The Vinculum

Vampire - The Requiem
The addictive power of Vitae takes a special twist if a mortal or Kindred repeatedly tastes the blood of a single Kindred. In this case, an emotional dependence on that specific vampire adds to the general thirst for Vitae. The Kindred call this dependence the Vinculum, the blood bond or the blood oath. The vampire who created the bond is called the regnant; the bound Kindred or mortal is the thrall.
Some Kindred say that the Vinculum is the closest the Damned come to true love. If such is accurate, it is a terrible letdown, as the Vinculum is artificial and empty. It is not true love; it is simply a supernatural approximation. For many Kindred, it is a painful reminder of what they once had available to them as mortals, while the emotions they experience in the Requiem are little more than echoes of those lost feelings. The victim of a blood bond feels utterly devoted to his regnant and does nearly anything she asks. Dominate cannot overpower the thrall’s feelings for his regnant. Majesty imposes feelings for other Kindred, but it cannot negate the Vinculum’s hold.
The Kindred most often apply the Vinculum to mortals. A ghoul is, necessarily, blood bound after a period of days, weeks or even months. Kindred can also bond other Kindred. No one, however, can be thrall to more than one regnant. A Vinculum to one Kindred precludes the character becoming bound to another vampire, as long as the regnant still exists.

Attitudes Toward the Vinculum

Most Kindred feel a healthy fear of the Vinculum. They know how their kind treats its slaves, and they shudder at the thought of becoming the pawns of one of their fellow monsters. In most cities, the Prince or other dignitaries threaten to apply the Vinculum only as a punishment for misbehavior. A Prince who too often orders other Kindred to submit to his regnancy might provoke a rebellion. Kindred who believe that love can be eternal (if not entirely natural) might drink each other’s blood to form a mutual bond. They also recognize that their mutual bond protects them from ever becoming bound to anyone else.
The Invictus tolerates the Vinculum more than any other covenant does. Its elders see the blood oath as another tool by which they can rule over their juniors. In some cities, elders routinely blood bond their childer and all of their line. In most cities, however, a sire may not subject her childe to the Vinculum without special permission from the Prince. Princes do not like Kindred who love their sires more than they fear their rulers. Invictus elders accept such prohibitions because opposing them would turn too many Kindred against the covenant and would too blatantly contradict the covenant’s pretense of meritocracy.
The other covenants generally disapprove of Vinculums, or at least their members say they do. The Order of the Dragon sees Vinculums as distractions, emotional baggage that diverts attention best focused elsewhere. The Lancea Sanctum holds that Kindred should serve only God and Longinus. The Carthians see Vinculums as the acme of antidemocratic elder tyranny, while the unbound simply loathe submitting to anyone else. The Circle of the Crone merely notes that while Kindred should accept the Vinculum as one more aspect of their existence, forcing a Kindred into a blood oath serves no spiritual purpose. Political or spiritual dogma seldom prevents members of these covenants from blood bonding other Kindred when it suits their purposes, though.

Game Mechanics

Each time a character drinks another Kindred’s blood, the character’s emotional bond to her grows stronger. A character may have several partial Vinculums to any number of Kindred. Once an actual third-stage Vinculum forms, however, all other partial Vinculums vanish.
The first taste generates a mild interest, but the delicious power in the Vitae outweighs any personal interest. The character knows that the other vampire tastes good. The donor of the blood gains no particular hold over the character.
The second drink generates a stronger connection between the two Kindred, quite apart from potential Vitae addiction. The imbibing character considers the blood’s donor an important figure in his unlife, though he is hardly enslaved. The character’s interest might take the form of affection, trust, admiration or protectiveness, depending on the character’s personality. The Storyteller might ask the character’s player to attempt a Resolve + Composure roll if the character tries to attack the nascent regnant, or seriously harm her interests. The other vampire’s player, meanwhile, receives a +1 dice bonus to all Social rolls directed at the nascent thrall.
The third drink probably creates the complete Vinculum. Usually it does, so most Kindred believe “three drinks, you’re bound.” Strong-willed or strong-blooded Kindred sometimes resist the third drink, though. The third time a character drinks a potential regnant’s blood, ask the player for a Stamina + Resolve roll. Adjust the roll by the difference between the two Kindred’s Blood Potency dots. If the potential thrall has the higher Blood Potency, add the difference. If the potential regnant has the higher Blood Potency, subtract the difference. If the adjusted Stamina + Resolve roll generates an exceptional success, the Vinculum doesn’t “take,” though the potential thrall still feels great affection for the would-be regnant. If the character drinks the other vampire’s blood a fourth time, call for another adjusted Stamina + Resolve roll to see if the bond forms this time. Eventually, any vampire must succumb.
In the case of multiple Kindred’s blood being consumed simultaneously (such as through commingled blood in a group ritual, for example), if the potential exists for multiple thirdstage Vinculums being formed, the most potent Blood takes precedence. If that Vinculum fails to form, move down to the next most potent blood, and so on. If multiple vampires’ blood is equally potent, determine randomly which of those equally potent Vitae takes precedence. For example, Vanian the Gangrel is two steps toward a Vinculum to the other two members of his coterie. They all share blood in a chalice passed around before a night of raising hell. Since this is Vanian’s third taste of both of his coterie-mates’ Vitae, he might become subject to a Vinculum to either of them. He makes his first check for a Vinculum toward the coterie-mate with the highest Blood Potency. If that Vinculum doesn’t form, he checks for a Vinculum with the other coterie-mate.
A character whose Blood Potency is higher than that of the blood donor has a chance to resist the formation of that blood bond. Once at each stage of the Vinculum, the player may spend a Willpower point for the opportunity to make a Stamina + Composure roll (the Willpower point does not add three dice to this roll). If the roll succeeds, the Vinculum doesn’t take root at that stage. This does not, however, cancel any previous partial Vinculums. For example, a player who succeeds on the second roll doesn’t negate the presence of the first stage of the Vinculum. If the character drinks again from the same vampire, his player might choose to roll again (with the expenditure of another Willpower point) to see if the second stage does occur. Vampires who have the same Blood Potency still threaten Vinculums as normal. No Stamina + Composure rolls are allowed to resist the steps toward a blood bond.
Subjecting a thrall to the Vinculum certainly offers some benefit to the regnant. The regnant can use certain applications of Dominate on a thrall without the need for eye contact (see p. 124). The thrall merely has to hear the regnant’s voice.
Regnants are the objects of their thralls’ love, artificial and unwilling though it may be. A regnant gains a +2 dice bonus on all Social rolls affecting her thrall. Further, thralls are subject to a Resolve + Composure roll at a -3 penalty any time they want to take an action (or engage in inaction) that might result in indirect harm to their regnants. For example, a ghoul thrall who tries not to run to her regnant when she sees obviously hostile Kindred breaking into his Haven would be subject to this die roll. A thrall who directly tries to act against her regnant — say, the same ghoul trying to stake her regnant as he slept — is subject to the Resolve + Composure roll at a -5 penalty. Failing either of these rolls means the thrall cannot act against the regnant (or allow engage in the dangerous inaction). Dramatically failing either of these rolls means that the thrall isn’t even allowed to make such a roll again for the next month, meaning she’s unable to even consider allowing harm to befall her master.

Breaking Vinculum

The Kindred know of a few ways to break a Vinculum. The most certain consists of the regnant’s Final Death. Torpor does not suffice. Some Kindred tell how they felt their blood oath break like a chain snapping and knew their regnant was no more. In other cases, Kindred have continued to work their regnant’s will for years after their thralldom should have ended. In such cases, the thrall had an unusually dependent personality or an unusually kindly regnant, so the former thrall genuinely wanted to complete his master’s last commands… or what he thought his master might command.
Simple time can erode a Vinculum. A mortal loses her blood oath if she goes for a full year without tasting her regnant’s Vitae. One taste a year can preserve a mortal’s thralldom indefinitely.
For the Kindred, a Vinculum takes much longer to fade. Some Kindred have remained blood bound through decades of their regnants’ torpor. More dubious tales speak of regnancies lasting through centuries of separation, after everyone else had forgotten that one elder labored beneath a Vinculum to another — until the regnant reappeared and invoked the blood oath once more.
Generally, a successful Resolve + Composure roll can free a character who goes 50 years without tasting her regnant’s Vitae. The character’s player attempts another roll for every 50 years of separation thereafter. This guideline becomes important in a century-spanning “chronicle of ages.”
Mistreatment can also weaken a Vinculum. If a regnant gives his thrall reason to hate him, that hatred can prove stronger than forced devotion. When love, hate and terror roil within a thrall’s heart, the conflict might resolve itself with a murderous assault on the regnant. Succeed or fail, the thrall probably goes mad as well. We cannot provide a system for such hatred or madness, though. Too much depends on the details of how the regnant treats the thrall, the thrall’s personality and the specific events that cause his mind to snap.