Category:Lethodra
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The Blessing of Lethroda

| 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 | Add an extra three skill points to one of the following skills: Stealth, Persuasion, Deception, Tactics or any weapon skill (Including natural weapons i.e. Unarmed) |
| 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 | A skill that is passive in nature, Silken Tongue makes the words of the user sound more appealing than they would coming from most, even if they go against the listeners wishes. |
| Bluff Exposed (Moderate) | When this ability is active, the character becomes more aware of most ticks, tells, twitches, and movements of an individual than others will be. They are able to tell if someone is lying, and at this level, are rarely ever wrong in their judgement. |
| Manipulative Skill II | Add an extra three skill points to one of the following skills: Seduction, Planning, Rhetoric, Leadership, or Persuasion. |
| The Art of Persuasion (Moderate) | The character has a decent grasp on persuading others to see things from their angle. This includes haggling, bargaining, information gathering, and much more. They are somewhat successful at persuading others. |
| Temptations (Moderate) | When in use, the Lethroda aura is able to extend a distance from the character to other individuals within a 15ft circumference. The aura acts as a transmitter and receiver, implanting suggestions into the thoughts of the people around the character while the character receives impressions of the individual's interests and desires. The higher number of individuals this ability is use on, the weaker is becomes.(Certain skills, like meditation, may prevent this ability from working.) |
| Musical Enchantment (Moderate) | After two song progressions, whether by musical instrument or singing, the character is able to mesmerize and control a decently sized crowd around them. They are able to send out strong emotional suggestions to their audience that may be either positive or negative. Depending on the strength of the suggestions and the individual's mentality, the character is able to implant emotional memories into the minds of the people, causing them to have false memories of certain events. |
| Grip of the Spider | An ability that grants the bearer of Lethroda a spiders ability to traverse walls as if they were floors. Best used for escape or espionage, though some have used it in conjunction with other abilities for offense. |
| Eye of the Beholder (Moderate) | At this level, the character is able to control the aura to cover their entire body. Any who gaze upon the character will think they are seeing the person of their dreams. This ability lasts for a short amount of time and while at first, the character may appear one way, over time, it will become quite noticeable that their features are changing. |
| Secrets of the Arachnid | Primarily serving as an information gathering skill, Secrets of the Arachnid is an ability that allows the user to speak to arachnids and learn from them. |
Exalted
| Ability Name | Ability Description |
|---|---|
| Spiders Silence | A skill that aids in escape and espionage, Spiders Silence allows the bearer to move without making a sound, making it easier for them to move around. |
| Eye of the Beholder (Major) | At this level, the character is able to control the aura to cover their entire body. Any who gaze upon the character will think they are seeing the person of their dreams. At this level, this ability takes almost no energy to perform, causing it to stay active for a very long time with a minimal rest period. |
| Manipulative Skills III | Add an extra three skill points to one of the following skills: Seduction, Planning, Rhetoric, Leadership, or Persuasion. |
| Temptations (Major) | At this level, the character is able to extend the aura over a great distance to multiple individuals and project to them something of a dream or memory while receiving bits and pieces of the individual's memories. The more individuals affected by this ability, the weaker the dream or memory becomes, allowing the individual to break away from the aura.(Certain skills, like meditation, may prevent this ability from working.) |
| The Art of Persuasion (Major) | The character has a major grasp on persuading others to see things from their angle. This includes haggling, bargaining, information gathering, and much more. They are almost always successful at persuading others. |
| Bluff Exposed (Major) | When this ability is active, the character becomes more aware of all ticks, tells, twitches, and movements of an individual than others will be. They are almost always able to tell if someone is lying with one look. |
| Musical Enchantment (Major) | After three song progressions, whether by musical instrument or singing, the character is able to mesmerize and control a large crowd around them. They are able to send out emotional suggestions, amplified and entrancing to their audience that can either positive or negative. Almost always is the character able to implant emotional memories into the minds of the people, causing them to have false memories of certain events. The memory may be as clear as day in their minds and stay fixed in their thoughts for quite some time. Under the right circumstances, a character may even permanently alter the memories of an individual. |
| Scorpions Sting | Only Sintra's Champions may use this skill, as it requires the Ancient Language to use. Once activated, this ability allows the user to inject a venom into their victims, rendering them incredibly vulnerable to suggestion and manipulation. However, after this ability is used, all other Lethroda abilities are rendered inactive for a full Trial. |
| Great Arachnid | Only Sintra's Champions may use this skill, as it requires the Ancient Language to use. Once activated, the use changes shape, becoming a giant, armored arachnid with the eight legs and venomous pincers of a spider as well as the pincers and venomous stinger of a scorpion. This form, if used well, has great combat capacity but comes with a downside. Not only is the bearer revealed as servant of Sintra, but they are locked into this form for a full Trial.. |
The Curse of Lethroda
Hated
Despised
Condemned
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