Custom Blood Magic: Path
Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.
Once a proud Yoruban king, Chango enjoys immense popularity among the the devout of the Santeria faith. He and his wife, Oya, wield the power of lightning as their favored weapon, making their mark on any battlefield they cross. By forging an association with these two Orisha's, a Cainite can borrow a small portion of Chango's and Oya's power for themselves, to devastating effect. Some would claim that the Wangateur is merely imitating a powerful deity, but the faithful know the truth; that their lightning is a blessing bestowed upon them by a proud king and his fierce queen.
Basic - Chango's Spiteful Vigor
Virility is one of Chango's most well-known traits. He is often depicted as youthful and passionate. Chango's Spiteful Vigor allows the caster to channel some of that excess energy into anyone he comes into contact with, momentarily filling them with more vigor than their body is capable of handling, and causing it to spasm out of control.
The Cainite needs only spend 1 Blood Trait. Electricity crackles around the vampire's eyes and at their fingertips. This is enough to ignite readily flammable materials (such as gasoline or cloth, though not wood). Anyone who comes in contact with the caster suffers the negative physical trait of Clumsy for the rest of the turn, as the shock causes their body to briefly twitch uncontrollably. Once activated, this power lasts for an hour or the scene, or until the Cainite decides to cancel it's effects.
Basic - Favored Arms
Both Chango and his wife, Oya, wield the power over the domain of lightning. Many tales tell of it's use, to devastating effect, on the battlefield. One story even tell of how Chango, having been captured, was freed from his prison cell when Oya sent a bolt of lightning to strike open the jail.
The caster must spend 1 Blood Trait. The electricity coursing through the Vampire's body can arc across short distances to effect those nearby. Engage in a ranged Mental challenge with a target within 30 yards. the target uses their Physical traits to soak, and must bid an additional trait while attempting to do so, as lightning can strike rather quickly. If successful, the lightning strikes its intended victim, dealing 1 health level of lethal damage and igniting anything flammable it comes into contact with.
Intermediate - Hushed Whispers
Oya is know as the 'Mother of Nine' because she gave birth to nine individual stillborn children. Hushed Whispers is a direct reflection of the sadness and emptiness she feels for being unable to bear children, and a manifestation of the eternal silence of those nine lost children.
The caster spends 1 Blood Trait and must make a static mental challenge against an appropriate difficulty (4 for standard electronics, 6 for shielded power supplies, 10 for military grade hardware, or more at the narrator's discretion). The electromagnetic wave generated by the electricity in the Cainite's body pulses outward a short distance, causing any electronic devices within 10 feet to be disabled as their batteries are immediately drained, and the devices cannot receive power for the remainder of the scene.
Intermediate - King's Decree
Before being elevated to an Orisha for performing miracles after his death, Chango was the third King of Oyo. He is of boisterous temperament, and is said to be the essence of masculinity. His indomitably assertive nature is something that can be channeled to staggering effect.
The Cainite must spend 1 Blood Trait. By channeling the fury of Chango, the Cainite is able to release a devastating sonic burst. All within 10 yards of the caster are knocked to the ground, and must spend an action to get to their feet again before taking any other physical actions. Affected individuals also suffer the Negative Mental Trait Oblivious for one minute, as the intense sound ruptures ear drums. Any who are unfortunate enough to have a means of heightening their hearing become stunned and can take no actions except to defend themselves for the remainder of the turn, and are deafened for the remainder of the scene or hour.
Advanced - Stride of Yansa
Oya is a fierce warrior Orisha who wields the might of storms as her weapon. Even as she passes through the battlefield, it is said that her movements are sudden, sharp, and precise as if she were lightning itself. Through this penultimate mastery of divine favor, the Cainite transcends the physical form. He becomes, for the briefest of moments, the pure essence of Oya's stride.
The Wangateur spends 1 Blood Trait and 1 Willpower Trait. For a brief instant the Cainite's body transcends the physical, becoming lightning itself. In this lightning form, the Cainite can move with impossible speeds and can cover great distances in a few seconds. While in this form, the caster suffers no damage except from sunlight and magic, but is incapable of interacting with surroundings in any sort of meaningful way. This form begins on the caster's turn and only lasts until the end of the round. Storytellers are advised to limit the distance to about 100 miles per round and not allow such travel to interrupt the flow of game play.
This path finds it roots in the folklore of moon gods and lunar magic. A versatile path created by a self-proclaimed Druidic Dur-An-Ki practitioner.
"By The Pale Moonlight"
A nimbus of moonlight surrounds the character, enabling them and others close by to see more clearly in even the darkest of conditions. The aura of light is slightly controllable, meaning it can be dimmed or flared for cosmetic effect, but roughly radiates no more than 20 feet around the character.
Spend a blood. You now find yourself shrouded in moonlight. This effect radiates out from you (moving with you). You now find it easy to see even in the darkest of conditions. Your allies and you may treat this as a source of lighting similar to Eyes of the Beast, Heightened Senses, or Tongue of the Asp when effected by darkness conditions. Additionally, you personally gain the ability: "Luminous" which you may use to cancel the "Darkness" re-test. This power last for a scene or an hour.
“Reach For The Stars”
“If you aim for the stars and miss, you’ll still hit the moon,” is the mantra of this level. While within their own moonlit shroud, the caster has the ability to blink within it’s range -- surprising enemies and avoiding entrapments. Aesthetically, this appears as a flickering of the illuminated character as seen when clouds obscure the moon’s light.
Spend a blood at the beginning of the round. If moonlit by “By The Pale Moonlight” the caster of this path may move to anywhere within the 20 illuminated feet, returning to the original starting point at the end of the round or remaining at their new location at the cost of reactivating “By The Pale Moonlight” the following round. This does not grant additional actions (and in fact costs an action), however it does grant a “Surprise” retest on the next attack the first time it is used in a scene. This power only allows one to move to an area illuminated by the previous level of this path and cannot be used to bypass objects such as walls, unless of course there may be a window or doorway in to which your light spills in to. If the character returns to an area that is now inhabited, they will take one level of aggravated damage and be flung anywhere within the circle at the Storyteller’s discretion.
“Blood Makes Noise”
Long has the phase of the moon been tied to the blood that flows within our veins. Everything from blood pressure, sleep, and menstrual cycles have direct correlation to the phases of the moon. Knowing the pact that Luna has made with man, you may now directly control it’s effects on the body.
While radiating Luna’s glow, you may now directly affect the blood that rushes in the veins around you. By spending a blood and a willpower you may choose to either lessen or increase the blood pressure of those within your aura. Lessening the pressure will allow faster healing of aggravated damage while raising the pressure will cause wounds to bleed more freely, causing additional bashing damage to those around you. When activated you may either choose to heal one aggravated wound in your presence or cause an additional level of bashing damage be added on each subsequent attack of the round. This power relies on the first level “By The Pale Moonlight” to be active and lasts only one round.
Faerie rings. Druid groves. Standing stones. Moon bridges.
Many cultures, both Earthly and Supernatural have associated the moon with protection of sacred places and the mystical ways that bind them together. This power allows you to identify, mark, and in some cases even consecrate these monuments to Luna.
Spend a blood point to activate this power to identify a sacred area (or to test if a newly created area is appeasing to Luna). ST discretion on what may constitute such an area. Additionally, you may spend a willpower to attune yourself a specific location for one lunar cycle. Within the Moonglades that you are attuned to, you gain the following benefits:
The Hunter’s Eyes – Within your Moonglade you gain the beneficial effects of Heightened Senses: Sight for free. Additionally, you may spend willpower to re-test any attempt you make at breaking obfuscate, chimerstry, or other similar effects.
Through the Looking Glass – With the expenditure of a permanent willpower you may step between any Moonglade attuned to you. This effect takes place at the end of two consecutive rounds (leaving round and arriving round). You must be personally attuned to each location for this power to work.
“Madness is the gift, that has been given to me.” – Disturbed
Spend three blood and a willpower. Depending on your Pantheon the visual effects of this power vary, but all have similar overlying themes, a large, mythical creature whose aura radiates moonlight. Whether it be the Huntress form of Diana, one of the mythical Loup Garou, or Heng’e Celestial Form, the effects granted by this power are more-or-less the same. You gain Two Bonus Physical Traits (Fierce and Energetic), the Merit: Huge Size, and the Merit: Lucky for the remainder of the scene, at the end of which the player finds themselves suffering from the Negative Physical Trait: Frail x3 and the Derangement: Schizophrenia for the remainder of the night. This power may only be used once per game.
Level 1 – Code Hack: With the new world out there kindred need to be ready for it with more skilled hackers and code hackers
System: With the cost of 1 temporary willpower trait per, and 10 minutes of looking over the source code the caster is able to fix all bugs within the code or completely change the source code as he sees fit. Giving a +1 mental trait per willpower spent in this way that last for the scene or one hour of usage.
Level 2 – Photo Shop: By getting the source of a picture either from the device or the web, the
User is able to modify the picture as they see fit and be able to figure out it was modified. It magically makes you think it was always like that.
System: This cost 1 temporary mental trait and 1 blood with 10 minutes of looking over the device or picture to figure out how to modify it. When directed towards a biological subject, the caster can make physical changes akin to the disguise ability that are viewed as real to the naked or trained eye. Only magic can discern the disguise. Only magic can be discerned the disguise via thaumaturgical sight.
Level 3 – Trace and Logs: With a week’s worth of scanning and detailed searching, the User can trace any usage of an electronic device for three days of logs starting from that start of the scanning and ending on the 3rd day. This power will cost 1 blood to trace, a mental trait for each day of logging information.
System: By smearing a point of blood on computerized device and spending a temporary mental trait for each day of tracking, the blood can either trace the compiled data or function as
a script and log all information on the device for up to 3 days.
Level 4 – Minor Bio-AI: By combining a cognizant construct, made through the use of Biothaum and basic computer components, the thaumaturge is able to construct a Minor Biological Artificial Intelligence. Construction of the Minor AI takes 1 month, 3 weeks for the cognizant construct and 1 week for wiring, but only remains functioning for 1 week per mental trait spent at construction.
System: With this ability the User is able to send some of their intelligence into an electronic device with a limited intelligence equal to the Users Mental traits + computer skill (max of 5) that will last 1 week for each temporary mental trait spent at its creation. The Minor Bio-AI is able to perform the first three levels of bio-hacking on its own without the cost of blood, electronic versions only. All other costs still apply and its retests are equal to half that of the creators rounded up.
Level 5 – Major Bio-AI: With the understanding of the Minor AI, by combining a cognizant construct, made through the use of Biothaum and high-end computer components, the thaumaturge is able to construct a Major Biological Artificial Intelligence. Construction of the Major AI takes 6 weeks, 3 weeks for the cognizant construct and 3 week for wiring. The Major AI functions for 1 month per mental trait spent at construction or permanently for the cost of 1 permanent mental trait. With this more advanced version it gains the following abilities: It gains a number of health/firewall lvls equal to the number of security levels of the caster, minimum of 1. This health/firewall lvls are destroyed with each successful cyber hack on the device which burns out a portion of the construct lvls that cannot be healed at all, and once all health/firewall lvls are gone the construct is burnt out and will not work again. All components are destroyed. As a note this construct is immune to technomancy due to its biological majority parts.
Example: A 10th gen vampire has 12 max mental traits + 5 computer abilities + 5 Security abilities. That would make a 17 mental trait hacking construct with 5 health/firewall lvls of security. It also gets the number of computer retest equal to the maker of the construct to be used in its automated ordeals.
Based on the idea that Technomancy was not sufficient to the information control and manipulation purposes of Clan Tremere, this path was created by Rosamonde Kurlein with the input and assistance of Elliot Maxwell and other Tremere in Northern California. Unlike Technomancy, which focuses on technological devices, Data Manipulation is focused instead on the detection and manipulation of the data itself.
Data Manipulation uses the Computers Ability for retests, rather than the Occult Ability.
Basic Data Manipulation
With this power you can perceive electronic data, both on devices and in transmission, allowing you to detect even the most basic or passive of electronic devices and even potentially read electronic data in transmission.
You may activate this power at will and automatically detect active electronic devices, and perceive active transmission of electronic data (including wireless transmission) as a hazy overlay on the material world. If you wish to read or comprehend electronic data in transmission, you must spend a Mental Trait; you may then perceive any form of electronic data in transmission clearly, and comprehend the data being transmitted. Reading electronic data being transmitted requires line of sight on some portion of the transmission’s path. Data Perception is not able to make securely encrypted data clear and comprehensible, although at Storyteller discretion some information may still be discerned
With this power you can understand and communicate with electronic devices.
Spending a Willpower Trait activates this power for the remainder of the scene. As long as the power is active, you may comprehend and transmit electronic data, magically sending and receiving communications with any electronic device you are able to perceive regardless of whether the device normally includes any form of wireless communication.
Although you may use Communication to communicate with and transmit data to electronic devices, Communication does not inherently allow you to bypass security features such as secure encryption or requirements for passwords, thus preventing many forms of remote device operation, although it may be possible to operate some unsecured devices remotely at Storyteller discretion.
Practitioners may use Communication for a wide range of applications, ranging from placing cellular telephone calls and operating remote control cars, to reading unprotected computer files from across the room, however Communication does not allow a practitioner to simultaneously communicate with multiple devices.
Intermediate Data Manipulation
With this level of mastery, security measures no longer thwart the practitioner, and you are able to not only magically manipulate data, such as breaking secure encryption, bypassing security features, or re-writing data on an electronic device, but even activate inactive electronic devices.
To utilize this power, you must interface with the active device with Communication and spend a Willpower Trait. Once the power is invoked, spend Mental Traits (number determined by Storyteller) to bypass secure encryption, alter/rewrite data on the electronic device, or bypass passwords and other electronic security. The details of these manipulations, and any further challenges required are left to the Storyteller, but let common sense be your guide.
To activate or power an inactive electronic device, you must have line of sight on the device and spend a Willpower Trait. For electronic devices connected normally to a power source, this will cause the device to activate and draw power normally from the connected power source, but an electronic device not connected to a power source normally will remain active for a number of turns equal to your Data Manipulation score.
With this level of mastery, you can utterly erase all data on an electronic device, cut the power to an active electronic device, and even physically destroy some types of small electronic devices and storage media by generating bursts of electromagnetic energy.
Spend a Mental Trait, and make a Static Mental Challenge against any single device that you are aware of in the scene. Cell phones or portable storage media have one Trait, normal household electronics or desktop computers typically have three Traits, while servers or more resistant devices may have nine or more Traits. Electronic devices with exceptional protection against electromagnetic interference or surges, such as hospital or military servers, gain an additional three Traits for defense. Success allows the practitioner to either disable the targeted electronic device by cutting all power to and from it, or to erase all data (including operating system, if applicable), or to generate a power surge that destroys small electronics and storage media.
Shutdown can destroy only data storage (tapes, discs, drives, CDs, etc.) and electronic devices with three or fewer Traits. Attempts to destroy larger devices may at Storyteller discretion cause the larger device to suffer damage, with damaged devices ceasing to function, and becoming unusable until repaired.
Advanced Data Manipulation
As a master of Data Manipulation, some lower levels of this path become easier or more effective. Expenditures are no longer required to utilize Data Perception or Communication. Electronic devices not connected to power sources can now be activated with Control Data for a number of turns equal to twice the practitioner’s Data Manipulation score. Pulse also allows you to produce an effect similar to that of Shutdown, but affecting all electronic devices in an area simultaneously.
To activate Pulse, spend a Willpower Trait and make a Static Mental Challenge (against the number of Traits it would take to affect the single most resistant device in range with Shutdown), to simultaneously affect all electronic devices within your vicinity, up to a range of 10 times your permanent Willpower in yards, causing all electronic devices within that range to abruptly become non-functional for the remainder of the scene. Spend an additional Willpower Trait each at the time of this challenge to also cause total data erasure, or the destruction of storage media and small electronics, as if all of the devices within range were affected by the functions of Shutdown causing these effects.
You may not exempt or exclude any devices within range from Pulse, and even devices on your person or of which you are not aware, are affected if they are within the range of the effect.
PATH OF EYES
1st BASIC: "EYES OF CLARITY"
Cost: 1 blood point
Mechanic: Up 2 traits on all visual-related challenges for an hour or the scene. Cannot stack multiple uses of this level. Best used with powers of perception that rely on vision.
Eye Appearance: Iris turn gray, fairly Masquerade safe.
Combat Use: None, except for finding hidden opponents etc.
Retest: Investigation here applicable.
2nd BASIC: "EYES OF THE CAT"
Cost: 1 blood point
Mechanic: Give the same benefits as "Eyes of the Beast" and the negative trait Bestial due to eye appearance. Lasts an hour or a scene.
Eye Appearance: Iris becomes gold and green flecked, pupils become cat-like, meaning in pitch black the pupils will take up most of the iris, but in bright light they will slit and one could be mistaken for having serpent eyes, etc. Best covered by sunglasses to be Masquerade safe.
Combat Use: Same as with "Eyes of the Beast"
1st INTERMEDIATE: "EYES OF THE HAWK"
Cost: 1 blood point
Mechanic: Gives the ability to see three times as far as normal, or to magnify small objects up to three times. Can be combined with other visual perception powers. Lasts one hour or a scene.
Eye Appearance: Iris is completely gold, pupil takes on a silver appearance. Not real Masquerade safe.
Combat Use: Enhances "line of sight powers" but keep in mind that powers where the target must hear or otherwise be interacting with the caster may be unusable.
Retest: Usually Investigation
2nd INTERMEDIATE: "EYES OF THE DEAD"
Cost: 1 blood point
Mechanic: As "Shroud Sight" except unlike "Shroud Sight" there is a slightly disorientating double sight which imposes the negative trait of "oblivious" while this power is active. This power lasts an hour or a scene.
Eye Appearance: Entire eye is completely white. Is a potential Masquerade breach.
Combat Use: Can be used to see wraiths and other entities in the Shadowlands, but unless the user can pierce the Shroud physically, then none.
Retest: Usually Investigation if applicable.
ADVANCED: "PERFECT EYES"
Cost: 1 blood point
Mechanic: Win on ties for all visual perception related challenges. In addition, the caster is immune to the first two levels of Obtenebration and all vision-related illusions formed by the first four levels of Chimestry. Due to the physical change in the caster's eye appearance the caster gains the social trait intimidating to those that are interacting with him and where the eyes are apparent. Power lasts one hour or a scene.
Eye Appearance: Eye becomes completely black, almost as if it is swallowing up all of the light. Extremely Masquerade unsafe, see above.
Combat Use: Mainly defensive or investigative. Kind of wrecks Obfuscate and Obtenebration and all minor visual illusions.
Retest: Usually Investigation.
Note: When multiple levels of this power are stacked, the highest level being utilized will be apparent. The caster can end any of the effects at will.
Ritual of the Tell Tale Heart (Intermediate Ritual)
The dangers of the more subtle of Kindred powers are arguably more than the Speed of the Toreador, Strength of the Brujah, Claws of the Gangrel or Physical Resistance of the Ventrue. The creator, being more into the subtle than the direct, wishes to create a substance that will detect the use of Kindred powers when used on a creature. His theory is that by embuing an object with vitae that has an affinity toward a certain discipline, any use of that power directed at it (meaning the person carrying the object) will cause it to react. This reaction could be caused to become apparent to the victim.
This ritual requires the heart of a mammal (of any size), the vitae of a Kindred who has at least a basic understanding of the discipline to be targeted and a specially created vial to contain the above two.
When completed, the heart will have magically soaked up all of the blood and appear to be in perfect condition. It is placed in the vial to complete the ritual. The vial need be carried on one's person to provide a connection to the vial and heart. The first time the bearer is targeted with the discipline that the heart is keyed to, it turns black and begins to decay at about a rate of an hour to completely turn to ash. Multiple vials will all react at the same time so carrying more than 1 per power will be fairly useless.
While this may not actually protect the bearer in anyway, it may allow future investigations some measure of insight on certain situations. The ritual when it is active is not keyed to any particular person, just a certain power. Thus it could be given to a ghoul or loyal retainer for checking after they have gone to have a meeting with one's rival and so forth. It is found that a lead shielding of at least 1/4 inch thick will prevent these from activating, so a small lead-lined box would allow for multiple vials to be carried, just not active. Once the heart has "told" it of course needs to be discarded while the vial itself is reusable.
When created, a heart is soaked in a blood point from a kindred who has at least one level of the chosen discipline that the creator wished to be warned against. The heart is placed in a specially created vial which may be reused after the heart has been used up. The first time that the chosen discipline is used on the bearer of the heart/vial, the heart will turn from normal looking to black and it will start to decay at a fairly rapid rate. At the end of about an hour it will have dissolved completely. This allows the bearer to know somewhat how long ago they were affected. The discipline in question must be one that is directly targeting the bearer and require a contested challenge. Example: Aura Perception would not set it off, but telepathy would. Entrancement would but Magisty would not since it is a defensive power. Thaumatergy paths would need to be "keyed" individually. As stated in the previous section, all of the vials that are keyed to a certain discipline will all activate if multiple are carried.
Path of the Velvet Shadow
Masters of Heaven and Earth Ascend the Ladder of Heaven to invoke and create new covenants to gain power from the heavens himself. Almost all ashipu practice the Dur-An-Ki path of Spirit Manipulation. The Path of the Velvet Shadow is the next step in that mastery. While Ascending the Ladder of Heaven allows ones spirit to reach the heavens above, the Path of the Velvet Shadow focuses on physical mastery to reach the heavens. The Path of the Velvet Shadows deals primarily with the High Umbra where the various Heavens of the world exist. One needs to remember that the Heavens, and indeed anywhere in the umbra, is dangerous for a vampire to go. This path is the way for an ashipu to finally be able to face those dangers and attempt to have more direct contact with his gods. While this path deals primarily with the High Umbra, that does not mean it does not deal with other areas of the Umbra or disallow them access to go the other realms. Each Realm has it’s own dangers and troubles. But those risks are for each ashipu to deal with as he chooses.
•Eye of Heaven
As an ashipu the first step in mastering the ladder of heaven and thus the Velvet Shadow itself is to know where you are. The ashipu looks to the stars to learn his place in the world. While the Heavens may change, the stars never do. It is they who hold all the answers and thus can help any who are lost find their way.
System: The caster spends 1 willpower. For the next scene or an hour the ashipu knows the exact realm of the Umbra he may be in. This is useful for any who travel the cosmos and may become lost.
••Guidance of the Stars
When an ashipu travels the Heavens they learn very quickly it is easy to become lost. The Eye of Heaven may tell an ashipu where he currently is but it does nothing to aid him in direction to travel. While the first step of traveling the heavens may be to learn where you are, the Guidance of the Stars will show the Ashipu where to go. Once again the ashipu turns to the stars for answers. In them he will find the way he needs to go.
System: The caster spends 1 willpower point. For the next scene or hour the ashipu can sense direction in the Umbra. He can find a location or person within the spirit world. As long as they follow the sense created by this power the caster will not become lost in his journey in the velvet shadow.
•••Return From the Stars
For an ashpiu to master this path of dur-an-ki they will have to have already mastered the art of Spirit Manipulation. As any user of Spirit Manipulation knows the power of Duality is a dangerous one. If the ashipu is not careful when using this power they will be swept into the Velvet Shadow with few ways to return home. Once an Ashipu has mastered the path of the Velvet Shadow to this degree that fear is no longer necessary. By concentrating and forcing his will, the ashipu can always return home to the mortal realm.
System: When in any areas of the Umbra the ashipu may spend 1 willpower to attempt to return to the normal world. After spending the willpower, the caster then performs a static Willpower challenge against the difficulty of the gauntlet to cross back over. Success means he returns back to earth. A failure means he is still stuck and will have to try again.
••••Door to the Heavens
At this level of mastery the ashipu can finally open a doorway to the heavens. In order to open the way to the heavens the ashipu most first draw the door way into the heavens on a surface. He uses his own blood to draw the door that he may step through. Once the door is completed the ashipu may cross over into the heavens and begin his journey. Though the High Heavens have many dangers and no way for a vampire to feed, this does allow the ashipu to finally physically reach the heavens without incredible difficulty.
System: The caster draws a doorway in his own blood and spend 1 willpower to create a doorway to the high umbra. Only the caster himself may use this doorway to reach the heavens. While in the High Umbra the Vampire faces many dangers. There is no blood for a vampire to feast upon and many of the heavens are downright hostile to vampires. Not to mention the Lupines who would kill any vampire they found there. However, the Vampire is free to explore the heavens anywhere he so dares. Anytime the ashpiu wishes to return he need only will it by spending 1 willpower and he will return to earth.
At this the final mastery of the path of the velvet shadow, the ashipu gains control over the strength of the barrier that separates the worlds itself. By exerting his mastery over the spirit ways the ashipu can strengthen the barrier or weaken at as he desires to. It is even possible to raise the strength of the gauntlet so high that few can cross over, or if they so choose they can lower so far that it is possible to create a whole to allow himself and others to cross over (or for spirits to cross over to earth).
System: To use Gauntlet Mastery the ashipu spends one willpower trait. After he does that he may lower or raise the gauntlet rating by one level for each Temporary Mental Trait he spends. Raising the Gauntlet to 10 makes it extremely difficult for creatures to cross over from the Umbra. Lowering the Gaunlet to 1 (the minimum) makes it incredibly easy for beings to cross over into the Umbra (even possibly allowing those who cannot normally cross over to be able to. Either on purpose or by accident). The altering of the Gauntlet lasts one scene or hour.