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, 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, unless there is absolutely no prey to be found in the vicinity.
Weakness: Bloodlust. Gangrel are tainted by the Beast Within. Over time, many Gangrel develop animal features, such as catlike eyes, fur, or batlike 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 Psychic roll (difficulty 4).
Clan Disciplines: Animalism,
Fortitude, Protean