Gangrel
____Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shape-shifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.
____Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.
____Aptitude: +1 in the outdoors. When in natural surroundings (a park counts; a city street doesn't), a Gangrel may add one die to any one action taken per turn.
____Advantage: Hunter's Instinct. Gangrel are natural predators; by spending a Blood Level, the Gangrel may automatically gain the initiative next turn (limit once per scene), even against foes with Celerity. Alternatively, the Gangrel may apply his instinct to hunting; by spending a Blood Level, he will automatically succeed in a hunt (in natural surroundings as per aptitude against), unless there is absolutely no prey to be found in the vicinity.
____Weakness: Blood lust. Gangrel are tainted by the Beast Within. Over time, many Gangrel develop animal features, such as catlike eyes, fur, or bat-like snouts and ears. In any event, Gangrel often find it difficult to spare wounded or beaten foes; to do so, the Gangrel must make a Willpower roll (difficulty 4).
____Clan Disciplines: Animalism, Fortitude, Protean