Lethroda


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The Blessing of Lethroda

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| Those who posses the Blessing of Lethroda are a remarkably varied group of people, as anyone from common brigands to the advisers of rulers have been found to have Sintra's Blessing after their death. The symbol of Lethroda is a spider on the bottom of the wielders tongue. Most Lethroda bearers are part of Sintra's Webspinners, though there have been a very few outsiders to bear Lethroda.




Favored

Ability Nam e Ability Description
Webspinning The Lethroda skill that the Webspinners take their name from, Webspinning allows the bearer to connect those around them with a thread of energy, granting them a sense of what the people they connect to are doing and feeling. While this is not a perfect read of them, it will grant the Marked a vague understanding of their surroundings and emotions. At Favored this ability allows you to web three people. Adored gives you the read of six people. Exalted allows you to connect to twelve and the Champion of Sintra can connect to up to twenty four people. Anyone with Empathy will be able to recognise and physically see the webs that are being made, theoretically able to remove or even amplify them. At Favored it takes Competent Discipline or Meditation to resist this effect entirely, Adored needing Expert. An Exalted or a Champion with this power will require Master in either Discipline or Meditation.
Arachnid Familiar At the beginning of her blessing, Sintra grants a marking in between their shoulder-blades on their upper back. This Marking is an intricate tattoo of a spider, coloured to look like whatever species of spider the Marked chooses. If the Blessing is forced onto someone a tarantula will be chosen by Sintra herself. This will then, at will, climb off the body of the Marked and take form of its real equivalent. This can not be any bigger than a Tarantula, any smaller than a coin and will not contain any venom at this stage of the blessing. This spider can not speak but can be used to monitor and watch, allowing the Blessed to look through the spider’s eyes and hear what it hears in place of their own senses. It will follow verbal commands the Blessed gives before returning to the Marked. Should the Marked give a command it can not do then it will remain in place. If the Familiar is killed then its body disappears and returns back to the Blessed’s back. This Marking becomes faded and, over the span of four trials, returns to its full condition where it can be used again. During this time the Marked feels a small burning pain on the tattoo. At Adored the Familiar can take telepathic commands. This Spider is a real, physical spider that has been chosen by Sintra to be used for her Marked.
Manipulative Skills I The character is granted an extra three skill points which may be spent only on the following skills: Stealth, Socialization, Deception, Tactics or any weapon skill (Including natural weapons i.e. Unarmed). Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Silk Thread As a subtle protective measure a Lethroda can set up a small, single strand of webbing from their finger. This can be placed across ten feet of distance or less and will alert the Marked when it is broken. While this thread is delicate it will not break of natural causes, including strong winds. Yet a person lightly walking towards it will snap it on contact, as well as any other living being larger than a mouse interacting with the thread. Once this happens, the Marked immediately knows their thread has been broken, but not what broke it. This can be placed anywhere in Idalos and is often used to protect the Blessed’s belongings as well as zone off an area. At Favored only one can be placed. Adored allows for three at a time. Exalted has five and the Champion of Sintra has ten.
Bite of the Spider Making use of the Arachnid Familiar, this ability allows the Marked to see brief flashes of a desired memory by their familiar biting someone. Before the familiar bites their target, the Lethroda must think of something they desire to see, such as a specific valuable or a person of interest. If the bitten has seen this desire within the past three trials it will show the Marked a few trills of images as to what the desired item or person looks like and the general area around it, as if viewing pictures. If they have not seen it, nothing happens and the bitten feels the spiders bite, potentially lashing out to kill it. While these images are being shown the Arachnid Familiar can make a stealthy escape, the bitten falling in to a temporary trance. This can only be used once a trial. If those bitten have a Discipline or Meditation of Expert or Above the trance will not work, nor will any memories be obtainable.
Hateful Web One of the first powers allowing indirect manipulation, this ability allows the Marked of Sintra to place a small, physical web on a person or their clothes. This is hard to notice for an untrained eye and will usually go ignored, however something as small as a passive shoulder brush could destroy this web, so placement is important. If the person removes an item of clothing with the web on it then the effect will end and the web will break immediately. When this web is on somebody or their clothes it will draw negative attention from everyone around within a thirty feet radius, giving them an unnatural dislike of whoever it may be, even those that are usually friendly with the Webbed. If this web remains unbroken the effect will last for half a Break and the ability can only be used once every five trials. However, with a Detection at Expert or Above this web is easy to notice, or a Meditation at Equal level from the webbed will negate it entirely. Empath's can detect this effect at near to any level, though much more prominently at Competency.
Arachnid's Ally At this level of the blessing Sintra’s Marked is recognised as a webspinner by all Arachnids. No arachnid will ever harm the Webspinner unless they actively attack one of their own or disturb their territory. However, if the Webspinner does attack and break this bond then the spider and all others around will attack for twenty Bits, weaker spiders doing minimal damage where venomous spiders could prove life threatening. Becomers, while not compelled to follow it as closely, will sense this bond in the form of a spider. Another Lethroda's familiar will also know of the bond and will not harm a Webspinner unless them or their Marked are under threat, even if ordered to do so.
Grip of the Spider An ability that can be toggled on and off at will, Grip of the Spider allows the hands and feet of the Webspinner to become adhesive. Each limb can individually be toggled, allowing all or select limbs to be adhesive or not. This can be used to scale walls, run up a wall with the right training or give combat bonuses. However, wearing gloves or shoes/socks will prevent this, bare skin needing to make contact.
Webweaving As the final Favored power, Sintra allows you to create a thick spider's web from any part of your body, similar in thickness and strength to rope. This web is adhesive to everything that the Webspinner wills it to be, meaning it will not accidentally get stuck on their clothes or other items. Using this power allows the Webspinner to tie up someone, set up the rope for climbing or ensnare an unaware person or animal as well as many other uses. This web can be up to twenty four feet in length and can easily hold the weight of a person. After two Breaks this web will dissolve unless broken already by a strength of Expert or above. This ability can be used once every trial. To cut this web off from their body all the Marked has to do is stop producing it, leaving the end attached to their body.

Adored

Ability Name Ability Description
Silken Tongue As the Blessed grows in power they find their manipulation increasing passively thanks to this ability. Any words spoken by the Lethroda will have an air of charisma to them, giving those around an urge to listen even if the end result is the same. This opens up many doorways, such as making persuasion easier or attracting more trust with less reasoning, though it does not increase your skills. However, this will not make someone act against their own beliefs. This is significantly weakened but still notable against someone with Expert in either Discipline or Meditation and is entirely voided if one of those skills or both are Master or above.
Ensnared in Web Branching off of the Webspinner ability, this allows the Sintra-Marked to detect truth or lies in a conversation with any that they have tied themselves to in their web. When in a conversation with a webbed the Marked can instinctively tell if part of their sentence was secretive or an outright lie. This will not reveal what part was a lie but gives the Marked a general idea of how truthful someone has been. Despite knowing this information, however, it grants no buffs or boons to the skills the Marked must put in place and does not allow any control of those influenced by it.
Manipulative Skill II The character is granted an extra six skill points which may be spent only on the following skills: Stealth, Socialization, Deception, Tactics or any weapon skill (Including natural weapons i.e. Unarmed). Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Venomous Bite A power that can either be used by the Arachnid Familiar or the Marked, Venomous Bite allows for a paralytic venom to spread through one of the two. If the Familiar uses this power then their bite will paralyze anyone affected by it for five bits. Once bitten it will take ten bits for the venom to take effect, the victim quickly becoming paralyzed. During these ten minutes they will begin to feel groggy and weak. If the Marked uses this venom it ejects out of their teeth and works with the bloodstream, meaning it can be smeared on a weapon or used to bite. This has the same effect and timings are the Familiar’s bite. Both of these can be resisted entirely with Master Resistance, but the effect will be halved in duration at Expert.
Whispered Secrets Forming a deeper bond with Arachnids is all a part of Sintra’s blessing. At this level communication with them becomes possible, albeit basic. Spiders will be able to talk to the Blessed telepathically in their own voice but their words will be simple and their phrases short. This can be used in a multitude of ways but is often used to gather information and scout out areas. However, bonds of friendship can start to be formed using this ability, Webspinners often investing in Arachnid pets to accompany them on missions. This will work on another Lethroda's familiar but will not work on a Becomer.
Spider's Gaze A method of perfecting her Marked, Spider’s Gaze gives the Blessed buffs to their vision in multiple ways. As well as providing Low-light vision the Lethroda can also see clearly in 180 degrees around themselves, their peripheral vision becoming as clear as their primary vision. On top of all of this, any visual impairments they had previously are removed, leaving them with perfect vision. This can not be used to remove any magical impairments, including curses.
No place like home At this level the Lethroda can mark a location as their nest, claiming the area as their own. This can be done to a small house or a natural area like a cave, only spanning over an area of thirty squared metres. In doing this the Marked attracts other arachnids to their nest as well as baiting food for them like flies and other insects to the area. This will be enough to keep the arachnids sustained. However, because of this the area will quickly be covered with webs and even eggs of the creatures.
Arachnids Sense Granting the Marked a supernatural sense around them, this ability allows the Lethroda to feel any vibrations in the air or ground around them in a twenty foot radius. Sensing this will alert the Blessed as to the direction of the movement, giving them a general idea of distance and speed. The bigger the movement is the more prominent the sensation will be, but even the smallest of movements will be felt.
Arachnids Duty Finishing off the Adored abilities, Arachnid’s Duty fills all arachnids in an area with a sense of responsibility over the Blessed. This will mean that if anyone is to try and attack the Lethroda then all of the nearby arachnids will attempt to defend them, anything venomous injecting whatever it can to kill the attacker and anything smaller or less venomous will swarm around to try and bite, irritate and distract the enemy. This ability, while passive, can be called off in any and all situations and usually requires a clear cry for help from the Blessed. Becomers feel compelled in a Spider-based form to also help but are in no way required. Ignoring this will leave them with a nagging feeling in their mind, lingering even longer if the Lethroda is killed. Both the familiar of other Lethroda's and the other Marked themselves feel compelled to help out, also acting as a safety measure to keep her Blessed close to one another.

Exalted

Ability Name Ability Description
Perfect Silence When the Marked reaches Exalted they gain access to the passive power of Perfect Silence. This ability allows them to move silently wherever they go, their steps light and impossible to hear. This is only applicable for the silence of footsteps but does significantly reduce the noise made by gear they carry with them, only faint clicks heard. With the right Stealth training, however, this ability can help make someone entirely silent.
Agility of the Arachnids Reaching into the physical prowess and speed of a spider, Sintra allows her Marked to gain supernatural speed and reflexes like that of her creatures. While it is in no way a replacement for the Acrobatics or a combat skill, as the techniques will still need to be mastered, this does allow for speed that could not otherwise be obtained by the mortal body. Punches are thrown like blurs, dodges rapid and movements generally enhanced, effectively doubling the reflexes a Lethroda has.
Manipulative Skills III The character is granted an extra nine skill points which may be spent only on the following skills: Stealth, Socialization, Deception, Tactics or any weapon skill (Including natural weapons i.e. Unarmed). Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.
Spider's Apathy As a final statement to the efficiency of her Marked, Sintra grants a power that allows them to toggle their emotions on and off. In doing this, they can rid themselves of any and all guilt, dread or regret they might feel about their actions. It also reduces the fear that they feel, allowing them to think with a clear head free of emotion. This can be toggled on and off at the will of the Marked. If it is on then it will require much more work for any that wish to manipulate their emotions. Any abilities lower than Exalted will have no impact on the Marked and an Empath will need to be of Master or Revealed to force their emotions back.
Familiar's Divide Using this ability will split the Familiar of the Exalted in to ten smaller spiders, each having access to the same powers as before. When the Marked tries to look through the Familiars eyes they can see the gaze of every individual spider at once. These Familiars can all be controlled telepathically by the Marked, doing as he bids for up to twenty Bits. If half the spiders remain alive once the ability ends then the tattoo will form back on the Marked’s neck. If not, the Familiar is dead and will need to come back as usual.
Arachnid's Markings With this power comes the ability to embrace any arachnid into the Marked’s skin, turning them into a tattoo on their body that can grow out of it at the Blessed’s order similar to the familiar. Up to ten arachnids can be kept on their body in this so long as the creature is no bigger than the Marked’s torso. However, if one of these arachnids should die they will not return and allowing one as a tattoo does not grant them any of the powers a Familiar would get. This ability is often used to conceal a small mass of dangerous arachnids in to areas. Only natural spiders can have this done, meaning any Familiars or Becomers will not be able to do this.
Natural Weapons Reaching close to scorpions the Blessed is able to draw out of their own body some of the natural weapons Sintra’s creatures possess. As well as two pincers appearing out of their side like a second set of arms a scorpions tail and stinger comes out of their back. Inside this stinger is a single dose of venom that will confuse whoever is injected with it, taking effect immediately. This will blur the faces and bodies of everyone around them, causing them to panic and lash out at whoever comes close, be it friend or foe. Once this venom is gone the stinger remains and can be used as a sharp weapon, stabbing as deep as a dagger. This ability lasts for one Break and can be used once every seven Trials. People with a Resistance or Endurance at Master can resist this entirely and every level under makes it slightly less blurred, yet equally panic inducing. Discipline or Meditation at Expert can also stop them from their panic, though the visual effect remains the same. Master in either skill removes all effects.

Champion

Ability Name Ability Description
Call of the Arachnids An ability that only the Champions of Sintra can use as it requires the Ancient Tongue to activate, Call of the Arachnids is a power that reaches out to any and all arachnids within a two mile radius. These will come to the aid of the Marked, doing whatever they command in a swarm, willing to fight and die for the command of the Champion. This ability lasts for two Breaks and can be used once a season. This does not effect other Arachnid Familiars or any Becomers.
Familiar Friend An ability that only the Champions of Sintra can use as it requires the Ancient Tongue to activate, Familiar Friend is a power that can convert your familiar to a giant spider, stood at twenty five feet tall and coated in a thick natural armour that can resist a high amount of damage. As well as this the Champion can channel any of their abilities through the Spider, allowing it to use powers that it couldn't previously. This lasts for half a Trial. However, use of Familiar Friend will stop you using any abilities once the duration ends for seven trials. Should the Familiar die then it will take a full cycle for the tattoo to come back.

The Curse of Lethroda

Hated

After making Sintra an enemy a Hated will find themselves surrounded by more arachnids than before. Nests will be made in their house and masses of arachnids will inhabit any place they stay. While these are not likely to be aggressive they will often torment and swarm the cursed during their sleep, men and women waking up to find hundreds of small Arachnids over their body. Becomers will feel this compulsion but are not required to follow it.

Despised

Should someone find themselves Despised by Sintra they will be overwhelmed with a fear of all those around. This effect is much more prominent on their friends, making them think that everyone they once knew and loved are now out to get them. This will slowly drive them insane, leaving many to sit in their homes and avoid what they think are the judging eyes of everyone around. However, some have been known to overcome this with constant therapy, angering Sintra further.

Condemned

If anyone should find themselves Condemned by Sintra they will live a life of torment and suffering. Any and all Arachnids around will attack them regularly, lashing out or lying in ambush to pounce the Cursed. However, what makes this curse so torturous is the compulsion that the Arachnids have to leave the Cursed alive, never injecting enough Venom to kill or attacking in ways that could end their life.

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