/taste -- by two in his animal forms (the sense group may be different in the two forms)...

The Gangrel remains in his beast form until the next dawn, unless he wishes to change back sooner. Clothing and small personal possessions transform with the Gangrel.

The Gangrel's "fight" form grants a total of five additional Attribute points split among the vampire's Physical Attributes. These points must be applied to at least two of the Attributes. For the standard wolf form, these are allotted as +1 to Strength, +2 to Dexterity, and +2 to Stamina. A bear form may increase the Gangrel's Strength by +3 and Stamina by +2. These points must be allocated when the "fight" animal form is chosen and may not be thereafter rearranged. In addition, the Gangrel's bite inflicts Strength aggravated damage, and claws inflict Strength +1 aggravated damage (these damage values may be adjusted by the Storyteller as necessary to reflect the animal's primary mode of attack -- an alligator form may allow a greater bite bonus, but no claw damage). Running speed is usually doubled, unless an alternate method of locomotion like swimming is available.

The Gangrel's "flight" form reduces the vampire's Strength to 1, but allows him to fly at a speed equal to his running movement rate (Gangrel whose "flight" forms do not fly may take a +2 bonus to Dexterity). In addition, attacks made against the "flight" form are made at +2 difficulty due to the animal's small size (those Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this bonus).

...the vampire must use the Animalism Discipline ability Feral Whispers to speak to animals.

...It is curious to note that animal features acquired by a Gangrel after a frenzy do not necessarily conform to those of her beast forms. Most Gangrel seem to be patchworks of feral features rather than changing to resemble one specific animal." --Clanbook: Gangrel, page 68



Notable in this section is the mention of the Animalism requirement to speak to animals. Gangrel in their beast forms could presumably speak to a Kindred in human form, if the human form Gangrel initiated Feral Whispers with the animal form Kindred. Also, the note on reverting from animal form at dawn clears up that issue, at least in part; although the book does not imply this reversion costs Blood Points.

Finally, the book discusses the choice of one's beast forms. This is useful advice for any player whose character has not manifested the Protean 4 power yet. It also explains just why the wolf and bat combination is as popular as it is, even among Gangrel users of the Protean Discipline



"It is often difficult to predict what forms a Gangrel will assume when she learns Shape of the Beast. Three factors play an important role in the process: the vampire's personality, his sire's animal forms and the local environment at the time of the vampire's Embrace...

Vampires with strong personality traits often transform into the animal most often attributed that trait by superstition: wolves with cunning, lions with courage, reptiles with callousness, ravens with curiosity, etc. ...Individuals who felt a strong affinity with a particular animal when alive, who considered the animal to be a totem or protective spirit, will usually transform into that animal upon learning Shape of the Beast.

...if the childe sees her sire transform into a tiger, she may assume that she will do the same so completely that her assumption becomes reality. The Discipline exhibits lines of descent, however, in which grandsire, sire and childe all share the same animal forms...

The influence of the local environment can perhaps be credited with the popularity of the wolf and bat forms even among the Gangrel -- wolves and bats of varying species populate the globe. The vampire's Beast, in the absence of overriding personality or blood related factors, provides the vampire with the most survivable form available in the surrounds..." -- Clanbook: Gangrel, page 69



The Gangrel clan weakness: animal features revised

The revised Clanbook does much to answer the questionable circumstances of frenzies and Rotschreck, and what 'qualifies' a Gangrel for picking up a new animal feature.



"Any frenzy, whether entered willingly or fiercely resisted, inflicts the same penalty upon the Outlanders. Gangrel entering Rotschreck 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." -- Clanbook: Gangrel, page 55



The new Clanbook goes on to discuss the various animal features common to the Gangrel, suggesting the gradual, 'patchwork' process by which the Gangrel devolve into humanoid creatures.



"Most of the features caused by the Beast are visible and clearly animal or even insectoid in origin: growing fur, feathers or scales; 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 marsupial pouch or a working musk gland. Dramatic changes are unlikely to occur all at once...It is far more likely that each subsequent frenzy adds incrementally to the effect, so that a full coat of fur may sprout on the vampire's chest, then later appear on her back, legs, hands and face.



The marks left by the Beast are not always 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 as result of frenzy. These are psychological aberrations, similar to derangement, but far less crippling individually.

...The Gangrel do not evolve into cuddly humanoid pets, they devolve into chimerical monsters..." -- Clanbook: Gangrel, pages 55-56



It can be seen from the text of the Clanbook that radical changes do not tend to happen suddenly, but a series of frenzies may culminate in a truly inhuman appearance. The book does not rule out the accretion of such drastic animal features, however.

It reserves them for special circumstances, when a particularly bad frenzy has taken place -- after a botched roll or long period of violent frenzy -- and suggests that such drastic changes occur only once to any one Gangrel. While the book offers a handful of examples of these more serious feral features, they are not included here for several reasons. They are rather uncommon in the first place; besides, if we included every detail in the new Clanbook, no one would need to buy it, after all.

The revised Clanbook continues by clarifying the issue of the Social Attribute loss after the cumulative effects of five frenzies. It also introduces a system for 'buying back' lost points in Social Attributes, although it isn't easily done...



"Appearance is usually the first Attribute to be affected, since the vast majority of features the character will acquire are physical. Charisma and Manipulation can be affected by purely physical changes, as well. The character's animal features might be distracting or embarrassing, reducing her social effectiveness, or they may simple do so much damage to her self-image as to severely impact how she deals with others. Acquiring a mental animal feature makes it much more likely that the Gangrel's Charisma or Manipulation Traits will be affected.

It is possible for Gangrel to buy back Social Attribute points lost to the cumulative effects of frenzy. This should be role-played in detail and approved by the Storyteller -- perhaps the character finally takes to wearing concealing clothes and combing his hair. Perhaps he has taken charm or voice lessons. Whatever the reason, regaining lost Social Attributes is never easy. The player should keep track of the values of all three Social Attributes prior to any frenzy-based losses. That prior value determines the experience point cost to increase a Social Attribute. Also, the limits imposed on Attributes by the vampire's generation apply to the higher, initial value." -- Clanbook: Gangrel, page 56



It should also be noted that the penalties allotted to Nosferatu and Samedi using Obfuscate to create an attractive appearance for themselves also apply to bestial Gangrel, as noted in the revised Clanbook. The Obfuscate power Mask of a Thousand Faces offers a 'default' average appearance which does allow Gangrel to pass for human when they couldn't otherwise. Again, although the Clanbook does offer much more detail, we are offering only the essential points here so that players having difficulty picking up a copy of the book can keep their characters up-to-date on the latest changes.

A brief primer on Gangrel-Garou relations:...or the lack thereof!

It is true that the Gangrel are thought of as having some special relationship with werewolves. Certainly the Clan does nothing to dissuade the other Kindred of this belief; they make use of it as best they can. However, the truth of the matter is that there is no such relationship.



"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." -- Clanbook: Gangrel, page 60



One caveat is offered at the end of the book's section on Lupine relations. It wouldn't be fair to classify every Lupine as Kindred hating psychopaths. Occasionally, an ally can be cultivated among the Garou. It's quite possible, though, that for every Gangrel that does manage this feat, several more die in their attempts.



"It is possible, albeit unlikely, that two individuals could overcome racial difficulties and become friends." -- Clanbook: Gangrel, page 61



Regarding Dark Ages Roads & Paths of Enlightenment:

(Possible accepted Paths for Independent Gangrel are: Via Einherjar, Via Aesirgard [Resource: Wolf of the Sea], Via Praedator, Via Venator Umbra [Resource: Road of the Beast], Path of the Beast -aka Feral Heart, Path of Harmony [Resource: Chaining the beast]. You can only take paths with Storyteller advance approval.)

Paths of Enlightenment are commonly associated with the Sabbat, and the Gangrel on Paths may be burdened with this stigma. The Jarl is painfully aware of this problem and is reluctant to allow the existing Path followers to take on new students. Prospective Path followers must first find a suitable mentor for the change -- at present, there are IC teachers for only two of the paths. Use of NPC mentors may be permitted, but it is restricted. Next, the student must convince the Jarl to allow them to proceed. A very good explanation will be needed to gain his permission. Neonates in particular will need sound reasons for this. Just why, exactly, would a Kindred want to throw away his or her Humanity in favor of the alien, dark-ages mentality? Why turn to ancient arts that are so far removed from modern ways? These changes can and do threaten the Masquerade; therefore, the Jarl does not readily approve them.

From an OOC standpoint, attempting to change from Humanity to a Path of Enlightenment is considered a Lethal Storyline. This means that any player who proceeds along this path must accept the possibility of their character suffering Final Death as a result. Not everyone who attempts to make the shift succeeds; some fail, and some lose control to the Beast completely. Those who succumb to the Wassail, as it is called in some Kindred circles, become little more than rabid beasts and must be put down. The Gangrel STs and the character's mentor oversee the process, and will make rolls for the character as needed. Details on the switch from Humanity to a Path of Enlightenment can be found in the revised edition of Vampire: the Masquerade and above mentioned resources.

IC, the switch from Humanity to a Path is a long and difficult road. An initiate must spend at least a year in study and contemplation of the Path's ways, until the mentor is satisfied that they are ready for the next step. The would-be Viking must also forcibly degenerate down to at least Humanity 3 and Conscience 1. The ramifications of this degeneration should be considered carefully. Such a Gangrel must willfully violate the tenets of Humanity, possibly frenzying as a result; this could easily go too far, resulting in a total loss of Humanity and the death of the character. The Gangrel, after all, will not know when they have gone far enough, and must trust their mentor. Even the most hardened Kindred with a high Self-Control loses access to it as Humanity sinks further down. The reactions of the Gangrel around the student may also be fatal; such degeneration may break the Traditions, especially if a frenzy is involved.

If the character survives the change and achieves a Path rating, he or she must build it up, and usually new Virtues as well. Otherwise, the character will fall from their fragile Path and cede control to the Beast entirely. Of course, this will be a significant drain on the character's XP. Along with this danger, there are the obvious pitfalls of discarding everything it means to be human. Kindred on Paths of Enlightenment cannot simulate humanity in any way; they cannot spend blood to warm themselves, pretend to breathe, and so on. They are literal walking corpses in appearance. As stated in Vampire: the Masquerade, "...a Path follower is treated as though he has a Humanity score of 3 when using the rules for interacting with mortals. If the Path follower's Path rating is less than 3, use that score instead." (page 286)

Moreover, a character's attitude shows marked changes after abandoning Humanity. Human feelings and emotions such as friendship, love, beauty, mercy, compassion, sorrow, and regret are forsaken or warped to the point that only Kindred on the Path could recognize them. Normal, human, loving relationships are out of the question for Kindred on a Path of Enlightenment. Path followers demonstrate truly alien ways of thinking. It is a significant roleplaying challenge to properly play out this radically new way of thought and behavior. Those characters who make the switch OOC, yet do not RP it out IC, may be suspected as failed attempts and possibly destroyed -- not every vampire whose Beast is ascendant is a rabid, mindless killer. The Beast can possess a low, animal cunning, and the Gangrel are keenly aware of its nature.

These changes in the Kindred may be more harmful than the perils of clinging to Humanity. With no way to masquerade as human, a Path follower's dealings with mortals are much more risky. Even hunting can become difficult for them; no longer can the Kindred hit the Rack, pretend to be mortal and blend in at the local nightclubs. Players and their characters should carefully consider the problems they face before attempting to change to a Path of Enlightenment.


COMMENTS

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vampire Gangre no1

22:04 Jan 03 2012
Times Read: 466


The Gangrel are a clan of vampires, often associated with the Camarilla, from White Wolf Game Studio's Vampire: The Masquerade, Vampire: The Dark Ages, and books and role-playing games.



The Gangrel are associated with transmogrification, and vagrants. As a symbol, Gangrel often use an eye with four slashes underneath. The Gangrel clan's magical Discipline, Protean, allows them to assume partial or complete animal forms. Their mastery of Protean is so much greater than any other Clan that Gangrel can assume virtually any animal form, providing it is a scavenger or a predator. Other vampires with the Protean Discipline are limited to the forms of Wolf and Bat; no one (not even the Gangrel) know why this is so.[1]



According to Second Edition sourcebooks, the Gangrel, despite living in the wilderness, are attacked much less often by Werewolves than other vampires; some speculate that the Werewolves and Gangrel have a shared origin. This, however, was retconned in Revised edition.



In the Dark Ages, the Gangrel were the vampires most commonly associated with the Road of the Beast, which dictates a life based on instinct, similar to that of an animal (living in the immediate present, having no morality, killing whenever necessary but only then).



In the modern setting, Gangrel are commonly allies of the Brujah and enemies of the Ravnos. The Gangrel severed its ties with the Camarilla in 1999, when the Camarilla's ruling body refused to lend aid to the clan's Justicar to fight a creature he identified as an Antediluvian (the god-like progenitors of the vampire clans).[1]Dark Age



Very few records are kept of the Gangrel during the Dark Ages, for obvious reasons. What is known has been passed down from sire to childe for hundreds or perhaps thousands of years. The Gangrel have a bloody Clan rivalry with the Tremere, since the Tremere are believed to have used Gangrel in experiments to create the Gargoyles. Sometimes, the Gangrel and Tzimisce make alliances of convenience against the Tremere, but these pacts seem to disintegrate with relative ease once the immediate threat has been dealt with.



The Gangrel are most often found in populations that make their homes in Northern Europe - Nordic tribes (modern day Denmark, Sweden, Norway), the Picts (Scotland), the Welsh (Britain), and the Celts (Ireland). Given the Clan's propensity to wander, Gangrel can be found among peoples in almost any region, including the "Anda" from Mongolia, scattered communities in Africa, and various other individuals brought into the Clan from all over the Old World.



During the time of the Inquisition, those Gangrel that travel close to cities are often singled out as being "spawn of the devil" - sometimes by other vampires. Like the Nosferatu and Tzimisce, the Gangrel grow to be some of the most obviously inhuman monsters of the night. Ventrue, Toreador, and Lasombra Princes, eager to set the hounds of the Inquisition on another trail, are willing to sacrifice members of the "Low Clans" to prove their own piety. It never helps that most Gangrel are Embraced from populations that follow religions other than Christianity; as such, they are just as often hunted down by for being pagans as much as they are for being vampires. Often, this persecution comes at the hands of Clans that took to Catholicism - the Ventrue and Lasombra. These attitudes merely confirm a long-held belief of the Gangrel: the other Clans aren't worth the trouble, and most of them are backstabbing, holier-than-thou curs to boot.[2]Victorian Age



In the rapid growth of cities and technology that marked the Victorian Age, very few Gangrel had any interest in staying in towns and hamlets that became industrial centers almost overnight. Additionally, though there were few documented cases of mortals possessing "true faith", the growth of religious influence made many Gangrel cringe, wary of another round of the vicious Inquisitorial practices of the Dark Ages. Only the scholar and theology debator Mr. Beckett was known to have any regular dealings with "proper" Kindred society during this period; most other clanmembers hied it to the wilderness to wait out this newest burst of human ingenuity and religious fervor.



There is some debate that this period in time saw the rise of the "City-Gangrel" bloodline. Gangrel historians point to the Victorian Age as a "new era in Gangrel evolution", arguing that just as mortals grew more urban-centric and technologically skilled, so too did the Gangrel adapt to hunting in cities with larger concentrations of Kindred and Kine. It was also seen as the very beginnings of Gangrel as political and economic powers. The old, out-of-the-way regions rich in metal and fuel resources fell directly under the province of Gangrel packs and elders. Even if they did not profit directly from such findings, the influx of mortals with loose morals proved good feeding; likewise, richer persons moving to the country to get away from the city-light and noise may have found themselves automatically under the supervision of Gangrel trying to hold on to their territory[3]Final Nights



The Gangrel survive and thrive in the Final Nights, as is their wont. In 1999, Xaviar, the last surviving Gangrel Justicar, removed his entire Clan from obedience to the Camarilla, calling the Inner Council liars and manipulators. However, as is usual for the Clan, each member has decided for him- or herself where their allegiances lie, and many have stayed with the sect. Others, now freed from the Traditions, find purpose in their unlives as members of the Sabbat or act as Independents.



In the Final Nights, several Gangrel have made names for themselves as warriors and survivors. Ramona, a young female Gangrel, has taken it upon herself to spread the word of what really happened in New York in 1999 - the event that caused Xaviar to remove the Clan from the Camarilla. Xaviar himself has gone into hiding, and many young Gangrel attempt to seek him out and join his pack of followers. Karsh, Warlord of the Camarilla, has taken Xaviar's defection as a personal insult, and punishes any "wayward" or "traitorous" Gangrel with a heavy hand. Beckett went missing for a few months in the mid-2000s, and since he has shown up again, his skeptical attitude about Gehenna and the destruction of the world appears to have evaporated; now he is a major agitator for preparing against the End Times. Mark Decker remains Prince of Milwaukee, holding off the near-nightly attacks of Lupines from the Great Lakes region, keeping nominal ties with the rest of the Camarilla when given the chance. A group calling itself the Valkyrie (led by one "Brunhilde") has sent representatives around the world from their home base in Scandinavia. These Gangrel warrior-women believe that Ragnarok is nigh, and are preparing the Clan so that they may survive the Twilight of the Gods. Little has been heard from the wise elder Inyanga, but it is assumed that she is on another one of her world tours, perhaps back home to her native Africa.[4]



Although originally part of the Camarilla, Clan Gangrel severed its ties in 1999, when the Camarilla's ruling body refused to lend aid to the clan's Justicar to fight a creature he identified as an antediluvian.[1]Gehenna



Gehenna suggests that the most likely fate of Ennoia, the Gangrel antediluvian (clan founder), is that she merges herself with the Earth, eventually sinking down to the Earth's core, becoming something more than vampire with the ability to move continents themselves. Unlike her siblings, she isn't vengeful against her clan, and only awakens because of the battles of the other antediluvians. After stopping them to a point where she can rest, she returns to her slumber within the Earth. (It should be noted that Gehenna also poses alternative scenarios, in one Ennoia is as secretive and vicious as the other antediluvians, only stopped when Saulot returns as the Vampire Messiah).[5]Gangrel Antitribu

Gangrel antitribu Symbol



Two bloodlines exist among the Sabbat; the Country-Gangrel and the City-Gangrel. The Country-Gangrel are the same as the main clan, with the Fortitude, Animalism and Protean disciplines. The City-Gangrel have adapted to city-life, forgoing Animalism and Fortitude for Celerity and Obfuscate.



Feral and untamed, the Gangrel antitribu show an animalistic face to the Sabbat. Having grown apart from the Gypsy heritage of the mainstream Gangrel, the Sabbat Gangrel have returned to their bestial sides, becoming deadly hunters whose skill in the pursuit of prey is unmatched. The clan includes subtle slayers and savage berserkers alike, and the skill with which the Gangrel take on their foes lends a powerful strength to the sect. Gangrel antitribu are not sadistic bullies like the Brujah or mindless automatons like the Blood-Brothers, however. Rather, they are instinctive, predatory creatures, enjoying the thrill of the hunt almost as much as the heady rush of feeding.



The Gangrel of the Sabbat have seen a recent influx of defectors .... from the Camarilla in recent nights, though few of these vampires seem to want to share the reasoning behind the exodus. Many whisper of "sleeping horrors" awakened, and the fact that the Sabbat has been "right all along". The sect as a whole seems frustrated by this turn of events and the apparent reluctance of the defectors to speak about their motives, but whatever it is that scares these urban predators, it must be of epic scale. Gangrel antitribu divide themselves into two sub-clans, based on a deviation of clan-blood thought to have occurred in the late 18th century. The "original" Gangrel, known in the Sabbat as Country-Gangrel, are similar to their erstwhile Camarilla counterparts, shunning society and eking out unlives as lone hunters. They resemble the monstrous vampires of mortal legend, possessing the abilities to assume animal forms and call on nature's lesser creatures. The Country-Gangrel support the Sabbat as scouts and warriors, using their animal contacts to retrieve information and their martial prowess to rend foes to bits.



The City-Gangrel are rumored to have become a distinct bloodline during the time of the Industrial Revolution, when cities became larger and less dependent on the resources of the countryside. Rather than forage for themselves in the hinterlands, a certain few Gangrel made havens for themselves in the cities, becoming monsters of urban legend and spreading terror in the wake of their feeding binges. No less animalistic than their siblings of the Country-Gangrel, City-Gangrel hide among the refuse and alleys of the city rather than the Lupine-infested forests that other Gangrel prefer.



More so than other Gangrel, however, Gangrel of the Sabbat realize the importance of watching each other’s backs during these tumultuous nights before Gehenna. The cities and outlands alike harbor many dangers, and a pack stands a better chance of dealing with them than an individual does. In this way, Sabbat Gangrel consider themselves more in touch with their animalistic sides than Camarilla or independent Gangrel by emulating the wolves and lions of the wilds.[6]



The City-Gangrel antitribu are believed to be descended from the Greek Gangrel.Ahrimanes

Ahrimanes Clan Symbol



The Ahrimanes are a bloodline originating with the Gangrel antitribu. Upon arriving in the Americas, Gangrel of both the Camarilla and Sabbat went into the southern wilderness, encountering a number of native tribes. Many of these Gangrel set up their havens near native villages. They preyed upon the villagers and defended them from European intrusion.



The founder of this bloodline was a Gangrel antitribu named Muricia. She studied the powers of the local shamans and used their magic to break her blood-bond with her sire, not wanting to get caught up in the constant warfare between the two emerging rival Gangrel antitribu factions; country and city.



When Muricia utilized the thaumaturgic (blood-magic) based powers of the native shamans, she effectively separated herself from her clan and altered her blood. The magic rituals she used on her body affected and mutated her own vampiric appearance. She soon combined the spiritual magic of the shaman with her own Gangrel powers, giving her an unusual edge over standard Kindred. This process, however, left her unable to sire new vampires. She learned she could use existing Gangrels and through the same ritual make them like her. Because of this, all Ahrimanes are "normal" Gangrels before they become Ahrimanes. In addition, Muricia only chooses females to join her brood, believing men to be inferior and the reason for most conflict.[7]



The Ahrimanes are more of an artificial bloodline. All Ahrimanes must renounce their former clan before they are accepted into the bloodline. The Ahrimanes number only a handful, existing primarily in Alabama, Georgia, Mississippi, Louisiana and some surrounding areas. They are extremely secretive and violent, enjoying material wealth and controlling many human pawns. They form packs of their own despite the opposition of the Lasombra. The Sabbat accepts their ways, because the sect values freedom. Additionally, the Ahrimanes aid the Sabbat tremendously by watching the threat of Lupines (Werewolves).[6]



Ahrimanes practice the unique discipline of Spiritus. Additionally, there are no male Ahrimanes.Greek Gangrel



Gangrel have been hiding in the cities of man even before Babylon. As the centuries have passed, these Gangrel have focused on surviving in a different environment - one fraught with its own unique dangers. The Greek Gangrel, as they call themselves, developed Obfuscate instead of Fortitude, finding it better to hide from danger where mortals congregate. The Greek Gangrel are also on good terms with the Nosferatu who share the sewers with them.



There are very few Greek Gangrel and most of them appeared in Constantinople, with at least one present in Paris, during the Dark Ages. Unlike their wild brethren they rarely ventured out into the wilderness. Though they never met at Gangrel gathers, many expressed interest in building ties with the main clan.[9]



In the modern nights, the Greek Gangrel survive as the City-Gangrel antitribu.Laibon

Main article: Kindred of the Ebony Kingdom#Laibon bloodline



The Laibon were, during the Dark Ages, viewed as a single bloodline by European vampires. With Kindred of the Ebony Kingdom, the old Laibon tribe was "replaced" by the Akunanse tribe (alternatively, you can view the "Laibon" as a bloodline of the Akunanse Legacy that came to Europe during the Dark Ages). However, it is still considered canon to play with the Laibon bloodline in Dark Ages: Vampire games, if you so choose.Lhiannan

Lhiannan Clan Crest in the Dark Ages



The Lhiannan are a territorial, druidic Cainite bloodline who existed in the Dark Ages. Though they are an offshoot of Clan Gangrel, they believe they are not descended from Caine at all, but rather that they were created by The Crone, a mysterious figure who may be Lilith mentioned in the Book of Nod.



The true origins of the Lhiannan are shrouded in mystery, though Kindred outside the bloodline generally agree they must be descended from the Gangrel. According to their own lore, the first Lhiannan was created when the Crone infused a woodland spirit into a vampire; that spirit's power has lessened as it shared its essence with each new member of the bloodline, and the last of the Lhiannan are much weaker than their progenitors.



All Lhiannan follow a variation of pagan and druid practices, and are closely tied to their personal territory, growing weak if they leave it for longer than a few days. They make chiminage to the local spirits to keep themselves strong, mostly in the form of blood sacrifices.



In the Dark Ages the Lhiannan dwindled in number. The Lhiannan found it harder to prey on humans, who congregated in cities away from the old places of the woods. As the power of the Christian church stamped out the old ways, the Druids were unable to flee the wrath of the Inquisition, who found them easily thanks to their otherworldly auras and obviously pagan rituals. By the time of the War of Princes there were perhaps only 20 Lhiannan in all of Europe, and none survive past the end of the 14th century.



The Lhiannan have a unique connection to the world of spirits, most notable in the form of their Discipline Ogham; this connection gives them an inhuman aura obvious even to humans. They are also bound to the land, unable to leave their chosen woodland territories for long without becoming weak.Mariners



The Mariners are sea-dwelling Gangrel that have evolved into monstrous entities gaining unique advantages for their aquatic environment. They shun both the Sabbat and the Camarilla, and even in a sense the main Clan Gangrel; viewing themselves as individuals. Their embraces are rare and deliberate, often only after a year of observation of the potential childe. However, few Mariners maintain any sort of contact with human life as a whole. In truth, they even shun the company of each other and rarely interact (the one major exception is four Mariners living in Lake Nyasa in southern Africa, though it is believed they are charged in the protection of some lost secret rather than adopting this lifestyle by choice). Mariners are also equally divided between a nomadic and a sedentary life-style.



They are still capable of functioning on the surface, rarely seeking out other Kindred to learn the basics of new Disciplines such as Obfuscate. They are also extremely protective of the sea, helping oil tankers not to save the crew (often Mariners will devour vast portions of the crew in the process) but to prevent the damage it would do the ocean ecosystem.



Although the Mariner bloodline would appear to be one mostly of temperament, it does represent itself in a number of physical ways. Most notably is their rapid adoption of animal features (much more quickly than standard Gangrel, represented in game by a loss of a Social Attribute every 3 frenzies instead of 5). These features are often of aquatic or reptilian life, such as scales or gills. Additionally, Mariners have developed unique Protean powers to aid them in their harsh environment. Primarily, their "Shape of the Beast" (Protean lv. 4) is one of an aquatic predator instead of the standard wolf. Instead of "Eyes of the Beast" (Protean lv. 1) they develop a form of sonar which they call "Dolphin's Unsight". Instead of "Feral Claws" (Protean lv. 2), they develop "Phocidaean Webbing" which elongates their fingers and toes, webbing the area between them, so they can better navigate the depths. Mariner elders report additional bizarre advanced powers.[10]



Mariners are extremely rare, with only thirty or less worldwide. They are however almost universally low generation.Noiad



The Noiad are an ancient Gangrel line. In fact, they are so old they were the first Cainites to enter Europe. They wander the far northern reaches of Scandinavia, protected by their mortal herds (of the Sami tribe) throughout the summer when the sun does not set.



The Noiad believe themselves to be servants of the various pagan gods worshiped by the Sami. Their duties include protecting the Sami from their enemies and interpreting the god's messages (conveyed through the Northern Lights). Their unique curse is to be utterly reliant upon their mortal brethren for survival as they are unable to consume the blood of animals. However, during the three months of endless sun (oftentimes May to July) the Noiad fall into torpor, and they depend on members of their adopted mortal tribe to wake and feed them.



Yet, even as they rely and care for the Sami they are also destroying them. The Noiad fear change and have acted as a brake on any cultural or technological innovation that might improve, ease, or in fact change in any way the Sami way of life.



Although not mystically bound to the land like other bloodlines, the Noiad believe they are the guardians of their far Northern domains and stubbornly refuse to leave them. Their ancestors desired no part in the Cainite and mortal societies that were arising, and the current members of the bloodline share this deeply isolationist attitude.[11]


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vampire Gangre 3

21:59 Jan 03 2012
Times Read: 468




Gangrel



The Gangrel are loners and wanderers. They can go for years at a time without encountering another member of their own clan, much less another vampire. They are attuned to the natural world and prefer their solitude far from the hustle and bustle of modern civilization where they can live and hunt in peace. As isolationists they have become very self-reliant and while that means there may not be any allies around should a Gangrel find himself in a predicament, they are less likely to need help than the other clans anyway. Such a basic and primal existence brings the Gangrel into a close relationship with their inner Beast.



Nickname: Outlanders



Disciplines: Animalism, Fortitude, Protean



Merits: Living alone and in the wild hones their survival instincts. When a Gangrel frenzies those instincts take over and they get a +5 bonus to Strength, Stamina and Wits.



Flaws: Having a great affinity with natural forces means that the Beast is closer to the surface of their consciousness than with the other clans. Gangrel are more likely to frenzy when taking damage in combat.

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vampire Gangre 2

21:59 Jan 03 2012
Times Read: 469


Bloodlines in Vampire: the Requiem are distinct variations of the five acknowledged clans. For reasons not fully understood, sometimes after reaching a certain age and power, perhaps for other reasons or under other circumstances, some Kindred affect – or are affected by – a mystical change upon their Vitae, which changes their essence, taking them a step away from their parent clan, making them into something else. No one is exactly sure what makes a bloodline founder change her Vitae (or whether she does, in fact, actually want to change it at all), but the end result is the same: a new way for the vampire to experience and explore her Requiem. Sometimes this change is unique to a single kindred, but when the change can be passed along to the vampire's childer, a new bloodline is begun.



Most of the time, Kindred who join a bloodline have a Sire of the same bloodline, which means a less restrictive and natural transformation for the childe. Those who do not wish to join their Sire's line, wish to attempt to change their bloodline or whose sire belongs to no bloodline (i.e. is a direct member of the parent clan of a bloodline), must seek an instructor, called an Avus, who can induct them into the bloodline's beliefs and Vitae. In such a case, both must belong to the same parent clan. The following is a list of bloodlines available to Vienna Mux players. Bear in mind that these may need ST approval


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vampire Gangre

21:57 Jan 03 2012
Times Read: 470


Of all 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 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 whom 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 ostentation 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 Gangrelline. 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.



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 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



Haven: Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient maste[). of the Protean Discipline sleep in the very earth, la iring in parks and other spots of natural terrain. Although many Gangrel prefes to lair in the wild or 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 Embrace for a variety of reasons, as do most Kindred, but do not pass on the Curse lightly or common.lf 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', 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: Gangrel often have similar Natures and Demeanors, as they rarely rely, on subterfuge to get their way.Physical Attributes and Talents or Skills are common among Gangrel. They often have Allies (Gypsies) or Mentor as Back, ground, but rarely have high levels of Influence or Resources.



Clan Disciplines: Animalism, Fortitude, Protean



Weaknesses: 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 pesmanently reduce one of the Gangrel's Social Attsibutes by one.



Organization: Gangrel have no true organization to speak of. Vampires of great age and great deeds are typicall)' shown respect, though the young are b) no means subservient. Outlanders occasionally meet in 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 "pac")



Bloodlines: Two bloodlines exist among the Sabbat: the Country Gangrel ( similar in most ways to the main branch of the clan) and City Gangrel ( whose Disciplines are Celerity, Obfuscate and Protean). Both types are found only among the Sabbat,



Quote: You provided worthy sport, mortal. Now, though, the chase is ended.





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.



Caitiff: We bear the blame for many of these wretches. Ultimately, though, they must make of unlife what they can.



Camarilla: A blood-wind harbinges the coming hurricane; perhaps it's time to leave the shack before it crashes down around us.



Sabbat: We stay and go, spare and kill as we choose, O Black Hand


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