Gangrel
From SuspireWiki
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.Nickname: Savages
Disciplines: Masters of the vampiric discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the discipline of Animalism), and the supernatural toughness of Resilience.
Favored Attributes: Composure or Stamina
Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffer a loss of the 10-again rule with regard to dice pools based on Intelligence and Wits Attributes.
taken with permission from :: ordodracul.com ::
House Rules
Just as a reminder for Gangrel players, this is their as-written weakness:
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, or to the Resolve Attribute.
Empathy and Sense Deception checks, for instance, would be SRolled, but a General perception roll would not.
Clan Eminence Information
When the clan is eminent, the Gangrel effectively turn their combination of human wariness and animal cunning toward the games of politics. This makes it very difficult to trap, surprise or isolate them in Kindred society. The Prince, the Master of Elysium, nor anyone else can strip a Gangrel of her final dot of City Status. The Prince can still call a Bloodhunt, however. What’s more, any attempt to gain all but the most obvious and public information about a Gangrel through use of the Animalism discipline fails automatically.
Additionally, a Gangrel is assumed to have a form of Danger Sense, and the Gangrel’s player may ask the Storyteller if a situation his character is about to enter appears to be a trap. Only ambushes are referred to as “traps” for the purpose of this benefit. Attempts to lure the Gangrel into a socially scandalous situation are not detected, for example, nor are meetings that are designed to weaken the Gangrel politically.
Finally, the Gangrel are more attuned to their city street life due to their prominence, and enjoy the benefit of Street Allies 1.
