Gangrel

“He who is unable to live in society, or who has no need because he is sufficient for himself, must be either a beast or a god.”
The Strays live on the fringes. People who never fit in. Wanders and adventurers. People not cut out for the sweet city life. Survivors and fighters. The clan has an affinity for shape changing, preferring to take animalistic forms.
When the Inquisition rose against the damned, the Gangrel joined forces with seven other clans to form the Ivory Tower. Lone wolves die after all. However a few centuries of being treated only as loyal pets got tiresome. Collars chafe after all. So they broke from the tower in the 1990’s.

Mythology & Lore

“Rule a gilded cage or run free through the wilderness. That was the choice the Goddess’s Daughter had to make. Her brothers all chose the cage and still play their silly games to this night. The daughter however saw the divinity of the wild. She was free to explore and to hunt as she pleased. When their father’s curse emerged in the blood the brothers went wild in the cage. So the men who owned the cage attacked the brothers and killed a good portion of them. She of the wilds became the thing in the dark, always just outside the fire’s light. When the men would step out of the light she was there and she was hungry. Their blood was sweet. They think the wilderness is dead. That they’ve conquered it. They’ve only swapped trees for lampposts, caves for abandoned warehouses, hungry wild wolves with cute sweet puppies. We must prove them wrong. Dogs still have fangs. Get hungry.”
DISCIPLINES: Animalism, Fortitude, Protean
Type
Geopolitical, Clan
Alternative Names
The Beasts, Ferals, Barbarians, Strays
Parent Organization
BANE: Bestial Features- When a Gangrel frenzy’s they develop a number of features equal to their Bane Severity. Each feature they develop adds a minus 1 to related attribute. This last for the current night and the next.       CLAN COMPULSION: Feral Impulses- For one scene the Gangrel can only speak in one word sentences and takes a 3 die penalty to Manipulation and Intelligence rolls.