Gangrel

The Gangrel are one of the thirteen vampire clans.

Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.

Tend not to stick around the same place for more than 20 years at a time

Random animal feature generation


1d10 chance of animal feature for every ten years alive.

When a Gangrel frenzies and gains an animal feature, determine what that feature is by following the steps below and consulting the charts when appropriate.

If this is the first animal feature gained, roll a d10 to determine what type of animal the Gangrel embodies, thus determining what features will begin to manifest each time a frenzy occurs.

  1. Bat
  2. Bear
  3. Bird of Prey
  4. Canine
  5. Feline
  6. Insects (and Arachnids)
  7. Primate
  8. Reptile
  9. Rodent
  10. Shark

Once the type of animal is determined after the first animal feature is gained, roll a d10 to indicate which part of the body is affected. If a previously affected part is affected, either re-roll or intensify the feature.

  1. Hair
  2. Eyes
  3. Ears
  4. Nose
  5. Mouth
  6. Back
  7. Hands
  8. Tail
  9. Feet
  10. Skin

As an alternate option, if the player prefers it and the Storyteller allows it, then the player may choose the type of animal they embody instead of rolling randomly. Also, take into account the environment of the character's residence at the time of frenzy. A Gangrel residing in the United States that manifests a canine appearance will probably develop those of a wolf, whereas one residing in Egypt will probably look more like a jackal or hyena.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License