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 Gangrel - Outlanders

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

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PostSubject: Gangrel - Outlanders   Gangrel - Outlanders EmptyFri Mar 26, 2010 10:29 pm

Known as the ‘Outlanders’, the Gangrel are largely seen as loners, spurning society in preference of the wilderness that best suits their animalistic natures. Like the Brujah, they are fierce warriors; however, their ferocity is born from their natural connection to their inner beast. This is likely why they prefer to keep in communion with animals more than anything else. The clan tends to stay away from other kindred and their problems; this in not due to apathy or seclusion, but more a simple matter of plain disinterest. The Gangrel are closely tied to The Rom and Gypsies, and they tend to adopt many of the culture’s speech and mannerisms.

Clan Weakness: The Gangrel remain very close to the beast, and every time they succumb to it, the beast leaves its mark. Whenever a Gangrel frenzies they gain a permanent animal feature, to be determined by the player and the Storyteller. Every five animal features gained in this way permanently reduces one of the characters Social Attributes by one.

Clan Disciplines: Animalism, Protean, Fortitude.
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Gangrel - Outlanders Empty
PostSubject: Re: Gangrel - Outlanders   Gangrel - Outlanders EmptySat Mar 27, 2010 5:38 pm

Ruse of the Wolfs Clothing (2 PT merit)
In animal form only, the vampire still smells alive, even to the super sensitive nostrils of the lupines. This is essentially a “Baby Face” merit for altered forms, and may include other lifelike symptoms at the storytellers discretion as well as a defense against the werewolf gift Sense Wyrm. If this is the case, then the storyteller may well want to increase the cost of this merit.

Without a Trace (2 pt Merit)
You are virtually untraceable. Nature works to your advantage, masking your scent trail and eliminating your footprints. All normal methods of tracking fail every time someone attempts to track you, and even Lupines (garou) find it incredibly difficult to pick up your scent. While supernatural methods such as Auspex arent complete failures, the difficulties of tracking are great and it isnt likely to pinpoint your exact location unless the practitioner of the discipline is extremely skilled and lucky (+2 Diff to tack the character) through any means.

Gift of Proteus (1, 2, 4 PT merit)
This merit allows the Gangrel to “fine-tune” the shapes achieved by the Protean Discipline. The number of points spent determines the scope of the variation, which must be specific, approved by the Storyteller, and defined when the merit is chosen.

Examples:

* For 1 point, the character can vary the special effects. The character may modify the incidental effects of a form. Red Eyes might glow an eerie green instead of red.

* For 2 points, the character may achieve a minor variation on a form. For instance, a player may determine the actual breed of wolf which her character may become.

* For 4 points, the character may make a significant variation in one of the Protean shapes (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.

Superstitious (2 pt Flaw)
The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-it is," the belief that one has the powers and limitations of one of the several movie vampires, is the most common form. A more severe manifestation (possibly worth more points to the Storyteller) is a Gangrel who believes himself a Lupine.
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