Yeah, but the thing is, you can get into frenzy easily with a bad roll if you get 2-4 vitae, specially after a tough fight where you used it to boost yourself/heal yourself, which will in turn most likely makes it reach a breaking point, and good bye humanity. Since accidental murder is breaking point 5 thats 2 humanity that can go in less than a week if you have bad luck.
That is why Longinus granted us the freezer, even if you lack the disciplines to get a proper blood bag from somewhere. And well, if it was a ambush and they are dead so that you are undisturbed , depending on how old they are you can refill yourself on them, just don't drink too deeply.
 
The problem with blood bags isn't the fact that you need a crapload of them to refil a single vitae?
 
OK, anyone who's a fan of Changeling or World of Darkness: Innocents needs to read Kenneth Oppel's new book, The Nest.

I don't want to say too much to spoil it, but I will say that it shows how the Gentry can be both terrifying and lovely, how easy it can be to make deals with them, and how horrifying fetches can be.

Also, to paraphrase another's review, it could only have been written by a man who, at some point in his life, looked at a wasp nest and thought "y'know, I bet you could fit a baby in there."
 
Didn't one of the writers write something about blood not actually counting as vitae if it doesn't come from a body?

Vampires can find blood through numerous sources. Most
commonly, blood comes from humans. They can also feed
from stored blood, from animals, from other Kindred, and
rarely from other supernatural creatures. Note the Blood
Potency restrictions on what powerful Kindred can feed from
(see p. 90).
Vitae is not blood. At least, not directly. Blood flows through
mortal veins; Vitae through Kindred. However, when Kindred
"spend" Vitae, their bodies do not lose the fluid that animates
them; it simply becomes inert. Picture Kindred blood as paint.
Blood is the oil, the water, the vessel. You can't paint with oil
or water. The Vitae is the pigment. It brings color, it makes the
paint vibrant. It's only a small part of the mixture. You could
remove the pigment and still have a pail of fluid, it just wouldn't
be very useful on a canvas.

Human blood is best warm, from the living. Kindred can
pull a number of Vitae from a mortal equal to the mortal's
unmodified Health dots. Every point of Vitae she takes causes
one point of lethal damage. If she takes more Vitae than the
human has dots of Stamina, he suffers the Drained Condition
(see p. 303). Once a vampire attains her sixth dot of Blood
Potency, she no longer finds human blood nourishing.

Cold blood from a corpse or kept outside the body for
more than a few minutes (but no more than a night) is far
less satisfying. To gain a single point of Vitae, a vampire must
consume as many pints of this blood as her Blood Potency times
two. Technologically stored blood, for example in refrigerated
plasma bags, is similarly unpalatable to potent Kindred.

Kindred Vitae is a dangerous food. First off, Vitae is addicting
(see Vitae Addiction, p. 99). As well, it causes the blood bond
(see Blood Bonds, p. 90). However, it's efficient. Every Vitae
taken is a Vitae earned, and this causes no additional damage
to the victim. Stored Kindred Vitae is effectively cold blood.

Animal blood is a challenging meal that provides only limited
sustenance for the youngest of Kindred. Size 0 animals provide
no nourishment. Size 1 animals provide one point of Vitae. For
example, a large rat will provide a single point of Vitae. Size
2-3 animals provide two Vitae each. Size 4-5 animals provide
3. Each point of Size above that adds one more Vitae available.
 
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Keep in mind Requiem is a group game. Even in setting, it is a world in which vampires operate in groups and factions. You have friends. Or, at least, allies of convenience. Your coterie should be there to pull you off that blood doll when it's obvious you lost control, and to double-check your ideas before you do something horribly stupid.
 
Keep in mind Requiem is a group game. Even in setting, it is a world in which vampires operate in groups and factions. You have friends. Or, at least, allies of convenience. Your coterie should be there to pull you off that blood doll when it's obvious you lost control, and to double-check your ideas before you do something horribly stupid.

That's definitely one thing you have to (by which I mean I had to) compensate for when running a Quest. For obvious reasons, all of the splats are group games/social splats, and yet playing the game as, say, a Motley would be sorta complex and hard to fit as many themes around. So the players control a single character, even if they usually have friends and allies. I do wonder how much more different things would be in a vampire game...

Because, to some extent, depending on splat, the 'there are adventurer parties' thing can seem very much like a necessary conceit. Motleys make sense depending on Freehold, honestly, at least that's how I portray them in my Quest. In Freeholds without strong Court structures, or where you're quite likely to be left out to dry, EVERYONE is in an official Motley, whereas in stronger structures, people can get away with 'only' having lots of friends that aren't *officially* pledged to have your back. Though there are still Motleys around.

Don't know whether, if I was running an individual nVamp Quest, I'd break up Coteries in a similar way...*

* Not break up, but make them less universal-y.
 
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In regards to the splats of the NWoD each variant of a party fullfills different roles.
A Coterie is there to watch your back as you stand with them against the others, Me against my Brother, My Brother and I against my Cousin, My cousin and I against our uncle and so on, it is a defensive packt, and sometimes even there to protect you from yourself. Vampires do not have friends and lie to them self about that.
Werwolf packs paradoxically are very close to a mottley , they fill a psychological need for you, they give you stability in your life and so allow you to center yourself. And of course , they allow you to hunt and defend your teritory. And to have People that you can be friends with without them sometimes covering in fear from you, or having a spider crawl into there ear and there brain being eaten.
Mage, well they are all assholes but hey together you are stronger then when you are alone. Mages of course are more free to have friends among the normals.
And well a Mottley primary purpose is the same as having friends and a psychological support group and to help each other when the gentry comes calling. If you already have friends you don't need a motley because far to many Lost are unable to make friends.
 
Okay, just a question. Why the fuck are Werewolves so complicated? I tried to read the subnet again to try (again) to make some sense of it, but my brain shuts off.

I'm used to the fact that Mages are complex, but Werewolves feel even more complicated, when, I dunno...

Edit: Also, a relatively minor point in favor of oMage, or at least oMage via way of Panopticon.

I do sorta like the way that people's magic and what they can do can be defined by Paradigm. It makes magic feel/flow, narratively at least, in a fun way. At its best. I imagine at its worst it's a bunch of rules-lawyering around a table trying to desperately justify stuff.
 
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What do you mean by complicated?

Well, it's probably partially just because I wasn't used to the system, but when I opened it up to try character creation, I couldn't really follow all of the Gifts stuff...I'm, I admit, 90% sure it's just me, and that just like with M:tA, if I actually got down to reading through it multiple times/got in the feel, I'd be like, "Oh, I wanna make an X werewolf to do Y, and they should have Z gifts and this Renown and etc..."

Character creation is something which requires either time or familiarity, at least for me. If I'm not familiar with the source material, it's hard to just on a fly say, "I need to make something."
 
Well, it's probably partially just because I wasn't used to the system, but when I opened it up to try character creation, I couldn't really follow all of the Gifts stuff...I'm, I admit, 90% sure it's just me, and that just like with M:tA, if I actually got down to reading through it multiple times/got in the feel, I'd be like, "Oh, I wanna make an X werewolf to do Y, and they should have Z gifts and this Renown and etc..."

Character creation is something which requires either time or familiarity, at least for me. If I'm not familiar with the source material, it's hard to just on a fly say, "I need to make something."
Okay, renown is only important in that it gives you free stuff when you raise , to make a gross simplification and that your highest renown is also the highest level of a gift that you can have.
Something that might get slightly lost is that you don't need to buy the earlier dots in a series for werwolves to get a later gift.
Ie you don#t need Gift of the Father I &II to buy III
 
Fuck Renown? Is that the kind of Renown that you raise by getting a reputation for being good in bed?

Werewolves in both nWOD and oWOD are very concerned with having many children in order to increase the odds of producing a Werewolf heir or expendable Cannon Fodder. A consequence of this is that werewolf who has many sexual encounters and is thus much more likely to father the next generation would posses a certain amount of prestige regardless of any other qualities that he may be lacking. It would thus make perfect sense for a Werewolf to have a "Fuck" Renown that represents their ability to have unprotected sex with many women.

( I started this off as a joke but it actually makes sense for Werewolf culture to have an unspoken category of "Fuck" Renown. Created the next generation and ensuring a stable legacy seems like it would be very important to Werewolves and the vagaries of supernatural inheritance means that having many children is the best method of ensuring that a werewolf will be born. This combined with the Werewolves difficulty fitting into conventional society and starting a traditional family means that the ability to have one-night stands without using protection could easily represent a significant component of their reproductive potential.)
 
Well it could fall under a " tribal maintenance " in apocalypse or " pack health" in forsaken, where you for example could also add a number of other things that are necessary for the whole thing to run without problems.
 
Werewolves in both nWOD and oWOD are very concerned with having many children in order to increase the odds of producing a Werewolf heir or expendable Cannon Fodder. A consequence of this is that werewolf who has many sexual encounters and is thus much more likely to father the next generation would posses a certain amount of prestige regardless of any other qualities that he may be lacking. It would thus make perfect sense for a Werewolf to have a "Fuck" Renown that represents their ability to have unprotected sex with many women.

( I started this off as a joke but it actually makes sense for Werewolf culture to have an unspoken category of "Fuck" Renown. Created the next generation and ensuring a stable legacy seems like it would be very important to Werewolves and the vagaries of supernatural inheritance means that having many children is the best method of ensuring that a werewolf will be born. This combined with the Werewolves difficulty fitting into conventional society and starting a traditional family means that the ability to have one-night stands without using protection could easily represent a significant component of their reproductive potential.)

Just as a question, are nWerewolves slightly less disgusting than oWerewolves? I mean, it could be PQ bias, but oWerewolves in that Quest seemed like genocidal maniacs. Are nWolfs the same?

Also, "Fuck" Renown rather leaves women out in the cold. Which isn't a criticism of that bit of worldbuilding, actually. Because I do sometimes think the assumption I see in a lot of the books in nWoD are somewhat rosy. So it'd make perfect sense that, like in the world, there was a split between how male and female sexuality is treated. Potentially.
 
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Just as a question, are nWerewolves slightly less disgusting than oWerewolves? I mean, it could be PQ bias, but oWerewolves in that Quest seemed like genocidal maniacs. Are nWolfs the same?

Also, "Fuck" Renown rather leaves women out in the cold. Which isn't a criticism of that bit of worldbuilding, actually. Because I do sometimes think the assumption I see in a lot of the books in nWoD are somewhat rosy. So it'd make perfect sense that, like in the world, there was a split between how male and female sexuality is treated. Potentially.
Werewolves are generally pretty bad in oWod, yes. The extremists want to destroy the modern world and cull humanity down to a sustanible number. The moderates just want the first part. Also, I'm pretty sure that you do get a temporary renown boost for having a kid in oWerewolf (or something). Also, the bestiality. And the werewolves also committed genocide, like, a dozen times in the past, and them being dinks is the reason the world sucks so much.
 
Werewolves are generally pretty bad in oWod, yes. The extremists want to destroy the modern world and cull humanity down to a sustanible number. The moderates just want the first part. Also, I'm pretty sure that you do get a temporary renown boost for having a kid in oWerewolf (or something). Also, the bestiality. And the werewolves also committed genocide, like, a dozen times in the past, and them being dinks is the reason the world sucks so much.

What about nWerewolf. Are they as bad? Though that sounds like it'd be hard to match.
 
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