“You’re a survivor above all things. Keep calm. Watch. Act when you are sure you need to, and do whatever it takes to see that survival through.”
– M.L. Peace, Anarch Advocate
Unbound by city limits and unchained from creature comforts, the Ferals of Clan Gangrel go where they wish because they are ready for whatever they may find. Whether they spend their days concealed from the sun in a condemned basement or submerged in the earth outside of town, the Gangrel are hardy survivalists whose greatest strengths are their self-sufficiency and freedom.
Chief among the Ferals is a keen understanding of challenge and merit. Gangrel are not inclined to accept a leader simply because they say they are in charge. Deferring only to those who demonstrate worthiness through talent, courage and sheer will, the Gangrel care about what people have actually done to prove themselves. “Getting shit done” establishes reputation among the Ferals, and deeds determine who warrants the Embrace. Conflict is a part of their lives, and pecking order is often determined among the Gangrel by competition and fighting.
While being a great fighter is not required to be a great Gangrel, the will to act is a defining feature of the clan. Would-be Gangrel sires look for signs of tenacity. Mortals who show leadership qualities, stubborn dedication to their ideals, and staunch support of causes (whether they are winning or losing) are the kinds of people who might be Embraced by Ferals.
Disciplines
Animalism: Their connection with the natural environment gives the Gangrel advantages. Whether they want to seek aid from an animal companion in their plans, suss out who is a vampire in a crowded room, or seize control of a Frenzying vampire to turn a conflict to their advantage, Animalism provides Gangrel with a broad set of tools to engage their surroundings.
Fortitude: Resilient beyond mortal ken and prone to standing up for their beliefs with ragged claws, Fortitude is very valuable to any Gangrel. The world is a dangerous place, and growth in Fortitude gives the Feral a real shot at surviving and overcoming the threats they face. Why worry about a sneaky assassin or a blood-thieving sorcerer when you can endure far more punishment than they can?
Protean: Transformation is central to the reputation of the Gangrel, giving them the tools to survive in rugged and harsh environments. Ferals take the shape necessary to overcome challenges and are not restricted by human form. Physical prowess alone means little when one can capitalize on all the benefits that come with a mutable shape.
Archetypes
Wandering Courier: This Gangrel lived for the road, even in life, the siren’s song of his motorcycle driving him all over the continent while he lived. After the Embrace, he continued to go wherever he saw fit – only now, he makes his living taking messages, packages, and information dossiers from one domain to another. He will never stop moving until he has to. The road is his freedom, and he feels more alive than ever.
The Controlling Interest: Business is war, words are bullets, and productivity reports are artillery, and this Gangrel knows it. They get what they want because they are the biggest dog in the room. Commanding power through strong execution of good ideas. They understand what it takes to compete and do not shy away from making calls that benefit their shareholders above all else, morality be damned.
Mystery Seeker: Drawn to the mysteries of the world, there is nowhere this well-read and wise wolf is afraid to go to find the next secret. Creatures of the night know to fear her because she knows their weaknesses and because she can out-think them just as well as out-fight them. Whether it is a cave network in the mountains of Peru or a tomb in Egypt, the mystery seeker is an occultist who will stop at nothing to sate her curiosity.
Bane
The Beast within a Gangrel is unleashed by Frenzy, causing the Kindred to gain one or more animal features that last until the end of the next night. Whenever a gangrel enters a Frenzy they gain a number of animal features equal to their Bane Severity. A character who chooses to Ride the Wave of Frenzy by spending a Willpower in the first round after she begins a Frenzy can choose to manifest only one feature regardless of their Bane Severity (see Riding the Wave, pages XX). These features
might be a physical change, a musky stench, or a feral behavior. All are obvious, and each reduces one Attribute by one point while manifested. The Storyteller and player may agree on which Attribute a feature logically affects, but, if nothing immediately comes to mind, the feature reduces Intelligence or Manipulation.
Compulsion: Feral Impulses
Gripped by the Beast, the vampire regresses into an animalistic state. Speech is difficult, reason is cumbersome, and violence is a more straightforward way to make their displeasure known. Until the end of the scene, the vampire suffers a -2 penalty to all challenges involving Manipulation or Intelligence and may only speak in one word sentences.