Parent Requiem Clan: Gangrel

Disciplines: Animalism, Celerity, Protean, Resilience

Weakness: Every time the Gangrel succumbs to frenzy he/she gains an animalistic feature, such as slitted eyes, tuffed ears, wolf-like hair and so on. For every five times the Gangrel succumbs to frenzy he/she loses 1 point from either Manipulation or Presence. These lost points may be repurchased with experience points, but the animalistic features remain.

As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the weakness does not affect dramatic-failure rules.) This weakness does not apply to dice pools involving perception or reaction to surprise (see p. 151 of the World of Darkness Rulebook), or to the Resolve Attribute.

Many Gangrel bloodlines make no effort to separate themselves from the bulk of other Gangrel vampires. Thus unless the diference in their blood is significant or they make a notable effort to be recognized as otherwise, they are considered to be Gangrel Clan. Many Gangrel in fact never activate a bloodline at all, and remain simply Gangrel from Vampire the Requiem rules.


The Chronicle of Ashes Fitt